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Julius Brenzaida
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Currently cleaning the 9000 rooms of Sticky Mouse's Palace
Aug 2000 time: 05:12
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I start this topic in the hope that someone more skilled than I am will have another idea.
What I have done is to find the line of code where the maximum number of cities (255) is. And I have changed it in both ToT and MGE. So, it is possible to build more cities.
But two problems arouse. First of all the 256th cities acts as the attribute for all None units. I figure that I could get rid of this one, but I’m not sure.
The other problem that I cannot imagine how to resolve is the question of units allocation. The allocation is certainly coded in a single two digits hexa number (01-ff). It means they can only have a city between 1 and 255 as a location. For example, if you build an unit in city 258, it will be supported by city number 3, even if it is a foreign city (maybe it’s nice for a scenario of civil war, but …). My only idea is that in the original Civ2, units of all cities after 128 were None. If one could manage to do that again after 255, it would be great if the support city is not 255 anymore. Does anyone has an idea on how to do that with MGE or ToT ? Maybe that more than 255 cities would only work with the original civ2 !!!
But on the other hand, the cities really exist, really contribute to science and gold and one can build improvements in them. You can list them with the F1/F4/F5 keys and so on. But maybe than more problems would appear in the long run. With MGE it crashes after city 281 and with ToT it seems to go fine forever.
So here is what I know. I can try to answer more questions, but for me, the allocation of units is something that cannot be resolved. Sun Tzu, ask your programmer friend if he has an idea; brillant Apolytoners step up; me I just failed.
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Oh Man, when will you understand that your greatness lies in your failure - Goethe
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James Fox
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Well, you could try to increase the number of possible civilizations. 7 (plus barbarians) is rather restrictive for some scenarios that I'm contemplating.
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Thue
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Copenhagen, Denmark
Jan 1970 time: 06:12
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They probably used lots of bitvectors of length 8. So you would have to change a lot of places->impossible.
*mutters something about the 32 civ possible in freeciv*
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SCDARS
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Julius:
While I looked through Allards guide on Hex editing (actually for another thread) I noticed some hints that the developers of Civ2 intended to allow more than 255 cities; at least the "total number of cities" is two bytes long and so seems to be the "home of unit" info (it is supposed to be the 17th byte from the beginning of each unit table, but the 18th byte is empty in normal cases).
Perhaps you could first try to verify this by changing this value manually in any 255+ cities savegame (I don't own one...).
If storing the home cities in the savegame should prove possible, maybe just another value in the savegame has to be changed to get rid of the "home city problem".
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Julius Brenzaida
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Currently cleaning the 9000 rooms of Sticky Mouse's Palace
Aug 2000 time: 05:12
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quote:

Originally posted by The ANZAC on 01-13-2001 09:03 AM
Julius: Maybe you could try to allow MGE to recognize 3 pint objectives?
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Sorry, it seems that some of you misunderstood the title of my topic. By new ideas, I meant ideas to help me solve the problems, not new defies or new limits to break. During my next holidays I’m going to try again with ToT to tackle the 255 cities limit, because as I said in the 1st message, it doesn’t seem to work with MGE.
For other matters, well I am only human and I’ve got to sleep, eat, work, etc.
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Oh Man, when will you understand that your greatness lies in your failure - Goethe
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