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Mercator
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Sorekara no Nanimo
Jan 1970 time: 06:37
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quote: Originally posted by SlowThinker
What do you mean? |
You know about hiding resources, surely? If not, try the following:
- Start a game in Civ2 and reveal the entire map. You will notice that there no resources at all in mid-Ocean (only near the coast, within reach of a city radius).
- Now figure out the resource pattern and locate an Ocean square where there should have been a resource.
- Locate this square in the savegame and you'll see that the 1st byte (of the 6) is 4A, while normal Ocean in 0A.
There you have it. Harlan Thompson discovered that. Civ2 uses a special flag to hide the resources in Ocean. So the follows, and... you can add 40 to any square to hide its resource. (That's what MapEdit can do.)
quote: I understand that perfectly. Huts are constricted to some squares only.
Back to my question: you have a hut-capable square. How do you set the 5th byte so that
a) hut is ON on that square
b) hut is OFF on that square |
Oh crap! I mixed up the two bytes. The 5th controls visibility, the first half of the 6th byte controls ownership. So you're absolutely right... A thousand apologies. 
But anyway, for the 6th byte:
To turn the hut ON, set the first half of the byte to 0. No-one owns this square.
To turn the hut OFF, set it to anything other than zero. This will usually mean F (barbarians own it?).
Notice that only the first of the two hexadecimal digits matters. The second sets the tile fertility...
See here:
http://www.civgaming.net/mercator/r...e/mapstruct.htm
Edit: But... You tricked me, damn you! That's what SCDARS said all along:
quote: All tiles are set to have been owned by the Barbarians and a hut is considered tipped if one civ owns its tile (in the 6th byte). |
I added the bold... So he was correct.
This reminds me of a classic way to win an argument: 
A: You did it!
B: No I didn't
A: Yes you did
B: Did not
A: Did too
[...]
A: Did not
B: Did too
A: See! You admit you did it.
Edit2: And in reply to your other comment:
quote: Only until they move. The move is seen, but then they are lost of sight completely. |
That is what I meant by "lost out of sight". It can only be lost out of sight when it moves...
OK, that's not true, you could have moved away from the square first, and the unit will still be visible... until it moves, as you said. I'll have to do some rewording on my map section I see... I'm working on a new version of the hexediting doc anyway...
Last edited by Mercator on 21-09-2003 at 06:51
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:37
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quote: . And probably also all sorts of Civ2 hints, tips and utility pages for the latest state of affairs, related scenario design issies and utilities that can do things for you. |
I must confess I don't think the idea of SL: Civ2 Creation Hints, Tips and Guides is very good. A single document similar to the Great Library of Civ2-Strategy forum would be better.
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:37
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What is maximal number of units?
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:37
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quote: Originally posted by yaroslav
The agglomerate work of settlers is stored in the 15th byte of the unit (starting to count in 1). |
It looks it is the 14th byte. So...
quote: Originally posted in HEX-EDITING document
14 caravan commodity
(00 hides, 01 wool, ..., 0A uranium, F0 food supply, rest makes no sense) |
This must be wrong.
quote: Originally posted by SlowThinker
I am inclined to believe there are 'units of work' stored in that byte. So Settlers increase the value stored in this byte by 1 every turn of work, but Engineers by 2. Reason: a Leonardo upgrade don't double the aggregate work. |
This was confirmed.
<hr>
9th byte (counted from 1) represents depleted movement (in relation to movement on roads): with standard Civ2 a unit that moves on road gets 1 on 9th byte; a unit that moves out of road gets 3.
<hr>
Probably many people know that HEX-EDITING document confuses values of CiC and FW. This is a synopsis of differencies (file positions starts from 0, values are in hex):
<table border="0" cellpadding="3" cellspacing="0"> <tr> <td align="right"><font size="2" face="Verdana"></font> </td> <td align="center"><font size="2" face="Verdana">CiC and lower</font></td> <td align="center"><font size="2" face="Verdana">FW and higher</font></td> </tr> <tr> <td align="right"><font size="2" face="Verdana">Size of Unit entry </font></td> <td align="center"><font size="2" face="Verdana">1A</font></td> <td align="center"><font size="2" face="Verdana">20</font></td> </tr> <tr> <td align="right"><font size="2" face="Verdana">Size of City entry </font></td> <td align="center"><font size="2" face="Verdana">54</font></td> <td align="center"><font size="2" face="Verdana">58</font></td> </tr> <tr> <td align="right"><font size="2" face="Verdana">Wonders position (=Size of starting block) </font></td> <td align="center"><font size="2" face="Verdana">FC</font></td> <td align="center"><font size="2" face="Verdana">10A</font></td> </tr> <tr> <td align="right"><font size="2" face="Verdana">Size of CivEntry in Money&Techs block </font></td> <td align="center"><font size="2" face="Verdana">574</font></td> <td align="center"><font size="2" face="Verdana">594</font></td> </tr> </table>
Edit: this is wrong, see later in this thread.
Last edited by SlowThinker on 06-03-2004 at 21:42
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:37
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I think next version of HEX-EDITING should contain how squares of map are ordered.
An example: width=40 (circumference=80)
then squares are ordered following way:
(0,0) (2,0) (4,0) ... (78,0)
(1,1) (3,1) (5,1) ... (79,1)
(0,2) (2,2) (4,2) ... (78,2)
(1,3) (3,3) (5,3) ... (79,3)
...
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:37
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Destroyed units get (FE70, FE70) coordinates. But destroyed cities don't get these coordinates. How are they marked?
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SCDARS
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Here are some more questions:
quote:
Originally posted in HEX-EDITING document
9. BUILT CITIES INFORMATION & MORE
(source Allard Höfelt)
[...]
Of these three bytes, the first byte is the amount of cities that this civ built so far. This value is used to pick which city name to use in CITIES.TXT. The second and third bytes for each civ are not identified, and appear to sometimes be 00, sometimes 01.
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Do these values also affect rioting/ increased unhappiness due to a large number of cities? I guess that's true, but did not test it. If so, I think its worth to be noted should any update of the document occur.
quote:
Originally posted in HEX-EDITING document
8. CITIES INFORMATION
[...]
83 = number of happy citizen
84 = number of unhappy citizen (double unhappy count twice??)
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Do edits of these values last? I mean: Are those entries only adjusted or are they recalculated from the scratch when citizens' mood changes?
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:37
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quote: Originally posted by SCDARS
Do edits of these values last? I mean: Are those entries only adjusted or are they recalculated from the scratch when citizens' mood changes? |
If you build a new city that causes an additional unhappiness due to large number of cities, F4 shows the old value. You must go to city screen so that F4 is correct.
Therefore I suppose values last (and are used by the F4 key) until you examine a city or the Civ2 engine process in the beginning of your turn: I think you cannot change city happiness this way.
But it should be tested to be sure.
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yaroslav
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Madrid, Spain, Europe
Jun 2001 time: 06:37
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Haven't check this thread in a while.
*About byte 15-14 of units. I think that I stands rigth: it's the 15th byte starting to count from 1 (14 starting to count from 0). Maybe is it the cause of the problems?
*Units destroyed: I'm not sure of the value they get. I don't remember exactly, but the value could depend on the size of the map... Have you checked?
*Cities destroyed: I don't remember quite well... size 0, maybe?
BTW, some discoverments I did about in the technology&units section:
*byte 115-214 These bytes controls if the civilization was the first to discover an advance (00) or not (FF, probably any value but 00). Byte 115th stands for the first tech, 116th stands for the second tech, and so on…
*byte 215-277 These bytes stores the number of active units of each kind. The 215th byte is for the number of settlers, the 216th byte is for the number of engineers… and so on.
*byte 278-340 These bytes stores the number of casualties of each kind of units. The 278th byte is for the number of settlers, the 279th byte is for the number of engineers… and so on.
*byte 341-403 These bytes stores the number of units of each kind that are being produced (I believe). It is computed on-line, so hex-editing this makes no sense 
BTW, a very interesting question: where are stored the squares the citiziens are working at?
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:37
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quote: Haven't check this thread in a while. |
I am never sure about correct english but for a while should be the right term.
quote: *Units destroyed: I'm not sure of the value they get. I don't remember exactly, but the value could depend on the size of the map... Have you checked? |
You are right. There are also different values.
Interesting discoveries in the technology&units section.
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yaroslav
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Madrid, Spain, Europe
Jun 2001 time: 06:37
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@ST
Ehhh, I've checked about byte 14-15 of the units and you're rigth and at the same time, wrong. You're rigth: it's byte 14, not 15. However, you're not rigth about commodities. In fact, byte 14
* for trade units, stands for the commodities
* for settlers/engineers, stands for the workload
* for bombers and the like, stands for number of turns spent in air.
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:37
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I have no argument against your statements. The fact they use that byte for several types of units seems logical.
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yaroslav
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Madrid, Spain, Europe
Jun 2001 time: 06:37
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In fact, I've discovered also that the byte 12 of an unit stores the last direction the units move to (0 for NorthEast, 1 for East, 2 for SouthEast, 3 for South, 4 for SouthWest, 5 for West, 6 for NorthWest, 7 for North, FF for not moved yet). It's probably used for something related to the "to go" and not entering in loops, but I'm not sure.
The byte 13 is something relate to the role the AI assigned to the units. The four rigthmost bits are displayed in the shield of the unit when you reveal the map (those number, 2, 9, etc). I think that 2 stands for build cities, 9 for explore, but I can be wrong. The four leftmost bits have not yet been worked out, but will probably also be related to the AI role of the units.
The bytes 15 and 18 are not yet worked out. The byte 15 appears to be 0 except for some units, where it can be 11,12,1,2,4 and other values. I've not discovered any unit with a non-0 18 byte value.
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:37
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quote: Originally posted by SlowThinker
Probably many people know that HEX-EDITING document confuses values of CiC and FW. This is a synopsis of differencies (file positions starts from 0, values are in hex):
<table border="0" cellpadding="3" cellspacing="0"> <tr> <td align="right"><font size="2" face="Verdana"></font> </td> <td align="center"><font size="2" face="Verdana">CiC and lower</font></td> <td align="center"><font size="2" face="Verdana">FW and higher</font></td> </tr> <tr> <td align="right"><font size="2" face="Verdana">Size of Unit entry </font></td> <td align="center"><font size="2" face="Verdana">1A</font></td> <td align="center"><font size="2" face="Verdana">20</font></td> </tr> <tr> <td align="right"><font size="2" face="Verdana">Size of City entry </font></td> <td align="center"><font size="2" face="Verdana">54</font></td> <td align="center"><font size="2" face="Verdana">58</font></td> </tr> <tr> <td align="right"><font size="2" face="Verdana">Wonders position (=Size of starting block) </font></td> <td align="center"><font size="2" face="Verdana">FC</font></td> <td align="center"><font size="2" face="Verdana">10A</font></td> </tr> <tr> <td align="right"><font size="2" face="Verdana">Size of CivEntry in Money&Techs block </font></td> <td align="center"><font size="2" face="Verdana">574</font></td> <td align="center"><font size="2" face="Verdana">594</font></td> </tr> </table> |
I think I was wrong. maybe this is better:
<table border="0" cellpadding="3" cellspacing="0"> <tr> <td align="right"><font size="2" face="Verdana"></font> </td> <td align="center"><font size="2" face="Verdana">FW and lower</font></td> <td align="center"><font size="2" face="Verdana">MGE</font></td> </tr> <tr> <td align="right"><font size="2" face="Verdana">Size of Unit entry </font></td> <td align="center"><font size="2" face="Verdana">1A</font></td> <td align="center"><font size="2" face="Verdana">20</font></td> </tr> <tr> <td align="right"><font size="2" face="Verdana">Size of City entry </font></td> <td align="center"><font size="2" face="Verdana">54</font></td> <td align="center"><font size="2" face="Verdana">58</font></td> </tr> </table>
<table border="0" cellpadding="3" cellspacing="0"> <tr> <td align="right"><font size="2" face="Verdana"></font> </td> <td align="center"><font size="2" face="Verdana">CiC and lower</font></td> <td align="center"><font size="2" face="Verdana">FW and higher</font></td> </tr> <tr> <td align="right"><font size="2" face="Verdana">Wonders position (=Size of starting block) </font></td> <td align="center"><font size="2" face="Verdana">FC</font></td> <td align="center"><font size="2" face="Verdana">10A</font></td> </tr> <tr> <td align="right"><font size="2" face="Verdana">Size of CivEntry in Money&Techs block </font></td> <td align="center"><font size="2" face="Verdana">574</font></td> <td align="center"><font size="2" face="Verdana">594</font></td> </tr> </table>
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All times are GMT. The time now is 05:37. Apolyton Time is 00:37. |
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