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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization II > Scenario League / Civ2-Creation > First turn money bug can be removed by hex edit
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AGRICOLA is offline AGRICOLA
Prince
Canadian bush & Florida
Feb 2003
time: 00:17
  Old Post 19-04-2004 04:29
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First turn money bug can be removed by hex edit Support Apolyton, buy Civilization: The Boardgame

CAUSE OF MONEY BUG

Civ 2 keeps track of the sum of the sizes (SOS) of all cities that belong to each civ, including barbarians.

This number is updated at the beginning of each turn to reflect any changes caused by city growth, founding of new cities or the conquest or loss of cities.

As far as I can tell, the main use of SOS is for computing the amount of gold a civ gains when it conquers an enemy city. I believe that the computation looks something like this:

GOLD GAINED = {gold possessed by enemy civ} x {(size of conquered city) / (SOS of enemy civ)} x {fudge factor that includes distance from capital, etc.}

The first turn money bug in scenarios (and games) arises from the fact that all SOS are zero because the program has not had a chance to update them.

Consequently, on the first turn, {(size of conquered city) / (SOS of enemy civ)} is infinite and GOLD GAINED = {gold possessed by enemy civ} .


HOW TO FIX BUG

In CIV II MGE, the following bytes (offsets in decimal) contain the SOS for each civ:

2386 - 7 Barbarians
3814 - 5 Civ 1
5242 - 3 Civ 2
6670 - 1 Civ 3
8098 - 9 Civ 4
9526 - 7 Civ 5
10954 - 5 Civ 6
12382 - 3 Civ 7

One way to fix the problem is to count up the SOS for each civ, convert the number to hex and enter it in the correct slot in the scenario save (remember that a hex number like 1C49 needs to be entered as 49 1C).

Alternately, one can fast forward through the first turn, save it and then copy each number from the save and paste it into the correct slot in the scenario save. This may introduce very minor errors in the amount of gold one gets for conquering a city during the first turn.

If anyone has a scen that is ready to launch but does not want to tackle hex editing, I'll try to help.

Last edited by AGRICOLA on 19-04-2004 at 05:13

curtsibling is offline curtsibling
King
of the Kill!
May 2002
time: 05:17
  Old Post 19-04-2004 04:32 Visit curtsibling's homepage!
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Support Apolyton, buy Alpha Centauri

Awesome!

Perhaps you can help me with my cheat menu problem - AGRICOLA?

Please check my thread...

Panda is offline Panda
Prince
Europe
Jan 1970
time: 05:17
  Old Post 22-04-2004 00:33
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Damn fine job. I'd guessed there was a hex solution, but couldn't spare the time to track this down (and I still use the old-fashioned work-around myself).

Pap1723 is offline Pap1723
Prince
Chicago, IL
Mar 2000
time: 23:17
  Old Post 22-04-2004 02:44 Visit Pap1723's homepage!
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Browse Apolyton AD-FREE

What is the old fashioned work around?

Mercator is offline Mercator
King
Sorekara no Nanimo
Jan 1970
time: 06:17
  Old Post 22-04-2004 05:28 Visit Mercator's homepage!
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Support Apolyton, pre-order Civilization IV

Make sure that the "SOS" isn't zero when the first city is captured.

You can do that in two ways. Either let a turn pass during scenario creation after you've created the cities, or make sure no-one can capture any cities in the first turn (e.g. by having most units finished their turn already).

yaroslav is offline yaroslav
Emperor
Madrid, Spain, Europe
Jun 2001
time: 06:17
  Old Post 23-04-2004 01:15
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Tired of ads?

Agricola

Cifer Almasy is offline Cifer Almasy
Prince
Detmold
Jan 2003
time: 05:17
  Old Post 23-04-2004 13:04
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Support Apolyton, buy Civilization III: Complete

Congratulations Mr. Agricola!

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