View Full Version : Tutorial: Adding new civs and UUs in PTW


Bamspeedy
Nov 04, 2002, 07:03 PM
Post #1 out of 2
First I would like to thank Montezuma for providing the basis for this in this thread:
http://forums.civfanatics.com/showthread.php?s=&threadid=21622

I thought I should re-word some of the things to make it easier for new modders to understand it easier and to add a few changes that take into account for PTW. I will not describe how to actually create the art files, because frankly, I don’t know how. This is a tutorial on how to install a new civ from leader heads and units that you have downloaded off of the internet. Often times, people will have thier game crash because they are missing 1 file or 1 line of text, or 1 typo.

Tutorial: How To Add Extra Civs and UU’s in PTW
---------------------------------------------
Important General Rules
1. Note, that the limit for extra civs equal 7 (total civs number = 31). Number of them is hard coded in color palettes.
2. BACKUP FILES BEFORE ALTERING! (I like to make a copy of my entire Civ3 folder).

Changes in your civ3x.bix file
-----------
In this example, the file/scenario will be called ‘31 civs’, the Civ is the Inca and the UU is the Axeman. Whenever an art file (for the civ) is referred to I will either call it either Inca or AT, depending on the file. All UU files I will call ’Axeman’. You should not change the .flc filenames for the UU, because the filenames should all be mentioned in the .ini (?) file (the 1 file that has a little yellow gear in the corner), and changing the .flc filenames may cause problems. These names and letters are Very Important to get them identical, otherwise they won’t work, even spaces will sometimes cause errors (Axe man vs. Axeman). The names and letters in my example you will have to change for whatever civ/UU you are adding.

With PTW, you can either use the C:Program Files--> Infogrames Interactive-->Civ3-->Civ3PTW-->Civ3x file (this makes any changes permanent), but I prefer going into the Civ3PTW-->Civ3xedit file and creating a scenario. And name the scenario ‘31 Civs‘.
EDIT: I recommend to NEVER change the civ3x file, only make changes in the civ3xedit file and save it as your own scenario. One reason is if anything goes wrong, and you can't figure out what went wrong, you'll have to re-install the whole game. Second reason is because if you install any patches, the Civ3x file will be overwritten and erase all of your changes! ANY change you make should be done in your own scenario folder. You can copy .txt files and such and place the copy in your folder to serve as a start from where to make the changes from.
Then when you go to Civ3PTW-->Scenarios folder, create a folder called ‘31 Civs’. This folder will allow you to put all your art and .txt files and they won’t affect the normal PTW rules at all. This will also enable you to play normal PTW games before you get done adding in all the units/civs and getting done with all the changes. Also in the Civ3PTW-->Scenarios folder you will have a copy of the ‘31 civs’ editing file (.bix) file that you had saved for setting up the 31 civs. Open up the 31 civs.bix file. Go under Scenarios and click ‘custom player data’. You can then go into scenarios…scenario properties. Give the scenario a title and description. Then put ‘31 civs’ into the scenario search folders. This tells the program to look into this folder first to find art and .txt files. If the file is not in that folder, then they go to the default PTW folder and look for the files (and get all the original graphics for the normal default civs). You can then increase the # of civs that will be allowed to play at one time in this scenario.
Click ‘apply’ and close that box.
Then go to the Scenarios and click ‘custom rules’. Then you can go to Rules and select Edit Rules. Go to the ‘Civilizations’ tab and select ‘Add’. Give the new civ a name, fill in the various other fields for attributes, noun, adjective, build preferences, king units (I just use some other civ’s king unit), leader name and title, aggression level, culture group, city lists, Great Leader lists, etc. Choose a color for the civ, making sure no other civ is using that color (I went and drastically changed everyone’s colors starting at the top color and working my way down, so I wouldn’t get confused and have multiple civs with the same color). Then go in the lower left and enter a forward and reverse file name for EACH era. Most leaderheads that you can download use a similar format. For example:
Art\Flics\AT_A01.flc (forward, ancient era)
Art\Flics\AT_A02.flc (reverse, ancient era)
Art\Flics\AT_B01.flc (forward, middle ages)
Art\Flics\AT_B02.flc (reverse, middle ages)

Note: AT refers to the Incan leaderhead files (make sure no other civs are using the same letters), then A, B, C, D refer to different eras, and the 01, or 02 refers to whether the .flc file is forward or reverse. Make sure that the filenames match up with the files you downloaded, otherwise change the names so they do match EXACTLY. I have downloaded some art files that had most of the files using ‘BR’, but one art file was labeled ‘BS’, which is Bismark’s letters, so I changed that one file to ‘BR’, otherwise I would have seen 2 Bismarks! :mad:

Put an entry in the civlopedia entry box so the program knows where to look for your civ when asked for it.
Example: Race_Inca

Then go over to the ‘Units’ Tab. Click on ‘add’ and give the new UU a name and fill in the civlopedia entry box. Example: PRTO_Axeman
Fill in all the other stats and abilities (hold the control key down while selecting the attributes to allow you to select multiple abilities). for the UU. Select the icon that will be used to represent the UU in the build queue. I just use the icon I can find that most closely resembles it. It is best, though if you can find a units.pcx file that has 100’s of units on them so you have more choices. I believe there is a units.pcx file in the C &C forums, that has 480+ units on it and it is PTW compatible.
Make sure you select the Incans (or your civ) as the only civ that can build it, and that the ‘starts Golden Age’ ability is set. And have all the proper ‘AI strategies’ marked for offense, defense, etc.
Make sure it is in the proper upgrade path and the ‘upgrade unit’ flag is marked if the UU is upgradable.
The upgrade path for units further down the line (forget about axe man for now) works like this:
Horseman-->Mounted Warrior-->Knight-->All Knight UU’s, with the last Knight UU upgrading to Cavalry. The Knight ‘upgrades’ to the Keshik, the Keshik to the Ansar Warrior, the Aansar Warrior to another ‘Knight UU’ and this continues on and on until you get to the last UU that upgrades to Cavalry. I would add the UU somewhere and make sure that both the unit before it ‘upgrades’ to your UU, and your UU ‘upgrades’ to what the previous unit in that chain was to upgrade to. This is confusing because there is only one line for what a unit can upgrade to , so that is why the UU’s that are all replacing the same unit (like the Knight), upgrade to each other. The program just goes down the chain of upgrades, and obviously would bypass the other UU’s since your civ cannot build them.
Cycle through all the other units and select/unselect which units your civ can/cannot build (like the UU’s for the other civs, scouts, and the unit that your civ’s UU is replacing).

Where to put the art files. Create an ’Art’ folder in your 31 Civs folder if using your own scenario. You will need to create some other new folders if putting these in your own scenario folder.
You should have 1 file in the art/advisors folder
AT_all
2 files in the art/civlopedia/icons/races folder
IncaLarge
IncaSmall
2 files in the art/civlopedia/icons/units folder (if you have them, otherwise copy from some other files and change the names, these are just the pictures that show up in the civlopedia)
AxemanLarge
AxemanSmall
8 files in the art/flics folder
Art\Flics\AT_A01.flc
Art\Flics\AT_A02.flc
Art\Flics\AT_B01.flc
Art\Flics\AT_B02.flc
Art\Flics\AT_C01.flc
Art\Flics\AT_C02.flc
Art\Flics\AT_D01.flc
Art\Flics\AT_D02.flc
10 files in the art/leaderheads folder
AT
AT_ANG
AT_CONQ
AT_CONQ_L
AT_CULT
AT_CULTB
AT_HAP
AT_KIS
AT_SHAP
AT_SKIS
And create a folder for in the arts/units folder called ‘Axeman’.
Put all the animation and sound files in this new folder.

Now it’s time for civlopedia entries!
Create a text folder in your 31 Civs folder. Make a copy of the civlopedia.txt file from the Civ3PTW-->Text folder and place the new copy into your Civ3PTW-->Scenarios-->31 civs-->Text Folder. Open up the civlopedia.txt file and begin adding in these lines where appropriate (you should be able to tell where they go and to follow examples from other civs/units that were posted in the civlopedia.txt file):

#PRTO_Axeman
^
^
^An Incan city must have $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS>
to build an Axeman. They replace the $LINK<swordsman=PRTO_Swordsman> and are much faster.
#DESC_PRTO_Axeman
^
^
Additional historical facts about Axeman or whatever you want to write here, blah blah.

Note: the #DESC_PRTO_Axeman line is used whenever you want a page break. Some descriptions may get too long for the civlopedia screen.

#RACE_Inca
^The Incas are $LINK<expansionist and industrious=GCON_Strengths>. They start the game with
$LINK<Pottery=TECH_Pottery> and $LINK<Masonry=TECH_Masonry>. Their unique unit is the
$LINK<Axeman=PRTO_Axeman>.
^
^ Since the Inca combined much Aymara mythology with their own, their origin myth is obscure. The most common belief is
that the legendary founder, Manco Capac (who seems to have been a historical figure), brought his people from mountain caves
to the Cuzco Valley.
^ During the early Inca period (c.1200-c.1440) the tribe gradually established its hegemony over other
peoples of the valley and under the emperor named Viracocha (the name also of the supreme creator in Inca cosmology) allied
themselves with the Quechua. However, it was not until the reigns of Pachacuti (c.1440-1471) and his son Topa Inca, or Tupac
Yupanqui (1471-93), that the Inca made their great conquests. The present Ecuador (the kingdom of Quito) was subjugated by
Huayna Capac, giving the empire its greatest extent and power. At his death it was divided between his sons, Huáscar and
Atahualpa, and a long civil war ensued from which Atahualpa emerged triumphant just as Francisco Pizarro landed on the shores
of Peru and the Spanish conquest began.
^ When Francisco Pizarro landed in South America in 1532, he was welcomed by Atahualpa. By strategem the conquistador lured the
emperor into his camp, captured, and then executed him. Shortly thereafter (1533) Pizarro entered Cuzco. Although the Spaniards
did not immediately subdue the Inca, the highly personal and centralized political structure of the Inca facilitated the Spanish
conquest. Despite the heroic resistance carried on in many sections and the rebellion (1536-37) of Manco Capac, the conquest
was assured. Under Spanish rule Inca culture was greatly modified and eventually hispanicized. The natives were reduced to a
subordinate status, and only in recent years have efforts been made to make the indigenous Peruvian population
(about 50% of the total) an integral part of the national life.

Now it’s time for the pediaicons.txt file (lots of lines for this one!)
Make a copy of the pediaIcons.txt file from the PTW folder and place it in your 31 civs/text folder. These are all at the beginning, just make sure you look for the headings and have them grouped with the other civs in the correct spots.
#START LEADER/RACE ART
#RACE_INCA
Art\Leaderheads\AT.pcx
Art\advisors\AT_all.pcx

# Happy Icons
#HAPPY_RACE_INCA (conquer/domination/space winner)
Art\Leaderheads\AT_HAP.pcx

# Small Happy Icons (defeat)
#SHAPP_RACE_INCA
Art\Leaderheads\AT_SHAP.pcx

# Large Kiss Icons (Culture/diplomatic Winners)
#LKISS_RACE_INCA
Art\Leaderheads\AT_KIS.pcx

# Small Kiss Icons (diplomatic losers)
#SKISS_RACE_INCA
Art\Leaderheads\AT_SKIS.pcx

# Small Angry Icons (domination/space losers)
#ANGRY_RACE_INCA
Art\Leaderheads\AT_ANG.pcx

# Small loving Icons (Cultural Victory Loser)
#ILOVE_RACE_INCA
Art\Leaderheads\AT_CULT.pcx

# Small loved Icons (Cultural Victory Winner)
#LOVED_RACE_INCA
Art\Leaderheads\AT_CULTB.pcx

# Large Beaten-up Icons (defeat)
#LHURT_RACE_INCA
Art\Leaderheads\AT_CONQ_L.pcx

# Small Beaten-up Icons (conquered/eliminated)
#HURTN_RACE_INCA
Art\Leaderheads\AT_CONQ.pcx

#######################
#StArt Races
#ICON_RACE_INCA
Art\Civilopedia\Icons\Races\Incalarge.pcx
Art\Civilopedia\Icons\Races\Incasmall.pcx

Then a little further down you will find the units. Add in:

#ICON_PRTO_Axeman
art\civilopedia\icons\units\Axemanlarge.pcx
art\civilopedia\icons\units\Axemansmall.pcx

*And new with PTW* towards the very end you need to add:

#ANIMNAME_PRTO_Axeman
Axeman

<continued on next post>

Bamspeedy
Nov 04, 2002, 07:06 PM
Post #2 of 2
Think you are done yet? Not quite: You need to change the diplomacy.txt file to add in lines of text so you get proper responses when talking to the new civs (otherwise you may get blank screens and not know what the AI is saying to you).

The following quote is the original format for Civ3. PTW has more standard lines, but you would probably need to add on the same additional lines where *N is mentioned. *N being the number of civs you are adding. By following the link I posted at the beginning of this thread, you can get a sample diplomacy.txt file that is set up for 31 civs. You could use this to save yourself a lot of time, but it has some generic responses, not some of the unique quotes you would get from some of the PTW civs. 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 --------------------------------

I'm thinking the quote won't show up as well as I thought, in that case follow the link from my first post and you'll see all of this in a nice format. And you can also read the original thread that Dan Magaha (from Firaxis) posted explaining the diplomacy.txt file: http://forums.civfanatics.com/showthread.php?s=&threadid=15270

jeriko one
Nov 06, 2002, 10:02 AM
I did what you wrote about adding UU I wanted to add "Trebuchet" but when I select it in the production selection it says "missing entry in ANIMNAME_" and returns to windows.please help.

Bamspeedy
Nov 06, 2002, 06:39 PM
In PTW, you need to add the lines:

#ANIMNAME_PRTO_Trebuchet
Trebuchet

into the pedialicons.txt file (this is towards the very bottom of the file). Make sure there is a pedialicons.txt file in your scenarios-->(Your scenario)-->Text folder. Make sure you have a civlopedia entry for the Trebuchet in your civlopedia.txt file (and you have a civlopedia.txt file in your scenarios-->(Your scenario)-->Text folder.
Make sure in the editor for the unit you have PRTO_Trebuchet in the civlopedia box. And make sure all of these are spelled 'Trebuchet' EXACTLY the same.

jeriko one
Nov 07, 2002, 07:36 AM
Thanks:)

joespaniel
Nov 07, 2002, 08:06 PM
Bamspeedy -

Can you put a custom pediaicons.txt into a scenario folder, and will it work (in that scenario only)?
I assumed so, but havent tried it yet. From your post I gather it is possible.

-joespaniel

PS - I've been meaning to ask you, where in Wi do you live? :)

Bamspeedy
Nov 08, 2002, 06:02 PM
yes, you are supposed to put a pediaicons.txt file into your scenarios folder (if making any changes in this file). Otherwise it will run the regular PTW pediaicons.txt file, and you don't want to change that one (because it will affect all your 'other' games.) I just copy the pedialicons.txt file from PTW (so you have all the regular PTW stuff in there for those units and civs), put it in my scenario folder, then edit from there. Just make sure in your scenario .bix file, under scenario properties you tell the program which folder to use. (The name of your scenario folder).
Same applies for civlopedia.txt, diplomacy.txt and art files (you don't need to copy all the art files for the regular civs, though, just the .txt files and any new art/units you add). The game will first look in your scenario folder for finding stuff, then if it can't find it, it will go to the regular PTW folder, if it still can't find it, the game will crash.

I live in Onalaska (suburb of LaCrosse). It's in the western part of the state by the Mississippi River, bordering Minnesota.

Bamspeedy
Nov 08, 2002, 06:26 PM
So the folders in my PTW scenarios folder looks like this (with descriptions as to what is in those folders):
Scenarios
-31 civs (the name of my scenario)
---Art
-----Advisors (leaderheads that show in the foreign advisor screen)
-----Civlopedia
-------Icons
---------Races (leaderheads in the civlopedia)
---------Units (pictures of units in civlopedia)
-----Flics (leaderhead animations)
-----leaderheads (leaderheads for victory/losses)
-----Units (unit folders and units.pcx if using a different .pcx file)
-------UU#1 (unit animations and graphics for UU#1)
-------UU#2 (unit animations and graphics for UU#2)
-------UU#3 (unit animations and graphics for UU#3)
---Text (civlopedia.txt, diplomacy.txt, pedialicons.txt)
-Other scenario Folders

I'm going to edit my first post to state that you should NOT change the civ3x file, just do changes in the civ3xedit and save them as scenarios. Because patches (we know there will be some) will overwrite all your changes in the civ3x file, so you'll have to start all over.

joespaniel
Nov 08, 2002, 08:10 PM
Thank you, that is VERY helpfull. :)

In fact, you have inspired me to get to work on my own. :D

Re: PS - I'm in Milwaukee, thats why I asked. If your ever heading this way, PM me and let me know, first round is on me. ;)

Have a good weekend.

joespaniel
Nov 10, 2002, 02:36 PM
The scenario properties thing tripped me up, but then I noticed the new feature they added with PTW, "Scenario Search Folders".

I am adding German flavor units, namely replacing the Panzer with the Panther, and adding 7 more of the new units to the Germans arsenal. :D

http://www.civfanatics.net/uploads2/panther.gif

Thanks again, Bamspeedy.

My next project will be to add the new Japanese units. :D

Bamspeedy
Nov 10, 2002, 04:05 PM
That looks great, joespaniel!

The de-bug mode is awesome. Let's you place the units on the map without having to play a game up to that point/tech, so you can test the animations and stuff. And you can give yourself all the techs needed to ensure the unit shows up in the build queue correctly (but you can't place resources on the map while playing :mad: ).

Any corrections in the editor, you'll have to start a new game from scratch to see the difference. Changes in the .txt files and art you can continue from a previous game. I found this out the hard way. I tried to establish an embassy with Poland and the game would always crash. Found out I forgot to assign Poland to a culture group, so the game wouldn't know what building styles to show me.

joespaniel
Nov 11, 2002, 12:18 PM
I have a problem...

When I try to load the scenario in PTW, an error screen pops-up saying

FILE NOT FOUND
"#"

and it exits.

I was able to load it previously without any problems. Any clue???

Bamspeedy
Nov 11, 2002, 12:33 PM
No, I haven't had that error before. I've just had some crashes when it couldn't find some unit files when loading a saved game. Did you add any files to your scenario folder since the last time you loaded it? Did you make any changes in the editor? And make sure 'custom rules' and 'scenario properties' are still selected in the .bix file.

joespaniel
Nov 11, 2002, 01:05 PM
I added the attack chopper and air transport, SM's dreadnaught and steam frigate, Balou's Light Infantry and the Trebuchet by JimmyH. Thats when it went kaput.

First I tried it with the units still in Civ3 unit folder, then moved them to PTW. No dice.

The ANIM is updated in the pedia.text.

I checked for the usual errors, misnamed .inis... etc.

Im stumped. :(

Bamspeedy
Nov 11, 2002, 02:37 PM
My problem with units was actually INSIDE the .ini files for the units, there would be errors as to which files they ask for (.flc files, .amb, and .wav files).

Like for the javelineer, it is using sound files for the spearman. The spearman is not in my units folder (it is in Civ3 or PTW folder), so I put them like this:
[Sound Effects]
BLANK=
DEFAULT=
WALK=
RUN=..\Spearman\SpearmanRun.amb
ATTACK1=..\Spearman\SpearmanAttackA.amb
ATTACK2=..\Spearman\SpearmanAttackB.amb
ATTACK3=
DEFEND=
DEATH=..\Spearman\SpearmanDeath.wav
DEAD=
FORTIFY=..\Spearman\SpearmanFortify.wav
FORTIFYHOLD=
FIDGET=..\Spearman\SpearmanFidget.wav
VICTORY=..\Spearman\SpearmanVictory.wav
TURNLEFT=
TURNRIGHT=
BUILD=
ROAD=
MINE=
IRRIGATE=
FORTRESS=
CAPTURE=
STOP_AT_LAST_FRAME=
PauseROAD=
PauseMINE=
PauseIRRIGATE=
[Version]
VERSION=1
[Palette]
PALETTE=

the ..\ tells it to get out of your scenario folder (since they aren't in your folder) and look in the PTW or Civ3 art folder it seems to me. Sometimes some of those files have a space after them, so that screws things up like spearman_.wav instead of spearman.wav , with the _representing a space in my example. Some of the Firaxis filenames have the space, so check them, too. I think that might be why there is a swordsman .ini file in Civ3 AND PTW, because the PTW folder fixes that, but I'm not sure about that. I went and got rid of the space in every folder and .ini file.

One unit I had was asking for soundfiles that were nowhere to be found, like 'musketinfantry', when it should be 'musketman' or musketeer'.

joespaniel
Nov 11, 2002, 03:33 PM
I found the problem, I added two "extra" civs to bump up the units editor screen and forgot to delete them after.

Duh.

Then I had a problem with the Air Transport sounds and had to move the BomberRun.wav into the same folder.

Heres the working product. :)

http://www.civfanatics.net/uploads2/a1.jpg

http://www.civfanatics.net/uploads2/a2.jpg

Thanks. :)

CyberTyrant
Nov 12, 2002, 11:08 PM
Ahh, WI boys.

joespaniel, perhaps you know some of my old buddies over there in brew town.

Thanks for the thread bamspeedy. I knew I was going to have to make a few changes with the PTW version. ;)

Rirse
Nov 13, 2002, 12:06 PM
I having problem getting the art files to work. I try to select Incas from the list of Civilizations and it will say "file not found, exiting program". It tells me the file for AT_A01.flik or whatever the last part is called is missing. I think it the folder having problems, but I am not sure.

Bamspeedy
Nov 13, 2002, 03:44 PM
Ok, that is the animation of the leaderhead. AT_A01.flc

1. Make sure you have the right filename for the .flc file in the editor under the 'civilizations' tab. Go to Incas and check in the lower left and make sure the forward filename (for ancient era) is Art\Flics\AT_A01.flc
and the reverse is
Art\Flics\AT_A02.flc
Make sure the .flc files in your Flics folder (which is in your Arts folder) is also AT_A01.flc and AT_A02.flc.
So in the editor you need to type in the 'Art\Flics\' so it knows to use those folders to find them, but the art files themselves that are in your art folder you would not want to include the art\flics\ as part of its name. Some leaderheads that you download may not use for example, AT_A01.flc, but instead AT_01.flc (they don't use the 'A', so check the art folder to make sure the file names match up)

Make sure in the Scenario Properties tab of the editor you have the name of your scenario folder as the search folder. And you have a 'Flics' folder inside an 'Art' folder in your Scenario folder and your files are in there.

Chango's Shadow
Nov 13, 2002, 10:52 PM
Originally posted by joespaniel
I have a problem...

When I try to load the scenario in PTW, an error screen pops-up saying

FILE NOT FOUND
"#"

and it exits.

I was able to load it previously without any problems. Any clue???

Does it say something like text/pediaicons.txt _ANIMNAME

try turning off regicide, i had that problem and i just turned regicide off and it loaded(but now i have to figure out how to add king units)

Rirse
Nov 13, 2002, 11:51 PM
Those were all in there. I tried some more after that and gave up and deleted the file.

Hunter
Nov 18, 2002, 06:23 PM
Dose this mean that in PTW I have to enter all new units into the pedialicons.txt manualy?!? :mad: This seems like alot of work just to add in a few units, but if so that would explain this error:

Bamspeedy
Nov 18, 2002, 07:54 PM
Yes, you have to make two entries in pedialicons.txt file. With vanilla Civ3 you only needed 1 entry (if you wanted everything to work perfectly). The additional lines you need to add in PTW in the pedialicons.txt file is:

ANIMNAME_your unit
your unit

I think these lines tell the program which folder in your units folder to use for the animations and sound.

Hunter
Nov 18, 2002, 09:58 PM
Thanks Bamspeedy your explaination and directions are a life saver.
:goodjob:

pesoloco
Dec 08, 2002, 06:31 PM
I would like to suggest using my Diplomacy Editor for adding leader dialogs rather than do it line by line. My editor is fully compatible with PtW.

Check link in my sig.

Grey Fox
Dec 12, 2002, 06:20 AM
Stupid that you have to add your own Scenario folder to the search path... I've been trying for hours to get my mod to work, and it was that all along... I DEFINATLY thought it would search through the folder with the same name as the .bix file automatically.

Grey Fox
Dec 12, 2002, 06:27 AM
Originally posted by Bamspeedy
One unit I had was asking for soundfiles that were nowhere to be found, like 'musketinfantry', when it should be 'musketman' or musketeer'. Musket Infantry is a unit made by Dark Sheer (I think, or Smoking Mirror).

I had the same problem, so I downloaded the unit, and placed it in my mod's art/unit folder.

With my units that required sound from the civ3 units folder, I did like this:

RUN=..\..\..\..\..\..\Art\Units\Spearman\SpearmanR un.amb

can you do it with only 1 ..\ ?

Grey Fox
Dec 12, 2002, 06:44 AM
Originally posted by Grey Fox
Stupid that you have to add your own Scenario folder to the search path... I've been trying for hours to get my mod to work, and it was that all along... I DEFINATLY thought it would search through the folder with the same name as the .bix file automatically. Ok... I was wrong. It does search through your scenario folder with the same name as the .Bix.


My fault seems to have been that I forgot to end my search paths with " ; ".

I did put a ; between my search path, but not after the last one.

Grey Fox
Dec 12, 2002, 07:12 AM
hmm.... Still don't work. I get this error:

art\units\otomo spearman\otomo spearman.INI not found

and I guess this is because I don't give the Bix the correct search paths...

This is my search paths:

..\extras\World War II\Art\Units\; ..\extras\Medieval Japan\Art\Units\;

What's wrong with those?

zulu9812
Dec 12, 2002, 07:42 AM
You shouldn't have the space between ";" and "..\", i.e. it shouod read:

..\extras\World War II\Art\Units\;..\extras\Medieval Japan\Art\Units\

Grey Fox
Dec 12, 2002, 07:46 AM
I got it to work by changing them to:

..\extras\Medieval Japan\; ..\extras\World War II\;

So I guess the spaces didn't matter.

EDIT: or maybe they did, I havn't tried building a World War2 unit yet...

In my earlier search paths, I had a space before the Japanese search path aswell.

So maybe the spaces did matter.

black_rose
Feb 14, 2003, 04:28 AM
Originally posted by Grey Fox
Musket Infantry is a unit made by Dark Sheer (I think, or Smoking Mirror).

I did like this:

RUN=..\..\..\..\..\..\Art\Units\Spearman\SpearmanR un.amb

can you do it with only 1 ..\ ?

Yes 1 is enough because it will search your civ 3 folder.
Except with SwordmanFortify .wav
Because it has a space why it works for them I don't know, but for us it doesn't

col.rogers
Feb 14, 2003, 04:08 PM
Hay Can i get that mod [added germen new units] please i just wanna play the game regular with those units but adding all the crap for them is really getting tiring . Ive had to reinstall the game 2ce form getting major errors.
That and the error about the pedi cons took me forever to get rid of.
:crazyeye:

Tal
Mar 12, 2003, 07:10 PM
making new units with the PTW editor
HI!
The following is from your excellent tutorial.
"Then go over to the ‘Units’ Tab. Click on ‘add’ and give the new UU a name and fill in the civlopedia entry box.

Fill in all the other stats and abilities (hold the control key down while selecting the attributes to allow you to select multiple abilities)"

I press the control key on my PTW editor and cannot get multiple attributes to come up. No matter what unit I choose to copy, after putting in a name for it, it reverts to a settler unit and only allows explore as an AI choice, the other choices being grayed out. I have the most recent patch.

I would appreciate any advice you could give me.
Thanks!

Bamspeedy
Mar 13, 2003, 01:01 AM
I sent you an e-mail Tal.
but in case anyone else has this problem:

I should have said 'abilities' instead of attributes. If you want to give the unit multiple abilities (the lower left box-like giving the unit stealth, hidden nationality, amphibious, etc.), you would have to hold the control key down while selecting the abilities.

For AI strategies, you would need to make sure that the 'capture' flag is marked in the special abilities box (that is on the right side of the screen) and this will enable you to check whether the unit is offensive or defensive, so the AI has a better idea of how it should use the unit.
Edit: I forgot, you also need 'load' selected under the special abilites option.
Even though it says 'capture' if the unit has an offensive or defensive value, these units will be killed if you attack them. If they have a defense of 0, and an attack of 0, you can capture them (artillery, workers, scouts-if you are expansionists, etc.).

Eddiit
May 14, 2003, 03:28 AM
I figured if anyone can help you guys can. Im dying here. Just cant figure this damn thing out.

I recently decided to attempt customizing one of my favorite scenarios, "Rhye's of Civilization" to include all of the PTW civs and increase the number of civs in a game.To begin with I transfered the file from .bic format to.bix format so I could use the PTW editor and so i would have the capability to increase civs... Everything went fine with that and the scenario opened just fine in PTW. I then went ahead and began the real work. I Increased the civs ina single scenario to 22 and included the mongols,celtics,carthagians etc. I used the normal PTW map and cut and pasted everything over to make the civs work (I didn't want to change anyhting I just wanted to place the civs in the MOD. After that I began unit creation following the PTW units exactly (Berserk Korean Cannon thingy etc.).Finally i placed the starting points and everyhting looked good until...... I attempted to start the scenario. I received this message:

FILE NOT FOUND
"#"

and it exits the program. I have absoluteley no idea what to do. All I did was copy what is supposed to be in PTW into this scenario.... does anyone have any idea why I received this message and does anybody know what I can do? All I want is to play the darn scenario with a few extra civs. Please help!

miccal101
May 15, 2003, 12:44 AM
Hello!

I am trying to add units to PTW, 1.14. I look in the Pediaicons File for the ANIMNAME area, but can not find any specific area dedicated to it. I looked toward the bottom, but can not find it. ANy help?

Thanks

Bamspeedy
May 15, 2003, 03:30 AM
Edditt-

Did you add entries into the pedialicons.txt and civlopedia.txt files for all the new units/building/civs for that mod? There should be a folder for that mod that keeps all the art and .txt files needed for that scenario. You would need to add in all the PTW art (leaderheads, etc.) into that scenario folder, and entries into the .txt files. There is also alot of other stuff to do, like make sure in the scenario properties, you have the proper pathfinding, so the game knows where to look for that scenario's information.

Converting just a scenario that uses default Civ3 rules isn't hard at all to just switch to PTW (you don't need to add in all the civs, it will do it automatically), but if the scenario has major changes to the rules it is a painstaking process, I think (I haven't tried it).

Hopefully someone more experienced in converting .bic mods to .bix can offer some better assistance. Or if the modmaker is still around he can convert it to PTW (ask in his thread).

Miccal101-Are you sure you are looking in the Civ3PTW directory, and not the Civ3 directory? You should not be in the Civ3-->Text folder, but you should be in Civ3-->Civ3PTW-->Text folder. The ANIMNAME area is at the bottom, just above Era Specific Icons (#UNITICON_PRTO). The uniticons might have been added in PTW1.21, I'm not sure.

kgillaume
May 15, 2003, 10:19 PM
I gotta few questions about this mod thing...

Can I enter new units for not just any civ but for one specifically? I mean beyond the first unique unit?

Is there a limit on how many new units can be entered?

Do the new units have to replace an old one?

Does anyone have a link to a program that will assist in unit creation? For the graphics anyway? That would be a big help...

Bamspeedy
May 16, 2003, 02:43 AM
Yes, when you create the unit, there is an area where you select which civs are allowed to build it. So if it is for one particular civ, you would just select that one civ. If everyone can build it, then you need to make sure you select all the civs.

I don't know if there is a limit or not. No, they don't need to replace an existing unit. However, for the icon (what shows up in the build queue), you would have to select an existing one, unless you edit the units.pcx file to add an additional (unique) icon for that unit. There is one guy that has a units.pcx file with like 900 units on it. I think it's in the Unit creation forum.

I recommend that for any help you need in unit creation, you should ask in the Creation and Customization general forum. Those guys are more pros at it than I am, as I have never designed my own units (I just downloaded units others create and then add them into my games).

kgillaume
May 16, 2003, 01:17 PM
thanks for your help, one last question...

I want to find and or compile a set of units that are from the US armed forces present... as many as possible. does anyone know of a site that has many if not all the ones availible? I want to get EVERYTHING, not just the M1A2 and F-15, but like the M2 Bradley Fighting Vehicle, the M6 Bradley Linebackers, the LAV-25, The New Stryker, the new mobile artillery unit (i think its called the Crusader), etc... EVERYTHING... I wanna make a USAF mod.

I also would appreciate any help in compiling a mod for the former Soviet Union. (if a modern day country does not use US arms, they are soviet, save for a few like sweden and israel and france...)

Bamspeedy
May 17, 2003, 01:30 AM
Check out this thread. 497 units at the moment. There is also a link on the first post in that thread to a group that is compiling US military units.

Unit Library (http://forums.civfanatics.com/showthread.php?s=&threadid=22289)

Also, if you want to ask for any more help in compiling units or help gathering resources for your mod, here is the link to the C & C forum.

Creation and Customization general forum (http://forums.civfanatics.com/forumdisplay.php?s=&forumid=46)

kgillaume
May 20, 2003, 12:14 PM
Tanks for your help:tank:... I see your from Wisconsin also... How Bout Dem Packers Der Hey?:beer:

scotland_no1
May 27, 2003, 02:44 PM
I try to add just a unit but an error comes up and it says

cannot find art\units\(i forget what word was here i think it was highlander)\Highlander.INI

please help me i want to add my scottish civ's UU, i have added the robert bruce animated leaderhead and it works totally fine, i just cant get the UU to work. please help, thx

scotland_no1
May 27, 2003, 02:46 PM
Originally posted by Bamspeedy
My problem with units was actually INSIDE the .ini files for the units, there would be errors as to which files they ask for (.flc files, .amb, and .wav files).

Like for the javelineer, it is using sound files for the spearman. The spearman is not in my units folder (it is in Civ3 or PTW folder), so I put them like this:
[Sound Effects]
BLANK=
DEFAULT=
WALK=
RUN=..\Spearman\SpearmanRun.amb
ATTACK1=..\Spearman\SpearmanAttackA.amb
ATTACK2=..\Spearman\SpearmanAttackB.amb
ATTACK3=
DEFEND=
DEATH=..\Spearman\SpearmanDeath.wav
DEAD=
FORTIFY=..\Spearman\SpearmanFortify.wav
FORTIFYHOLD=
FIDGET=..\Spearman\SpearmanFidget.wav
VICTORY=..\Spearman\SpearmanVictory.wav
TURNLEFT=
TURNRIGHT=
BUILD=
ROAD=
MINE=
IRRIGATE=
FORTRESS=
CAPTURE=
STOP_AT_LAST_FRAME=
PauseROAD=
PauseMINE=
PauseIRRIGATE=
[Version]
VERSION=1
[Palette]
PALETTE=
.

P.S. what is this, i saw this type of writing in the normal PTW units folder, but my units dont have it in its folder, and i was wondering if this kind of writing had anything to do with my UU not working.

col.rogers
Jul 16, 2003, 06:43 PM
:mad: I cant take this crap no more !
:( PLz plz isnt there anyone that has a mod with just the germen units -or all the ww2 units added in the game?

Since my last post ive reinstalled my game 5 times.

Help Help Help:confused:

Hunter
Jul 16, 2003, 07:09 PM
Originally posted by col.rogers
:mad: I cant take this crap no more !
:( PLz plz isnt there anyone that has a mod with just the germen units -or all the ww2 units added in the game?

Since my last post ive reinstalled my game 5 times.

Help Help Help:confused:

Post a copy of your pediaicons.txt and I will fix it up and send it back with the .bix file.


by the way I understand your experiance in this matter I have no idea what the makers were thinking when they did this to their customers. :wallbash:

Dreikki
Aug 09, 2003, 02:34 PM
Im so Stupid to understand these Things.. I've Dowloaded some units.. but.. What Next?? where i must put those Folders
(Where Units Are) And Where can Upload Them...
:wallbash:

Dreikki
Aug 15, 2003, 02:51 PM
Sorry, Fault Was That I Didnt Have Version 1,29f..

BloodAxe
Sep 06, 2003, 05:46 PM
This is to BamSpeedy. Your info on adding UUz was great,thanx a lot. I followed it to the letter and the game responds normally except it crashes pretty soon with an exception error. It gives me a floating-point exception error, and the Civ3 crashes.

How do I solve this?
Thanx

Fixer07
Sep 09, 2003, 09:40 PM
I would like to know where to add the cities and great leader lists unless I have missed it somewhere

Bamspeedy
Sep 11, 2003, 10:03 PM
Cities and Great leader lists are easy to find. Under the 'civilizations' tab. Then select the civ, and those lists are about in the center of the screen.

Don't know about the floating-point exception error, Bloodaxe, never heard of that.

Jon3229
Sep 19, 2003, 03:22 AM
Thanks for your posts Bamspeedy I realy saved my live I had been trying to innstal new units for a while.

Thorgrimm
Oct 14, 2003, 10:59 PM
Dear sir i have been modifying a scenario for my use and then i tested it before adding a new civ,it loaded just fine.Then i followed your instructions to add a civ to my scen and then tried to load it and it loaded to 30% and gave me a box with only one word in it "previous" and a button. When i pushed the button the game crashed to the desktop.I am stumped as to what i did wrong. Could you please help me find out what is wrong.:wallbash: Thank you

chupon
Nov 29, 2003, 06:44 PM
I have been trying for three days now to add a unit. I got through all the problems by reading all the previous advice, thanks for all that. But now I'm getting an error message when I try to select the unit to build:

"art\units\AmazonWarrior\AmazonWarrior.INI"

Can someone please help, I just want to add some units to the standard game.

chupon
Nov 29, 2003, 10:13 PM
I also get a file can not be found message above the discription. can anyone tell me how to fix it.

chupon
Nov 30, 2003, 12:22 AM
Ok, got the problem fixed, but got another one. how do i add units to the 32 file? I got downloaded units that are not on it and want to use them.

Bamspeedy
Nov 30, 2003, 07:18 PM
I don't know how to add/make your own icons, but you could use this file which has hundreds and hundreds if icons, so at least gives you more options on what to use.

http://forums.civfanatics.com/showthread.php?s=&threadid=51498

TheCreator
Dec 02, 2003, 04:12 AM
what de Civ3PTW-->Civ3x file cant find these?????

Bamspeedy
Dec 02, 2003, 09:26 AM
Civ3PTW is a folder, and inside that folder is a 'Civ3x' file. The arrows is just a symbol for directories.

It might just be PTW instead of Civ3PTW.

TheCreator
Dec 02, 2003, 10:30 AM
Nope cant find it this is the right game lol Civ3 cos all I see is saves folder,art, redist, sound, text, scenerios thats it????

:crazyeye: :egypt: :(

Bamspeedy
Dec 02, 2003, 11:44 PM
Do you have PTW? (PTW=the expansion pack).

TheCreator
Dec 03, 2003, 03:13 AM
Nope thats why. I will get today thanks for the help.

And keep on moddin thoses great mods etc :goodjob:

Phoenix
Mar 08, 2004, 11:12 AM
What do you do about units that have no icon? I will give an example because that is a bit vage: Incalarge.pcx is missing (as is the small varient). I know how to add the units if these files are present but I've seen a few units (too many for them to be errors I think) without these files. Am I expected to create these for myself?

mr_alex
Apr 09, 2005, 08:51 PM
these things need an installer like the .umod from unreal tournament. those were handy.

GRM7584
Apr 09, 2005, 09:48 PM
At least its in the tutorials and references section; be careful about bumping year old threads in more frequented forums...but this one too, really.

ryan73764
Dec 16, 2009, 06:30 PM
this is my first time trying to put a unit in and i have read like 2 different walk throughs now and a still cant get it to work. its grr

Igora
Mar 13, 2010, 03:09 PM
The tutorial worked out great! but there is only one problem, when I try to actually build the unit from a city, or change a city's production, before the list pops up to change it, the game crashes, no warning, no error screen, just crashes. I have no idea what could be causing it. I've run it in debug mode, the unit itself works fine, but the game crashes when i build a city and asks what to produce. Does anyone else have any ideas?

lilmagics712
Sep 21, 2010, 03:28 PM
How do i add units that i just downloaded?

Napalm_Night_49
Dec 30, 2010, 12:06 PM
What If I want to change an existing civ for example the Hitties