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Catfish
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Wollongong, Australia
Aug 2000 time: 14:16
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quote: Originally posted by Harry Tuttle
Ok, I've been screwing around with this mapcopy utility. I've figured out how terrain squares can be copied from a map file to a save file. It's a piece of cake. Problem is, I need to find out how a square with low fertility, like say "glacier", can be copied onto a save file without actually copying the glacier terrain tile.
The readme eludes to copying fertility, but what I don't get, is how do I copy a grassland tile with low fertility to a grassland tile with high fertility, thus making the receiving save file grassland tile have low fertility? |
You want to set the fertility of grassland/plains tiles in the outlying areas of the map to zero, right? You also want to make some of the town terrain types fertile? If so, you're going to have to copy fertility data from a .sav file to a .sav file – copying from a .mp file won't do it. Why? All fertility values in a .mp file are zero. The CALC and CALCALL options recalculate fertility values based on your final terrain types and so aren't useful here. BTW, you'll find that grassland and plains will have initial fertility values ranging from 8-15 (on a scale of 0-15) and the rest will be zero. The AI (supposedly) won't build on anything below 8. These values will be modified once players start building.
Steps:
1. Open up your saved game in Civ2's Map Editor.
2. For all those grassland/plains tiles on which you don't want the AI to build, replace them with a zero-fertility terrain type. Do the reverse for fertile town tiles.
3. When you're done editing the map, save it.
4. Start a new normal game with this new map. Pick Romans. Civ2 will set new fertility values. Don't build. Save the game as NewFert.sav.
5. Type the following command line for MapCopy: mapcopy NewFert.sav Scenario.sav –s –t –bc. This will copy the fertility data only, using the ADJUST option to lower the values of tiles which fall within city radii.
6. Done.
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Harry Tuttle

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of the Hoople Heads
Mar 2003 time: 00:16
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Ok, I have done as Catfish has said. Also, I have found a solution to the ANYBODY problem. Not really a solution, more like a compromise, but hey, life's a ***** 
Changes:
1) Pioneers have been given the settler flag. They pop-up, you bribe them, and you settle a new saloon. Fertility has been modified to create fertile ground around the old camp and the new camp only. The AI will not (gotta playtest this folks) settle anywhere else but on the camp sites and immediate area.
2) As a compromise because of the lack of event space I have eliminated all of the random terrain that pops up. Yes, this sucks, but I plan to include the random terrain in the ToT version (Yes, I have seen the path to enlightenment). Now, the "new" camp will be there when you start the game. It will be unsettled, open for all to build new saloons.
3) Because of the new space from the elimination of the create terrain events there are now multiple, civ specific events for the unitkilled trigger. Got a bonus from finding those golden nuggets? Well now everyone can too.
4) Fixed one minor grammar problem in the game.txt.
Right now I am going to complete the sounds (a lot have been converted to format already), work on the saloon owner unit graphics, and fix any playtest problems as they arise.
Now, hopefully, on deity level, the AI will be a bit more aggressive as fertile saloon space is limited. Somebody tell me if this happens, because I will be pleased.
Also, I do have room for more events, so suggestions are welcome.

EDIT: ZIP Updated 11:11pm EST 10/22/04 - get it at beginning of thread.
Last edited by Harry Tuttle on 23-10-2004 at 08:02
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AGRICOLA
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Canadian bush & Florida
Feb 2003 time: 00:16
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WinZip v8.1
EDIT:
Waal podner, Ah jes' tried it agin. Ah'll be goldurned iffen it don't work. Ah guess good ol WinZip ain't gonna get shot tween the eyes this time.
Cain't figger out whut happen. Goldurned modern gadgets. Cain't trust them atall. Gimme my hoss 'n gun, them Ah trusts.
Thanks fur the encouragement.
Last edited by AGRICOLA on 20-10-2004 at 23:53
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AGRICOLA
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Canadian bush & Florida
Feb 2003 time: 00:16
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I share Arthedain's concerns about the lack of new AI saloons when the scen is played as a SP game.
quote: Originally posted by Arthedain The AI doesn't build any cities, as they never bribe Pioneers. |
My game is in week 23 (my start year, turn increment and Legend have been changed to weeks), and the AI is unable to bribe Pioneers because I've bribed 3 hostile whores and think that the fourth one is cornered in hilly country.
Changing the tech requirements for Laborer so that they become buildable much earlier may be the only way to get the AI to build new saloons. I know that this kills one of the unique features of the scen for SP, but there may be no way around it.
I'm going to change the prerequisite for Laborer to 'Alp' and will report on what happens.
Otherwise, things seem to be OK so far. IMO, the 3 square high mountains look super.
Last edited by AGRICOLA on 21-10-2004 at 18:20
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AGRICOLA
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Canadian bush & Florida
Feb 2003 time: 00:16
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I was wondering about storms occupying cities. My RULES shows them to be domain=1, air.
I don't particularly like the idea of removing bribing from the game, it is such a unique feature. Perhaps the cost of Laborers could be increased to better balance the 70 shield building cost and the $2000+ cost of bribing a Pioneer.
Oh no! Extrapolating a bit into the future, the Pioneer problem will be repeated with the US Cavalry and any other units that need to be bribed in order to acquire them.
Should this perhaps be strictly a MP scen? That may solve most of the problems.
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