 |
|  |
 |
|
Mercator
|
 |
Sorekara no Nanimo
Jan 1970 time: 06:21
|
|
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.
|
|
|  |
 |
|
ravagon
|
|
Australia
Sep 1999 time: 13:21
|
|
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
|
 |
Sorekara no Nanimo
Jan 1970 time: 06:21
|
|
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.
|
|
|  |
All times are GMT. The time now is 05:21. Apolyton Time is 00:21. |
top of page
|
| archivepost |
|
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
|
|
|
|
|
|