September 26, 2000, 21:05
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#1
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Warlord
Local Time: 00:10
Local Date: October 31, 2010
Join Date: Sep 2000
Location: Laval,Quebec,Canada
Posts: 128
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A-Z extras and resources
Has anyone been able to actually use extra units famously "called" the A-Z spots within MGE? Instead of the 0-9 limited bottom from 2.42??
And... Can resources be individually placed on a map with an Hex-Editor? Meaning, customizing Klondike/golds mountain and Petroleum in a Pacific/island single square? Overriding, in fact... the randomizer!
Thank's.
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September 26, 2000, 21:31
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#2
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Prince
Local Time: 00:10
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Red Front
Posts: 556
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Unfortunately I believe it's No, No
But maybe someone knows better?
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September 26, 2000, 23:36
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#3
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Settler
Local Time: 00:10
Local Date: October 31, 2010
Join Date: Mar 2000
Posts: 23
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I don't know off the top of my head about the MGE units. As for resources, they occur in a set pattern determined by the resource seed, so you can't turn on a resource at any given square (but you could create a new terrain type for that resource if needed).
On the other hand, using hex editing you can turn OFF a resource on a square that already has one.
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Dusty
[This message has been edited by Dusty (edited September 26, 2000).]
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September 27, 2000, 09:23
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#4
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King
Local Time: 01:10
Local Date: October 31, 2010
Join Date: Jun 2000
Location: of Old Europe - "In America we don't trust"
Posts: 2,470
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Usually, i use all of these units.
I used them all in my "Antigonos" scenario...
and for resources, i usually get rid of some unused Terrain ( Glacier, for example ) in order to perform it.
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September 27, 2000, 15:05
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#5
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Settler
Local Time: 01:10
Local Date: October 31, 2010
Join Date: Aug 2000
Location: Bari, Italy
Posts: 24
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quote:
Originally posted by Dusty on 09-26-2000 11:36 PM
On the other hand, using hex editing you can turn OFF a resource on a square that already has one.
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Dusty (or anyone else), perhaps you know these hex addresses? I'd be VERY interested to know them.
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September 28, 2000, 10:31
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#6
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King
Local Time: 01:10
Local Date: October 31, 2010
Join Date: Jun 2000
Location: of Old Europe - "In America we don't trust"
Posts: 2,470
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C'č una traccia in uno di questi fori , MirkoG...
( Translation for non-italians: There's a thread on one of these forums, MirkoG... )
HS Civ2 Creation
HS Scenario League
HS Civ2 Community
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September 29, 2000, 23:53
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#7
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Settler
Local Time: 00:10
Local Date: October 31, 2010
Join Date: Mar 2000
Posts: 23
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MirkoGP:
It's actually a bit associated with the type of a terrain. Check out Allard's document on hex editing, at: http://allard.8m.com/hexediting.htm
It has all the detail you need (and then some).
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Dusty
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September 30, 2000, 11:02
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#8
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Settler
Local Time: 01:10
Local Date: October 31, 2010
Join Date: Aug 2000
Location: Bari, Italy
Posts: 24
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I'll check it. Thanks a lot.
Trad. x gli italiani: grazie mille!
Mirko.
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September 30, 2000, 14:04
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#9
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Warlord
Local Time: 00:10
Local Date: October 31, 2010
Join Date: Sep 2000
Location: Laval,Quebec,Canada
Posts: 128
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Seeding at random is exactly what i need to "change", somehow. Initialize the -boot- map and... then rewrite the sequence to prevent such things as "Whales" every 14 squares for 3 lines.
Meaning... a blank seeder. But turning OFF is a usefull approach (CIV-3 might redesign the editor, by the way).
MGE A-Z units instead of 0-9, are in fact a UNITS.GIF template that was "handed accidently" (i speculate) within the TOT release.
Thank's.
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September 30, 2000, 14:08
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#10
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Warlord
Local Time: 00:10
Local Date: October 31, 2010
Join Date: Sep 2000
Location: Laval,Quebec,Canada
Posts: 128
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Thank's for the URL... too!
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