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Kull

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El Paso, TX USA
Mar 1999 time: 22:13
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Help! I've got two problems which are real annoying, and I'm wondering if others have seen and solved them:
1) City Styles: I'm developing a seven civ scenario in which 5 of the civs have unique city styles. Three are based on manipulation of the Tech Tree (Medieval, Industrial, and Modern), two have default styles (Classical and Far East), while the last two share the "Stone/Bronze" style. Here's the problem: If the Classical or Far East civs are human controlled, the city style defaults to "Stone/Bronze"! I'll give three examples to show what I mean. If I play as the Greeks my city style appears as Stone/Bronze (instead of Classical) while the Minoans (Far East) and Assyrians (Industrial) look normal. If I play as the Minoans, my cities appear as Stone/Bronze while those of the Greeks (Classical) and Assyrians look correct. Only if I play as the Assyrians is the style of every civ "correct" (Asyrians=Industrial, Greeks=Classical, and Minoans=Far East). Does anyone
know what's causing this?
2) Leader Titles: The rules.txt file allows you to create special titles for different civs. For example, I chose "Great King" (Emperor) to be the special title for the Persian ruler when the government is "Empire"
(Communism). Similar choices were made for most other civs. The problem: Civ never uses the special titles! Does anyone know what's causing this?
Note: The Scenario is being developed for FW.
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Allard HS
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quote:

Please explain further about adding modern and industrial city styles. I thought those were controlled by the industrialism, electronics and automobile advances. Adding two more choices would be no problem
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well, as you probably know, two hexes before the leader's name of each civ is located a hex with a number. 00 is for Middle Eastern, 01 for Roman Style, etc. You can enter 00, 01, 02 or 03 to get any of the 4 usual styles, but you can also enter 05 or 06 to force the civ to have the industrial or modern look for his cities, even though the techs have not yet been discovered, essentially adding two more styles to start the game with.
It would be handy to add these, so that it can easily be changed.
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Kull,
I do not believe you need hex editing to add palaces to barbarian cities. There are several scenarios out there that use this feature (most notably those by J.B. and H.T) and no mention is made in the readme about having used hex editing. It is my understanding that you have to use a .sav "virgin" file., i.e. if you use a .scn file or a .sav file that is derived from a previous .scn, the game will crash. I have not tested this thoroughly but I know it has worked for others.
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