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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization II > Scenario League / Civ2-Creation > Non-graphics mods for TOT Red Front Redux
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Cyrion is offline Cyrion
King
Caught somewhere in time
Jan 2002
time: 06:16
  Old Post 11-12-2004 12:23
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#121 Report this post to a moderator
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quote:
Originally posted by CapTVK
Does that mean you can't use barbarians at all if you use changeterrain? Or should you simply be careful about letting barbarians near a change terrain field?


First of all: the barb need to have a city somewhere on the map, otherwise I believe that a changeterrain will remove all the barb units on the map. (noit 100% sure, though)

When the barb have a city, I think that it depends on the unit slot used for the barbarian units: some are more "stable" than others. For instance, whenever a changeterrain occurs anywhere on the map, some barb units disappear, and some others survive!

I had many problems trying to fix that in my Disxworld scen, and in the end had to renounce using barb units (as I use many changeterrain).

The "barb unit" stability is not really well documented, and so I can't tell you which unit behaves better than others.

If you want to see the answers I got when I asked questions about that, check here: (don't stop after the first few posts, the question comes again after the 13.10.2003)

http://apolyton.net/forums/showthre...nical+questions

As you'll see, there was no definite answer about which slot works, and I had to use another civ...

But if you can find fine working slots, I would be more than interested!

Field Marshal Klesh is offline Field Marshal Klesh
King
Klesh Marshal Field
Jan 2000
time: 00:16
Arrow  Old Post 12-12-2004 00:26 Visit Field Marshal Klesh's homepage!
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#122 Report this post to a moderator
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Okay, lets see if I can address some of the things that have been posted.


quote:
Originally posted by fairline
We do I'm replaying currently and it happened Oct 41 IIRC


Okay, I will have a go at getting rid of some things. I figured ToT might be able to handle more units at once.


quote:
Originally posted by CapTVK
Well, my ToT has been reinstalled, patched up and ready to go! Only thing still missing is Catfish's Civ2 UI/Graphic mod.
Where do I sign up?


I think you just did!

quote:
Originally posted by Catfish
That paragraph in the batch file screenshot was written by me. It has nothing to do with animated unit lockout. It has everything to do with hiding the health bar for several units. The units in question change 4 times during the scenario - hence there are 5 static.spr files. The message is there because sprites will not be "refreshed" until the user quits to the main menu.


Oohhh hiding health bars. Nice. We need to do that on a few more units as well. I dont really understand this animation aspect of ToT yet, but I hope I can figure it out.



I will take the discussion of the ghost turn over to its other thread.

CapTVK is offline CapTVK
King
Voorburg, the Netherlands, Europe
Jan 1970
time: 05:16
  Old Post 12-12-2004 03:53 Visit CapTVK's homepage!
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#123 Report this post to a moderator
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quote:
Originally posted by Cyrion



The "barb unit" stability is not really well documented, and so I can't tell you which unit behaves better than others.

If you want to see the answers I got when I asked questions about that, check here: (don't stop after the first few posts, the question comes again after the 13.10.2003)

http://apolyton.net/forums/showthre...nical+questions

As you'll see, there was no definite answer about which slot works, and I had to use another civ...

But if you can find fine working slots, I would be more than interested!


There's some high level civ design going on at that thread there. So barbarian units only work well within certain slots? It would explain how barbs operate ingame. (e.a the way that barb ships can unload multiple loads of units)

Still, the fact that changeterrain can make barbs (partizans) "dissappear" could work in RF Redux. It could be used for cleaning the map of partizans in one fell sweep. If it truly works in that way.

Last edited by CapTVK on 12-12-2004 at 04:15

Catfish is offline Catfish
Warlord
Wollongong, Australia
Aug 2000
time: 14:16
  Old Post 13-12-2004 09:43 Visit Catfish's homepage!
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#124 Report this post to a moderator
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quote:
Originally posted by Mercator
I knew that. I just didn't quite realise it had to do with switching the unit graphics. I've never played RF.

Although I quoted you, the comments were also directed at those working on the scenario.

quote:
Originally posted by Mercator
I was afraid of that. I'll see if I can figure it out.

Taking a look at it now, I strongly suspect WK's referring to the 2 bytes that immediately precede the scenario name string at the end of the .scn/.sav file. I'm already aware of those. These settings are automatically enabled by CivConverter and their lockout effects are as described in the first link you posted.

quote:
Originally posted by Field Marshal Klesh
Oohhh hiding health bars. Nice. We need to do that on a few more units as well.

Of the current crop of units (I figure you're gonna add more later), I don't really see where there's a need.

Field Marshal Klesh is offline Field Marshal Klesh
King
Klesh Marshal Field
Jan 2000
time: 00:16
Arrow  Old Post 14-12-2004 00:09 Visit Field Marshal Klesh's homepage!
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quote:
Originally posted by Catfish
Of the current crop of units (I figure you're gonna add more later), I don't really see where there's a need.


The Rivermines and Floating Mines have their health bars still visable. Thats all I can think of for whats ingame now...

Catfish is offline Catfish
Warlord
Wollongong, Australia
Aug 2000
time: 14:16
  Old Post 18-12-2004 08:58 Visit Catfish's homepage!
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quote:
Originally posted by Field Marshal Klesh
The Rivermines and Floating Mines have their health bars still visable. Thats all I can think of for whats ingame now...

From ToT_Changes.txt:

quote:
* Hid Floating Mines, Pontoon Bridge, Stalin Line, Fortified Battery, Village and Rubble health bars using SpriteGen. There are 5 static.spr files, implemented via redfront.bat.
* Replaced River Mines icon with Floating Mines icon and gave it the Invisible Until Attack flag.

Therefore, although the health bar for River Mines is visible, the unit is hidden by another means.

On the suspicion that you unwittingly *cough* enabled the .SPR file override in the Scenario Parameters menu, you should be aware that doing so will block the static.spr file.

AGRICOLA is offline AGRICOLA
Prince
Canadian bush & Florida
Feb 2003
time: 00:16
  Old Post 15-07-2005 13:15
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#127 Report this post to a moderator
Avatar Enlargement: We've got the solution

In view of the renewed discussion about the RF TOT Redux, I think that it is worth bringing this old thread forward.

 
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