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harmonic
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Hi all,
I've played Civ2 for a long time but am just now trying to learn how to create scenarios. (FW is the version I use.)
I am stuck on something dealing with terrain editing, and I really have looked far and wide for help before asking in person... (guess I'm hot using the right keywords or something) What I need is an explaination of what the different "slots" or spaces in the terrain.gif file mean - I know how to edit an object in by copy/paste, but most of the time they don't work, as if I were supposed to have edited multiple slots but didn't. I'm having a heck of a time trying to find out how the slots are linked or whatever else is happening.
Thanks!
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Mercator
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Sorekara no Nanimo
Jan 1970 time: 06:17
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Well, that isn't really vague enough either, Case... Those patches are piracy, plain and simple, so even just mentioning them is questionable (and, um, I can NOT tolerate anyone calling MGE superior over ToT )... And *cough* I do have a bit of a personal vendetta against the patch too (not the creator per se).
But well, the patches are out there, and pretty hard to miss too. I could go and ruthlessly ban any reference to them, but since I'm only limited to the SL that's not gonna make a whole lot of difference.
So, um, well...
(sorry for threadjacking your thread Harmonic )
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Catfish
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Wollongong, Australia
Aug 2000 time: 14:17
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quote: Originally posted by Case
The 'patch' which converts Civ 2: FW and Civ 2: TOT to the superior Civ 2: MGE |
Now there's a piece of misinformation if ever I saw it - especially from a scenario design perspective.
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harmonic
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Hijacking my thread? No problem! The extra attention is highly in my favor.
Actually fellows, I already have Civ2MGE; and a legitimate copy at that. I don't use it though. Never have, really.
Why? Primarily, I guess, is because the first three editions don't require the cd to run. Furthermore, the system's sound resources are left free, and I like to play music during the game... some good old Metallica ads a lot of atmosphere during warfare...
Anyway, on top of all that, my wife is also a civ freak so, she is always using the MGE disk.
Oh yeah... There's also a bug in it that I don't like; The Enemy ships are visible during the game even if they're not attacking. Really slows the game down.
I guess the next question is: Is there a patch for MGE that fixes these? I would also need a no-cd code.
A few more things... Does Paint Shop Pro have a grid function like MS Paint?
I'm looking for a unit, a spy unit that is either crawling on all fours or prone... Has anyone seen one?
Thanks a million!
Last edited by harmonic on 11-07-2004 at 15:13
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harmonic
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I've been looking through all the graphics posted around here... lots of mighty fine work! And very time consuming as well. (I did see out in the forums that it was very time consuming - no joke!)
While we're all here, let me beg a favor; A little critique on my concept?
It started with the crawling spy thing the other day - I had this image in my head of a spy tunneling under the city walls. The idea grew into a concept that I haven't seen anywhere... yet, that is. I'm not even sure that the graphics can be edited to what I need. Anyway, what I want to do is...
"Planet of the Ants"
No, I don't mean that all the people and units will be made to look like insects in tiny tanks or whatever, but rather a drastic change in the terrains and such.
Just imagine your common mail-order ant farm.
You have a flat map, with "sky" tiles filling in the top third of the map, and "earth" tiles taking up the bottom two thirds. A 2D representation just like an ant farm. The sky tiles would be modified ocean tiles I would assume, and the earth tiles... well they could be any mix but all colored nearly the same "earth brown" or whatever color you want, maybe an off white sand color. Road and rail tiles would be modified to look like ant tunnels.
A few things I can see right away that could be problematic are:
Tunnels being ugly and confusing clusters late in the game...
Coastal tiles - getting a "flat" coastline (it would be the horizon in this case)...
Irrigation and farming - I think this will be pretty tricky. What I'm thinking is that both irr. and farm tiles would be edited to look the tunnel tiles, only filling up one whole grid space instead of slicing through a space as a tunnel would. But, since we're in 2D here, it wouldn't look right to have workable terrain under a city.
So, whatcha think? I read something about immobile millitary units that I think might be useful with the tunnel & farmland issues. The immobile unit info looked rather complicated... is this the only way, you think? (It would be nice if you could just "turn of" all diagonal movement.)
As for the coastline/horizon issue... I haven't got a clue, as I haven't tried to edit the terrain2 file yet. I don't know about the win conditions either. (I hope that bridge will be crossable when I get there...)
Sort of a post-script idea here; all of the earth tiles could be made into immobile millitary units. Then, in order to build a road, that tile would have to be blasted (attacked & killed) and cleared before an improvement could be made! A pretty neat shot of realism, huh?
Well I better be on my way now. Thanks in advance for any advice or wisdom on my scenario concept, and more thanks for the welcome. 
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