IceLancer

Civilization 2 MOD

Feb 12th, 2024
138
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 67.51 KB | Gaming | 0 0
  1. The modification contains many different changes to the original game. A more detailed description is in the archive, file !read.txt
  2. Changes made to the Civ2***.exe files:
  3. v1.0 dated 11/22/22
  4. 1. The font used in the game has been changed, mostly replaced with Arial Narrow, thereby reducing the number of places where words and phrases overlapped each other. Times is used in some places, for example in the names of cities and the numerical display of city size. In many places, the translation has been corrected to a more adequate one, many spelling errors have been corrected, a number of words and phrases have been shortened to fit into windows
  5. 2. An initialization of the variable for calculating the level of relations has been added, so now in diplomacy the level of relations will be correctly calculated and there will be no unnecessary aggressiveness ( taken from FoxAhead)
  6. 3. Changed some values ​​in diplomacy variables, which can simplify a number of requests for certain agreements
  7. 4. Changed the condition that activates the variable, which dramatically changed the attitude of the AI ​​towards the player after turn 200, reducing the level of relations and blocking the conclusion of alliances and even peace agreements , if the human player dominated (was the strongest in the ranking). There are other conditions for activating the variable, such as difficulty level above beginner, absence of the Great Wall or UN and others. The condition contains a value from 500 (or 200 remains for barb files), i.e. its activation will occur after 500 turn
  8. 5. Added notification to all built units when they are completed, not just civilian ones. To display notifications, the checkbox must be active in the settings "City message options" -> "Notify about the creation of all units"
  9. 6. The total number of units in the game has been increased from 2048 to 4518 by moving variables to another area to increase the address space for units (NOT COMPATIBLE with FoxAhead patch regarding the Units Limit option). The maximum number of all cities in the game has been increased from 256 to 626, also by transferring variables to free areas
  10. 7. The limit on the accumulation of coins in the treasury over 32,000 has been removed
  11. 8. The range of values ​​when creating maps has been increased, now you can create more extensive maps up to X*Y= 32767
  12. 9. The limit on the maximum total population of over 320,000,000 citizens has
  13. been removed 10. The window, which is often used in the game when selecting units from one cell (stack), when donating units of another civilization, etc., has been increased, from a maximum number of 9 units to 20 11.
  14. The capacity of aircraft carriers, submarines and other units with the Submarine advantages/disadvantages flag has been adjusted to 16 units.
  15. 12. The pikemen flag has been changed, previously it only affected units with 10 HP and land units with two moves, now it acts against all land and attacking units with strength 1 or higher and moves of 2 or more, thereby adding 50 to the defender’s defense %. This flag has its own peculiarity, most likely this is the developers' idea, because Quite a large piece of code is written to accommodate changes from damage. The flag is calculated not from the basic moves of the unit, but from moves taking into account damage, i.e. if an attacking module with 2 moves received damage and began to move for one turn, then it will be able to ignore this flag. In this game it is used for the bunker unit in modern times and for the Spearman in ancient times. The bunker has no passages, so access to it can only be obtained after construction is completed, because the turn will not pass to him. Now, by default, moveless modules will immediately go into the strengthened state. The bunker can be transported using the TTS, if during the TTS activity you enter the city and right-click on the bunker to change the order to wait, then fly into the TTS city and thus the bunker will be on board, then move the TTS to the desired cell and select the bunker in the cargo list TTS, the bunker will be in the desired cell
  16. 13. Several times in the game a message pops up after studying certain technologies about the sale of all barracks. The sale of barracks has been cancelled, because... they then make veteran units stronger by 25% (the default was 50%), so there is no point in selling them, regardless of era
  17. 14. The capacity of units displayed both in the city and in the supported units window has been increased.
  18. 15. The display of resources in the city has been slightly shifted, now it is not so compressed, the placement of citizens at the very top of the city screen has been slightly expanded. The next specialist in a city that exceeds size 36, provided that all resources used by this city could not previously be used, now he will also be active, but will work in tandem with the first specialist, the second specialist will be paired with the 18th, the 3rd with the 19th and so on up to 16x32
  19. 16. A number of conditions have been corrected for barbarians who appear in the game, so their number of appearances has been increased from 2 to 4 at the “Nomads” aggressiveness level, to 7 at “Restless Tribes” and to 10 when choosing “Warlike Units”. In recent times, the barbarian has changed the pool of units, and the number can sometimes be even larger under certain conditions
  20. 17. Previously it was impossible to set another AI government in the editor menu, now the condition has been corrected, you can change it for yourself and the AI. In addition, the editor has added the ability to lay out river beds on the map, as well as found/delete cities through the same menu. In order to found a city, you need to select the desired cell with a unit on it, then press Shift-F8 (after activating the deception mode) and check the City option. The unit is needed to determine the ownership of the new city. The distance from another city must be at least 2 cells
  21. 18. After playing one of the games, I noticed that the AI, under terrible environmental conditions in cities, had absolutely no pollution; after delving into the code, it turned out that there was a condition that completely ignored the function of pollution, and also the function of subtracting the costs of maintaining buildings from the budget. This condition has been changed, the AI’s service will be fully taken into account, and pollution will be 1/10 of the probability of ordinary pollution that a person receives (if set as a human, the AI ​​will simply pollute all city cells and will not have time to clean them). To change, a parameter has been added to the rules.txt file, item @COSMIC
  22. 19. The number of coins that the AI ​​sometimes offered for participating in a campaign against a third party has been changed. Previously, there was a strict condition not exceeding 500 coins, now there will be some calculation using randomness (from ~5% to 18% of the entire AI treasury). The request to join the war from an ally with the offer of coins has also been approximately doubled. In addition, variation has been introduced in other requests or demands for coins. The sample has been increased and the change in the monetary sample in diplomacy when donating coins has been reduced; on average, the sample ranges from 2.5% to 25% of the entire treasury of the player
  23. 20. A bypass has been made to the function that reset the automove order with the G command if any other unit was encountered nearby, Now this function is bypassed provided that the meeting takes place with another nation with which the player has peace, truce or alliance, and will enter the function with the order reset if there is a war, only contact without agreements or no relations at all. A restriction on the end point has also been added, if the motor move ends in a place where another unit or city is located, then a notification will occur once and the order of the motor move will be reset and the unit will not go to the same place again and again as before until it spends everything moves (the restriction may not work with the Civ2UIA patch)
  24. 21. The condition under which violation of the city boundaries by another player removed a worker from the processing cell of the city that was invaded by another player for all types of agreements except for an alliance has been changed, now a peace agreement has also been added to the exception
  25. 22. The game has an implementation in which, if there is an alliance between the players, then the players can gradually repair the modules if they end their turn by entering the city of an ally or remain on the territory of a city that has the necessary buildings. When entering the city, the actual entry will not occur, but a function will be activated, which will repair the module by a certain percentage. Now the repair will be more thorough and will restore the module stronger, somewhere in two or more times, but provided that the AI ​​ally in the city has either a barracks, or port facilities, or an airport in accordance with the type of unit that needs to be repaired, otherwise repair will be minimal. Also, now the repairs apply to flying and floating units, and not just to land ones as was originally
  26. 23. Flying units can now land in the vicinity of an allied city if they finish their turn as in point 22 (i.e. entering an allied city ), thus they will be supplied with fuel as if they had visited their base and the number of sorties will be reset to zero. Also, flying modules are allowed to fall asleep (order S) outside the city (within one cell from the city center, departures will not increase)
  27. 24. Flying modules, when flying through their city, will now not lose moves as before, except if moves when moving there are two or less left in the city. Flying through the city resets the number of sorties if they are less than at least one sortie from the total number of
  28. 25. The movement of all automated modules on the map has been accelerated when the “Fast movement of units” option is NOT active in the settings, so that this is noticeable on the AI’s moves, the same is needed activate the option “No pauses during enemy moves” and “Show opponents’ moves.” To speed up movement during AI moves, you can press and hold the SHIFT
  29. 26 key. The condition under which any player module woke up (the S order was canceled) has been changed if it meets another player. Now the cancellation of this order will only occur if there is any relationship between the players other than peace, alliance and truce
  30. 27. In this modification, the resources received from bonus cells have been changed, the attacking and defensive parameters of many units, especially of later eras, have been redefined, and several new technologies and units have been added. Layer technologies make it possible to slightly shift the rapid change of units with the later, rapid development of technologies. For new technologies, a value has been added that will allow the AI ​​to study them too (by default, technologies can be added up to a maximum of 100 pieces, but the AI ​​will not study new technologies; you will need to indicate in the code the last two technologies before which the AI ​​will allocate funds from the budget for research, now these are Transformation and Armor III, and the default was Nuclear Fusion and Laser). To increase the cost of each new technology, you need to adjust the Tech paradigm (higher # slows research) parameter in the rules.txt @COSMIC file by increasing the value (the default was 10). This parameter was previously locked in the code at a maximum value of 10, now it is unlocked and can be increased in a new and current game. A new parameter has been added to the very end of the @cosmic list, which is responsible for the maximum cost of technology
  31. 28. The limitation on the difficulty level, which displayed in the intelligence and diplomacy report the number of units the AI ​​has if there is an embassy, ​​has been shifted. Previously, these values ​​were shown only at the first two easy levels, now they will be at all except the last, most difficult
  32. 29. In connection with point 18, which added pollution, the condition leading to global warming has been slightly shifted, now it will work at a value of 20, and not 10 as it was originally. You can change the value in the rules.txt file, item @COSMIC
  33. 30. The condition for founding cities has been changed, now humans and AI are required to settle at least three cells from another city, except for a clearly vertical or horizontal position from another city, there are two cells each. Previously, the AI ​​could settle in two cells, or even in one if the position was vertical or horizontal from another city, and the player was required to be at least one cell away.
  34. 31. All kinds of units have been added to the game, up to the maximum limit allowed by the game, so, in particular, two units, one from the era of industrialization, the Airship, and the second from the modern era, the Heavy Transport Aircraft (TTC), are provided with the ability to transport units. Previously, the game allowed transportation only for naval units; for air units, a change was made to the code. So, in order for a unit to be transported, you need to give it the order S (wait) and in this state fly at it with a transport unit or, conversely, with a transported unit, approach the flying unit and press S
  35. 32. The ransom received for the capture of the bandit leader has been redone, a certain randomness has been added instead of static coins tied to the selected activity level of the barbarians. So for capturing the leader at maximum barbarian activity you can get from 16 to 592 coins, at the penultimate activity level from 16 to 448 coins, at zero activity level from 16 to 160 and at the first level from 16 to 304 coins. The cost of a city when attempting to capture which barbarians can demand a ransom has been changed, the value has been reduced to
  36. 33. A late-era unit, the Transformer, has been added, and the ability to transform the landscape is strictly tied to it. Processing speed is increased by 3 times compared to a settler and one and a half times compared to an engineer. So every turn a settler puts 1 into work, an engineer 2, and a transformer 3, when the required amount reaches the limit (rules.txt @TERRAIN time column), the improvement will be ready. The unit has the qualities of a flying and ground unit, i.e. as if floating, but can be thrown through the airport. The unit should not go far from the shore, otherwise it may disappear if the last move is far from the shore (~15%). Can found cities on water, can cultivate water cells, build underwater mines, aqua farms and energy receivers. The aqua farm is divided into two stages: the first - the aqua zone is built similarly to irrigation, but does not provide food, the second part is a completed aqua farm itself, an analogue of the farm, gives + 50% of food from the water cell in the presence of a Supermarket. To operate an aqua farm, you first need a Harbor, because... The supermarket increases food by 50% of the current one. The road on the water is an energy receiver and gives plus one energy (commerce), the railway is an improved energy receiver (it will also be called an energy receiver) and increases production by 50% if there are more than two of it in a cell (usually this is a water resource cell with built mines and oil platform). Added the ability for water units to destroy water upgrades. The Highway structure has been edited and will not provide energy to the energy receiver, but SES, on the contrary, will add +1 energy (commerce) to the improved energy receiver after studying the Transformation technology. New names have also received new pictures of improvements that have been added to terrain1.gif. AI and automation are also trained to process water cells, but they should not settle en masse on water, only sometimes near the coast, covering land cells. Similar to meadows, aquatic cells have added shields in the form of a fish icon, where there is an icon, it is preferable to build an underwater mine, where there is no icon, production from the mine will not increase, because a cell without an icon gives -1 production (an oil platform on water cells gives one shield everywhere).
  37. 34. The defense bonus for units with the AEGIS flag has been changed, i.e. against air raids. From the description it followed that the protection increased twofold; in fact, it turned out that it increased threefold, so this flag was brought into line with the description. The protection of units with this flag from missiles has also been reduced, previously the protection was increased by 5 times, now it will be 4 times higher (except for the missile cruiser, it remains 5 times against missiles and 3 times against other aircraft). A 50% defense bonus has been added to the battleship when attacked by missile
  38. 35. The submarine flag has been slightly redesigned, allowing it to be invisible, now this flag is also used for the new UAV unit (drone) at the same time rigidly (i.e. to the number of this unit in the table @ UNITS) detection has been bypassed, incl. this unit will be completely invisible even to submarines and can only be detected if a unit of another power tries to stand in the same cell. Like a submarine, the UAV can carry up to 16 missiles on board (hard-wired). Because In order for the stealth flag to work on other units, not just floating ones, changes had to be made that now allow submarines to attack targets like other ships on the shore. UAVs can detect hidden units like submarines. The AI ​​sees all units and knows about all human invisibles, and if it does not immediately destroy them in its reach, it is only because there are other, higher-priority targets or it does not have the necessary arsenal
  39. 36. A late-era unit, Satellite, has been added. This unit has high attack and long movement range, but has low durability and can be easily disabled. The unit can move anywhere and attack any target. This unit ignores any defensive structures of the city, be it walls or missile defense, as well as the ability of AEGIS units. Can attack up to two times per turn depending on the number of moves available. Also hardwired to the unit (i.e. to the number of this unit in the @UNITS table) is a ban on its attack by all except flying units with a fighter flag and missiles. The same strict ban was made for the Helicopter (except for attacks on it using RPGs or air defense). The satellite has the role of dominance in the air, i.e. The 32 moves that he has will be taken into account when transferring his troops between cities with airports; if an enemy satellite is within the reach of 32 moves from any of the transfer cities, then there will be a risk of destroying the transport. Veteran status when building a satellite is only given to the 'Apollo Program' building
  40. 37. The ability to transport up to 16 missiles has been added to the missile cruiser, and the ability to attack air targets has also been added. The condition for using AI missiles has been changed, namely, the calculation begins by comparing the quadruple cost of the missile with the cost of the target it must hit. If the cost of the missile is less than the cost of the target for the AI ​​the target is advisable, in addition to this there are other conditions that increase the cost of the target, such as: the presence of several units in a fortress, several units of the same type in one cell, the presence of a city with three or fewer units, an airbase with several units, several ground attack units in one cell or transport, several missiles on any of the
  41. 38 carriers. For many information windows, a time modifier has been added that will automatically close the window after 2, 3 or 5 seconds if the window is not active, i.e. . one of the options is not selected in it or there was simply no mouse/key click (for example, a window about a missile attack or when a unit is disbanded); if there was a click, but nothing was pressed, the window will close after 20 seconds with the default option
  42. 39. Added a small probability of about 5% per turn of changing the state system for the AI, if the AI ​​has Democracy and there are uprisings lasting longer than one turn. By default, from the description of the game it follows that in this case the government should be immediately reset. The AI ​​used bypass conditions and the government was reset only for the human player. This will introduce some element of surprise, because... the government can change to anything other than anarchy and despotism, and thus new wars can begin. If the democracy government is reset in this way, then immediately after the reset a new one will be installed, but if a new one is installed on the next turn, then this is a planned change of the AI ​​system. The more cities on strike, the more likely it is that the government will fall.
  43. 40. Changed the production boost that the AI ​​received for nothing. The boost depends on the size of the treasury, the more funds the AI ​​has, the steeper the boost, and the boost in the city is always added regardless of whether the city is on strike or not, whether there is production there or it is completely selected and is already at zero. Because Since all players and AI have been unlocked the ability to accumulate coins over 32k, now the AI ​​can gradually accumulate so many coins that any unit will build in one turn. Due to the weakness of the AI, apparently the main help it receives is concessions in construction
  44. 41. Added the ability for your squads to be in a cell with an ally outside of cities; to do this, you need to move your squad manually. If you leave your unit together with an allied one on the same cell, then only one unit will be visible, either yours or an ally’s. In this case, choosing your squad, if the allied one is displayed first, probably won’t work, you will have to wait until it’s turn to move. This mechanism can help overcome a barrier of allied units. Automobile (G) will still bypass all other players' units. Also, such a fraud can provoke an AI attack if your module is with an ally who is at war, so this maneuver is best used only for through passage
  45. 42. The new RPG unit and Partisans have been given +50% in defense against three-way ground units, i.e. . tanks, the calculation is based on basic moves and does not take into account the reduction in moves from damage. The RPG is also tightly bound and receives a 50% bonus when attacking three-move ground units. RPGs and air defense (rigidly tied) can attack flying units such as a helicopter, air defense can also attack all flying units except the satellite. The game does not seem to check at the end of a turn whether the flying units have any sorties left, so there may be situations for both the player and the AI ​​that missiles or fighters hover outside the base and are active again the next turn. This happens to AI if for some reason it cannot attack a target, but has already aimed and flew up to it. The player can also, for example, fly up with a rocket to where it should be and rigidly end the move with the Ctrl-N key combination, then on the next turn the rocket will have a full set of moves and it will be able to fly further, this is an exploit of the game. If a unit makes all its moves and runs out of fuel, then both the player and the AI ​​will lose a unit; the AI ​​has no way to bypass the loss of units without fuel
  46. 43. Added a 5% chance that a nuclear missile will penetrate the SDI defense and strike. If the outcome is not successful, the rocket will be destroyed. This can only be used by humans.
  47. 44. The message about the Timeline of Losses has been corrected, now if there are losses the window will appear at the beginning of your turn, and not at the end as it was before, then it could not be closed before the start of your turn and it interfered with the review of AI moves
  48. 45. Added an optional unit window for right-clicking on the map, instead of the previous right-click handler. This processing occurs according to the coordinate of the cell; if there is a unit in the cell, a procedure with different options is called, while the unit itself does not immediately become active; if there is no unit, it simply moves around the map. Several options have been added to this window in addition to the usual ones, these are sending a unit to the home city (it is better not to send flying units unless you activate point 46, since there is no check for departures and the unit may be lost), conduct exercises - preparation will take place, which will allow NOT veterans to receive this status at some random rate (with each move the successful probability increases if you do not restart the game), but in any case, after pressing the unit will lose all moves, if the preparation is successful, a corresponding message will pop up. In open map (cheating) mode, through this menu you can heal damaged units, remove the link to the city, create units, send units without restrictions on moves, and activate units that have already left by resetting moves. To view the map, you can still press the V-inspection
  49. 46 key. A mechanism has been added only for flying units using a game exploit (the game does not check the remaining number of flights at the end of the turn if the unit is outside the base), which allows you to send units by command G without regard to the number departures. If a unit's number of sorties allows movement, the unit will make the full number of moves; if the sorties reach the limit, the unit will end its turn with one less movement and thus will not be destroyed. This mechanism is only for humans, AI bypasses it
  50. 47. The mechanism for counting the number of sorties for flying units has been updated; now at the beginning of each turn, all units are fully checked for the remaining sorties; if there are more than or equal to the number allowed, the unit will be destroyed. Accordingly, now paragraph 46 will not work as intended. A change has also been made so that paragraph 23 works with the new mechanism. All flying modules can remain within one cell from the city without increasing sorties; in fact, this radius is a continuation of the city, except that the sorties will not be reset to zero; to do this, you still need to fly into the city itself and replenish fuel supplies. An important condition is that when stopping within the city boundaries, you cannot press the space bar to complete the turn for units that have no missions left, and this should not be the last turn of the unit with the last mission, otherwise it will be lost, you must either press S or W and after all the others The units retreat and the remaining ones are forced to finish the move with the CTRL-N key combination. This mechanism also works with units such as the Helicopter, which can stay outside the base for a long time, but lose several strength points every turn; if the strength points reach a critical decrease and are equal to the points of complete destruction or one less, then such a unit will also be killed on the next turn lost if it is not in a place that satisfies the conditions of non-destruction (a city or near a city (one’s own or an ally’s), an air base, an aircraft carrier (for missiles, also a missile cruiser, submarine or UAV)).
  51. 48. Paratroopers can now make a jump to a water city, to water units, as well as to an area with allied units. When jumping on water units, the jump cursor icon will still be crossed out, but the jump will be available. The jump range is 10 cells, you can change the parameters in the rules.txt file @cosmic Max paradrop range
  52. 49. A harbor and an Oil platform can now be built in a city if it has at least one ocean cell in its radius and vice versa. A highway can no longer be built if the city does not will have not a single land cell suitable for a highway in its radius (desert, plain and grassland are suitable)
  53. 50. Roads will now give plus one coin to territories not only in the desert on the meadow or plain, but also in forests, hills, mountains and tundra , but in the ocean, on the contrary, by default there will be one less commerce (point 77 now removes two commerce from the ocean). Freeway for these locations (forest, hill, mountain and tundra) will NOT add an extra coin
  54. 51. The mechanism for calculating pollution has been slightly changed, now the structure of the Recycling Center, NPP, HPP, Hoover Dam and SES will increase the calculation variable (divisor), and not set the exact value to it, and SES now does not level out pollution by 100%, thereby The construction of the Recycling Center after the construction of the SPP remains relevant. A nuclear power plant or hydroelectric power plant reduces pollution by increasing the divisor by two, the Hoover Dam by three, the Recycling Center by another plus four, the SES increases the resulting value by six times. A large contribution to pollution is made by the Factory, Plant, Thermal Power Plant, Hydroelectric Power Plant, Nuclear Power Plant, SES (as manufacturing enterprises, the greater the production from cells, the more noticeable the effect), a small contribution is made by any built building in the city, of which the Airport and the Oil Platform act on the divisor variable, reducing (this will be especially noticeable if the city is small, but already has these buildings), and each new resident makes his own minimal contribution to pollution. Pollution begins to gradually count after studying the Railway, then a strong pollutant is the study of Industrialization, then the Automobile and finally Plastics. On average, a value of 24 is subtracted from the calculated pollution so that small cities are not immediately covered in emissions (it was 20, but since there is more food in the game, the city can easily grow higher). If the city becomes an industrial center with production above 100, it may not be able to cope with all the pollution; for such a center it is better to keep the city size around 20-30 or dismantle some of the buildings. Corrected the SES, now it gives +25% to production on top (in the original game, from the description it follows that the station should give +50% to production, which it does not do, but perhaps it should not be a separate building, but should be in a combination of hydroelectric power stations, nuclear power plants, thermal power plants, i.e. it is chosen to build one thing, but in the game this was not done either on purpose or was not taken into account). The presence of pollution in a cell will now greatly reduce the resource received (it was minus one resource, now it is minus 2 of any resource from the cell)
  55. 52. AI and automation are now trained to build structures Urban transport and SES, because Previously, the AI ​​bypassed pollution, then it essentially did not need Urban transport, as a result, the code did not indicate when it needed to build this structure, similarly with the SES. To build these structures, the city size must exceed the second limit (currently size 15). The calculation of the need to build a Recycling Center has also been slightly changed; as soon as pollution appears, the construction priority will increase. The general connection is this: the larger the size of the city and the more pollution, the higher the priority of construction (however, if the AI ​​is at war, then the queue for civilian buildings may not reach for a very long time). As for the mechanism for the release of pollution in the city, it has also been slightly changed, now when studying most of the technologies and in the presence of SES, if after that there is still pollution in the city, they will fall out 25% less often (at the Novice and Warlord difficulty level, this mechanism is bypassed, but there the loss of pollution is already reduced) the general comparison has also been slightly reduced, now the pollution of the city will not be multiplied by two for comparison with the calculated number, etc. emissions will occur less frequently, especially if the pollution is small
  56. 53. Fixed a bug that led to the deletion of the entire stack of sea units instead of one, this happened when sea units were disbanded if there was more than one of them in one cell. Now each ship will be deleted separately. When deleting a Transport with troops on board, all passengers will be deleted, this also applies to air transport
  57. 54. Two resources on Meadow type cells have been unlocked, named Livestock and Garden, the corresponding graphic pictures have been added to the TERRAIN1.GIF file and a description in the Civilopedia. If the meadow resource cell does NOT match the shield icon, then the production resource in the cell will be one less than
  58. 55. Changes regarding the creation of large maps, an increased treasury, unlocking resources in the meadows and the size of label.txt have also been added to the Civ2Map.exe
  59. 56 file. Many works and transformations carried out with the landscape have been redefined, as well as the time spent on this; in more detail, what can be transformed with examples is in the rules.txt file, subparagraph @TERRAIN
  60. 57. Changed a certain condition (what the value 20 is responsible for is not yet clear), which led to the player resetting the peace treaty with the AI ​​after some time, the player did not notice this, because in diplomacy there was no reset on his part and in diplomacy it was stated that there was an agreement, but if you go behind the AI ​​and look at its status, it turns out that instead of the world there was already just contact, so from time to time, suddenly, the AI ​​attacked the player, now this condition is tied in the same way for vendetta, if there is such a flag, then the mechanism will be active, then the variable responsible for reputation will be connected, if the player who can be attacked is below Excellent, that is, the probability of breaking the contract, the lower the reputation, the greater the probability. I also tied up a variable responsible for strength, if the difference is large, for example, the attacking side is Strong, and the one that can be attacked is High, the mechanism will not work, but if the attacking side is Powerful, then it will work
  61. 58. Added two verification criteria by which the AI ​​filtered out only land ones units from the list of possible ones for construction. Previously, the AI ​​compared the role of units, their type (or domain), the number of moves, the strength of defense and attack, if there were matches in these parameters, and according to the last three, the next unit was better than the previous one. The AI ​​crossed out the previous unit from the list for construction. Now, for comparison, two criteria have also been added: strength and power. Made so that the AI ​​does not cross out the MLRS unit, because There is no comparison of flags, and the MLRS has the ability to break through city walls (this flag can also break through a fortress or fort). In the water city, the AI ​​has disabled the ability to build an engineer, so that there are no problems with processing water cells
  62. 59. Changed the time after which the war status between two AIs was automatically reset, previously it was on turn 16, now on 31. This also affected humans on the AI ​​side, after the declaration of war it was impossible to communicate with the AI ​​for just 15 turns, now a certain value has been introduced that allows you to contact the AI ​​several turns after the war (every three turns), and between AI during the war, on the contrary, the added variable reduces communication, thus, there should be less frequent situations when, after a declaration of war, the AI ​​ally asked for help, and on the next or the same turn he put up with it, leaving the person to figure it out on his own
  63. 60. All units except the engineer and those who have the amphibious ability are prohibited from moving from water city to land and vice versa if the city is located near the shore. An amphibian can attack ground targets from vehicles or from a water city adjacent to land, and vice versa can attack an adjacent water city from land. The AI ​​is also trained to attack the water city with an amphibian
  64. 61. The cost of bribing a city by a spy has been increased. The cost takes into account the distance from the capital, the size of the city and the number of buildings built in it, and also checks the presence of a court; if there is a building, the price of bribery increases by one and a half/two times. The government also contributes, if the player being bribed has Communism, then a fixed value is used that determines the distance from the capital, if it is below a certain limit (10), incl. In the end, it will be more expensive to bribe under communism. The final increase in bribery was about 2-3 times. It is worth noting that the main parameter that determines the cost of a bribe depends on the treasury of the player being bribed; the more money he has, the more expensive the bribe. Since the restriction on the treasury accumulating money from players over 32,000 has now been lifted, bribery can become very expensive. In addition, I fixed the issue that slightly changed the cost depending on the side to which the spy approached the city; if it was closer to the capital of the player being bribed, the price was higher, i.e. from the cell where the spy was located, it turned out that the distance check was not from the city, but from the unit that caused the action, in the end I changed it so that the calculation came from the city. There is a similar bribery system for units, where the cost of a unit is multiplied by its distance from the capital and further, if the settler unit is doubled. I almost didn’t touch this function, except for editing the minimum cost and the item related to communism, for some reason in the unit function, it was checked not with the side being bribed, but with the side of the player who wanted to bribe, redid it in the same way as in the function of city
  65. 62. A function has been unlocked for the AI, which it previously bypassed and in which the reputation from the declaration of war is calculated and violations of the city’s borders are checked with the requirement to remove troops (does not apply to settlers, diplomats and traders, i.e. roles 5,6,7), Now in such situations, the AI ​​will remove troops from the other AI, but there is a small random chance of ~2% that one of the AI ​​will refuse to remove the troops, then a war will break out between them. If this happens, a corresponding message will appear. A new DWAR dialog has been added to script.txt, and a DHELP dialog has been added when an AI ally starts a war and asks for help. Previously, there were no differences between a defensive war and an attacking one, there was only one dialogue, now it will differ depending on the role of the allied AI in the war
  66. 63. A check has been added for all ground forces to be on the ocean square; if a unit is on the water outside of a vehicle or city, it will drown and be lost on the next turn. A check has also been added for ground units with zero moves when they are in a city, fortress or air base; if the unit is outside these places, it will be lost (this check is ignored for a human player). These checks are made to remove lost troops, which the AI ​​periodically somehow transports to different places and leaves, so sometimes troops hang out on the water, and a bunker with zero moves is dropped in some wilderness and remains useless there. For mercenary/barbarian units, the passenger capacity of transport has been doubled so that barbarian sea raids do not lose units due to lack of transport capacity when checking
  67. 64. The procedure that was responsible for how barbarians will act in the game has been slightly changed. There is a separate behavior procedure for them, which does not affect the behavior of other players (other players have their own large behavior procedure). The ability to attack amphibious vehicles from the transport of water cities has been added to mercenaries, and flying units, like sea units, can now move across the water and attack enemy cities/troops. After studying Industrialization, barbarians or mercenaries will be able to appear in water cells on transport (some kind of analogue of the Middle Ages and appearance on frigates). After studying most technologies, when mercenaries appear on the water, most of their units will consist of amphibians; if on land, then there will mainly be ordinary units. A small change has been made for regular AI players, so that they also understand the water city. For the new appearance of mercenaries, a restriction has been placed on the water no more than after 7 turns (for barbarian activity levels 0 or 1) and no less than 3 turns (for activity 2 and 3). At the maximum activity level, mercenaries can appear closer than 5 cells from the city and with a larger composition
  68. Mercenaries that spawn on land and in the late game on vehicles use different conditions than those that spawn on Frigates. There are a number of other spawn conditions for them, for example, a randomly selected city is checked, if the human player’s city the check goes on, if the AI ​​city checks out on this turn and there will be no barbarians. Another condition is that until turn 150, the number of barbarians is reduced for any of the activity levels, and also for activity levels 0 and 1 a number of checks are bypassed, which in more developed times reduces the number of possible mercenaries. The barb ending file uses the normal player function for barbarian moves, but there is an exception: if the unit does not have a home town, it will act as a barbarian (except while in the city), in addition, mercenaries in the barb file are allowed to build a settler and engineer and they after capture cities can begin expansion as a regular player. Because in the barb file, mercenaries can build troops like other players, then the same requirements apply to them, namely the presence of the necessary technology, otherwise they will not be able to build anything except a “war” squad. If a human player establishes an embassy with mercenaries, he will be able to conclude agreements and transfer technologies to them for their speedy development. The attack of barbarians on AI will not decrease after 150 moves in barb files and after 200 moves for a normal game
  69. 65. The mechanism that switches the cost of technology has been fixed. If the number of technologies one player has exceeds that of another, then the cost of studying for the player who has less is reduced by three times. This applies to both humans and AI. Before this, this mechanism did not work quite correctly. If the player was the first to learn a specific technology, it is highlighted in white in the F6 window. The initial cost of technology for AI is slightly lower than for humans, also at a high level of difficulty and after the 150th move for AI there is a slight decrease in the cost of new technology
  70. 66. Small changes have been made that affect the choice of government AI. From what I understand, the main parameters are the production of all cities, commerce, supported units and corruption losses. The optimal two types of governments in this regard are Democracy with maximum profit and Fundamentalism with production and troops, so all other types usually lose. Therefore, I added small values ​​(the result of the values ​​depends on the number of cities in the game), which are added to a particular government when analyzing and comparing them. So if a player has a lot of wars, the attractiveness of the Republic and Democracy decreases slightly, and other governments increases, in the presence of alliances with the same state system, the attractiveness increases for everyone except Fundamentalism (for Communism the growth is doubled), with peaceful relations if someone has Communism , then its attractiveness when chosen by another player is also slightly higher. If Communism is chosen from the strongest player, its attractiveness is even slightly higher for everyone else. Also, if there is an alliance relationship between two communist governments, the relationship between them will be slightly higher. For the democratic government, the parameter that completely removed waste was removed, so now, although there will be no corruption, a small loss of production may be present
  71. 67. For the communist and anarchist governments, the background in diplomacy has been changed, now next to the portrait of the leader there will be a star or a symbol of anarchy, instead of the previous ones monarchy icons. Replaced the portrait of the Germans of Frederick with Hitler (replaced resource pictures 200, 203, 222 in the mk.dll file with the eXeScope program)
  72. 68. Minor edits: removed the protective bonus from the terrain for flying and floating units (now the terrain protection for them is always like a meadow or ocean) ; Now in the editor you can change the type of cell under the city, as well as edit improvements on ocean cells; added check and selection of the best defender for the water city when attacking it; for defenders in the city, in the presence of SAM and SOI, the firepower in defense increases by one (except for ships in the harbor there is always 1); You can now delete cities in any game mode; corrected the mechanism for exiting capitalization for the player AI; Several flying units in a fortress will now be destroyed en masse when they attack, rather than one at a time; the player can now see units in the AI ​​stack (except for the city) if he is nearby; for AI, requirements for transferring units through the airport have been added, the same as for humans, and AI is also prohibited from transferring units with zero moves; The priorities for building AI troops and automation in cities have been slightly redefined; the minimum number of turns for a damaged naval unit has been increased from 2 to 3; in the test files for the AI, the construction of aircraft carriers is unlocked, however, as I managed to understand, he does not know how to use them (their construction is set to a very low priority); and something else
  73. 69. Old saves from another game are not compatible with the modification and will not load
  74. 70. The landscape graphic pack is taken from the Colonization scenario, but mixed with the original one, plus some resources are taken from different places. To use a more original landscape, delete the old one and rename TERRAIN*_orig to TERRAIN*
  75.  
  76. v1.01 from 08.28.23
  77. 71. Fixed a bug with an early crash when barbarians appeared on the galleys
  78. 72. Point 40 was slightly changed, now there is a restriction on converting boost money into shields to a level not exceeding 50,000 coins
  79. 73. The file CodecTweakTool_670 has been added to the distribution .exe, in the program, click on the ACM/VMW 86 button and select the codec in the DISABLED Indeo 4 category, click Apply/Close, which will allow you to show video clips
  80. 74. The music screensaver in the game menu has been replaced with a similar Japanese Drum melody
  81.  
  82. v1.02 from 09/20/23
  83. 75. The ability to delete cities (Shift-D on a selected empty city without troops) in network mode (when selecting local network or internet modes) has been improved
  84. 76. Invisibility flags have been added to the spy in the RULES.TXT file -> @ UNITS (now they will be difficult to detect)
  85. 77. Commerce on water cells has been completely removed by default, now +1 commerce is given by the Harbor and/or energy receiver, then if there is at least one commerce, a coin from the state system Republic/Democracy (or another in the mode) is added celebrations) and then another +1 from SES if there is an improvement. energy receiver. A condition for obtaining ulush has also been added. energy receiver with SES +1 commerce after studying the Transformation technology, so this will only be given at the very end of the game
  86. 78. The Transformer unit will now be available after studying Robotics, not Transformation, so that it can be used before the end of the game. Transformation technology is now not a technology for transforming the landscape, but a technology for converting/receiving new energy
  87. 79. Spelling errors in the descriptions of the civilopedia have been corrected; added the description "+1 trade from roads" to the civilopedia when viewing an area (tundra, forest, hill, mountain); unlocked the 'Description' button when viewing Discoveries in Civilopedia
  88.  
  89. v1.03 from 09/30/23
  90. 80. For each military unit, the description of the Civilopedia now shows in detail all the properties of the unit; the variables responsible for the icons and descriptions of units in the Civilopedia were moved to the free address space, which made it possible to correctly display all 63 units and their descriptions; the display of the names of wonders and buildings in the Civilopedia when viewing Discoveries will now be one line (columns for them have been removed), which will allow the full name to be displayed without cutting off the letters; unlocked proposals from the @PEDIACIVFACTS category, which will now be displayed when viewing Discoveries in the Civilopedia, for example, when viewing the Communism technology, three proposals from this category will be added that are affected by this technology
  91. 81. The last free technology has been activated, called Composite Armor; The links between the appearance of later units and technologies have been slightly changed
  92.  
  93. v1.04 from 10/15/23
  94. 82. Several errors and inaccuracies have been fixed
  95.  
  96. v1.05 from 06.11.23
  97. 83. Errors sometimes leading to freezing and several inaccuracies have been fixed; the airship is now completely detached from the government (since it replaces fanatics) and is available in the game; barbarians/mercenaries should now appear in modern times on transports
  98. 84. Diplomats of barbarians/mercenaries in the barb files are prescribed the condition to sometimes perform some action in an enemy city as an ordinary player; if there are a lot of barbarian units (for example, at the maximum level of barbarian activity) and they become very outdated, they will gradually be destroyed after move 200, relevant for barb files; barbarians do not spend coins on maintaining buildings if there are any in their cities, their cities do not go on strike if there are dissatisfied people (these properties are the same as in the original, except that in the original they cannot choose production in the city and only produce a unit that captured a city, they also cannot change governments and do not spend shields on maintaining units, since the units they produce do not have a hometown)
  99. 85. The mechanism for deleting units in the absence of support from the city has been changed. Now, if there is a shortage of support shields in a city, but there are shields invested in any production under construction, the missing support shield, doubled, will be deducted from the construction window at the beginning of a new turn. When the shields are reset to zero in the construction window or there are fewer of them than needed to support the squad, the squad will be disbanded on the next turn. If the disbanding unit is located in a city, part of its production value will be transferred to the city. AI does not use this mechanism
  100. 86. Added a parameter to the @COSMIC file rules.txt that allows you to change the number of units without maintenance for barbarians/mercenaries, i.e. only works for files with the barb prefix. Free units from governments are added to this parameter if possible (monarchy/communism/fundamentalism). Despotism and anarchy give just 1/2 plus of this parameter
  101. 87. The sound frames have been expanded, new names of variables have been added to the address field and new procedures with links to these sounds. Now extra9.wav sets the sound for the 8th line of units (Airship), extra10.wav sets the sound for the 7th line of units (Musketeer), extra11.wav sets the sound for the 18-19th line of units (Knight and Crusader), extra12.wav sets the sound for the 24th line of units ( Cannon), extra13.wav sets the sound for the 40th line of units (Battleship). Seven variables are reserved for other custom sounds (from extra14.wav to extra20.wav) more details about this in the file !read.txt
  102. 88. Added the ability to delete the selected building in all your cities at once. The corresponding line has been added to the menu for selling city buildings
  103. 89. Added the ability to modernize outdated troops. To do this, right-click on a unit inside the city or on units displayed in the city area 'supported units' and select the appropriate option. The 'upgrade squad' option updates the selected squad, the 'upgrade all squads' option will update all squads, not only those located in this city, but generally all outdated ones. Modernization takes place in stages, so if an army is very outdated, it must be modernized several times. The cost of modernization is determined by comparing the parameters of the old and new squad. Differences in production cost, durability, and number of turns add more to the upgrade cost than differences in attack, defense, or firepower. Added text labels @NOUPGRD, @LOWCASH, @UPGCOST, @UPGRAD to the game.txt file and one entry to label.txt
  104. 90. Changed several unit icons in the units.gif file; The appearance and disappearance of a number of units in the rules.txt file has been redefined. Pictures of units of the previous version are saved in the file units_old.gif
  105.  
  106. v1.06 from 11/14/23
  107. 91. The mechanism for calculating fees or tithes under fundamentalism has been changed. Previously, accruals came before the calculation of the increase in coins from the market, bank, exchange and tax authorities and thus had a significant impact by adding many coins to the treasury. Now their contribution will be after all calculations and they will add static coins in the form of the specified fee. It is worth considering that by default in the #COSMIC settings, fundamentalism is set to max. science degree is 50%, so if you move the slider for contributions to science above 50%, further investments will be converted into taxes. For AI, in addition, all investments in luxury are converted into taxes, because with fundamentalism there are no dissatisfied people, although the point is not taken into account that if the city does not celebrate, then in totalitarian governments this brings less commerce from each city cell
  108. 92. To slightly complicate the game, I added the costs required to maintain units. This mechanism is enabled only for humans, but can also be enabled for AI. For totalitarian governments, the maintenance of units is halved; in anarchy, it is absent. To understand how much is spent on maintaining units, you can open the F5 tab, where there is a separate line 'Maintenance of buildings', just below there will be a line 'Maintenance of units'. At the maximum difficulty of the game, after the 200th move, another +1 coin will be added to the contents of each unit, regardless of whether it is a military unit or not; A detailed description of pricing can be found in Civilopedia->Game Concept->Content of units; Added the text line 'Maintenance of buildings' to the end of the file label.txt
  109. 93. I tried to correct the inaccuracy with GOTO auto-movement, when the transition at the place where the map was glued along the X coordinate was incorrect and the units went in the opposite direction. This glitch appeared on round maps in which the Y coordinate exceeded the X coordinate, i.e. on all ordinary maps, which when created are designated as 50x80, etc. Overall GOTO movement is still pretty poor overall, especially for ships and foot units that need to respect terrain restrictions. Ships often choose longer routes, especially if there are many bends and narrow straits to the final destination and periodically become stuck. Added the ability to pass through allied units for both the player and AI
  110. 94 when moving via GOTO. The placement of text lines in windows called from the 'Advisers' menu has been optimized. An inaccuracy has been corrected when, under Democracy, the line Republic was reflected in these windows, and under Communism, Democracy; Fixed a number of inaccuracies in text files
  111. 95. The process of unloading units by Frigate has been corrected. Since the Frigate has a cargo compartment, but at the same time it is assigned a role (dominance on water), and not a role (transport), then from time to time it cannot correctly unload troops if it is controlled by AI. Now an unloading process has been added for it, just like for transport; All floating units with the ability to transport units have been given the priority to first unload at a given target, and then sail home or skip turns for repairs if the transport is severely damaged with units on board; slightly changed the parameters of a number of units (galley, caravel, galleon, light cruiser, transport)
  112. 96. Fixed an error when exiting the game, which displayed an event in the Windows log about error 0x0004cbc4
  113. 97. Added the file civ2_start_old_scenario.exe, which will allow you to run old scenarios or saves on this modification. After starting a scenario or save, you can save the game and exit. Re-launch a saved save using standard exe files. Essentially, this file reads the old file and saves it with a new offset (point 69), after which it will no longer be able to read it, but the main files will be able to do this. In order for the script file to take into account the script settings, you need to save the game in the folder of the script itself. If the script contains its own Terrain1 file, then the image of some icons on the map may be incorrect, and some units will exhibit modification properties rather than the script, so for scripts it is preferable to launch the game through civ2_orig.exe; added big script HoMM2Mod
  114.  
  115. v1.07 from 11/18/23
  116. 98. Separately, costs have been added for the bunkers, TTS, and Aircraft Carrier units, adding paragraph 92, because These units had an attack of 0 and did not participate in the calculation. So the DOT costs 4 coins, the TTS and the Aircraft Carrier cost 6 coins; The number of possible AI moves to the limiter has been increased from 20 to 30, so that it can fully use ICBM-type missiles and Sputnik
  117. 99. Added the ability to listen to music in WAV format from the MUSIC folder. The mechanism is implemented using the imported procedure for playing sounds PlaySoundA. A random track is launched on a person’s new game turn or by left clicking on the map. A new track starts only when the previous one ends. You can launch a specific track from the Game menu 'Music Selection'
  118.  
  119. v1.08 from 11/19/23
  120. 100. The list of autosaves has been expanded from 2 to 5 pieces (auto, auto0, auto1, auto2, auto3)
  121. 101. Corrected item 99, linked the played music to the 'Music' flag in the settings menu, unlinking it from 'Sounds' ; other small edits
  122.  
  123. v1.09 from 11/29/23
  124. 102. In the 'landscape only' view mode, using the T key, added the display of rivers in territories and removed pollution
  125. 103. Several variables were moved to the rules.txt file under the @COSMIC parameter to reduce the number of nested executive files. Now you can set the possibility of technology theft, the warming limit, as well as the level of AI pollution and city emissions there. In addition, the end date of the game is displayed; it can be replaced with your own
  126. 104. The display of information about a cell by double-clicking the left mouse button has been corrected. Previously, if a cell was opened by a player and there was a hidden unit or city of another player on it, then a window with information about the cell did not pop up and thus this indirectly indicated the presence of a unit or city there. Now information about the cell will be shown in any case, with the exception of if the cell contains a squad or the player’s city. In addition, information about cells will be reflected in the open map mode, on those cells that are visible at the time this mode is active, but were invisible before
  127. 105. The mechanism for ending production in the city has been redone. Now, if some construction is completed and the city’s production has not been changed on the current turn, then on the next turn a menu will pop up in which you will need to: the first option is to enter the city, where production will automatically change to capitalization (provided that the player has studied the required technology) and select a new production, if you do not do this and leave the previous construction, then there will be no contribution of shields to production, the shields will be reset to zero every turn, the second option is to sell this building without entering the city and build it anew. Thus, the ability to accumulate production and quickly complete new wonders of the world that appear with the discovery of new technologies will disappear. The same mechanism works with QC components when more of them are built than needed. This mechanism also applies to AI with the choice of the first option of switching to capitalization or resetting production; The purchase price of buildings and wonders of the world has been changed. Now, until the 200th move, purchasing wonders of the world is twice as expensive. After the 200th move, all buildings will be twice as expensive, miracles and CC components will become four times more expensive. If you buy some structure or miracle from scratch with a contribution of shields of less than 40 pieces (for example, a barracks costs 40 shields or 4 rows of 10), then the cost will be doubled
  128. 106. A description has been added to the Civilopedia->Game Concept of how it is calculated cost, points: Modernization of units, Maintenance of units and calculation of Global Warming; Removed several unnecessary pop-up messages when running the game without human intervention
  129. 107. The test for Capitalization of the player AI has been improved. Now, if the AI ​​has less than 4 units in the city, and every three turns this mode will be reset and its necessity will be analyzed again; The priority for a number of troops when building their AI has been slightly changed (reduced for Missiles, increased for air defense and Converter); @GAPE post about the presentation of new technology has been corrected; the ransom received for a barbarian has been halved (item 32)
  130. 108. Two variables have been added to the rules.txt file in the @COSMIC item, allowing you to set the number of points for moving along roads and railways. Flying, hovering and water units do not participate in calculation
  131. 109. Added the ability for floating units to move along rivers. Added the ability for cities located on or near a river to build water units in an adjacent cell. Three water units (Aircraft Carrier, Battleship and Submarine) are included in the exception and will not be able to move along rivers, as well as be built in cities on/near rivers due to their large displacement. Automation and GOTO navigation will now also take these capabilities into account. Any unit on board a transport (no matter what air, land or water) loses moves if the transport starts to move (barbarians ignore this functionality), so to disembark units it is necessary that the transport does not move
  132. 110. Two parameters have been added to the rules.txt file in the @COSMIC paragraph allowing or prohibiting leaving excess production in the city from a previously built structure/miracle or detachment
  133. 111. Capitalization and CC components have been transferred from the category of miracles to the category of buildings, which will affect the penalty when switching production; Fixed railways on water, which are energy receivers, now they will not give bonus moves to troops disembarking from water transport (mercenaries are added to the exception in order to be able to quickly attack)
  134. A more detailed description of the points in the !read.txt file
  135.  
  136. v1.10 from 12/28/23
  137. 112. Added the ability to transport units not only by sea or air transport, but also by land; the one-time profit from organizing a trade route between cities has been reduced; slightly changed the value of some goods (file rules.txt item @CARAVAN); if there are trade routes between two nations and a war breaks out, the profits from such trade routes will be reduced by a factor of four for the duration of the war; city ​​growth will now occur immediately as soon as the food exceeds the limit without skipping one turn; a cell with an air base will now provide only a basic resource, and not like a city; a parachutist can parachute from a TTS, provided that he has not moved on a new move; Removed the ability to search for a city on a hidden map due to the lack of centralization of the map; coordinates and object number will not be displayed in unexplored areas; built units such as Sputnik and UAVs will not cause dissatisfied residents under the Republic/Democracy (link by line number @UNITS); after studying Genetic Engineering, foot troops outside the city will recover +2 health points faster; added a description of the restoration process to the Civilopedia; Several errors and inaccuracies have been corrected
  138. 113. Unit costs and overall balance have been displayed in the F5 window for greater clarity; two new lines have been added to label.txt. Added maintenance costs to the Civilopedia when viewing units. Moreover, if you look at detachments under different state structures, the cost will be different
  139. 114. In the picture TERRAIN1.GIF, the image of a fish has been removed, the old file is saved with the mark fish. Now, instead of fish, there is a small 'wave', in cells where there is a 'wave' it is preferable to build an underwater mine (will give +1 shield)
  140. 115. A parameter has been added that allows you to set the number of units that an aircraft carrier can transport and all units with the ability to transport missiles (in the rules. txt to the @COSMIC item)
  141. 116. Added one more parameter to the rules.txt file to the @COSMIC item allowing the use of the new attrition system. By default, this option is enabled (it can be disabled). A detailed description of how it works is in Civilopedia->Game Concept->Depletion or at the very end of the Describe.txt file. Sea and air units with attrition turned on can use the fortification mode to recover, however, they do not receive an actual defense bonus from it.
  142. 117. Added the ability to create giant maps at the start of the game up to 65535 cells in size, as well as when creating a map in the Civ2Map.exe editor. Added two options for selecting ready-made map sizes: “Very Large” and “Giant”. The parameters when creating maps have been slightly changed, so maps with a choice of a large amount of land will have a little more land than before, provided that the “type of land” is selected - continents, and if a small amount of land is selected and the “type of land” is archipelagos, on the contrary, there will be little land less than before
  143. 118. The system for transporting missiles by different units with the missile carrier flag has been reworked. Now rockets can only be loaded in the city. When missiles are launched from a ship, its total capacity is reduced for each missile launched. If the capacity is exceeded, any missile above the carrier ship will be destroyed on the next turn. To implement this mechanism, we had to add variables to the sav save, so now saves version 1.09 and below will not be able to load. To launch them, there is a temporary adapter file civ2_old_save_v1.09.exe that allows you to launch the old save and save it in a new format, however, all current missiles outside cities/air bases will lose their binding to ships
  144. 119. A variable has been added to the rules.txt file, the @COSMIC item prohibiting or allowing the destruction of units in a stack one at a time, like in a city or fort (by default, the parameter prohibits destruction one at a time). Added the ability to attack ground units in a stack if they are covered by some kind of air unit. The most protected unit will be selected first (the built-in procedure is used to find the best defender, no matter what type it is, similar to an attack on a city), if only flying units remain in the stack, then it will no longer be possible to attack them with a ground unit
  145.  
  146. (for now, version 1.10 is final and no further changes are planned in the game except for bug fixes)
  147. ps if you have frequent and consistently recurring errors/crashes or inaccuracies, write to the forum in a personal message, I will try to fix it
  148.  
  149. The game was tested in SinglePlayer mode on Windows 10/11 x64
  150.  
Advertisement
Add Comment
Please, Sign In to add comment