Unit-Mania Scenario - Includes 4 maps - Earth , Undersea, Orbit & Alpha C.
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16 Mar 2000 - Version 3.3
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New Terrain !  ...   New Units !   ...   Linked Maps ! 

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Scenario offers - 4 Maps, 4 Worlds - Earth (Surface), Undersea, Orbit & a different planet of Alpha Centauri than the one normally visited, with the first 2 in synch in order to attempt create a 3-D effect. 

Scenarios are "Random-Start" in an attempt to increase the variety of replay.

4 Different kinds of Submersible can travel between Sea Surface and Undersea 
(including near invisible Sea-Mines) Each has different characteristics. 

Shuttle can travel to Orbit, ferrying certain units with it. 

Building Spacecrafts to get to Alpha C. is not required as there are technology 
secrets to be found in the archaic structures in Orbit. 

Aliens live, love & breed on Alpha C.

Based on "UNIT-MANIA" Mod-pack. (See below). 

Other mods from the Original Unit-Mania  include the delay of Railroads 
till later in the game (Too easy to build an empire and maintain it with 
"Frictionless, infinite move Railroads") and greater Unit movement allowances.

Stinger unit and Clipper Ship Unit also recycled to make room for the Aliens.

Note also that only certain units are allowed on AC. (No horses for instance).

Also reverted to most of the new Civ2-ToT unit graphics - I suspect we should 
be used to them by now. 

But I kept the Settler and the Warrior and the Phalanx graphic from the original 
game as it is my perception that they are easier to tell apart than the ToT variants.

Note that the changes cannot easily be used as a mod-pack as the system allocates maps randomly, destroying the Submarine capabilities. In addition I have had trouble coding up certain events for those tribes not in the game and have theerfore had to hard code the "Gazpichi" as the Alien race of choice. Therefore Use as a Scenario only.


3 Scenario options provided :

Medium.scn
 - Medium Sized World  from  4000B.C. (Random-start) (60 by 90)

Med-2000BC-start.scn
 - Medium Sized World  from  2000B.C. (Random-start) (60 by 90)

EARTH-and-AC-Start.scn
 - Medium Sized World  from  4000B.C. (60 by 90) 
		STARTING FROM BOTH EARTH AND ALPHA C ! 
		(Good if you don't want to wait till end game to experience AC)

Don't play as the Aliens (Gazpichi) unless you want a really boring game for a long long time.

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MORE CREDITS (See also below for original credits)


Thanks to Icedan for his village graphic.

And also to Tim Smith for his Hi-res forest as used as the basis for "The Bush"on Alpha C.

Orbital Platforms (stolen from the Microprose ToT Sci-Fi game).

See below for other credits from original UNIT-MANIA modpack.



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To load you will need to create a new directory (sub-folder) under your Civ2-ToT
(whatever that might be called) directory and adjacent to your "Original "
directory (That is, create another folder called "Unit-Mania-AC-Scenario" or some such thing, 
alongside "Original", "ExtendedOriginal" SciFi", "Fantasy" "Midgard" etc.) and then
move all the embedded files from the Scenario zipped file
and also from the Sprites zipped file
into there.

Now create a sub-folder under "Unit-Mania" called "Sound" and copy in the
contents of the 3 zipped Sound files into there.

Then run the Scenario in the usual way.
This eliminates the need to copy any files into your original directory and to backup any files anywere.





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CIV2-ToT MOD-PACK UNIT-MANIA - Version 1.48 - 27 September 1999
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HISTORY

;
;      Modified by Kestrel18@Bigpond.com to take advantage of the
;      extra 29 Unit Slots (and the 11 Advance Slots) available in CIV2-ToT
;
;       Version 1.0 Initial Version
;       Version 1.1 Bug Fixes and tech tree improved,
;                   Thoroughly tested advance tree
;                   & Partial test of Unit upgrades in CIV2-FW engine
;       Version 1.2 Mods to @UNITS_ADVANCED & @SOUNDS
;       Version 1.3 Changed Non-Bribable from 1 to -1 after John Possidente feedback
;                   Advance X1 now a pre-req for Mech. Infantry
;                   'Labor Union' advance changed to 'Mass Marketing'
;                   Mech. Infantry cost increased to 6
;                   Line changes commented
;                   New ToT Units.Bmp used
;       Version 1.4 Extra sounds added. (Not sure if these work -I have no soundcard)
;                   Changed Units BMP
;		    "New" old terrain graphics imported from various old Civ2 
;                   scenarios and modified, smoothed, blurred, softened, combined, 
;		    to lighten up the terrain in Terrain1.BMP.
;		    Icons boundary changed to dotted lines to reduce visual impact in ICONS.BMP
;		    Second Rules.Txt and Units.Bmp created For Extended Game 
;                          to take advantage of extra 3 Spare (unused) Unit Slots
;	  Version 1.41 Units reversed where necessary to fit in with Civ2-ToT display
;	  Version 1.42 Terrain updated, smoothed, fine-tuned. Stealth Bomber made invisible.
;	  Version 1.43 Describe.txt added.
;       Version 1.44 Got me a Sound Card !!! = Added extra sounds.
;       Version 1.45 Decided I liked some of the Mechanised Unit Animations, 
; 			but still wanted to be able to tell apart some of the non-mechanical units
;			and so still use the old CIV2 Unit Icons for those..
;                 No changes to Rules.txt
;       Version 1.46 Plumbing advance swapped to avoid possible problem with Teleporters
;				Spy is invisible until attack.
;       Version 1.47 Some Unit Animations switched off via General Flags 
;                    (this particular feature only works if you are 
;                      running Patch V1.1 or later) 
;



Civ2-ToT-Modpack-Unit-Mania-V1.45.zip


A Semi-Polished CIV2 Test-of-Time Mod-Pack to the ORIGINAL GAME for people to try out.
 
Designed to be used in conjunction with the separate files :

Civ2-ToT-Modpack-Unit-Mania-Sounds-Part-1.zip

and 

Civ2-ToT-Unit-Mania-Sounds-Part-2.zip

(split so that each will fit on a floppy 1.44 Meg disk if necessary)


The Rules.txt and Units.bmp and advice.txt and Describe.txt 
in the Original Directory are for use with Test-of-Time 
when playing the "Original" game only, (The extra blank unit slots that 
have been used here are required in the "Extended" game)

The Terrain1.bmp and Icons.bmp and other misc BMPs can be used in either 
the Original or the ExtendedOriginal Test-of-Time games.


Has been tested by John Possidente of Microprose and no major problems found.

Warning!: You need to have Civ2 Test-of-Time for this Mod-Pack to work!



This Mod-Pack was developed so that I could fit in a whole heap of
modern land, sea & air units into the slots made available as a result 
of the Test-of-Time changes

I wanted to go 'mad' with Unit options to try to make unit choices 
difficult as time went on (without compromising the AI too much) and to 
explore the diversity of units that became available after the invention of 
Gunpowder. 

I also wanted to 'smooth' the capabilities of new units so that smaller jumps 
in ability occurred from one advance to another.


And so the new progression of defensive land units goes :
Warriors - Phalanx - Pikemen & Archers - Musketeers - Infantrymen - Riflemen
- Advanced Riflemen and Machine-Gun group and Bicycle Troops
- Modern infantry and Mechanised infantry

As well as :
Musket Militia - Reservists

And Slow offensive land Units :
Legion - Longbowmen - Catapult - Bombard
 - Cannon - Artillery - Modern Artillery - Howitzer 

And Fast offensive land units :
Horsemen - Chariot - Elephant - Knights & Crusaders - Dragoons - Cavalry & Tank
 - Armor - Advanced Battle Tank & Self Propelled Howitzer

And Sea Transport Units
Trireme - Caravel - Galleon/Frigate - Clipper Ship
 - Transport & Hovercraft

And Air units
Zeppelin - Biplane - Fighter & Ftr. Bomber - Hvy Bomber
 - Jet Fighter & Jet Bomber - Stealth Bomber



is in smaller steps.


For the same reason I added in the Zeppelin (Early analogue of the Helicopter)
And the Twin-engined Fighter Bomber (Early analogue of the advanced four-engined bomber).

As well I wanted to try out the "Domain 3" Land/Sea capabilities and so the 
"Navy SEALS" and "Naval Artillery" Units were born. (I have long been frustrated 
by enemy warships bombing my ports and not being able to shoot back at them.)

(A slight problem or bug, the AI tends to put the Naval Artillery on a barge 
and send it across the ocean 1 square at a time, making it an easy target for 
any passing warships, this probably gives the human player/s a distinct advantage.)

I have added as well an intermediate Naval Superiority Unit
- Dreadnought (Early Battleship)

I have added in a few other unique or oddball units for example :
       	Suicide Squad
       	Mortar Unit
	Stinger Unit 
	Scouts 
       	Poison Gas
	Civil Defense Unit
	Advanced Freight


See Describe.txt or Civilopedia for Details.


Even then I didn't have room for a few I would have liked to include such as :
- Gatling Gun
- Air Freight (Alas, I haven't been able to get that one working)
- Mech. Cavalry
- Pioneers
- Terraformer
- SAM Launcher
- Raft
- Patrol Boat
and so on.


I changed the Legion Role from Defense to Attack so that it would upgrade to Longbowmen 
if the Player has Leonardo's Workshop. (The old upgrade to Musketeers seemed to reduce 
the attack rating of the Unit from 4 to 3, not always desireable.)
     
Note also that the Partisans Unit cannot now be built by the human player
(The Commandos, which replace the Alpine troops, are stronger and have 
the same abilities as the Partisans and are of the same cost)
but Partisans will still be created automatically if a city is taken 
(and will be upgraded to Commandos on the next scientific advance if 
the player has the Leonardo's Workshop wonder and it has not yet expired.) 
(I also tested this under CIV2-FW)

I have also tried to experiment with the new "Invisible Until attack"
and "Non-bribable" features of the new Test-of-Time game.

See the CIVILOPEDIA for further details as to specifications for all the 
new and modified Units and the rationale behind the creation of some of them.

See also DIFFERNCE.LST for a file comparison of the differences between this 
Modpack and the original CIV2-ToT Rules.

Some new advances have been added and some modified, 
but the details of those can await your game-play. 
More details as to what new Units require what new Advances can be found
by using the Civilopedia or by looking in the DESCRIBE.TXT file included,
or by looking in the Rules.Txt itself.


Other than that I have tried to leave the other Civilisation rules alone 
and retain the traditional objectives as I am not sure that any other mods 
I could make would add much value to what is already a fine mixture. 
(I was very tempted to change the expiration for Leo's Workshop 
from "Automobile" to "Mobile Warfare" but ultimately felt that 
this made it too powerful a wonder.)  

I *did* modify the GAME.TXT file to make some of the diplomacy a little 
more humorous, but if this annoys you or is not your style, (my sense of 
humour may not please everyone, and some of the jokes were rather lame
3 a.m. attempts to inject humour where it may not be necessary)
merely replace with the original GAME.TXT


Gameplay will probably be as for normal CIV2 until
Gunpowder is developed when masses of ever-improving military Units 
become available with new Technologies discovered, muddying the 
strategies as to what is the best thing to build at any one time
(and hopefully confusing the player with all the myriad possibilities).


Use as a Modpack.


CREDITS
--------

Most Units images have been borrowed (stolen / pillaged),
(Although I have made minor mods to some, including reversing the images where necessary so that all point to the right to take advantage of Civ2-ToT's clever Icon mirrioring movement.)
& apologies to all the designers from whom I have pillaged them , but I can't remember 
all the places I found them.

Here is an attempt to assign credit as far as I can reconstruct my wide 
ranging surfing to find images...

The Unit Gif credits are as follows :

Reservists - 		come from Civilwar (from "Conflicts in Civilization") 
			- and were then modified.
Scouts - 		are also from Civilwar. 
Naval Artillery - 	comes from Allard Hfelt's Unit Collection  (enlarged by me)
Riflemen 		comes from the VERNE Scenario (Image by JC ?)
Infantrymen -		comes from a general collection off the Internet
			- I merely reversed it and added a bayonet.
Adv Riflemen - 		comes from "WW2UNITS.GIF" compiled by Harlan Thompson
				 and were then modified.
Modern Infantry - comes from "WW2UNITS.GIF" compiled by Harlan Thompson
Bicycle Troops - 	Ditto
Navy SEALS - 		Ditto
Commandos - 		Ditto
Paratroopers - 		Ditto
Marines - 		Ditto
Machine-Gun Grp - 	Ditto
Mortar Unit - 		Ditto
Modern Artillery - 	Ditto
Hovercraft - 		Ditto  (enlarged by me)
Dreadnought -		Ditto
Tank -			Ditto (by ST)  (enlarged by me)
Adv. Battle tank -	Ditto (enlarged by me)
Zeppelin -		Ditto (by ST)
Ftr Bomber -		Ditto (by MB)
Jet Bomber - 		Ditto  (enlarged by me)
Clipper Ship - 		From the VERNE Scenario
Engineers - 	From the "Hi-Res Modpack by Tim Smith



Where I have in the past used the Fantastic Worlds Image editor for Units it 
appears to eliminate "invisible" initials, sorry.



TERRAIN
-------

I modified to change the appearance of Earth to make it more Earth-like 
and more contrasting with the appearance of Alpha Centauri.

The second aim was to make the terrain lighter, 
as this was a common complaint of the existing terrain graphics 
in the Apolyton Forums. 

The Terrain1.bmp and Terrain2.bmp can be used in either 
the "Original" or the "Extended" Test-of-Time games 
independent of this Unit-Mania Mod-Pack.

Grassland, Grassland resource, Plains, Deserts, Hills, Tundra 
and Coastline have been changed. Generally they now more closely 
resemble the colours and hues of the original Civ2 Graphics.

Backup the original Terrain Graphics first, then
Copy to the Original and/or ExtendedOriginal Folders.

Note : Paint Shop Pro was used to soften, blur, punch, pinch, overlay and combine 
various Civ2 GIF images to get the desired effects and to write in the new ToT BMP format.


TERRAIN CREDITS 
---------------

The hills I liberated from another CIV2 Scenario which I cannot recall.

Grassland, Grassland resource, Plains, Deserts, Hills, Tundra 
and Coastline are my own creations, although I borrowed the raw material 
heavily from various GIF collections for CIV2 prior to image processing. 

Mountains are a combination of the various Microprose Mountains


If anyone else wants credit, or I have got any of the above wrong, 
please E-Mail me & I will ensure that appropriate credit is given.



See / Get  also the Lightened/Reduced-Contrast Backgrounds for the 
Information screens available separately in the Mod-Pack :
"Civ2-ToT-Background-Better". It makes the game easier to play 
by reducing the background contrast when trying to get foreground info. 
The Black writing on mottled grey thus becomes easier to read.

(Well that's my opinion anyway).


See also the separate file Civ2-ToT-Unit-Mania-Sounds.zip which contains the various sounds.





INSTALLATION
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Original files should be backed up and then these Files should be 
copied into the appropriate directory as outlined above.


Hint from John Possidente from Microprose in order to get the Units in the 
Units.bmp to appear properly :

"The pictures in units.bmp are used in the Civilopedia and the build selection menu, 
but evidently nowhere else; as long as the game can find the animation files, 
it uses the first frame of each as the icon for the unit. These animation files, one for each unit, provide  the animations--movement, attack, dying, and so on. The first frame of each animation file is also used, in many places, as the static icon for the unit. So, you can change things in units.bmp, but never see them in the game, except in odd places like the production choice menu. "

"The static frame is first looked for in static.spr if there is no static.spr then it should look to the units.bmp file. To fix this, you must go out into the game directory and rename the unit##.spr file for every unit that you made a new image for. In addition to renaming the unit*.spr files so they are not used you will have to rename the static.spr file in each directory as well so your static frames fall back to the units.bmp file. That hides the unit animation, and the first-frame-static-image altogether so the game falls back on the units.bmp icon for the unit. That way, you can keep the existing units animated and still stick in your own."


Regards,


Kestrel18@bigpond.com


