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techumseh
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of the frozen North.
Apr 1999 time: 22:27
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OK, I'll give it a go. Boco, I shelved the Franco-Prussian war scenario because of play balance problems. I'm sure I'll finish it, but I need a break due to mounting frustration. Actually I'm supposed to be trying to finish 'Global War' with Magyar Crusader right now. I just couldn't resist making a map of Iraq as I was following the course of the war. I took a section of your middle east gigamap and modified it from there. It's perfect. I hope you don't mind. 
In order to make multi-square cities, you'll first need to download a hex editor. Fortunately, they're mostly freeware. I just picked this one at random - there may be better ones: http://www.hhdsoftware.com/hexeditor.html
Now checkout two guides at Mercator's site: http://www.civgaming.net/mercator/guides.htm The paper by Allard is a comprehensive guide to hex editing (FW) civ files. The paper by Jorrit (Mercator) deals with hex editing the map portion of a sav. file. Both assume a knowledge of hex editing. Read them anyway. Lots will make more sense as we work through the process.
On William Keenan's Cradle Of Civilization site, have a look at the 2nd tip on flags and masks. Not for the ToT events language, but because at the end it explains how to convert decimal numbers into hexadecimal numbers using the built-in Windows calculator: http://coc.apolyton.net/guides/flags_masks.shtml
Let's start by backing up our save file. Baghdad has a population of 5,605,000 people, and we want each increment in city size to equal to 100 thousand people. So it would be a size 56 size city - far too big. And in far too small in area for our map. So let's say we want Baghdad to be a 5 square city, each averaging about 11 in size.
Bagdad starts as a normal, one square city located at 59,41 on our map. Let's find it in the sav. file using the hex editor. This is pretty easy, since in the right hand column, the names of cities are printed (highlighted in yellow). The corresponding hexidecimal code for 'Baghdad' is also highlighted in the centre portion. This section is the actual contents of the sav. file, consisting of many, many rows of 16 pairs of numbers, mostly empty (00). The left hand column is the 'offsets' referred to in Allard's and Mercators's papers. This is just the index to allow you locate which row you're looking for, counting in hexidecimal numbers.
Now, how do we find the coordinates of Baghdad amoung all these pairs of numbers? Well, if we look for the numbers 59 and 41, we won't find them. So let's refer to William Keenan's ToT tip and use the calculator to convert these into hexidecimal numbers: 3b,29. There they are, highlighted in pink. By changing these numbers (in hexidecimal) we can move Bagdad or any other city. But it's not that simple. More....
Attachment: hex1.gif
This has been downloaded 58 time(s).
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