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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > Scenario League / Civ2-Creation -Archive > Anyone know how to get at the engine?
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Sava is offline Sava
King
GO GO GO!
Mar 2001
time: 23:15
  Old Post 19-09-2001 00:22
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MPS, Firaxis, PLEASE GIVE US SOURCE CODE Put an end to popups!

Can you guys please release the source code? There are so many things that I'd like to try with it.

The list

Hex Map (possibly a globe configuration)
Impassible Rivers
Adding Commodities (colonization style)
Allocate actual population instead of City Size
Change Tile Improvements
Change movement behaviors
A new Direct 3D based combat system
Changing Time Flow
Changing Tech system

These are just a few things I'd like to try, but I can't because I don't have the source code. What about Colonization's source code at least?

Prettypleasewithsugarontop?

Last edited by Sava on 19-09-2001 at 04:05

Jay Bee is offline Jay Bee
Moderator
Valladolid, CA
Jan 1970
time: 06:15
  Old Post 19-09-2001 20:01 Visit Jay Bee's homepage!
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#2 Report this post to a moderator
Support Apolyton, buy Civilization 2

Nice try, SA. Something tells me it's not gonna fly

Mercator is offline Mercator
King
Sorekara no Nanimo
Jan 1970
time: 06:15
  Old Post 20-09-2001 13:31 Visit Mercator's homepage!
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#3 Report this post to a moderator
Put an end to popups!

Itīs not gonna happen.

(by the way, sorry for not replying to your last mail yet, Iīm working on it... if Hotmail will let me)

techumseh is offline techumseh
King
of the frozen North.
Apr 1999
time: 22:15
  Old Post 20-09-2001 20:46 Visit techumseh's homepage!
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#4 Report this post to a moderator
Get a bigger avatar today!

I've sometimes wondered (not being a computer kinda guy) why you can't just open up a program and read the code?

Mercator is offline Mercator
King
Sorekara no Nanimo
Jan 1970
time: 06:15
  Old Post 20-09-2001 21:31 Visit Mercator's homepage!
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#5 Report this post to a moderator
Support Apolyton, buy Call to Power 2

If you open a program you see the compiled code. The compiled code is a program in some computer language turned into computer language, basically, which mostly comes down to simple operations such as addition, logical OR, logical AND and such.
In principle itīs possible to reverse engineer this code, back into program code, but still the whole structure of the original program is lost into those simpe operations, the only advantage of that code over the compild code is that itīs better readable than just a bunch of numbers.

Goingonit is offline Goingonit
Warlord
Toronto, Canada - AECCP member
Apr 2001
time: 00:15
  Old Post 21-09-2001 00:21
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#6 Report this post to a moderator
Suffering from ads?

quote:
Originally posted by Mercator
If you open a program you see the compiled code. The compiled code is a program in some computer language turned into computer language, basically, which mostly comes down to simple operations such as addition, logical OR, logical AND and such.
In principle itīs possible to reverse engineer this code, back into program code, but still the whole structure of the original program is lost into those simpe operations, the only advantage of that code over the compild code is that itīs better readable than just a bunch of numbers.


Of course. If you wanted to see the program in basic ASM, you could. However, it would be hard to find the right sections of the code, let alone change them.

Mercator is offline Mercator
King
Sorekara no Nanimo
Jan 1970
time: 06:15
  Old Post 21-09-2001 02:07 Visit Mercator's homepage!
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Support Apolyton, buy Galactic Civilizations

quote:
Originally posted by Goingonit
Of course. If you wanted to see the program in basic ASM, you could. However, it would be hard to find the right sections of the code, let alone change them.


I believe there are people who can actually read assembly language like normal code. But indeed, itīs practically impossible. Itīs pretty much like looking at a human one cell at a time and trying to figure out how he works.

civcop is offline civcop
Chieftain
Ohio
Sep 2001
time: 00:15
  Old Post 21-09-2001 04:04
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What about... Get a bigger avatar today!

Can't you alter a couple on that list? For instance, can't commodities be changed in the rules.txt? And can't you alter the tech arrangement via the tech tree? Sorry if this appears idiotic but I was under the impression that those two items could be played with.

Goingonit is offline Goingonit
Warlord
Toronto, Canada - AECCP member
Apr 2001
time: 00:15
  Old Post 21-09-2001 04:13
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Re: What about... Support Apolyton, buy Call to Power 2

quote:
Originally posted by civcop
Can't you alter a couple on that list? For instance, can't commodities be changed in the rules.txt? And can't you alter the tech arrangement via the tech tree? Sorry if this appears idiotic but I was under the impression that those two items could be played with.


What he means about commodities is to be able to produce them and either use them for building stuff or sell them on the world market - a much more useful model than is currently implemented.

And about techs, I believe he meant using a whole different tech model - not just changing the individual techs.

Am I right?

Sava is offline Sava
King
GO GO GO!
Mar 2001
time: 23:15
  Old Post 22-09-2001 14:58
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Re: What about... Browse Apolyton AD-FREE

quote:
Originally posted by civcop
Can't you alter a couple on that list? For instance, can't commodities be changed in the rules.txt?


I don't want to change just the names, you need to have played Colonization to understand what I'm talking about.

quote:

And can't you alter the tech arrangement via the tech tree? Sorry if this appears idiotic but I was under the impression that those two items could be played with.


I'm not talking about tech arrangement, I'm talking about changing scientific research from trade = science, to having an AOE like division of science.

Blacksmiths, weapon workshops, and inventors would make breakthroughs in weapon technology.

People would develop Agricultural technology in a seperate area.

Naval technology would be seperate.

Beginning to see my point?

I want somewhat of a simultaneous research program, but I don't want it to be a constant 10 turns = next breakthrough. I'm working on a few different types of models. I'll post the general concepts later.

I'm writing a game purely from scratch write now, so I'm not going to need Civ's code anymore. I'm first working on a SMAC like terrain generator where the player generates land (elevation and depth) or the computer randomly creates a landform, and then the player selects different fields (rainfall, avg temp, age of planet) and then the terrain is automatically generated based on those fields. I believe I posted in the Civ3 under "What about source code, Firaxis?" the exact explanation of this part.

The other thing I was thinking about, was having a scalable map. What I mean, is that you wouldn't just have one view of the map. You would only see detailed terrain when you were zoomed in at a certain level. I'm still at the very beginning stages of writing this, so bear with me. Also, if anyone has any ideas on how they would prefer a view of the map, post them here.

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