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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Restored Forums > [Restored Forum 198] SL: Civ2 Creation Hints, Tips and Guides > A little tidbit about Hex Editing.
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Dusty
Settler

Mar 2000
time: 05:13
02-09-2000 05:50
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#1 | report |
A little tidbit about Hex Editing. Browse Apolyton AD-FREE


I've found out somemore about byte # 5 (the "fertility" byte) stored in the second map block.

It seems to be divided into two nibbles (four bit values). The higher order bits seem to control owner ship of land. If a civilization has a city, unit, or has a city actively working a square, this nibble is set to that civ (0 = barbarian, 1=white civ, etc). F
is used to represent no owner ship.

If you change the value of this nibble underneath a unit, you can convince units from the same Civ to attack it. For example, if you put a German warrior on a square with a 00 (barbarian) value for the fifth byte, next to a German howizter, the German howitzer will toast the warrior.

The second nibble seems to control how desirable a square is for city building. Higher values are more desireable with 0 preventing the AI from building a city. 1-7 are used when a square is within a city's radius(or when a city is on the square). 8-F are used otherwise. I haven't figured out exactly how this value is calculated, but I presume it has to do with the food/shield/trade production of the surrounding terrain.

Examples:

F0 = Unowned, AI won't build a city
F8 = Unowned, not very desireable spot.
01 = Barbarian owned, not very desireable spot near a city (presumably near a barbarian city).

I've spent a few days testing this out, and it seems to work, but I haven't exhaustively tested it. If anybody finds out that I'm wrong about the above I'd appreciate hearing about it. I hope this is helpful to someone.

Kull

King
El Paso, TX USA
Mar 1999
time: 22:13
02-09-2000 20:25 | www
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Put an end to popups!


For those who find hex editing discussions hopelessly incomprehensible, I suggest you spend a few minutes at Gothmog's web site. He has an excellent introduction to hex editing, including tables and pictures - a godsend to people like me!

Check it out: Hex Editing

Panda
Prince
Europe
Jan 1970
time: 05:13
16-09-2000 04:49
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Increase Your PM Length


One application of this is for those scenarios where you want to include settlers/engineers for making terrain improvements but you're wary of the AI building new cities. Simply hex-edit all the map squares as undesirable so the AI won't build cities there. Or let it build cities, but you can tightly control where it is allowed to.

I love these little titbits. Thanx

------------------
"The man who can smile when things go wrong has thought of someone he can blame it on" - anon

"Every gun that is made, every warship launched, every rocket fired, signifies, in the final sense, a theft from those who hunger and are not fed, those who are cold and are not clothed" - President Eisenhower

yaroslav
Emperor
Madrid, Spain, Europe
Jun 2001
time: 06:13
29-05-2003 02:35
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#4 | report |
Support Apolyton, buy GURPS/ Alpha Centauri


An update about hex-editing:

http://apolyton.net/forums/showthre...&threadid=65359

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