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Old March 18, 2002, 13:29   #1
geodekl
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rules.txt definitions
I have the following Civ II cds:
(I'm not sure of the versions, so I've included the Civ2.exe file creation dates)

FW 10-13-97 5:04 AM

MGE 11-16-98 4:31:48 PM

ToT 5-7-99 11:33 AM

My ToT and MGE cds both contain a comment in the readme file to the effect that microprose didn't include the editors.

My Fantastic Worlds disc is a modpack that will only install to the original CivII -- which I don't have. (When I bought it, I thought it would work with the 'original' CivII version included in ToT, but even though it installs, the game crashes on startup.)


That means I get to edit the rules.txt, describe.txt, etc, manually until I can find a disc with the editors included.

Most of it's pretty well explained in the files, but I'm having trouble with the Advanced Unit Fields.

Can anyone help me decipher them?
And can anyone explain how to restrict a new unit to a specific tribe?


; A) 'tribe may build' mask: 0 - can't; 1 - can
If i set any of these to 0, NOBODY gets it....

; B) 'not allowed on map' mask: 1 - not allowed on map
haven't messed with this yet... but how do i know which map it refers to? i've seen references to map 1-4? how does map relate to domain?

; C) minimum bribe amount: n - minimum bribe; 0 - don't care; -1 - can't bribe
clear enuff


; D) 'build transport site' mask: 1: can; 0: can't for each site type
how many site types are there? what is each one relative to the position in the mask?

; E) 'use transport site' mask: 1: can; 0: can't for each site type
also clear enuff

(....uhmmmm.... assuming that these mean the particular type of unit can or can't build/use that site!)


; F) native transport ability: 1: can; 0: can't for each map relationship type
??? What is a map relationship type? I can find it, just don't know what it does!

; G) General flags
; 00000001 invisible until attack: 1 - invisible
; 00000010 non-disbandable (human players only): 1 - cannot disband
; 00000100 0-range-air-unit damage override: 1 - override damage
; 00001000 barbarian units can't be bought off: 1 - can't buy off
; 00010000 impassable terrain override: 1 - override impassable terrain
; 01000000 barbarian unit will not expire: 1 - no expire

What do the overrides do?

; A B C D E F G

@UNITS_ADVANCED
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000 , 00000000 ;Settlers

Finally, why are there multiple terrain sections, ie, terrain, terrain2, etc? Ditto civilize2, leaders2?




Thanks

-Geodekl
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Old March 18, 2002, 15:16   #2
Marquis de Sodaq
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I don't have ToT, but can help a bit. To restrict a unit to a certain civ, you need to set its prerequisite tech to something only that civ has. In scenario creation, you can give them the tech, then make it unresearchable/untradeable - set its prereqs to no,no. Unit obsoletion should still work as always. I'll let a ToT player answer the details of the code...
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Old March 18, 2002, 17:02   #3
Hywel Dda
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Re: rules.txt definitions
Quote:
Originally posted by geodekl

That means I get to edit the rules.txt, describe.txt, etc, manually until I can find a disc with the editors included.
I don't think anyone's made an editor for TOT or MGE - the one with FW, even if you got it working, would not be able to cope with the new fields/commands in the TOT files. Unless someone knows better, I think you're stuck with manual editing.

TOT is unpopular for scenarios and I understand that this is because it is a bit buggy - so I don't know how much help you'll get with your question, but I can vouch for the fact that the Marquis' work-around for restricting units by unique technology works fine - and it's probably easier to do this than mess around with the built in flags, plus it works with more versions of the game!
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Old March 18, 2002, 17:10   #4
Hywel Dda
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Further to my last post
I've just desovered some useful discussion documents at the Cradle of Civ site which explains various aspects of the TOT rules file including the leaders2/terrain2 stuff

http://coc.apolyton.net/guides/index.shtml
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