Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > Scenario League / Civ2-Creation -Archive > CivEngineer and goody huts
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!

bottom of page
  
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
Mercator is offline Mercator
King
Sorekara no Nanimo
Jan 1970
time: 06:21
  Old Post 28-07-2002 18:25 Visit Mercator's homepage!
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
CivEngineer and goody huts Support Apolyton, buy Galactic Civilizations: Deluxe Edition

Upon a question from techumseh I started working on a utility that can add or remove tile improvements on a savegame or scenario map. The idea was basically a program to add fortresses to all squares to prevent "stack deaths"... The working title of this marvellous new tool is "CivEngineer"... After a little work on it, it looks like it's going to be rather more complicated than I anticipated (as always), and it won't get any special priority, which means it probably won't become public anytime soon, if at all... But still, if you have any requests for any features, now is the time!

Aside from that, for the interested, I found out how goody huts are removed after being tripped. The pattern of goody huts is fixed, but like the possibility to hide resources, it's also possible to "hide" individual goody huts:

Anyway, while testing something out, I thought I'd try and find out where the information about goody huts is saved (after all, there must be somewhere in the savegame that says for each hut whether it has been tripped or not)... And I found out. The information is part of the ownership bits in the map section, being the first half of the 6th byte in the 6 byte tile sequence of the second map data block (see here for detailed information: http://www.civgaming.net/mercator/guides/mapstruct.htm ). An ownership of F (hexadecimal) means no-one "owns" it (ownership = the last civilization to visit that square), which is how most of the map starts out (except for the squares occupied by the initial settlers). An ownership of 0 means the barbarians "own" it... Since goody huts only exist until the first unit has entered the square, the result is actually quite plausible: The goody hut pattern is fixed, but goody huts can only appear in squares with an ownership F. If you click the "wipe all goody huts" option in the scenario parameters, all F's are changed to 0, which means the barbarians own all squares, and thus goody huts can no longer exist.

Panda is offline Panda
Prince
Europe
Jan 1970
time: 05:21
  Old Post 29-07-2002 00:52
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Increase the size of your Attachments

I wish you could start a new game without goody huts - for all those mods which aren't compatible with barbarians.

ravagon is offline ravagon
King
Australia
Sep 1999
time: 13:21
Question  Old Post 29-07-2002 05:46
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Lose 30 kilos (of popups)

Is there any way to manipulate the outcome when tripping a hut?
Something along the lines of disabling certain options (barbs/advanced tribes for example) to increase the likelihood of others (cash/units) perhaps?

Mercator is offline Mercator
King
Sorekara no Nanimo
Jan 1970
time: 06:21
  Old Post 29-07-2002 16:27 Visit Mercator's homepage!
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Support Apolyton

Andrew: Well, you could open the cheat menu, wipe the goody huts, save as a scenario and reload... I might add the possibility to this utility as well, though. That way you can start a game, save, remove them with "CivEngineer" reload and continue. The only advantage there is that you won't have to treate it as a scenario.

Another feature I've been thinking of, is to allow importing black & white BMP's (and perhaps simple land/ocean maps, since making a land/ocean map in the map editor is way easier than adding, say, roads to your gigantic scenario map) as "masks". So you can use this mask to define the tile improvement patterns on a map.

ravagon: I'm afraid not... Not just by editing the savegame anyway.

Goingonit is offline Goingonit
Warlord
Toronto, Canada - AECCP member
Apr 2001
time: 00:21
  Old Post 30-07-2002 06:50
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Tired of ads?

Please, please do that improvement mask thing! I'm right in the middle of designing a scenario in which all farming/irrigation is placed accurately (where farming takes place) and thus c.70% of the land area must be irrigated/farmed! It's taking me forever (very large map); this tool would be a godsend.

WarVoid is offline WarVoid
King
Scenario League
Apr 2000
time: 05:21
Thumbs up  Old Post 30-07-2002 07:58 Visit WarVoid's homepage!
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Full PM-box? Change here!

I got a request for you Merc that has nothing to do with "CivEngineer".

Is there a way you could possibly add a "Flip Horizontal" feature to MapEdit? I've got some nice maps that are drawn perfectly, but they're vertical and I need to flip them horizontally. Would an update one of these years be possible?

Mercator is offline Mercator
King
Sorekara no Nanimo
Jan 1970
time: 06:21
  Old Post 31-07-2002 16:17 Visit Mercator's homepage!
Edit/Delete Message Reply w/Quote
#7 Report this post to a moderator
Support Apolyton buy from Amazon

quote:
Originally posted by WarVoid
I got a request for you Merc that has nothing to do with "CivEngineer".

Is there a way you could possibly add a "Flip Horizontal" feature to MapEdit? I've got some nice maps that are drawn perfectly, but they're vertical and I need to flip them horizontally. Would an update one of these years be possible?


Erm... So you don't mean the "Flip vertically" or "Mirror horizontally" features? But rather rotating them 90 degrees? You can do that with an image editor... (OK, OK, I'll think about adding it, eventually)

quote:
Please, please do that improvement mask thing! I'm right in the middle of designing a scenario in which all farming/irrigation is placed accurately (where farming takes place) and thus c.70% of the land area must be irrigated/farmed! It's taking me forever (very large map); this tool would be a godsend.


Well, it's certainly going to take me quite a while (think months) to do this... Not because it's so difficult, but simply because I'll be busy with other things the rest of the year... I might even disappear from Apolyton (for a while)! (it's THAT serious )

Heresson is offline Heresson
King
of frogs
Jun 2000
time: 06:21
  Old Post 02-08-2002 23:20
Edit/Delete Message Reply w/Quote
#8 Report this post to a moderator
Avatar Enlargement: We've got the solution

No, I'm, not so dangerous.

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:21.
Apolyton Time is 00:21.
    top of page
Rate This Thread:
archivepost
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0432 seconds (89.19% PHP - 10.81% MySQL) with 31 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net