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John Possidente
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Hunt Valley, MD USA
Jun 1999 time: 00:14
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How did you guys find that? No, wait--I don't want to know.
There were a few things that got left in--or left out, depending on how you look at it. What happened was that as we went along, merrily working on the game, Spectrum and then Hasbro management (remember, development of this game spanned the Hasbro buy-out) fiddled with the schedule many, many times. One result of this was that features we once planned to finish had to be cut. Some were close to done, but not quite (and they hadn't been tested), while some were just started. Rather than go through and remove all the code, the programmers (on the off chance that maybe we could reanimate a feature or two) just deactivated it. (Don't ask me for details; I'm not a programmer.)
The simultaneous human movement thing was actually a leftover from the Multiplayer Gold Edition. The team put it in and it seemed to work, but in testing we found that it caused major game play problems, including opportunities for blatant cheating. So, we nixed it in the shipping version, but the code, like a trick knee, remained in place waiting to cause trouble. We developed ToT based on a version of the MGE code-base--thus the legacy simultaneous human turns code.
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markusf
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Would it be possible for you to tell us what other modes where left out of the final version?
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Julius Brenzaida
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Currently cleaning the 9000 rooms of Sticky Mouse's Palace
Aug 2000 time: 05:14
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quote:

Originally posted by John Possidente on 12-27-2000 09:48 AM
Are you sure that those "limits" aren't left over from the original Civ2? Those numbers sound suspiciously like the generic upper limit on certain types of (programming) variables.
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I am sure it was not possible until MGE.
Some wise guy, much wiser than me (sorry, I don’t know his name), discovered that the 1st two hexa numbers on a *.mp file were the coordinates, x and y. He also discovered that you could go up to something like 10’800 and not 10’000 square. When I learned that, I hexedited some map files to make them a little bigger and because I’m no good at hexa, put a wrong number, a little too big. But the map worked anyway. I put bigger and bigger numbers until I reached 32767. All of that with MGE. I tried with ToT, and it worked too. Then I tried with FW and this time, it didn’t work. All of this has been confirmed by everybody, as far as I know.
The gigamaps were not possible before MGE. Why it was left behind for both MGE and ToT remains a mystery. Everything seems to work fine for everybody, except maybe that the AI doesn’t fully use those big lands.
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Oh Man, when will you understand that your greatness lies in your failure - Goethe
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