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Mercator
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Sorekara no Nanimo
Jan 1970 time: 06:17
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(for the health bars)
I don't think you can place invisible cities without going through all sorts of troubles (i.e. hex-editing)...
I think Henrik did it by creating a settler via events on an (odd,even) or (even,odd) square, but that can really only be used purely as a label. It creates all sorts of problems if you want those cities to actually do anything like producing units. (This is what N35t0r just posted)
Or, um, actually, I made a utility that can do it. It isn't really "official" because I haven't properly tested it yet (and probably never will)... I think I've posted it here once before, or e-mailed it to some people.
I just made a few improvements to it, so I'll just attach it again. But you still use it at your own risk! It might be buggy, and it doesn't make any backups, so you'll have to do that yourself!
You'll need a few files too, such as the VB6 run-time files, to get it to work. If you don't have those already, you can find them on my utility site (see signature/homepage). If you then get a missing file error, you'd need to install MapEdit.
CivEngineer can add/remove certain tile improvements to/from specific squares.
Let me see, here's what you could do:
- First, you should mark the tiles you want to put your invisible cities on. Before you build those cities, change the terrain on those squares to a terrain type that isn't being used anywhere else on the map (or at least not by squares with other, visible, cities, airbases or transporters on it). Then build the cities... You can change the terrain back later, after you made the cities invisible.
If the above isn't possible (e.g. all terrain types are all over the place), you could use units instead. Put units in the soon-to-be-invisible cities. But again, make sure there are no units whatsoever on transporter squares, airbases or in visible cities!
- Do whatever you have to do with the cities, while they are still visible. After using my utility, you will only be able to access them via the City Status screen.
- Start CivEngineer and open your savegame (using the Browse... button)... Don't forget to make a backup first!
- Select Remove in the drop-down box, choose City Present in the left list, and select the proper terrain type (or the Unit Present flag) in the list on the right.
- Click Save to save the changes (and possibly Exit if you want to quit, or Close if you want to edit another file)
- You can now reload your savegame. Hopefully, all marked cities have now become invisible. You can only see the city name on the map. Other than that, it's a perfectly normal square. And yes, these cities produce units as normal.
- Now the city has become invisible, you can change the terrain back to its former self, before you made the city invisible.
As you will see when you open a file in CivEngineer, you can do lots of other stuff with it as well...
The main thing to keep in mind is that the list on the right acts like an OR list, so to speak. For example. if you would select "Desert", "River" and "Road", all desert squares, all river squares and all road squares will be affected.
If, say, you would want to add roads to all squares, except rivers and ocean, you first add roads to all land terrain and then remove it again from all river squares.
Oh, and by the way, this works for ALL versions of Civ2 (well, except unpatched MGE), including ToT multi-map games. For multi-map games, you'll get to see four buttons at the top (named Map 1 through Map 4) with which you can make your changes for each of the maps separately.
Download CivEngineer
Last edited by Mercator on 05-09-2005 at 00:33
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Mercator
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Sorekara no Nanimo
Jan 1970 time: 06:17
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You can change the colors in the cities.bmp:
http://coc.apolyton.net/guides/tribe_colors.shtml
Unfortunately, the color in the health bar will always be a drab, dark variant of it. The RGB values are halved to get that color. For instance, even if you make a civ bright blue, RGB(0,0,255), the color in the shield will be dark blue, approximately RGB(0,0,128). I say approximately, because there will be slight differences due to the 15-bit nature of ToT graphics.
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