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Prodigy.NL
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ey
i was just editting civ 2 for the last week because i thougth the start of the game could be better (a longer time before you get musketeers)
so i added a few advances and a few units but it wont accept my changes and i cant see anything i have done wrong
could someone check my rules file?
things i editted:
i added advances
i editted the first few advances in discovering time
i added a few units
i editted unit attack and defence
i changed the prequirments of the baracks
i changed a few civilizations (but it cant be that, because i already had that)
thank you very much
Prodigy.NL
Attachment: rules.txt
This has been downloaded 2 time(s).
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Boco
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who was once King for a week.
Jan 2001 time: 00:16
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code: Future Technology, 1, 0, FP, Rec, 3, 3 ; ...
Military, 8,-2, nil, nil, 0, 0 ; Mil
Bows, 3, 0, Mil, Arm, 0, 0 ; Bow
Armor, 5, 0, Mil, nil, 0, 0 ; Arm
Architecture, 5, 2, nil, nil, 0, 3 ; Arc
Settling, 6, 2, nil, nil, 0, 2 ; Set
Communication, 5, 2, nil, nil, 0, 2 ; Com
Extra Advance 4, 3, 0, no, no, 0, 0 ; X4
Extra Advance 5, 3, 0, no, no, 0, 0 ; X5
Extra Advance 6, 3, 0, no, no, 0, 0 ; X6
Extra Advance 7, 3, 0, no, no, 0, 0 ; X7
AFAIK, the names U1, U2, U3, X1 ... are hard-coded by the Civ2 engine. Notice that the 2-3 letter codes occur after semi-colons, which are used to denote comments not read by the Rules.txt parsing routine. It cannot find your 'Mil, Bow, Arm, Arc, Set, Com' techs. Keep the new names, but use the original abbreviations in the preq fields.
Does this make sense?
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Boco
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who was once King for a week.
Jan 2001 time: 00:16
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quote: Originally posted by Broken_Erika
I did that once, a long time ago  |
No, not me. Never left commas out of the Rules, never used the wrong GIF format, never made my events too long, and never fell for April Fool's utilities. 
Prodigy.nl, looks like we only spotted the tip of the iceberg. I'm stumped. Have you tried inserting your new techs after Alp, Bro, Cer, Hor, Mas, Pot, and/or War instead of before?
Maybe Civ2 is choking on the lack of a legal slot 0 or role 5 unit at the start of the game. Perhaps you could experiment with those settings.
These aren't particularly good ideas. Anyone else have something more solid?
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Prodigy.NL
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the pre Alp, Bro, Cer, Hor, Mas, Pot and War technologies where the whole idea afther my 'mod'
i wanted to extend the start of the game a little more without making to much ajustments to the tech tree
thats why i only altered a few requirments and gave the start units a starting technology
a well, i will make a new and different try or else im going to play mods made by others
im currently playing colonies 3 and i pretty like it
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valmont
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Kansas City
Aug 1999 time: 05:16
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Apparently the game expects that the 7 advances Boco mentioned will be available to research with no prerequisites at the start of the game. I restored their prereqs to nil and was able to start a new game. The new techs appeared in the pedia as normal.
I think the idea of delaying the discovery of gunpowder has merit, but, I don't think the very beginning of the game is the right place to insert new advances. You would have delayed the discovery of Monarchy by 3 more advances, and without the rapid initial growth that form of government enables, your player would be very frustrated, especially since expansion in the early game is essential for research.
It seems to me that right around engineering is where the advances start coming fast and furious. How about reinstating the plumbing advance, adding a tech like "counting" as a prereq for mathematics; you could add your architecture between engineering and invention, insert something between literacy and invention (logic? could have lit and math as prereqs); then between bronze and iron you could add your armor. That's 5 additional techs before Gunpowder; try it and see if it has the effect you're going for.
Last edited by valmont on 13-01-2005 at 12:44
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Prodigy.NL
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smart thinking Valmont
thank you very much!
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