View Full Version : Hacked 1.16f editor
Cokal Dec 22, 2001, 05:40 AM Umm, second try here.
Attached is the map editor that came with v1.16f patch, and I hacked it with emacs :D to enable all the "add" and "delete" buttons in the rules editor.
It is civ3edit.exe compressed into RAR format, then (!) zipped. Sorry for the inconvience but I just couldn't seem to zip the exe into anything smaller than 900 kB thus wouldn't be able to post it, while forum does not allow .rar upload.
By the way, there seems to be a minimap thingy in the editor, anyone knows how to enable it?
Maugan Dec 22, 2001, 12:48 PM Hmm. The add buton was there, but when I added a new unit, it crashed when I tried to open a previous saved game. It would let me start a new game though. The unit I added was a modern battleship and had smart weapons as a requirement, so maybe that crash would happen also on new games if it was a starting tech level unit that I needed. not sure.
Tarquelne Dec 22, 2001, 03:01 PM IIRC, I've never been able to play a saved game after adding a unit or a city improvement.
Dark Sheer Dec 22, 2001, 03:03 PM Originally posted by Maugan
Hmm. The add buton was there, but when I added a new unit, it crashed when I tried to open a previous saved game. It would let me start a new game though. The unit I added was a modern battleship and had smart weapons as a requirement, so maybe that crash would happen also on new games if it was a starting tech level unit that I needed. not sure.
The game can never load back an old savegame when you change the requirement of tech for a unit or when you add new unit, resources etc as Civ3 realise that the rules are now diff and therefore will not allow you to load an old game.
This has always been the case, nothing wrong with the editor then ;)
Maugan Dec 22, 2001, 06:32 PM Ok, cool. Didn't know that saved games were wacked by that, makes snense though.
Thanks a ton for this mod to the editor, Cokal. Now I can finaly make my mod where each civ that has a unique unit that blocks a chain of upgrades can get a work-around to get upgraded. Example, for chinese, give them a unique horsemen that is the same as a normal one, but upgrades into rider instead of knight. That way they are not handicaped due to the limitations on upgrading. Stupid their horsemen can't upgrade to riders, but others can upgrade to knights I always thought.
Cokal Dec 22, 2001, 07:09 PM Good to know that someone actually appreciated the hack:)
They - Firaxis - really should have shipped the editor with the buttons enabled. I wouldn't mind if they attached a note stating "not supported and use at your own risk" stuff.
Maugan Dec 22, 2001, 07:14 PM Erm, I'm a total newbie at this so Im sure i'm missing something obvious. (didnt bother attempting a mod even till I saw this improvement) I added a 'mounted archer' unit for the chinese, but it crashes when I switch to it in production. Am I missing some other file I have to manualy insert or edit?
Cokal Dec 23, 2001, 01:37 AM I am actually not the person to answer your question, cos I am a hacker, not a mod maker. Anyhow, according to what I read in this forum you at least need to manually insert a directory containing graphics and an ini file into your units dir. The "Add" button really just lets you put an entry in the civ3mod.bic file so that game knows what basic properties the new unit has. Please refer to other posts in the customization section to see how it should be done, there are quite some tutorials and successful experiences from mod making experts.
Good luck.
justicemongoose Dec 24, 2001, 09:27 PM so this just lets you add and delete units? or does it have other features?
Cokal Dec 24, 2001, 11:08 PM This IS the same map editor that came with your game (from patch 1.16 to be exact), just that in the original exe the programmer disabled two buttons on almost all rules editor pages. Hacked version make them available again, so (theoretically) you can add units, civilizations, etc. But besides pressing the "add" button you still have a lot more to do to make added parts work. I suggest you check out the CivCopyTool on this forum for a quick and easy solution.
CrsadrJoe Dec 27, 2001, 10:35 PM Excellent job Cokal. Works like a charm... you da' man!:)
Dreifels Dec 30, 2001, 10:14 AM Big problem. I tried to add some small wonders as workaround for the distance corruption factor.
I set 5 "State Governments" (1-5) with the same settings as the Forbidden Palace. But set for all a different research prerequest (pribting press, radio, democracy etc.)
At first it seemed that it works fine: I took a huge map of terra, started in Europe, built the FB in Spain, then I built the State Government-I in Afrika.
It worked excellent.
But: then I built the State Government-II in South America, and just when the building was ready and the message should come, the game crashes.
I tried it again with different settings, now without prerequests (for testing to find why it crashed not at the 1st SG but at the 2nd), so that all had same settings as the Forbidden Palace.
Then I built the SP-I in Africa, not yet having the FB. And it again crashed when it was ready.
CIVILIZATION3 verursachte einen Fehler durch eine ungültige Seite in Modul CIVILIZATION3.EXE bei 017f:0054bf50.
Register:
EAX=00870d0c CS=017f EIP=0054bf50 EFLGS=00010216
EBX=00870a98 SS=0187 ESP=00abf01c EBP=00870d0c
ECX=00000000 DS=0187 ESI=008725e8 FS=258f
EDX=0000006d ES=0187 EDI=00871098 GS=0000
Bytes bei CS:EIP:
8b 41 08 56 85 c0 74 09 b8 18 00 00 00 5e c2 18
Stapelwerte:
0052f4b7 00870d0c 0000015f 0000006d 00000000 00000000 00000000 00871098 00870a98 00000000 00871000 00000000 0055885e 00871098 00870a98 00871014
Any ideas? :confused:
Exsanguination Jan 01, 2002, 01:24 PM After i download it, what do i do with it? I extracted it to my civ3 folder, but it is in .rar format. Windows is asking for what program to run it in (the 'open with' dialogue box). Did I miss something...?
Dark Ryder Jan 01, 2002, 01:39 PM (Well, crap, that didn't work. Let's try again, shall we?)
Dark Ryder Jan 01, 2002, 01:42 PM (I hope I'm not overstepping any bounds here.)
Here's Cokal's hacked editor in a package you don't need WinRAR to open. Open the .zip file, then double-click on "c3ed_sfx.exe" -- that'll automagically create "civ3edit.exe" which is the hacked editor, and can replace the file of the same name in your Civ3 folder (AFTER you've backed up the original, of course :)).
Exsanguination Jan 01, 2002, 01:56 PM Dark Ryder YOU ARE A GOD!!!!!!
i bow down before your greatness!
Dark Ryder Jan 01, 2002, 03:38 PM Nah, I'm pretty sure a god would have figured out how to attach the file the first time :rolleyes:
I'm just a guy who happens not to be hung over on New Year's Morning and has RAR at his disposal. Personally, I think it's a lot more impressive that he hacked it in the first place than that I zipped it :p
Exsanguination Jan 01, 2002, 03:58 PM mmm... how do you get rid of the hacked editor? a bunch of things got really f***ed up and i need to start everything over...
Dark Ryder Jan 02, 2002, 02:29 PM :confused: Get rid of it? Do you mean the editor, or the changes you made? To get rid of the editor, replace the "civ3edit.exe" in your Civ3 folder with the one you backed up (you did back it up first, right? :)). To undo the changes you made, replace "civ3mod.bic" with the backed-up copy.
Be warned that if you made changes and then saved a game, you won't be able to fix the saved game.
Xaranthu Jan 08, 2002, 07:11 PM A few have come to the realization that some of the strategic resources become obsolete when progressing to a certain era or obtaining a particular science.
The main goal here would to eliminate continuity and logic flaws like not having access to railroad when you have both electricity and combustion and the iron SR. Or not being able to build your ship even though you have synthetics and could manufacture the rubber needed for the skin of the ship.
In science and resource sections of each tab, I think an either/or for each resource and tech would be great.
In the Civilization Advances section, if there could be a way to define flags, this would pretty much eliminate any other needs, because you could, say; select electricity and have it "allows railroads without coal." Or select Synthetics and define a flag that allows the ship skin without rubber etc, but this would take added programming.
There are countess ways to implement this; we just have to find one that can work with CIV III & the editor the way it stands, for they won't be making a new EXE just to make it a bit more customizable for us rabble. I know this would be behond EMACS, and its is just magic to me that you got this far without even having CIV III.
Some may think that this defeats the purpose of the resources, but I believe that having the realistic alternatives through science, puts more emphasis science progress and coping realistically with the lack of resources during some games.
Z.
Dark Ryder Jan 08, 2002, 11:06 PM Originally posted by Xaranthu
There are countess ways to implement this; we just have to find one that can work with CIV III & the editor the way it stands, for they won't be making a new EXE just to make it a bit more customizable for us rabble. I know this would be behond EMACS, and its is just magic to me that you got this far without even having CIV III.
From what I understand, this isn't a limitation with the editor so much as the format of the .bic file itself - it just plain doesn't support have the properies of a unit or improvement simply 'change' based on what's happened in the game.
I think there may be a way to solve this with the existing situation, however (well, not Railroads, but at least units and improvements). Simply create a unit or improvement that is identical to the one you're trying to fix, except that it requires the new advancement (Synthetics, in your example) instead of the original one, and not the resource. Then set the original unit to be obsoleted by the advancement.
It might not be easy or pretty, but I think it would work.
Smiley Feb 01, 2002, 08:17 PM I keep getting an Unsupported Image Format error whenever I try to open it. A little help, please?
Willem Feb 12, 2002, 09:50 PM Originally posted by Maugan
Erm, I'm a total newbie at this so Im sure i'm missing something obvious. (didnt bother attempting a mod even till I saw this improvement) I added a 'mounted archer' unit for the chinese, but it crashes when I switch to it in production. Am I missing some other file I have to manualy insert or edit?
You're having a problem with the graphics files. There has to be a special unit folder in Art/Units, and a valid .ini file inside pointing to the animations etc. or the game will crash everytime you select it. Use the Civ3MultiTool for copying units, the hacked editor just adds a name, not the required graphics files.
Willem Feb 12, 2002, 10:01 PM Originally posted by Dreifels
Big problem. I tried to add some small wonders as workaround for the distance corruption factor.
I set 5 "State Governments" (1-5) with the same settings as the Forbidden Palace. But set for all a different research prerequest (pribting press, radio, democracy etc.)
At first it seemed that it works fine: I took a huge map of terra, started in Europe, built the FB in Spain, then I built the State Government-I in Afrika.
It worked excellent.
But: then I built the State Government-II in South America, and just when the building was ready and the message should come, the game crashes.
I tried it again with different settings, now without prerequests (for testing to find why it crashed not at the 1st SG but at the 2nd), so that all had same settings as the Forbidden Palace.
Then I built the SP-I in Africa, not yet having the FB. And it again crashed when it was ready.
CIVILIZATION3 verursachte einen Fehler durch eine ungültige Seite in Modul CIVILIZATION3.EXE bei 017f:0054bf50.
Register:
EAX=00870d0c CS=017f EIP=0054bf50 EFLGS=00010216
EBX=00870a98 SS=0187 ESP=00abf01c EBP=00870d0c
ECX=00000000 DS=0187 ESI=008725e8 FS=258f
EDX=0000006d ES=0187 EDI=00871098 GS=0000
Bytes bei CS:EIP:
8b 41 08 56 85 c0 74 09 b8 18 00 00 00 5e c2 18
Stapelwerte:
0052f4b7 00870d0c 0000015f 0000006d 00000000 00000000 00000000 00871098 00870a98 00000000 00871000 00000000 0055885e 00871098 00870a98 00871014
Any ideas? :confused:
The problem is with the splash screen graphic that pops up when the wonder is complete. If you go to pediaicons.txt to almost the bottom of the page, you will see a number of entries like this:
#WON_SPLASH_54
The number corresponds to where in the list the building appears in the Bic file, as well as in the editor. If the number of the Wonder doesn't correspond correctly, the game will crash. The last in the list is Battlefield medicine at 63. After that comes the spaceship parts, so any improvements/wonders you add has to start at 74. If you used an early version of the CopyTool, the numbering was wrong, Gramphos started it at 75. Just grab the latest version and it will come out correctly.
skywalker Feb 14, 2002, 02:57 PM HA HA I have made the effort put into this program completely worthless if you'll read the news thing HA HA
kidding, of course, I just had to release my sugar-high somehow :D :lol:
Willem Feb 14, 2002, 04:20 PM Originally posted by skywalker
HA HA I have made the effort put into this program completely worthless if you'll read the news thing HA HA
kidding, of course, I just had to release my sugar-high somehow :D :lol:
Yes, your post was extremly productive. Any more useful information you'd like to share?
I'm new here, is there an ignore list like they have at 'Poly?
sealman Mar 01, 2002, 10:38 PM If I use the hacked 1.16f editor to edit bic files, can they still be used in 1.17 without crashing? I thought that the 1.17 patch came with a fixed editor but I no longer have the "add/delete" buttons on some of the tabs.
Bjorn Bjornson Mar 03, 2002, 04:16 PM personally id rather just get a hacked editor instead of pushing A or D after rename; cuz i have not gotten the buttons to come up; just the add/delete dialog box
and when you want to add several things it gets annoying pushing rename, then cancelling, then pushing a to add each one
AtlantisSCS112 Mar 10, 2002, 02:49 PM Hey guys and dolls,
I am new to the Civfanatics board, but am pretty impressed with what Ive seen so far.
But alas! Ive encountered a problem with using the 1.16f Hacked Editor. It may just be sheer ignorance on my part, but here it goes.
Problem: I have added one simple tech, Copper Working in the Ancient Times era. (Tech Chain: Copper Working -> Warrior Code -> Bronze Working). When I start my scenario, the tech icons appear to be scrambled and they dont match up with what they are supposed to. I can research up to the point where I have completed Writing. . and then the game crashes. . . every single time!
What am I doing wrong? Could it be a problem with were to place the Copper Working in the Civilopedia? What settings should I use (Coordinate wise X,Y)? Help help!
AtlantisSCS112 Mar 10, 2002, 02:52 PM I just realized I started a new thread where one wasnt nescessary TPTB!
Hey guys and dolls,
I am new to the Civfanatics board, but am pretty impressed with what Ive seen so far.
But alas! Ive encountered a problem with using the 1.16f Hacked Editor. It may just be sheer ignorance on my part, but here it goes.
Problem: I have added one simple tech, Copper Working in the Ancient Times era. (Tech Chain: Copper Working -> Warrior Code -> Bronze Working). When I start my scenario, the tech icons appear to be scrambled and they dont match up with what they are supposed to. I can research up to the point where I have completed Writing. . and then the game crashes. . . every single time!
What am I doing wrong? Could it be a problem with were to place the Copper Working in the Civilopedia? What settings should I use (Coordinate wise X,Y)? Help help!
NightStorm Mar 13, 2002, 09:39 AM :confused:
Anyone know if there is a way to print out all the rules...or if someone could add this feature?
Example: I download a MOD someone else made. I want to edit some of the rules to make them the same as another mod and I don't want to constantly write them down first or switch back and forth. Would be nice to print out all the rules with their individual parameters.
Ideas Anyone???
NightStorm Mar 13, 2002, 01:43 PM :confused:
Anyone know if there is a way to print out all the rules...or if someone could add this feature?
Example: I download a MOD someone else made. I want to edit some of the rules to make them the same as another mod and I don't want to constantly write them down first or switch back and forth. Would be nice to print out all the rules with their individual parameters.
Ideas Anyone???
SKILORD Mar 15, 2002, 11:32 AM the same problem presents itself to me.... maybe it is the X,Y thing
SKILORD Mar 15, 2002, 11:39 AM i get the same problem as Atlantis.....
what would be kewl would be more options in the Editor, for instance you can build the Collosus to double commerce and thus double commerce is a wonder option... but what about sheilds... or anything else. there were a lot of other things that would be kewl that i was thinking of but i forgot
Ralendil Mar 15, 2002, 06:00 PM ..... mistake......
Ralendil Mar 15, 2002, 06:01 PM Originally posted by sealman
If I use the hacked 1.16f editor to edit bic files, can they still be used in 1.17 without crashing? I thought that the 1.17 patch came with a fixed editor but I no longer have the "add/delete" buttons on some of the tabs.
Some constatations that could save your time...
The hacked civilization tool work perfectly but if you don't modify your civ.bic file with the editor from the version 1.17.
Since I've installed the 1.17 patch I've got an error when I play my mod and exit from civilization III. But no other effects on the game so it is playable (Windows 2000). I think the civ.bic file have been modified (see the new options avalaibles in the editor of the version 1.17) and it is not compatible with the hacked civedit 1.16.
If we resume:
_ If you want to make your mod or modifiy a civ.bic file you must use only the Hacked civedit 1.16 and do not modify it with the civedit from the 1.17 patch.
_ Mods that have been created with the hacked civedit 1.16 work with the patch 1.17.
_ Civ.bic from 1.16 and civ.bic from 1.17 are differents (some options have been adding) so I don't know the effect of modifying a civ.bic file with the hacked civedit 1.16 from a civilization patched with the version 1.17 but I think it wouldn't work.
Cazovi Mar 31, 2002, 01:44 AM hey hey, just a teaser...well, I wasn't able to find a hacked v1.17f editor on here (well, v1.15 of the editor, it was what was shipped with the patch, anyway...) so I decided I'd have a go and see if I could hack it myself, which was surprisingly easy, even considering my limited programming knowledge (I took an intro to VB class one quarter at the local community college, I only went to the community college 'cause it was free, part of a high school program, but you don't want to hear a novel of my life, do you?). I went and got a resource script 'editor' (it says it's a hacker, but I don't kid myself, I'm not a hacker :) ). (about 30 minutes of right-clicking later) this is kind of boring, but soon will be done...'course I dunno how I'm going to make this file 500k, but we'll deal with that when I get there....well, some of the add and delete (in particular: combat experience, difficulty levels, diplomats and spies, eras, world sizes, worker jobs, and terrain) buttons wouldn't appear, it seems they're locked out or something (excuse the improper? terminology ;p ), anyway....I'm going to find somewhere to ul this, should be up somewhere around tomorrow evening
Cazovi Mar 31, 2002, 01:56 AM huh, forgot I had winace on here, anyway, here it is, sorry to double post, and no novel this time :)
Ralendil Apr 07, 2002, 05:25 PM Cazovi you have made a good work. Thanks to you. All works perfectly. It is all I have to say.
Cazovi Apr 07, 2002, 05:53 PM Why thank you, honoured Augustus :)
Maverick069 Feb 06, 2003, 07:45 AM this editor is not reading all the icons in my units_32 file,my units_32 file is by Zulus(about 1000+).but the editor shows only 0 to 658.I am stumped.I don't want the patch.So could someone try this editor with zulus_32 file and tell me if u can see all the icons,plz?
|
|