View Full Version : Tutorial: How To Add Extra Civs in v1.21


Montezuma
May 01, 2002, 01:58 PM
Tutorial: How To Add Extra Civs in v1.21
---------------------------------------------

Important General Rules
1. Note, that limit for extra civs equal 15 (total civs number = 31). Number of them is hard coded in palettes.
2. Download jimmih's hacked Civ3Edit.Exe or Gramphos's MultiTool.
3. Do backup files for altering.

Changes in YourMod.bic

1. Open your bic file with hacked civ3edit, click the 'Edit' button and Tab for
'Civilizations'
2. Click Add button and enter race name.
3. In 'Civilopedia Entry' enter race's verbal ID (for example RACE_MONGOLS - need change Civilopedia.txt).
4. Look 'Animations' section on this page and enter Forward & Reverse Filenames for each era with The Ruler animations found in Art\Flics.
5. Fill ruler, cities, leaders, race etc names. Entry unique team colors both default and alternate.
6. Tab to 'Units' page and do link common and specific units with the proper civs.


Changes in diplomacy.txt

For each of the #AI_Section with #civ=1 parameter add by followed formula
(thanks for Dan Magaha)


(3 if #power == true ) (3 if #mood == true )
number of lines = (N * #civ) * ( or ) * ( or ) * #random
(1 if #pover == false) (1 if #mood == false)


Notes:

NN -- Total number of civs
N = (NN - 16) -- Number extra civs

In followed table:

...
#AIFIRSTCONTACT 16 + 1 * N (add 1*N lines)
...
#AIDEMANDTRIBUTE 48 + 3 * N
...

#AIFIRSTCONTACT -- means the label of entry

for #AIFIRST...
16 -- number of lines in standard diplomacy.txt file
1*N --- number of extra lines for new civs per number of extra civs, for example for 2 extracivs 1*2 = 2 new lines
for #AIDEMAND...
48 -- number of lines in standard diplomacy.txt file
3*N --- number of extra lines for new civs per number of extra civs, for example for 2 extracivs 3*2 = 6 new lines sorted per civs, per 3 power, per 3 moods by #random



_
_ | random 1
| mood + | random 2
| |_ random 3
| _
_ | | random 1'
C | power >| mood ~ | random 2'
i | | |_ random 3'
v | | _
i | | | random 1"
l | |_ mood - | random 2"
i | |_ random 3"
z | _
a | _ | random 1
t | | mood + | random 2
i | | |_ random 3
o | | _
n | | | random 1'
| power =| mood ~ | random 2'
1 | | |_ random 3'
| | _
| | | random 1"
| |_mood - | random 2"
| |_ random 3"
|
|
|
|
| power < ...
|
|_

_
C |
i |
v |
|
2 |
. |
. |
. |_

...
#AIRENEGOTIATE 18 + 0 (no add lines)
...
For this kind of entry:
18 -- are standard lines
0 -- no add lines

This is example for the entry

#AIFIRSTCONTACT
#civ 1 ; ---- need adding
#power 0
#mood 0
#random 1
"I, $AI0, Ruler of $CIVNAME1, wonder of the world, greet you." ; --- for first standard civ
"Greetings. I, $AI0, greet you."
...
...
"I am Great $AI0. The $CIVADJ2 people are honorable. Deal with us fairly and we shall have peace."
"I am $AI0, of the $CIVADJ3." ; for last 16th civ
; - - this add new lines for extra 2 civs
"I, $AI0, Ruler of $CIVNAME1, wonder of the world, greet you." ; --- for 17th extra civ
"Greetings. I, $AI0, greet you." ; - - for 18th extra civ
...


Now begin changes

---------------------- begin ---------------------------
#AIFIRSTCONTACT 16 + 1 * N (add 1*N lines)
#AIFIRSTDEAL 16 + 1 * N
#AIDEMANDTRIBUTE 48 + 3 * N
#AIACCEPTTRIBUTE 48 + 3 * N
#AIBLUFFISCALLED 48 + 3 * N
#AIRENEGOTIATE 18 + 0 (no add lines)
#AIRENEGOTIATEPEACE 48 + 3 * N
#AIBORDERWARNING 48 + 3 * N
#AIBORDERWAR 3 + 0
#AIDONTTEST 48 + 3 * N
#AIOVERLOOK 3 + 0
#AIWILLACCEPT 3 + 0
#AICOUNTERWAR 36 + 0
#AICOUNTERPEACE 36 + 0
#AINOCOUNTERWAR 36 + 0
#AINOCOUNTERPEACE 36 + 0
#AITECHTRADE 18 + 0
#AILUXURYTRADE 18 + 0
#AILOANOFFER 48 + 3 * N
#AINOLOANOFFER 48 + 3 * N
#AIMAPTRADE 18 + 0
#AINOMAPTRADE 18 + 0
#AICOMMUNICATIONS 18 + 0
#AIGIVEPEACETREATY 48 + 3 * N
#AIPEACETREATYTHREAT 48 + 3 * N
#AINOPEACETREATYTHREAT 48 + 3 * N
#AIPEACETREATY 48 + 3 * N
#AINOPEACETREATY 96 + 6 * N
#AIMUTUALPROTECTION 48 + 3 * N
#AIRIGHTOFPASSAGE 48 + 3 * N
#AINORIGHTOFPASSAGE 3 + 0
#AIMILITARYALLIANCE 48 + 3 * N
#AITRADEEMBARGO 48 + 3 * N
#AIALLIANCEGREETINGS 48 + 3 * N
#AIPEACEGREETINGS 48 + 3 * N
#AIWARGREETINGS 144 + 9 * N
#AIGIVETRIBUTE 48 + 3 * N
#AIRECEIVEGIFT 18 + 0
#AIACCEPTWAR 36 + 0
#AIACCEPTPEACE 36 + 0
#AIWEAKREJECT 96 + 6 * N
#AINEUTRALREJECT 96 + 6 * N
#AISTRONGREJECT 96 + 6 * N
#AITOTALREJECT 96 + 6 * N
#AIREJECTTHREAT 48 + 3 * N
#AIREJECTBROKENDEAL 18 + 0
#AIREJECTINFORMEDOFBROKENDEAL 18 + 0
#AIREJECTPASSAGEVIOLATION 18 + 0
#AIREJECTINFORMEDOFPASSAGEVIOLATION 18 + 0
#AIREJECTMILITARYRETRACT 18 + 0
#AIREJECTINFORMEDOFMILITARYRETRACT 18 + 0
#AITHANKS 48 + 3 * N
#AIWHATEVER 54 + 0
#AIPROPOSALRESPONSE 36 + 0
#AICOUNTERRESPONSE 36 + 0
#AIREJECTRESPONSE 36 + 0
#AIUNDERSTANDRESPONSE 36 + 0
#AIWILLRETREAT 48 + 3 * N
#AIWILLRETURNHOME 48 + 3 * N
----------------------------- end --------------------------------


Changes in Civlopedia.txt

Add race specific entries and text

For example:

#RACE_MONGOLS
^The Mongols are $LINK<militaristic and expansionist=GCON_Strengths>. They stArt the game with
$LINK<Wheel=TECH_The_Wheel> and $LINK<Horseback Riding=TECH_Horseback_Riding> and build
$LINK<Mounted Archers=PRTO_Mounted_Archers> instead of normal $LINK<archers=PRTO_Archer>.
^
blah-blah-blah... (first page)
#DESC_RACE_MONGOLS
^
blah-blah-blah... (second page)

For UU:

#PRTO_Mounted_Archer
^
^
^[Mounted Archers] are highly skilled archers armed with composite bows...
blah-blah-blah...
#DESC_PRTO_Archer
^
^
^blah-blah-blah...


Changes in PediaIcons.txt

For each of the #RACE_Section

Notes:
.pcx files must be only 256 colors palette
KH_ in example unique lead ID for Chingiz Khan


#START
#RACE_MONGOLS
Art\Leaderheads\CL.pcx
Art\advisors\KH_all.pcx

# Happy Icons
#HAPPY_RACE_MONGOLS
Art\Leaderheads\KH_HAP.pcx

# Small Happy Icons
#SHAPP_RACE_MONGOLS
Art\Leaderheads\KH_SHAP.pcx

# Large Kiss Icons
#LKISS_RACE_MONGOLS
Art\Leaderheads\KH_KIS.pcx

# Small Kiss Icons
#SKISS_RACE_MONGOLS
Art\Leaderheads\KH_SKIS.pcx

# Small Angry Icons
#ANGRY_RACE_MONGOLS
Art\Leaderheads\KH_ANG.pcx

# Small loving Icons
#ILOVE_RACE_MONGOLS
Art\Leaderheads\KH_CULT.pcx

# Small loved Icons
#LOVED_RACE_MONGOLS
Art\Leaderheads\KH_CULTB.pcx

# Large Beaten-up Icons
#LHURT_RACE_MONGOLS
Art\Leaderheads\KH_CONQ_L.pcx

# Small Beaten-up Icons
#HURTN_RACE_MONGOLS
Art\Leaderheads\KH_CONQ.pcx

#StArt Races
#ICON_RACE_MONGOLS
Art\Civilopedia\Icons\Races\MONGOLSlarge.pcx
Art\Civilopedia\Icons\Races\MONGOLSsmall.pcx


For diplomacy.txt for 31 civs see attached example.

nonnob3
May 01, 2002, 02:29 PM
Thank you Montezuma for be so nice to post your 15 ad Civilazation Diplomacy txt!:D
I can't wait to add more Civilazations!
I am going to use the information for cities and leaders from Call to power Civilazion!;)

:goodjob:

ragez0r
Jun 07, 2002, 01:21 PM
hey, cool but complicated **** u have up there, i have v1.17... i erased the germans (good riddance) and i added 'Poland' and im using the germans umm you know the flic files there.. whatever they are.. the animations... i edited the history in cyclopedia...
so what else is there to do ?

Huntzir
Jun 23, 2002, 01:20 PM
Why germans are cool and the only race i play besides Americans.

Oh well im mosty german so no good riddnce just another stupid mod.

hagen
Jul 05, 2002, 02:10 AM
Well, i have a question.

Suppose we have made 16+x civilizations. I have a map, and I want every civ to have a specific starting location on it.

I know there are tools to specify the startin locations, but i don't know if they work with more than 16 civs.

Anybody tried yet?

Montezuma
Jul 08, 2002, 05:43 AM
hagen

Works good for me with Gramphos's CTP util.

Dragon Warrior
Jul 24, 2002, 07:42 PM
is this the same with 1.29

Rhye
Jul 25, 2002, 05:07 PM
Great work! The file works with 1.29f, too

Kingpin
Sep 22, 2002, 11:49 AM
This is just the info I've been looking for. Thanks for providing this for all of us!

LlamaGod
Sep 25, 2002, 06:28 PM
Um...why do you say good riddance Germany? They are one of the best Civs. If I was you, i'd delete something useless like the Americans or something. Du ist uber scheisse-kopf und Sie wohnen das Auto.

Bamspeedy
Oct 06, 2002, 01:36 PM
Thank you for creating this! I had been wondering why when I created a new civ and met them, alot of times they wouldn't say anything (Their response would be blank instead of saying "Greetings. I, <insert name here>, greet you.")

I had figured the rest by myself from downloading a leaderhead that was meant to replace another civ, but I wanted to make it as a separate civ instead. I did this to add the Incans and an Australian civ to make a world map more evenly spaced out. I then make sure those two are in the game and most of the others are in the game, then leave the european civs on random. (Europe is too crowded causing some civs like Germany and Rome to become little 3 city civs, while civs like China and the Aztecs are HUGE with tons of cities). Or I might take out England and Japan since they always are limited to their tiny island and by the time they can get off of it, alot of the rest of the land is already claimed. This gives all civs a more level playing field.

Since 1.29f has the 'add new civ' feature, then C3MT isn't really needed (if you can come up with your own graphics, that is! and make sure you have graphic files for that civ in all the correct folders). Or you can just copy other civs graphics and rename them to the new civ.

And with 1.29f you can assign certain civs to certain starting locations, so it doesn't matter which civs are playing, they should always start at their designated start location.

TVA22
Oct 06, 2002, 02:05 PM
I've followed all these directions, and added a micronesian civilization, but when I load up the scenario, and am in the screen where I pick my civ, as soon as I click micronesian, I get the illegal operation error. Did I put the flic in the wrong place? Is there a text file I'm supposed to alter to make the comp recognize this?

I've done the editing in the editor too, so it should recognize the flics...

Bamspeedy
Oct 06, 2002, 03:01 PM
Do you have a pic in the Art/civlopedia/icons/races folder for micronesia?

Bamspeedy
Oct 06, 2002, 03:07 PM
Oops, sorry, that would only cause problems in the cilopedia.

Make sure you have the .flc files in the flc folder and make sure in the editor you have the EXACT same file names for EACH era for that civ.

KillerSheep
Jan 20, 2003, 01:17 PM
Originally posted by TVA22
I've followed all these directions, and added a micronesian civilization, but when I load up the scenario, and am in the screen where I pick my civ, as soon as I click micronesian, I get the illegal operation error. Did I put the flic in the wrong place? Is there a text file I'm supposed to alter to make the comp recognize this?

I've done the editing in the editor too, so it should recognize the flics...

Same problem here, this time with the Polynesians.
Can someone please help out?

CramzCiv07
Jul 07, 2003, 10:39 PM
When you add a new race is there only certian ones and if not then is there a pic that goes with it or not

jiveturkey93065
Aug 08, 2003, 12:02 PM
Question. How do you do it without the hacked civ3edit, or where can I get the hacked civ3edit?

KillerSheep
Aug 08, 2003, 12:18 PM
If you have patch 1.29 you don't need it anymore. The civ3edit then already contains the 'add civilization' option.

jiveturkey93065
Aug 08, 2003, 12:32 PM
I should update then, huh? Thanks!

DonStamos
Feb 25, 2004, 01:49 PM
It's been a while since I last posted on the forums, but I'm having a lot of trouble trying to add a Civ to my game. I had someone save 4 pics into .flc's for me, and I just use the one file as the animations forward/reverse, then I just use one .pcx for all those requirements, and when I click on the Civ, I get the illegal op message and it closes the game out. I'm simply wondering what I'm doing wrong, since I added the TIE interceptor to the game and I have no way of checking to see if I did everything right with that unless I can get the Civ to work.

I have CivIII v1.29f (also is the pediaicons or civilopedia supposed to have the #ANIME near the end, cuz mine doesn't)

kvasir
Mar 19, 2004, 03:55 PM
hmmm ok, I have v1.29, does it mean I can have more than 31 CIVS then?

DonStamos
Mar 22, 2004, 04:35 PM
No you can only have 31 + 1 Barbarian tribe entry, that limit is hard-coded;)

Sword_Of_Geddon
Mar 25, 2004, 02:37 PM
Interesting. Does this tutorial work for adding civs into Conquests?

DonStamos
Mar 25, 2004, 04:30 PM
No clue, I haven't tried. I suspect for the most part it would work, but I don't know what kind of differences there are for leaderheads, advisor pics, etc etc for Conquests as opposed to Vanilla Civ:-x

Sword_Of_Geddon
Mar 25, 2004, 05:23 PM
There are a few differences, such as the C3C and PtW civilization filenames being slightly different, but other than that not much has changed(Although the editor is now ALOT easier to use)

JaseEmtP
Jul 28, 2004, 10:15 PM
will this work with conquest?

cidknee
Nov 22, 2004, 02:56 PM
when u have 1.29 and u add a civ does it do the work for you? or do u have to follow that HUGE list of instructions still... im looking for a clean and dirty way to add the canadians and maybey a few more so I can have a more personalized game...

Figaro
Jan 05, 2005, 03:40 PM
On adding Civs: I've managed to add new civs into the game but as of yet I can only chose to play with them as an alternative for the original 16 civs. Is there a way to have more than 16 civs playing at once in the game? The editor demands an integer between 1 and 16 on the "World Sizes" screen which is where I would normally chose the number of civs in a mod...