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Getting @Civilize2 and @Leader2 to work for you by Darth Veda |
(August 2000) |
An extension of the analysis on the @Civilize2 and @Leaders2 sections of Test of Time's Rules.txt file. |
Introduction |
While authoring my latest scenario, Kyokujitsu, IÆve run into some interesting bugs involving @CIVILIZE2 and @LEADERS2 in the Rules.txt file for Test of Time. Forutnately, there are some work-arounds that will work for you. For these work-arounds, you will need Delevent.exe, which is available with Fantastic Worlds.
On to the Goodies... |
LetÆs take a look at the two villains, @Civilize2 and @Leaders2. Not only are they complex to work with, the strategy guide completely wrong about them, AND in binary, but once theyÆre written to .sav or .scn format, the Rules.txt file cannot change their settings at all!
ThereÆs an interesting tip written about these two sections on how to restrict technologies, and thatÆs where youÆll want to look to set up your tech tree. If thatÆs what youÆre looking for then go to that article. When youÆre finished setting it up, come back here and let me show you how to make it work.
.... Ok, now that youÆre back (or you never
left and I just made a jerk of myself...,
IÆll show you how Civilization II: Test of Time treats this section of
Rules.txt.
From the Hip |
When Test of Time (ToT from here on in) loads your scenario/regular game for the first time off the rules.txt, it permanently writes to the sector of the save game allocated for the bits (0Æs, 1Æs, and 2Æs) off which the technology allowments queue. The importance of this is that you must have your Rules.txt technology allowments (@Leaders2 and @Civilize2) set up from the start or you will have a lot of work to do during construction.
Say for example, you want to stop the Babylonians from researching Pyramids but want to allow them to research the Ziggurat. You would set up your Rules.txt file so that the Pyramids were restricted but the Ziggurat was not. When you finish your Rules.txt, place it in the Fantasy or Original directory (yes, it does make a difference, especially with what some of the technologies do as an extra effect... thereÆs a tip for that too though). Remember to back up your original Rules.txt file, youÆll want it for later.
Start up an Original game on the map (or maps) youÆll be using. Save the file to your scenario directory (if youÆre using one). At this point, ToT permanently writes the bits for the technology to your savegame or scenario. If you havenÆt messed up any, your scenarioÆs tech tree should work now, not allowing any civs to have technologies they shouldnÆt have. You can proceed normally with construction now.
I screwed up! |
Yes, we all screw up every now and then. ItÆs a little bit harder to fix your mistakes than simply changing the Rules.txt fileÆs @Civilize2 and @Leaders2. YouÆll need to enlist the help of a text editor, Delevents.txt, and the game itself to correct them.
HereÆs the example:
In Kyokujitsu, I wanted to allow only the Japanese Navy to research ships for construction, but I accidentally allowed the army to Research them as well. I knew I simply couldnÆt alter the Rules.txt file to attain the desired changes to fix the problem. I had to do the following steps:
And that's a Rap! |
With the previous steps you will be able to correct any problems that crop up with your @Civilize2 and @Leaders2. You may need to repeat this process many times, but it will work each time. As a reminder, any other changes you make to your rules.txt file will be recorded by Civ2 (flags, unit changes, tech renames, anything outside @Civilize2 and @Leaders2).
Enjoy!