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Old November 18, 2003, 21:48   #1
kengel
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Host Tech Removal Tool
Since it might be useful:
here is a small tool which removes host techs for speed up game starts.
Unzip it into the civ2 main directory.

How it works?
1. Start a game
2. if host starts with techs: Save the game
3. Let all players retire
4. double click on "adv_term.exe"
5. it will prompt for the file name of the saved game, just type it it in (do not forget the file extension .net)6. Load the game as an usual internet game. The host techs are removed.

For the interested ones, the zip also contains the source code in C.

Enjoy!
Attached Files:
File Type: zip adv_term.zip (7.2 KB, 7 views)
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Old November 19, 2003, 09:37   #2
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If this works, you will certainly make Rah a happy camper...
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Old November 19, 2003, 11:52   #3
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It works!
And very nice to have the source code...

I know because we used it yesterday in our new Wednesday euro time "in game diplo" game.

http://apolyton.net/forums/showthrea...hreadid=101997
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Old November 19, 2003, 14:01   #4
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It could be helpful, but our normal average for starts to get one without techs is 2, so I don't think this would save much time. And it's fun to hear people p*ss and moan about the start they didn't get.

But there are those nights where it takes 5-6 starts that I would kill for something like this. And I can remember one start that placed me on a one square island and gave me a heck of a lot of techs to compensate. Removing the techs whouldn't have helped that one.
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Old November 19, 2003, 16:56   #5
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Quote:
Originally posted by rah
And it's fun to hear people p*ss and moan about the start they didn't get.
Its fun to p*ss and moan as well
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Old November 19, 2003, 18:54   #6
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First time I saw this thread, I imagined a tech tool for removing the host...
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Old November 19, 2003, 20:18   #7
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Kengel, I have a related question.

I have looked at the source. You were obviousely familiar with the memory addresses of Tech values when you wrote this tool.

I wonder do you know if the problem with King Chat limitation (8 kb) could be solved in the same way, by finding the value (8 kb) in the exe file and then modifying it.
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Old November 20, 2003, 00:23   #8
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too pissed to check
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Old November 20, 2003, 18:53   #9
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I remember the starting tech removal tool back from a year or two. Is this a new version?
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Old November 20, 2003, 23:24   #10
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Quote:
Originally posted by rah
And it's fun to hear people p*ss and moan about the start they didn't get.
Hmm. which players would those be?

I always thought techs were a way to compensate ****ty surrounding terrain? Might be a possible variable control to avoid tampering with
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Old November 21, 2003, 09:12   #11
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Quote:
Originally posted by Zylka
Hmm. which players would those be?
Everyone.
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Old November 21, 2003, 09:41   #12
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it maybe to compensate for bad starting position , but yet the host is predominatly the one that gets the techs
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Old November 21, 2003, 09:44   #13
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...and what the AI considers a bad position is at variance with what a human player might think.
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Old November 21, 2003, 11:45   #14
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Quote:
Originally posted by Rasputin
it maybe to compensate for bad starting position , but yet the host is predominatly the one that gets the techs
The host is the only human player receiving techs, this is why clean starts were invented.
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Old November 21, 2003, 13:02   #15
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yep. But I don't think Ras was thinking that one all the way through.
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Old November 21, 2003, 13:13   #16
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what about hot joiners . do ai civs get extra techs? then if you hot join after start may you get them...????
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Old November 21, 2003, 13:38   #17
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(Announcer) He's scrambling now... Watch that footwork as he backpeddles...
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Old November 21, 2003, 14:45   #18
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Quote:
Originally posted by -Jrabbit
(Announcer) He's scrambling now... Watch that footwork as he backpeddles...
hmmm me thinks people making fun of my lack of knowleedge of civ2
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Old November 21, 2003, 15:35   #19
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Quote:
Originally posted by Rasputin
what about hot joiners . do ai civs get extra techs? then if you hot join after start may you get them...????
When hot-joining you have a chance of getting bonus techs.
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Old November 21, 2003, 15:40   #20
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thanks for that info...
off to home now and bed sleeeppppppp

me hates 12hr night shifts
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Old November 24, 2003, 18:04   #21
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Quote:
Originally posted by VetLegion

I wonder do you know if the problem with King Chat limitation (8 kb) could be solved in the same way, by finding the value (8 kb) in the exe file and then modifying it.
I am not sure if it is as simple as you mentioned; probably you need to change more than one value. Sorry, I am afraid this is too advanced for me, even if I had the time to work on this...
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Old November 24, 2003, 18:05   #22
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Quote:
Originally posted by CapTVK
I remember the starting tech removal tool back from a year or two. Is this a new version?
No, it is still the same version
Just reposted it, since was not known by most people....
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Old November 24, 2003, 18:10   #23
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Quote:
Originally posted by Rasputin
what about hot joiners . do ai civs get extra techs? then if you hot join after start may you get them...????
Not any more with this tool
After applying, it provides a global tech terminator. If AI starts with one civ, it needs to research from the beginning...
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Old November 24, 2003, 23:30   #24
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great that can be handy then
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