View Full Version : ADDING UNITs TO C3C: Thorough Guide for the Newbie


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Colonel Kraken
Dec 06, 2003, 08:59 AM
UPDATED 06/10/04

NOTE: I no longer provide support for this tutorial. Sorry.

HOW TO ADD UNITS TO C3C


FROM THE BEGINNING

Even if the only thing you're going to do is add units to the game, you should create a scenario. So if you goof up, you don't have to reinstall the game. The first thing you do is setup a scenario folder; name it whatever you like. In this scenario folder you will mimic the file structure of the main Civ III game. For this tutorial, we'll call it My Mod. Add a new folder to the Conquests\Scenarios folder (Click "File" in the upper left hand corner. Select "New" and click on "Folder". Type in the name of your mod. To change the name, right-click on the folder and select "Rename"). In creating this alternate scenario file structure, Conquests will look in your scenario first to find appropriate files it needs. When it can't find the files it needs, it will default to original files. So, all we have to do is add files that are going to change. All the rest stay the same and don't need to be added to our mod.

File Structure

To add units you will add a folder called "Art" inside you scenario folder. Inside of Art will be "Units". In addition, we'll need to add something to a text file called "PediaIcons.txt". Create a folder "Text" inside My Mod. Go to Conquests\Text and copy the PediaIcons.txt file and paste it inside the Text folder inside My Mod. This file we'll be modifying later.

You may also want new Civilopedia icons for your new units (optional), so create a folder inside Art called "Civilopedia"; inside that "Icons"; inside that "Units". You now have a file structure My Mod\Art\Units\ and My Mod\Art\Civilopedia\Icons\Units\ and My Mod\Text\.

Optionally, you may want to create Civilopedia entries for your new units. Copy the Civilopedia file from Conquests\Text and paste it inside your own Text folder in your mod. This you can modify later (I always wait 'till last because it is the least important).

Downloaded Units

Download the zip file for the unit you want and unzip it to My Mod\Art\Units. Sometimes the extracted files set up a separate file structure (so that you could have just extracted it to My Mod), somtimes they do not; it all depends on what the creator decided to do. Just make sure the final file structure is My Mod\Art\Units\My Cool New Unit.

Most all downloaded units have all the files you'll need to have a good looking unit. The minimum files you need to have are the animation files (file extension ".flc" and called "flic files" or "flics") and the INI configuration settings text file (it can be opened with a text editor).

The rest of the files you see in there will, more than likely, need to be moved to a different folder to be used appropriately which we'll get into that later.

There is one very important thing you'll always want to make sure you do for your downloaded units (or any new units, for that matter): The INI name MUST match the folder name exactly! No spaces, stray marks, etc. Well, caps don't matter, but . . . PLEASE make sure you get this right. This is one of the biggest problems people have when adding units.

The Good Stuff

Ok, let's get started for real. Open up the C3C editor and select "Custom Rules" under "Scenario". It'll give you a warning; say, "Yeah, yeah, ok". Click the "Edit" button (not the file menu option edit). Click the Units tab. Click the "Add" button. It'll ask for the new unit name. We'll use "Musket Infantry" for this example.

Probably the first and most important thing you're going to want to do is enter something in the "Civilopedia Entry" section. For a unit, it must start with "PRTO_" followed by your unit's name. In this case "PRTO_Musket_Infantry". Now, you'll notice that there can be no spaces. The spaces between words are filled with underscores. Now start editing the unit as you see fit.

Make note that in order for you to be able to choose the Offense/Defense AI Strategies, the land unit must have at least 1 attack and 1 defense and the Load and Capture flags checked. This has caused some confusion in the past, that's why I mention it. If the unit has a tech prereq, add that; resource prereq's; shield cost; who the unit is available to (important!). To select multiple entries in a list, hold down the "Ctrl" control key while selecting. When creating a unit, also make sure you choose the proper unit "Class", whether or not it is a Land, Sea, or Air unit. Also, here is where you select the city view icon for the unit (the radial dial next to the icon). (See Unit Icons below.)

If you want the unit to upgrade, check the upgrade box and select what unit it upgrades to. Make sure that, if you're inserting a unit into the middle of an upgrade path (http://forums.civfanatics.com/showthread.php?t=108396) (in our case Musketman ---> Musket Infantry ----> Rifleman), you modify the upgrade unit for the unit coming before yours. In this case, Musketman upgrades to Swiss Mercenary upgrades to Musketeer upgrades to Rifleman (this is to take into account unique units). So, for Musketeer, change its upgrade unit to "Musket Infantry". Then, have Musket Infantry upgrade to Rifleman. Now our upgrade path is complete. Most Civs will build Musketman (if they have Saltpeter); the Dutch will build Swiss Mercenary; the French will build Musketeer. Then, all those units will be able to upgrade to Musket Infantry, which will in turn upgrade to Rifleman.

Close the edit screen (not the Editor!) and select "Scenario Properties" under "Scenario". Add an entry "My Mod" under scenario search folders. This will ensure that C3C looks in your mod folders for information before it uses the default information. Open up some of the Conquests scenarios and look at these entries to see the structure you can use. For example, in the Pacific War scenario, there's a reference to the PtW WWII units pack for Japan. This is a really good example of what can be done here. Just remember that every "..\" is like using the "Up" folder icon in the Windows browser. Every entry/reference must be separated by a ";" semicolon.

Now that we have the unit the way we want it, DON'T CLICK SAVE! This will save over top your original C3C biq. Instead, we're creating a scenario (or mod), so select "Save As" from the File menu. Save it as My Mod (or whatever you want) and save it to Conquests\Scenarios. Close the editor; we're done with that!

Non-Editor Stuff: PediaIcons.txt

Open up the PediaIcons.txt file you saved in My Mod\Text. Scroll down until you start seeing entries for units. Look for "Musketman". This isn't necessary, but I like to use units that are similar to my new one in case I don't have unique Civilopedia icons for the unit. The entry should look like this:

#ICON_PRTO_Musketman
art\civilopedia\icons\units\14musketmanlarge.pcx
art\civilopedia\icons\units\14musketmansmall.pcx

Copy it. Paste it to the end of the list (I do this so that I can easily keep track of all the units I've added). Change it to look like this:

#ICON_PRTO_Musket_Infantry
art\civilopedia\icons\units\14musketmanlarge.pcx
art\civilopedia\icons\units\14musketmansmall.pcx

Notice that "PRTO_" blah, blah, blah must match the entry you put under "Civilopedia Entry" in the editor. If you have unique pictures (icons) for the Civilopedia, enter the names here. If you're using the Napoleonic scenario unit, it would look something like this:

art\civilopedia\icons\units\X2_NapoleonicInfantry_ lg.pcx
art\civilopedia\icons\units\X2_NapoleonicInfantry_ sm.pcx

How did I know that? Open up Conquests\Conquests\Napoleonic Europe\Text\PediaIcons.txt. Scroll down to the units section. Voi la, there lie the secret entries for those cool units. Alternatively, go to the Conquests\Art\Civilopedia\Icons\Units folder and find the name of the picture you want to use.

If you've downloaded a unit, it may have Civilopedia images for you. Cut (or Copy) them from your unit folder (My Cool New Unit) and paste them into My Mod\Art\Civilopedia\Icons\Units. There should be 2 files: one large and one small. Make note of the file names and add them to your PediaIcons entry for civilopedia icons.

If the downloaded unit does not have unique Civilopedia images, you'll have to reference ones that already exist in the game. Just copy and paste an entry as I explained above and be sure to enter the appropriate name after "PRTO_".

THIS PART IS VERY IMPORTANT!
Ok, now scroll down to almost the bottom of your PediaIcons.txt file until you start seeing unit entries again that begin with "ANIMNAME_". Copy one of 'em and paste it to the end of the entries. It should look something like this:

#ANIMNAME_PRTO_Musketeer
Musketeer

Change it to:

#ANIMNAME_PRTO_Musket_Infantry
Musket Infantry

You must have an ANIMNAME entry for every unit. The PRTO_Unit_Name is the name of the unit exactly as it appears in the editor under "Civilopdedia Entry". The name below is the name of the unit folder. The name of the unit folder can be different than your PRTO entry, as long as it reflects the name of the unit folder you're using. For example, if you wanted your Musket Infantry to look like a Guards unit, you may choose the "Guard Infantry" animation from the Napoleonic scenario. Your entry would then look like this:

#ANIMNAME_PRTO_Musket_Infantry
Guard Infantry

That's because we're using the Guard Infantry animation.

Now, we're not done yet. Close and say yes to save your PediaIcons.txt. Go to Conquests\Conquests\Napoleonic Europe\Art\Units and copy the "Guard Infantry" folder. Paste it into My Mod\Art\Units.* You're done!! When you start a new game, you'll have Musket Infantry that looks like Guard Infantry at the appropriate tech/resource. (See below, Testing My New Unit)

What if we had used the "Musketman" animation from the Napoleonic scenario? In the Napoleonic Scenario it was ok to call it Musketman because the scenario creator wanted it to replace the original Musketman animation (the new one looks like Revolutionary War British Red Coats). But we don't want to replace the original Musketman in our scenario. So, copy the Musketman folder from the Napoleonic scenario. Paste it into your mod (you should know where by now). Rename the folder to "Musket Infantry". Open the folder and rename "Musketman.ini" to "Musket Infantry.ini". This is muy importante!!! The INI name MUST match the folder name exactly! This is the cause of so many problems. Make sure you get it right!

Unit Icons

What about those cool little City Screen icons for units? That's in the Conquests\Art\Units folder. It's called "Units_32". For our example, we don't need to do anything with it. It already has an icon for the unit we added. Simply make sure you select the appropriate icon for your unit in the editor.

What if I wanted to add an icon? Copy the Units_32 file and paste it to your mod (My Mod\Art\Units). Open it with a graphics program that can open pcx files. Grab the unit icon for your new unit (usually comes with all downloaded units and should have been one of the files that was extracted to My Cool New Unit) and paste it into one of the empty squares. Save. Now when you open the editor and load your scenario, you'll be able to select the new icon. Alternatively, you can download Zulu's Units_32 from CFC. Zulu has a great tutorial concerning the Units_32 file here. (http://forums.civfanatics.com/showthread.php?s=&threadid=75413)

The Civilopedia

Last, but perhaps not least, if you want to add a Civilopedia entry, open up the Civilopedia.txt you pasted into your mod. Copy a unit entry (to ensure the proper structure) and paste it to the end of the units entries. Change the name after PRTO to Musket_Infantry (this entry must match what you put in the editor for "Civilopedia Entry", which makes sense!!). Modify the descriptive text to your heart's content. Alternatively, you can download Steph's very nice Civilopedia editor. Link. (http://forums.civfanatics.com/showthread.php?s=&threadid=52285)

Testing My New Unit

So, you've followed this tutorial, but you don't want to wait until the end of the Middle Ages to make sure your new unit works. No problem.

Save you scenario in "debug" mode. In the editor, select Scenario Properties from the Scenario menu at the top. Checkmark "Debug Mode". Save the scenario.

Start a new game with your scenario. The map will be revealed (that's part of the debug mode). Press [Shift][F1] to get a list of all available units. Select your new unit from the list and click on the map. If you've done everything correctly, your new unit will appear on the map! If you've done something wrong, you'll know right away. :D

If you want the unit to attack, go into the list of units, select a different country (I always choose Barbarians [which may use any unit in debug] so I don't have to declare war), then select a unit. Attack the Barbarian unit with your new unit.

Enjoy!

So, that's it. You've added a new unit. It sounds more complicated than it really is. Once you get the hang of it, it's really quite simple (if not a little time consuming).

*

An alternative method exists to using other scenario units, whether it be from PtW Extras pack or Conquests scenarios. Although most of us veteran modders should have considered this long ago, Embryodead expounded for the rest of us dunces how to more easily (or at least save hard drive space) use these other units.

Create the unit folder in My Mod\Art\Units called "Musket Infantry". Go to the Napoleonic scenario and open the folder for the unit animation you want. Copy the INI file and paste it inside your Musket Infantry folder. Rename the INI to "Musket Infantry.ini". Add before each file reference entry in the INI:

..\..\..\..\..\Conquests\Napoleonic Europe\Art\Units\Guard Infantry\

This tells Civ where to look for the appropriate files. An example of an actual entry would then look like this:

DEFAULT=..\..\..\..\..\Conquests\Middle Ages\Art\Units\Longship\Longship_default.flc




NOTE: This tutorial continues two posts down.

Gogf
Dec 06, 2003, 09:16 AM
Very, very good! :goodjob:! If only you had come out with this when I first added units to my scenarios, it would have made life so much easier, and saved me about ten hours of wasted time.

Colonel Kraken
Dec 06, 2003, 12:17 PM
ADVANCED SECTION


Adding 2 or More Units with the Same Artwork
Let's say you want units called "Grenediers" and "Fussiliers" to share the Guard Infantry artwork. You only need one artwork folder: Guard Infantry. In the editor add units the way you normally would, but each new unit that shares the "Guard Infantry" animation has the same PRTO entry for the Civilopedia Entry in the editor. PRTO_Guard_Infantry

Now, in the PediaIcons.txt, simply add entries like this:

#ANIMNAME_PRTO_Grenediers
Guard Infantry
#ANIMNAME_PRTO_Fussiliers
Guard Infantry

You can see that both your new units now reference the same artwork folder. You probably also want both units to share the same civilopedia icons. Add entries like this:

#ICON_PRTO_Grenediers
art\civilopedia\icons\units\X2_NapoleonicInfantry_ lg.pcx
art\civilopedia\icons\units\X2_NapoleonicInfantry_ sm.pcx
#ICON_PRTO_Fussiliers
art\civilopedia\icons\units\X2_NapoleonicInfantry_ lg.pcx
art\civilopedia\icons\units\X2_NapoleonicInfantry_ sm.pcx

That should be it! :goodjob:


Changing the Appearance of Units through the Ages
Just as the look of the Worker, Settler, and Leader changes as you progress through the eras, you can make other units do the same. It's really quite simple now that you know how to add units.

You may have noticed at the end of PediaIcons.txt there is a section called "Era-Specific Unit icons". Well, you can begin to utilize this section to create era-specific artwork for your units! :eek:

It's very simple, really. Let's say you've added the Musket Infantry, but you think that, once you get to the Industrial Era, it should look like the Napoleonic Guards Infantry instead of British Redcoats. What do we need to do?

Add a folder to your Units folder in your scenario and name it "Musket Infantry INDUSTRIAL AGES" (The latter part does not need to be in caps, but it helps to have it stand out in your scenario folder for future reference). Copy the .ini file from your Musket Infantry folder and paste it inside the "INDUSTRIAL AGES" folder you just made. Rename the ini to "Musket Infantry Industrial Ages".

Now, using the alternate method described in the quote section above (the one with the asterisk), change the references in the ini to reference the "Guard Infantry" unit folder in the Napoleonic Europe scenario.

Now, open your PediaIcons.txt in your scenario and scroll to the "Unit animations" section and add the following lines after your entry for Musket Infantry.

#ANIMNAME_PRTO_Musket_Infantry_ERAS_Industrial_Age
Musket Infantry Industrial Ages
#ANIMNAME_PRTO_Musket_Infantry_ERAS_Modern_Era
Musket Infantry Industrial Ages

Scroll down to the "Era-Specific Unit icons" section and add the following lines.

#UNITICON_PRTO_Musket_Infantry_ERAS_Industrial_Age
184
#UNITICON_PRTO_Musket_Infantry_ERAS_Modern_Era
184

Voi la! Your Musket Infantry will look like British Redcoats in the Middle Ages and like a Napoleonic Guards infantry in the Industrial and Modern eras. It was necessary to add the "Modern_Era" entry, lest your unit revert back to looking like British Redcoats once you hit the Modern Era. I did not have separate/new artwork for the Modern Era; I just wanted it to stay looking like the Guards Infantry.

The icon number is obtained by opening the editor and scrolling to the icon you want to use and checking its number. That is the number you use for the era specific icon.

Follow this same format for all units and you can change the look of Warriors all the way through to the Modern Era. Just add a different folder for each era. In each folder, you add different artwork (or reference different artwork in the ini) depending on what you want that unit to look like in that era.

For each different Era, use this format:

For the unit folders, name them:

Unit Middle Ages
Unit Industrial Ages
Unit Modern Times

Where "Unit" is the name of your unit. Make sure to name the ini the exact same as the name of the unit folder.

For the animation name section in PediaIcons, use the following format:

#ANIMNAME_PRTO_Unit_ERAS_Middle_Ages
Unit Middle Ages
#ANIMNAME_PRTO_Unit_ERAS_Industrial_Age
Unit Industrial Ages
#ANIMNAME_PRTO_Unit_ERAS_Modern_Era
Unit Modern Times

For the era specific icons section in PediaIcons, use:

#UNITICON_PRTO_Unit_ERAS_Middle_Ages
xxx
#UNITICON_PRTO_Unit_ERAS_Industrial_Age
xxy
#UNITICON_PRTO_Unit_ERAS_Modern_Era
xxz

Where xxx, xxy, and xxz are the icon numbers you want to use for each era.

You don't need a specific Ancient Era animation because, if your unit is available in the Ancient Era, it just uses the default animation. Once you reach the Middle Ages, it'll change animations.

Enjoy adding some spice to your game! :)

Skydivingcows
Dec 07, 2003, 08:25 PM
Great! If only I had waited a week! I crashed the game on my computer. I found out later I had messed up the Units_32 file from Civ3 folder, not Conquest. I found it easier to download Zulu's Units_32, find the unit, then estimate the number in the editor.

The other posts were good, but you had to go through so many threads. Thanks for clearing everything up.

locomuchacho
Dec 08, 2003, 05:46 AM
Thanx Colonel!

Colonel Kraken
Dec 08, 2003, 09:36 AM
Thanks guys.

I added an update from information given to us by Embryodead concerning adding Conquests scenario units. It's an alternative method to physically copying and moving the unit folder (and taking up more hard drive space).

Thanks,

CK

mad-bax
Dec 15, 2003, 03:00 PM
Hey Colonel.

Followed the guide, and it worked. I'm a complete first timer and I now have pictish warrior barbs running round.

Thanx. :worship:

OT: (There always is :blush: )

I want to add some units (squid) to the map. I want them in at the start of the game. If I just make them the barb seafaring unit then I won't see them 'till mapmaking.

Would someone be kind enough to pint me to a helpful link please?

Misfit_travel
Dec 22, 2003, 07:20 AM
Colonel:

What if I want to mirror units within the scenario I'm working on. For instance, I have art for a multiunit division, but I want to share that art for both sides in a conflict. I need two separate folders because the statistics for these units are slightly different.

How would I describe the path?

Ex.:

Scenario folder path is C:\Program Files\Infogrames Interactive\Civilzation III\Conquests\Scenarios\ACWC3C

The artwork is resident in

..\ACWC3C\Art\Units\CSAEnfieldDiv

but I want to share that artwork with another .ini file

..\ACWC3C\Art\Units\SprinfieldDiv

What path do I need to enter to modify the SpringfieldDiv.ini file to reference the art in the \CSAEnfieldDiv folder?

Thanks
Misfit

mad-bax
Dec 22, 2003, 12:17 PM
AFAIK the .ini should be identical in both cases except the paths referencing the flics should be

../CSAEnfieldDiv/XXXXAttackA.flc (for example)

I assume you realise that file seperators should be "/" and not "\" as in your original post. :)

I've done this exact thing BTW and it works. The SpringfieldDiv directory should contain only the .ini obviously.

Misfit_travel
Dec 22, 2003, 12:54 PM
Thanks for the info. That was exactly what I needed to know.

Misfit

Colonel Kraken
Dec 23, 2003, 07:45 AM
Sorry I didn't get back to you sooner. I forget to monitor this thread.


If you want several units to share the same artwork, you merely have to ADD units in the Editor (one for each unit) and have them all contain the same Civilopedia entry (PRTO_ . . . ).

You do NOT need a separate unit folder for each unit. However, you must list each separately named unit in the PediaIcons.txt just like I showed in the first post.

#ANIMNAME_PRTO_CSAEnfieldDiv
EnfieldDiv

#ANIMNAME_PRTO_SprinfieldDiv
EnfieldDiv

In this case, both units share the same artwork: EnfieldDiv. The INI in EnfieldDiv unit folder would then make reference to CSAEnfieldDiv or SpringfieldDiv. Whichever artwork you had wanted to use. I think you're also going to need separate ICON_PRTO entries as well, but they can reference the same icons, of course.

Wolflord
Dec 25, 2003, 01:28 PM
Thanks for the info; it is very nice to have all of this in one place.

I'm wondering if there is a reason that everyone is still using the Scenario folder instead of the Conquest folder, or is that Fraxis only territory?

Warman17
Dec 25, 2003, 05:53 PM
alright i did what you said to make my unit. but what do i put it to so it plays during a normal game? The "My Mod" foldier is just sitting there under 'scenarios'. I also would like to know if i saved the scenario under the correct foldier. The scenario where i made my unit's stats etc is under My Mod/Art/Units. is that good?

help appriciated, thank you

Colonel Kraken
Dec 27, 2003, 08:14 AM
Originally posted by Wolflord
Thanks for the info; it is very nice to have all of this in one place.

I'm wondering if there is a reason that everyone is still using the Scenario folder instead of the Conquest folder, or is that Fraxis only territory?

You're welcome.

Hmm. I'm sure you can use that one as well. Is there an added benefit to doing so? Perhaps you are then able to have your score from a modded game entered into the HoF?

Colonel Kraken
Dec 27, 2003, 08:15 AM
Originally posted by Warman17
alright i did what you said to make my unit. but what do i put it to so it plays during a normal game? The "My Mod" foldier is just sitting there under 'scenarios'. I also would like to know if i saved the scenario under the correct foldier. The scenario where i made my unit's stats etc is under My Mod/Art/Units. is that good?

help appriciated, thank you

If you've added a unit, it's no longer a "normal" game per se. You will load you "mod" as a scenario. It'll play just like the regular Conquests epic game, except now you'll have the added benefits of another unit to play with.

If you have a more specific question, feel free to ask.

--CK

ybbor
Dec 28, 2003, 04:06 PM
thank you as now i'm not afraid to add units, before when i first discovered the editor i thought all i had to do was create the unit select an icon and play, this should help i'd play it now, but i'm in colorado w/ my grandparents and have to write my science project papaer when i get back, not to mention an english assignment, and math homework...... sorry i'll try this as soon as i can (just got [c3c] for x-mas and am halfway through mesopotamia scenario, again, thank you !!! :goodjob:

immortals84
Jan 02, 2004, 11:45 PM
Thanks Colonel, THIS BOARD HAS PRODUCED A GREAT LEADER! COLONEL KRAKEN!

Colonel Kraken
Jan 03, 2004, 11:45 AM
Originally posted by immortals84
Thanks Colonel, THIS BOARD HAS PRODUCED A GREAT LEADER! COLONEL KRAKEN!

Thanks . . . I think. :o

;)

--CK

Goldie
Jan 04, 2004, 07:59 PM
Please help me Kraken

I added everything like you said but I got an error message when I tried to run the game.

It said "Fatal Error" and then something about the "Draw Buffer". Do you know anything about this and if so, how can I fix it?

Thanks in advance

immortals84
Jan 04, 2004, 08:05 PM
Ive added 42 units on one scenario already, the game is alot better with more of a variety.

P.S.
what does .INI mean? Its in "art\units\(the unit folder)\(the unit folder) .INI

Colonel Kraken
Jan 05, 2004, 11:38 AM
Originally posted by Goldie
Please help me Kraken

I added everything like you said but I got an error message when I tried to run the game.

It said "Fatal Error" and then something about the "Draw Buffer". Do you know anything about this and if so, how can I fix it?

Thanks in advance

I'm sorry. I really don't have a clue. E-mail me your .biq, Pediaicons.txt, and .ini from the unit you're using. colonelkraken@hotmail.com

Originally posted by immortals84
Ive added 42 units on one scenario already, the game is alot better with more of a variety.

P.S.
what does .INI mean? Its in "art\units\(the unit folder)\(the unit folder) .INI

I'm not sure what it stands for per se, but it's used to let the program know where the files are for the animation and sounds.
colonelkraken@hotmail.com

immortals84
Jan 05, 2004, 11:23 PM
So if thers a laod error, does that mean that an animation or sound file is missing or incorrect?

Padma
Jan 06, 2004, 09:15 AM
Originally posted by immortals84
P.S.
what does .INI mean? Its in "art\units\(the unit folder)\(the unit folder) .INI Technically, a ".ini" file is an "initialization" file. They contain information telling a program how to initialize (setup/start using) something.

A standard MS Windows .ini file has a specific format which can be read easily by programs using a standard API.

immortals84
Jan 07, 2004, 12:16 AM
Ok now I know how to fix those ini error reports, Thanks!

I may becoming a bit anoying, but is there a way to make a transport wheeled or foot unit without making it an army?
Ive noticed that there isnt a check box for transport under "land units".

Colonel Kraken
Jan 07, 2004, 03:14 PM
For any kind of transport you need to increase the "Trans. Capacity" above 0. You also must make sure you checkmark the "Unload" section under "Special Actions".

You can also add certain restrictions under "Unit Abilites" like "Transports Only Foot Units", etc.

Special Note: Transports cannot transport transports. That's why Helicopters cannot be made to land on Aircraft Carriers.

Also note, IIRC, the AI will not use land transports.

--CK


Originally posted by Padma
Technically, a ".ini" file is an "initialization" file. They contain information telling a program how to initialize (setup/start using) something.


Thanks, Padma. I thought that was the case, but I wasn't sure. I usually don't like to post things I'm not sure of. :)

immortals84
Jan 08, 2004, 12:14 AM
Ive tried to make the freight unit ive downloaded off this site a land transport, but for some reason it cant load units, I put transport only foot units, but the units just move into the same square as the freight, and theres no "LOAD" action. The Helicopter is an immobile unit, other than that there is no land transport unit though. I dont think the game would know how to load those units on ground.

Colonel Kraken
Jan 08, 2004, 06:49 AM
You have to make sure that your land transport has the "Unload" capability and not the "Load" capability. Also, you must make sure that the units you want to be able to load onto the transport have "Foot Unit" unit ability selected. Since you put "Transports Foot Units Only", it won't load anything that is not a foot unit.

Colonel Kraken
Jan 08, 2004, 09:29 AM
I've added a new, exciting section to the tutorial called "Era Specific Unit Animations". It's two posts down from the original.

Check it out.

:)

--CK

Aragorn7
Jan 11, 2004, 07:15 AM
Hi!

I have a problem while adding icons to my first mod.
I have absolutely no experience with modmaking and I have a question for you. Which graphics program should I have to open the PCX-files and where can I get it/download it?

Hope you can help me!

spirithiker
Jan 12, 2004, 02:16 PM
Does anyone know what the maximum number of units that we can add to the units_32 file?

Colonel Kraken
Jan 12, 2004, 02:27 PM
Originally posted by Aragorn7
Hi!

I have a problem while adding icons to my first mod.
I have absolutely no experience with modmaking and I have a question for you. Which graphics program should I have to open the PCX-files and where can I get it/download it?

Hope you can help me!

I use Paint Shop Pro (Jasc Software). Some people use Photoshop (Adobe). You can download trial versions of both, I believe.

Originally posted by spirithiker
Does anyone know what the maximum number of units that we can add to the units_32 file?

I'm not sure on that, but, given the current size of Zulu's Units_32, I would say it is nearly limitless.

--CK

Mirv Sheelon
Jan 14, 2004, 06:33 AM
How does this gel with adding new DLed units?

Does simply pointing the path to the correct unit folder make available the unique animations for the new unit?

Another puzzler (for me anyways...) is the differentiation between say the Russian Infantry and the German Infantry in the Upgrade path - would I have to add each of those infantry types after rifleman in no particular order and specify their nation, ending with the generic rifleman unit - in order to make each of those units playable to their nations? If I DO add again the Russian Infantry for example, do I remove the generic infantry unit from the Russian lineup so they cant build the generic type?

Actually, now that I've typed this down in black and white, that sounds like EXACTLY what I'd have to do! At least can you confirm this?

Many thanks
<----------------------------------NEW MODDER

Colonel Kraken
Jan 14, 2004, 11:57 AM
Originally posted by Mirv Sheelon
How does this gel with adding new DLed units?

Does simply pointing the path to the correct unit folder make available the unique animations for the new unit?


This applies specifically (although not exclusively) to downloaded units.

Download the unit. Put it in your scenario's Art\Units folder and follow what I said for adding the unit.

UPGRADE PATHS
Adding units to an upgrade path is pretty simple. Simply plug in all the unique units you want in between the main game units.

For example, Civ3 has Rifleman-------->Infantry. IIRC, there are no unique units there.

Now, you want a German Infantry and a Russian Infantry.
Rifleman------>(German Infantry)------>(Russian Infantry)------>Infantry
Where the units in paranthesis are available to those nations exclusively. If you are say, Britain, you build a bunch of Rifleman and want to upgrade them. The game follows the upgrade path. First it goes to German Infantry but finds Britain is not allowed to build that unit, so it moves on to Russian Infantry. Same thing. It then moves on to Infantry. Bingo! Britain can build Infantry.

If you want Germany or Russia to be able to build regular infantry too, don't put them in the upgrade path above. If you want them later to be able to upgrade to Mech Infantry, simply add a separate upgrade path for them:

German Infantry------>Russian Infantry------>Mech Infantry

And there you have it!

Thanks,

CK

Mirv Sheelon
Jan 15, 2004, 08:14 AM
So if I get this right - I DONT need to use the Multitool to define my default/run/Attack animations and sounds for the unit I'm adding? This is even better than I thought then!!

I was under the opinion that I HAD to use it to tell the game which way to use those animations.

I'm glad I seem to have the correct way to use the upgrade path. BUT - do I have to remove the ability of Russia to build the generic infantry?

Or does the fact that they can build the Russian Infantry as a UU mean that this is what they will build instead?

Thanks for being so patient with us beginners Colonel! As someone already said, Civ has just found a new Great Leader!

Mirv Sheelon
Jan 15, 2004, 06:01 PM
OK, I finally got a unit added by this method after a lot of tinkering.

It appears that I have to add the unit to the TEST/ART/UNITS/LEOPARD folder

as opposed to the TEST/UNITS/LEOPARD
as I'd expected. Is this correct? The other units I'd added using the multitool appeared in the TEST/UNITS/T62 and TEST/UNITS/INFILTRATION SUBMARINE folders.

Maybe Im getting confused. Its very late. I think it't time I re-installed Civ3 and started afresh. I'm going to copy my entire folder before any more modding of course first!!

immortals84
Jan 15, 2004, 11:47 PM
Colonel, do the Large\Samll.pcx files and the units32icon.pcx files need to be anywhere else than the Art\Civ\units\icons folder?
Also I cant seem to open my pcx files in the 3d program that i just downloaded, Anim8or. Is there a specific way to open them? Or do i open them in flicster? Can I view the unit from the 3d program?

Colonel Kraken
Jan 16, 2004, 06:53 AM
Hello Mirv,

I don't use the Multi-tool (however much a great work it really is), so I don't know how it works.


It appears that I have to add the unit to the TEST/ART/UNITS/LEOPARD folder

as opposed to the TEST/UNITS/LEOPARD
as I'd expected. Is this correct?
That should be correct. I assume "Test" is the name of the scenario/mod.


So if I get this right - I DONT need to use the Multitool to define my default/run/Attack animations and sounds for the unit I'm adding? This is even better than I thought then!!
That's right. ;)


I'm glad I seem to have the correct way to use the upgrade path. BUT - do I have to remove the ability of Russia to build the generic infantry?

Or does the fact that they can build the Russian Infantry as a UU mean that this is what they will build instead?
Which way do you want it? As I stated above, you can do it either way. If you want Russia to only build Russian Infantry and not regular Infantry, then put it in the Infantry upgrade path. If you want Russia to be able to build both, it'll need a separate path (or no path at all if it never upgrades).

Colonel Kraken
Jan 16, 2004, 07:00 AM
Immortals,

Originally posted by immortals84
Colonel, do the Large\Samll.pcx files and the units32icon.pcx files need to be anywhere else than the Art\Civ\units\icons folder?

The Large and Small pcx images go in My Mod\Art\Civilopedia\Icons\Units.
Units_32 goes in My Mod\Art\Units

Also I cant seem to open my pcx files in the 3d program that i just downloaded, Anim8or. Is there a specific way to open them? Or do i open them in flicster? Can I view the unit from the 3d program?

.pcx is a Z-soft paintbrush standard. Not all programs can open these files. I don't know anything about Anim8or. If it's a 3d animation program, I'm not sure it would be able to open a picture document and modify it. Use Photoshop or Paintshop or some other picture modifying program.

--CK

Mirv Sheelon
Jan 16, 2004, 07:23 AM
Colonel Kraken - a thousand thanks are heaped upon you!

I'm deleting the multitool today, as I thought that this was the only way to add units and their animations. I tested the unit I'd added to my TEST scenario last night and it worked perfectly, with a few tinkerings with the animation names and placings. Time to start adding units!

Thanks again for your excellent guide!

Colonel Kraken
Jan 16, 2004, 07:40 AM
Originally posted by Mirv Sheelon
Colonel Kraken - a thousand thanks are heaped upon you!

I tested the unit I'd added to my TEST scenario last night and it worked perfectly, with a few tinkerings with the animation names and placings. Time to start adding units!

Thanks again for your excellent guide!

You're welcome. Anytime. ;)

--CK

Lord Cain
Jan 21, 2004, 01:33 PM
Originally posted by Colonel Kraken
For any kind of transport you need to increase the "Trans. Capacity" above 0. You also must make sure you checkmark the "Unload" section under "Special Actions".


Special Note: Transports cannot transport transports. That's why Helicopters cannot be made to land on Aircraft Carriers.


--CK

Thanks, Padma. I thought that was the case, but I wasn't sure. I usually don't like to post things I'm not sure of. :)


Reading this, while I've not really tried to do it, If the Helicoper is setup as an air unit but without transport ability... a Gunship type of Coper vs A troop carrying one, wouldn't it be able to land on a carrier?

Thought i recall a Mod in Civ II where had Carriers that had choppers able land/take off like planes..

Colonel Kraken
Jan 23, 2004, 10:39 AM
Originally posted by Lord Cain



Reading this, while I've not really tried to do it, If the Helicoper is setup as an air unit but without transport ability... a Gunship type of Coper vs A troop carrying one, wouldn't it be able to land on a carrier?


Yes, that's right. ;)

--CK

Isca
Jan 25, 2004, 04:48 PM
I've been using this tutorial for my first mod, and it was all going wonderfully until...

I wanted to add the 18th century-ish Musketman from the Napoleonic Conquest AND keep the Musketman (who of course is really an Arquebusier) from vanilla Civ3.

Given the overlapping file names and folders, I seem to have run into trouble.

I then went and rather blindly tried renaming the old Musketman files, replacing Musketman with Arq., but that didn't seem to work (though I may well have done it incorrectly).

Is there a way to sort this out?

Thank you in advance.

Isca
Jan 25, 2004, 04:52 PM
You already discussed this in the original tutorial.

Sorry for wasting bandwidth...

Colonel Kraken
Jan 26, 2004, 12:13 PM
Originally posted by Isca
You already discussed this in the original tutorial.


I'm glad I could answer your question without actually answering your question. ;)

--CK

hoplite505
Feb 13, 2004, 01:14 PM
i wasted two hours adding my first unit and then i figured out it was only in that scenario this helped me very much

KurtLae
Feb 14, 2004, 06:55 AM
Hi !

Have you ever been thinking that the best spot for a city is actually offshore ?
i.e. the best suited square is a coastal square.
This happens to me every now and then.

I've been able to create a unit that can do this, however since the city is offshore it can not be accessed by any unit.

So, I have been trying to create a unit that is able to transform a coastal square to grassland but without success.
The only thing my units can do is to build roads, mines etc on the castal square but it seems like these improvements does not add any production or commerce. I tried to change the setting for the terrain type.

I guess this would be a perfect unit for the Dutch civ.

Can you help me with this?

/// Kurt

Colonel Kraken
Feb 16, 2004, 02:32 PM
Hi Kurt,

I do not believe there is any way to add worker abilities or tasks. They are hard coded. As far as I know, there are no terraform worker tasks available.

--CK

KurtLae
Feb 16, 2004, 03:24 PM
Thanks for the reply.

OK, I guess I'll just have to use my unit to create cities on coastal squares. The units created in the city can exit the city without reentering it so it is actually quite useful.
I also noticed that the mines, irrigation and roads I create in the coastal squares actually are adding to the resources.
However, it looks kinda stupid to have a mine in a coastal square.... ;-)

So, it's just the terraform option I'm missing.

By the way, I use the canoe unit for this.

/// Kurt



Originally posted by Colonel Kraken
Hi Kurt,

I do not believe there is any way to add worker abilities or tasks. They are hard coded. As far as I know, there are no terraform worker tasks available.

--CK

Derricoat
Feb 25, 2004, 03:02 PM
I've followed your tutorial, and i now have the unit in the game, only one problem - it appears as a knight, not the one it want! any ideas on what i've fouled up?
:(

Colonel Kraken
Feb 26, 2004, 08:22 AM
Originally posted by Derricoat
I've followed your tutorial, and i now have the unit in the game, only one problem - it appears as a knight, not the one it want! any ideas on what i've fouled up?
:(

:lol: Sorry to laugh, but I think we've all been there. I believe it merely has to do with what you entered in the editor for the Civilopedia Entry. You probably have PRTO_Knight instead of the one for your unit.

Regards,

CK

Colonel Kraken
Feb 26, 2004, 09:50 AM
I've updated the tutorial. I've added some more explicit references to downloaded units so it is more obvious how these are added. I've also made another reference to the INI file. I've had some questions from other people about that lately (or, rather, errors related to it).

Please let me know if, after reading through the tutorial, there are just some things that don't make sense or need more explanation. I'd be more than happy to make it even more concise. I'm always looking for ways to improve the tutorial.

Thanks,

CK

Derricoat
Feb 26, 2004, 09:53 AM
Oh thank you oh Wize and Wonderful Lord Kracken.....

Under #ANINAME i'd changed the PRTO bit, but i didn't realise i had to change the little bit of text underneath! i though that was just descriptive.

I'll now go and flagulate myself for my stupidity.

Colonel Kraken
Feb 26, 2004, 12:22 PM
Originally posted by Derricoat

Under #ANINAME i'd changed the PRTO bit, but i didn't realise i had to change the little bit of text underneath! i though that was just descriptive.


Oh, yup, that could've done it too. I guess I should have thought of that. What made you think to look at that?

And, it's not stupid. It's an easy mistake to make. ;)

--CK

Derricoat
Feb 26, 2004, 12:50 PM
honestly - there was nothing else left to change! :rolleyes:

redrush2k
Feb 27, 2004, 07:12 PM
I have a fatal error whenever I try to build my first city. I check the civlopedia before building it, and everything seems to be in working order. I have added units and changed the names of certain units and civs. I can't seem to figure out what is wrong!

I dont get an error message even, the game just exits. I have been in and out of my pediaicons file and I cannot find anything that woudl cause this. :( Please Help!

Colonel Kraken
Feb 28, 2004, 08:16 AM
Without knowing all the stuff you've changed in your game, it would be difficult to determine exactly what my be the problem. Ask your question in the main C&C forum. I'm sure someone there would be able to help you.

--CK

redrush2k
Feb 28, 2004, 08:37 AM
Thats OK. I thought it might have been something obvious. I will just fool around until I get it to work, or until I set my computer on fire....thanks anyway.

ShotgunDave
Mar 01, 2004, 03:14 PM
I've been playing this bloody game since 01, didn't even know you could modify it(i'm computer illiterate), now two days later I've got an entire scenario with all new units. Thanks Colonel

gen.dragolen
Mar 01, 2004, 09:10 PM
Colonel,

I've been trying to do some work with the editor and found a couple of things out:
1 There is a limit (in the editor at least) of 349 units in C3C. That is as high as the unit numbers will go.
2. It doesn't seem to like any changes to the default units.pcx

I have just re-run the patches today, so maybe the editor was a byte or two short of a full compile. If it wasn't, I'm going to be very disappointed. Granted, this may have been because I was working off a copy of the conquest.biq, but it wasn't a problem in PTW or vanilla 1.29.

D.

Colonel Kraken
Mar 03, 2004, 08:25 AM
Originally posted by gen.dragolen
Colonel,

I've been trying to do some work with the editor and found a couple of things out:
1 There is a limit (in the editor at least) of 349 units in C3C. That is as high as the unit numbers will go.

Good tip. Thanks!


2. It doesn't seem to like any changes to the default units.pcx

What's the "units.pcx"?

Colonel Kraken
Mar 03, 2004, 08:26 AM
Originally posted by ShotgunDave
I've been playing this bloody game since 01, didn't even know you could modify it(i'm computer illiterate), now two days later I've got an entire scenario with all new units. Thanks Colonel

Hey thanks, Dave. I like to hear about testimonials like that. :)

--CK

gen.dragolen
Mar 07, 2004, 10:44 PM
Colonel,

My fingers were ignoring my brain again: "units_32.pcx"

Gotta quit trying to do 3 things at once, especially if one of those things is type and the other is think. I'm not that good a juggler.


D.

spirithiker
Mar 08, 2004, 10:31 AM
Originally posted by gen.dragolen

I've been trying to do some work with the editor and found a couple of things out:
1 There is a limit (in the editor at least) of 349 units in C3C. That is as high as the unit numbers will go.
---------------------------------------------------------------

Are you talking about CivIII vanilla version? Which patch version?

I have CivIII vanilla, patch 1.29f and I am allowed a total of 294 units (o - 293) to the bic file.

There are so many great units out there that I really would like to add as many as possible.

Colonel Kraken
Mar 08, 2004, 01:08 PM
Originally posted by gen.dragolen
Colonel,

"units_32.pcx"

D.

Modifying the Units_32 for C3C is no problem. Take a look at Zulu's tutorial on the matter.

spirithiker
Mar 08, 2004, 03:56 PM
Okay. I accidently answered my own question.

The number of units that can be aded to CivIII vanilla is limited only by the size of the units_32 file.

I feel much better now. :D

I tested Zulu's mega units_32 which has 3,360 spaces and that was my limiy in Civ3Edit.

Nathan18
Mar 11, 2004, 06:53 AM
I want planes to get captured when I conquer a city. Just couldn't figure out how to do it. Artillery can be captured, so where and how can I decide what other units can be captured?

Colonel Kraken
Mar 11, 2004, 07:22 AM
Originally posted by Nathan18
I want planes to get captured when I conquer a city. Just couldn't figure out how to do it. Artillery can be captured, so where and how can I decide what other units can be captured?

IIRC, units with a defense of 0 can be captured.

Nathan18
Mar 11, 2004, 07:52 AM
Thanks for the quick answer! :-)

Colonel Kraken
Mar 12, 2004, 09:17 AM
An update to the tutorial has been posted. I added a section about testing your new unit. I've recently received (and seen on these forums) a couple of questions about that.

Thanks,

CK

jstarbuck5
Mar 14, 2004, 06:40 AM
Oh Mighty Colonel;

I've been trying to follow several tutorials for adding units to C3C but I keep getting the same lousy results (so I'm probably doing the same thing wrong each time!).
The tutorials I've followed are yours and one from a site called GIDustin. Both seem clear, but I can't get it to work.

When I try to add a Horse Artillery unit to the Napoleonic scenario the game crashes when I build the new unit. Plays fine up til then, but first HA unit and CRASH!

The error message says: "Scenarios\..\conquests\Napoleonic Europe\text\Pediaicons.txt ANIMNAME_PRTO_Horse_Artillery"
It doesn't matter which method I use, same result.

When I tried to add a Waffen SS unit to a new scenario the game crashed the second I tried to change the production or to access the city screen. Usual windows message about attempting to perform and illegal operation.

I have been programming in C++ and VB for two years now, so I can't believe that I can't get this &*%$ thing to work! :eek:

Any suggestions for me?

GIDustin
Mar 14, 2004, 09:43 PM
In the napoleonic Europe\Text\PediaIcons.txt, you have to add the animation name. Something like:

#ANIMNAME_PRTO_Horse_Artillery
Horse Artillery


Make sure that the second line is the exact same as the folder containing the unit animations. Then, make sure that the folder containinf the unit animations is in the "Napoleonic Europe\Art\Units" folder.

- GIDustin

Colonel Kraken
Mar 15, 2004, 08:29 AM
Hey, thanks Dustin! :)

jstarbuck5, check out my new section about testing your new unit. ;)

--CK

Terrinix
Mar 18, 2004, 11:00 PM
I'd just like to say thank you, Colonel Kraken! I've been trying to figure out unit adding since the VERY early days of Civ3... Dang .ini files >.> Anyways, Thank you so much! I now have my greatly loved scenario working! I'm so ecstatic! ^^ You rule!

Birdjaguar
Mar 19, 2004, 07:14 PM
The zipped readme download is giving me error messages when I try to open it. (Not avalid zip file)???
Is that the most up to date info? Or should I print the forum entries on page 1?

Colonel Kraken
Mar 20, 2004, 07:47 AM
Originally posted by dnaquin
The zipped readme download is giving me error messages when I try to open it. (Not avalid zip file)???
Is that the most up to date info? Or should I print the forum entries on page 1?

I do not believe I have a readme for download. :confused:

Birdjaguar
Mar 20, 2004, 08:53 AM
OooooKkkkk, I guess I have an over active imagination. Moving right along... is there a simple way to combine the unit files from Rise of rome and Mesopotamia conquests so they both can be used in thesame game?

Edit later in the day:

CK:
I downloaded a unit: Woad Raider and have loaded it into a Conquests scenario called “Europe to India”
In the editor the unit is called: Woad Warrior
civilopedia entry: PRTO_Woad _Warrior

pediaicons.txt entries:

#ICON_PRTO_Woad_Warrior
art\civilopedia\icons\units\WoadRaiderAoK_Large.pc x
art\civilopedia\icons\units\WoadRaiderAoK_Small.pc x

#ANIMNAME_PRTO_Woad_Warrior
WoadRaider

Unit folder:
Conquests\scenario\Europe to India\art\units\WoadRaider\
WoadRaider.ini
Several .flc files

Scenario properties, Search folders:
Europe to India\

Testing:
Game launches fine. When I shift F1 and select Woad Warrior I get:
Error message:
“missing entry: scenario\Europe to India\text\pediaicons.txt: ANIMNAME_PRTO_Woad_Warrior

Can you spot the error?

Colonel Kraken
Mar 22, 2004, 11:04 AM
Originally posted by dnaquin

Can you spot the error?

No, I really can't. The only thing I can think of is that it is not reading your scenario. In that case, you would get the same error. Make sure you biq file is separate from your scenario folder, but both in "Scenarios".

Let me know,

CK

Birdjaguar
Mar 22, 2004, 07:41 PM
I rechecked everything and it all seemed fine. I also ran the scenario and produced the fire catapult whose unit folder is next to the Woad warrior folder. No problem there. I also tried producing the Woad Warrior differently in the queue. The crashes came but at different times: when auto changing to WW from a just produced spearman and when finished producing Woad warrior and had to show it in game. Same message. So I played it with England (only civ with this unit) as an AI; game crashed first turn. Same error. Not looking good. I opened each flc file in quicktime and all worked.

Then I added another unit: Spartan Hoplite. Followed tha same procedure, but gave it to Greece. All files in the same places as Woad Warrior. I played the game without England. Spartan Hoplite was built without a problem!!

It appears that the problem is with Woad Warrior and not more general, I can add units, good! Does this help you see what the problem with Woad Warrior might be?

Colonel Kraken
Mar 24, 2004, 09:52 AM
It does seem the error is indicative of only that unit. At first that might lead me to believe there is something wrong with the flic files. However, the error message would indicate otherwise.

The only other thing I can think of is you have a space (which would be unseen) at the end of the name of the folder or ini or PRTO entry.

Sorry, I don't know what else to tell you.

--CK

Birdjaguar
Mar 24, 2004, 09:57 AM
I will check for hidden spaces. Thanks.

Satori
Mar 28, 2004, 07:53 AM
Hi, I'm new.
I'm pretty computer illiterate, but i tried following the instructions exactly to use the Panda unit I downloaded.
But nothing i've done seems to get recognized. In the Conquests editor, when i say add new unit, i type the name in, the unit just ends up being called PRTO_Panda and I can only select from the unit pictures that are already there, not the new one.
So, when I go into the game itself, the unit is called PRTO_Panda and looks like whatever unit i ended up choosing because the Panda wasnt there!

does that make sense?
anyway, if you know what i'm doing wrong, please let me know.

Colonel Kraken
Mar 30, 2004, 10:49 AM
Originally posted by Satori
Hi, I'm new.
I'm pretty computer illiterate, but i tried following the instructions exactly to use the Panda unit I downloaded.
But nothing i've done seems to get recognized. In the Conquests editor, when i say add new unit, i type the name in, the unit just ends up being called PRTO_Panda and I can only select from the unit pictures that are already there, not the new one.
So, when I go into the game itself, the unit is called PRTO_Panda and looks like whatever unit i ended up choosing because the Panda wasnt there!

does that make sense?
anyway, if you know what i'm doing wrong, please let me know.

Hi Satori,

What you did was type "PRTO_Panda" for the new unit name and didn't enter that name into the "Civilopedia Entry" portion. Instead, change the name to merely "Panda" and make sure to add "PRTO_Panda" to the Civilopedia Entry box. If you followed the rest of the turorial, it should work fine.

--CK

Persia
Apr 01, 2004, 07:04 AM
Hi Kraken i have followed your tutorial but i still have a problem
my new unit the challenger 1 can only be played when i use my scenario but when i start a new game i cant use the tank what should i do

Persia
Apr 02, 2004, 08:02 AM
Kraken i have found out how to use my scenario as a game
but now i have a new problem when i start the game and make my first city the game suddenly stopt when the city screen pops up what should i do??

VON GORDO
Apr 02, 2004, 10:51 AM
i did all u said, and btw that was quite fantastic of u to spend your time making a tutorial, but how the heck do i get my mod to work as a new game?? im a friggin newb i know.

also i added a mig15 it shows up in C3C editor with its picture, but im wondering: my units in the pediaions goes to 65 do i have to name mine 66miglarge.pcx??

Colonel Kraken
Apr 03, 2004, 07:23 AM
Originally posted by Persia
Kraken i have found out how to use my scenario as a game
but now i have a new problem when i start the game and make my first city the game suddenly stopt when the city screen pops up what should i do??

Have you made more modifications in your scenario other than adding unit(s)?

Colonel Kraken
Apr 03, 2004, 08:12 AM
Originally posted by VON GORDO
i did all u said, and btw that was quite fantastic of u to spend your time making a tutorial, but how the heck do i get my mod to work as a new game?? im a friggin newb i know.

Thanks, it was fun to do the tutorial. When you start Civ III: C3C, open up what I think is called (I'm doing it from memory) User Content or something like that, then you'll be able to select your scenario.


also i added a mig15 it shows up in C3C editor with its picture, but im wondering: my units in the pediaions goes to 65 do i have to name mine 66miglarge.pcx??

Name your pedia icon whatever you like. But, yes, you have to list it in the text document "PediaIcons" so that Civ knows what pictures your new unit corresponds to for the tech tree and Civilopedia.

--CK

VON GORDO
Apr 03, 2004, 12:59 PM
Col,
u da man, i promote you to General!! WOOT!!

VON GORDO
Apr 03, 2004, 01:07 PM
DOH!! same prob here as persia

VON GORDO
Apr 03, 2004, 03:28 PM
i dont get booted to the desktop when i build my 1st city in debug mode, hmmm.

Persia
Apr 04, 2004, 07:48 AM
Have you made more modifications in your scenario other than adding unit(s)?





No i only added a new unit??

Colonel Kraken
Apr 05, 2004, 09:35 AM
Originally posted by Persia
Kraken i have found out how to use my scenario as a game
but now i have a new problem when i start the game and make my first city the game suddenly stopt when the city screen pops up what should i do??

Originally posted by VON GORDO
DOH!! same prob here as persia

Do both of you have a unit that is available at scenario start? If so, then it is probably an error in that unit that is causing the city screen to crash. The city screen is trying to open showing the picture of your new unit, but it can't because there is some missing information.

Hmm . . . strange.

Persia
Apr 12, 2004, 03:17 PM
Do both of you have a unit that is available at scenario start? If so, then it is probably an error in that unit that is causing the city screen to crash. The city screen is trying to open showing the picture of your new unit, but it can't because there is some missing information.

Hmm . . . strange.



No its a tank that is available in the modern age??

Colonel Kraken
Apr 12, 2004, 03:46 PM
Originally posted by Persia

No its a tank that is available in the modern age??

Ask your question in the main C&C forum. Maybe someone there can help you.

Krikkitone
Apr 12, 2004, 08:15 PM
Will the AI use Teleport/Telepad units?

muffins
May 19, 2004, 01:27 AM
Here's a warning ...

Though you can add units from the C3C Conquests into your game with ..\..\..\..\..\Conquests\WWII in the Pacific\Art\Units\Unitname\unitname.flc pasted into a copied ini in your game\art\units folder ... it will crash the game if there is a space in the unitname.flc (eg - x_japaneseRM run.flc)

I found this out the hard way after 2 days trying to get the Japanese Carrier to work :D

Any way around this?

rcoutme
May 19, 2004, 05:39 PM
Your guide was great, however my stupidity is even greater, I suppose...
:cry: :cry:

I have been trying to add Crossbowman (from the unit library) into a scenario. This thread will give you the gist of problems I have had http://forums.civfanatics.com/showthread.php?t=88221

I have used Zulu's Unit_32 file

The crossbowman still only has a partial circle at his feet and cuts off 1/2 the opponent he is attacking. (I can easily live with this).

Problem, unless I start a different scenario, bust out and then start my scenario the game crashes. If I start the scenario as I described and then save, it seems to be OK. What in the world is going on? :crazyeye: :wallbash:

rcoutme
May 19, 2004, 06:38 PM
I figured it out!

:wallbash: :wallbash:

I can't believe it was so simple:

[punch]

As great as your thread is, you forgot one incredibly important detail: you must add a ';' semi-colon after the file name when you set it in the Scenario properties.

I realize that you must do this as a matter of course, but I had no idea. I was browsing through the various guide threads and saw that little, critical piece of information.

Thanks for all your great work.

BTW, you should probably edit the instructions to remind everyone to add a semi after the "My Mod" in the scenario properties.

:goodjob:

Colonel Kraken
May 20, 2004, 08:50 AM
As great as your thread is, you forgot one incredibly important detail: you must add a ';' semi-colon after the file name when you set it in the Scenario properties.


Actually, you only need to add a ";" to separate multiple entries. If there is only one entry, a semicolon is unnecessary.

I'm glad you resolved the issue. :goodjob:

rcoutme
May 25, 2004, 03:15 PM
I hate to rain on your parade, but the lack of a ";" will cause the system to blow up unless you have called in another unit from somewhere else. The ";" was actually listed in the FAQ as a required addition, but maybe in some of the earlier versions it is unnecessary. For all those who wish to avoid 'possible' problems, add the semi-.

Siddhartha
Jun 04, 2004, 02:09 PM
OK, I've created a new grenadier unit for the germans using the normal infrantry icon. The unit shows up just fine in debug mode, the scenario loads but when my settler builds it first city I get the error "cannot find infrantryDeath.wav" but when I check the folder this file is there?

Edit: nm, I found the problem.

Sobieski II
Jun 14, 2004, 03:37 PM
I cannot seem to be able to find the INI file for the units, what does it look like?

Colonel Kraken
Jun 14, 2004, 03:43 PM
I cannot seem to be able to find the INI file for the units, what does it look like?

the Unit.ini is in the main unit folder inside of Art/Units. It looks like a text file with a yellow sprocket looking thing. It can be opened with Notepad.

Lord Maximus
Jul 08, 2004, 07:08 PM
Hello guys it's my first post here as a resigtered member and yes im here to ask for help ,
ok i have been trying so hard last few days to add new units to the game i have read the posts and have followed the proceederures but still i get the error animanme blah blah not found in ped text.....now i have done thiss so much that i know and understand most of the steps in adding the new unit's but now i have narrowed it down to 2 things that may be the casue either
A. i am some how not putting the proper path to my scenrio folder in the search folder in scenrio properties

Or i am confusing the proceedure with the 32_units file

I have been trying to make a new unit with the icon image 74 in the list in the editor, i have adjusted the proper names etc and found that icon 74 is the berserks and brought that folder over to mine and adjusted the ini to the new unit name i called the Barbarian Hordes i have doen everything right so i think but still same bs error at start up, am i supposed to do something different with the image im doing like i said it's number 74 in the image list
I need help anyone!!!!! :goodjob:

Colonel Kraken
Jul 09, 2004, 05:53 PM
What unit are you trying to make? You want to use the Berserk for a Barbarian unit?

Lord Maximus
Jul 09, 2004, 08:09 PM
Well. i think it's the berserk's it's the picture num#74 in the list of icons when you add a unit in editor for an image

Colonel Kraken
Jul 10, 2004, 12:10 PM
Ok, I think I understand.

You copied the Berserk unit into your scenario, renamed the folder Barbarian Hordes (including the INI file). You then added a new unit in the editor called Barbarian Hordes and made the Civilopedia entry "PRTO_Barbarian_Hordes".
Then you added two entries in the PediaIcons.txt like this:

#ICON_PRTO_Barbarian_Hordes
art\civilopedia\icons\units\x_berserk civpedia lg.pcx
art\civilopedia\icons\units\x_berserk civpedia sm.pcx

#ANIMNAME_PRTO_Barbarian_Hordes
Berserk

This should work. Try it out.

--CK

Cool Trick: For something like this you don't actually need to move the unit folder. All you have to do is add the unit in the editor then add the entries I suggested into the PediaIcons.txt! :)

Lord Maximus
Jul 10, 2004, 06:34 PM
No it still didnt work says can't find berserk ini in arts unit etc...and i did it right too change the names everything it must be it not looking in the right place can you please give me an example of what exactly i should have as the search path in the scenrio properties entry it got to be that,,, like the conquets/scenrio/arts/units etc please give me an exmaple of what exactly i should have for the path!!!!!

Lord Maximus
Jul 11, 2004, 03:41 PM
Ok i have excatly figured out what my problem is now... so please can someone hlep em out i am at my last nerve.....

Forget my previous posts
I am adding new units to the game to the rise of rome scenrio, what i want to do is add(id settle for modifying an already existing unit as well) a new unit to that scenario i but what i cannot do is make the image i want show up in the game.....im trying to create a unit with the image 133 which is in the list of images for icons in the unit editior, 133 has no name attached to it it's just the image icon 133, now when i make a unit wiht that picture i'll then go and play the scenario....in the game, the proper picture show's up in the list of units i can build,

...but when the unit is built (i even if i just modifyed another unit..still shows the other image, not the image i want for the unit which is 133.

Now i know what it is im missing i think which is the large and small pcx files but i can't find them for the icon image 133 in the editor, where are they how can i get this info so i can get the unit images/pic i want for my unit when i play my scenario please anybody Help!!!!!!

Colonel Kraken
Jul 13, 2004, 04:34 PM
Icon 133 is a picture of one of the Japanese units from the Play the World extras folder. I'm not sure which one.

Procrastinator
Jul 13, 2004, 08:02 PM
Maximus, the location of the animations, etc. for your unit (133) is:

Civilization III/CIV3PTW/extras/Medieval Japan/Art/Units/Oda Arquebusier

I presume you need to copy this last folder to the right location in Conquests and rename it to exactly what you've got in your PediaIcons.txt, eg. Beserk

Now your game should reference to the animations for the unit that you build, which it sounds like you were missing.

I hope this helps - I'm just an amateur though ;)

ronok
Jul 13, 2004, 09:30 PM
I tried to add a unit to the game with the Napoleonic Infantry animation and Art, but when I try to start it in debug mode, it says:
ERROR:
Could Not Find File
Art\Units\Nap_Inf.ini or something like that. I looked at the ini file and everything seems to be there, any help would be appreciated.

Colonel Kraken
Jul 14, 2004, 06:37 AM
Maximus, the location of the animations, etc. for your unit (133) is:

Civilization III/CIV3PTW/extras/Medieval Japan/Art/Units/Oda Arquebusier

I presume you need to copy this last folder to the right location in Conquests and rename it to exactly what you've got in your PediaIcons.txt, eg. Beserk

Now your game should reference to the animations for the unit that you build, which it sounds like you were missing.

I hope this helps - I'm just an amateur though ;)

Thanks for the assistance, Procrastinator. Another way you can do it is leave the art work right where it is and simply reference the Medieval Japan folder in the Scenarios Search Folders in the Scenario Properties in the editor. Then, you add the Animname reference in the PediaIcons.txt with the PRTO name of your unit with the "Oda Arquebusier" folder reference underneath it. Like this:

#ANIMNAME_PRTO_My_Cool_New_Unit
Oda Arquebusier

The Animname then matches what you put in the editor, but the game then knows that the art work you want to use for it is the Oda Arquebusier. :)

--CK

Colonel Kraken
Jul 14, 2004, 06:39 AM
I tried to add a unit to the game with the Napoleonic Infantry animation and Art, but when I try to start it in debug mode, it says:
ERROR:
Could Not Find File
Art\Units\Nap_Inf.ini or something like that. I looked at the ini file and everything seems to be there, any help would be appreciated.

The mod you made probably doesn't know to look for your scenario folder. Add the name of your scenario folder to "Scenario Search Folders" in the "Scenario Properties" of the editor.

Yosemite
Jul 25, 2004, 02:33 PM
Colonel Kraken, you seem to be very good at helping confused people understand what to do in situations like this. I have tried a couple different things to try to use units from scenarios (such as light tanks, infantry battalions, gun batteries, etc.) in random map games. I know that I need to make a scenario in order to do that, and I know how to make a scenario. And I thought I knew some other stuff that I needed to, but it turns out that there has been a lot of miscommunication between me and the people who were trying to help me, so maybe you can do it. I want to use scenario units (such as light tanks, infantry battalions, gun batteries, etc.) in random maps; I do not want to make my own units! I want to use the pre-made units that were meant for the WWII in the Pacific scenario! That has been the source of a lot of confusion. Can you help me?

Colonel Kraken
Jul 26, 2004, 08:46 AM
(1) You'll need to create a scenario with the requesite Art\Units and Text folders.
(2) You'll have to copy and paste the unit folders from the WWII Pacific scenario into yours.
(3) Copy and Paste the PediaIcons.txt from C3C into your scenario Text folder.
(4) Copy and Paste the Civilopedia.txt from C3C into your scenario Text folder.
(5) Open up the PediaIcons from the Pacific scenario. Open your PediaIcons. Copy and Paste the relevant entries from Pacific scenario to yours.
(6) Do the same for the Civilopedia.
(5) Open the editor and create your scenario, adding the units you want. Name them whatever you wish. HOWEVER, the "PRTO_" entries MUST match those of the PediaIcons entries.

You should now have these units in-game. Save your scenario in debug mode. Start a game of your mod. Hit [Shift][F1] to open a list of units. Select your new units. Click on the map. See if they work. You'll know right away if they do not.

Hope this helps,

CK

Yosemite
Jul 27, 2004, 05:15 PM
Thanks Kraken. :)

Timelord
Aug 07, 2004, 09:59 AM
Help!! I added a unit to my game but aparently I fubar'd :( something, as the game plays up till the era where the unit is (Modern times) then when I goto the advisor screen the game "hangs" when I click on the science advisor.

I'm including a file called fubar.zip in hopes that someone can point out what the heck I did wrong. It contains the primary files from the game, IE the .biq, the pediaicons.txt, etc. It does NOT contain the actual uniit.

The Unit is called ShadowSword. (added as Icon #207 to the units_32.pcx)

One addional file in the zip (unitsdir.txt)that isn't a game file but a text file showing my dir structer under units.

a4phantom
Aug 14, 2004, 10:01 AM
Thanks CK. Does anyone know where I can find an icon that'll do for Self Propelled Artillery? I want to add a unit with the same bombardment strength but 2 movement points. If noone has such a unit I can use the light tank from Pacific War I suppose.

I could also use an icon for an Engineer, who would be a worker with ATR.

King Jacob
Aug 15, 2004, 04:13 AM
Does the folder name have to match the unit name :confused:

Olorin0222
Aug 15, 2004, 08:12 AM
Does the folder name have to match the unit name :confused:
No, but the name of the unit folder that contains flc's and such has to match with what you put into the second line of one of the PediaIcons entry.

Example:

#ANIMNAME_PRTO_Legionary
Legionary

So the unit folder must match with "Legionary". :)

Olorin0222
Aug 15, 2004, 08:14 AM
CK-

I've noticed that some of the units you can download are in .ace format, and not .ini. How can I convert those unitsinto flc's so I can use them????

Olorin0222
Aug 15, 2004, 08:29 AM
Help!! I added a unit to my game but aparently I fubar'd :( something, as the game plays up till the era where the unit is (Modern times) then when I goto the advisor screen the game "hangs" when I click on the science advisor.

Timelord,

Did you add a new Tech for your ShadowSword??? :confused:

a4phantom
Aug 15, 2004, 09:49 AM
I imported the P-38 Lightning ("fighter-bomber") directly from the Pacific War scenario, and whenever I try to build it in debug mode it says

ERROR READING FILE
Missing entry in "Scenarios\Ashmod\text\PediaIcons.txt".
ANIMNAME_PROTO_Fighter_Bomber
This game will now exit.

This makes no sense to me, because I also took someone's Paladin unit from the library, it works fine and has exactly the same file structure in the pediacons.txt. I had the same problem when I called the unit "fighter escort", but now I'm using it exactly as is and it still doesn't work. Any idea what's wrong?

UPDATE: I see, I accidently wrote PROTO_Fighter_Bomber in the civilopedia instead of PRTO.

Timelord
Aug 15, 2004, 06:11 PM
CK-

I've noticed that some of the units you can download are in .ace format, and not .ini. How can I convert those unitsinto flc's so I can use them????

.ACE is a Archive (File Compression) format. For more info on Win Ace goto www.winace.com

Timelord
Aug 15, 2004, 06:17 PM
Help!! I added a unit to my game but aparently I fubar'd :( something, as the game plays up till the era where the unit is (Modern times) then when I goto the advisor screen the game "hangs" when I click on the science advisor.

Timelord,

Did you add a new Tech for your ShadowSword??? :confused:

Yep. Tech is there But for some reason when I get to the modern times tech tree the game stops responding :cry:.

Olorin0222
Aug 15, 2004, 10:11 PM
Timelord,

I loaded your scenario into editor, and it had no civilopedia entry for the ShadowSword. Did you put in PRTO_ShadowSword into the scenario, or not?

Timelord
Aug 16, 2004, 06:08 AM
Timelord,

I loaded your scenario into editor, and it had no civilopedia entry for the ShadowSword. Did you put in PRTO_ShadowSword into the scenario, or not?

:hmm: I thought I did, but checking the copy I have here it appears I didn't. Maybe thats whats causing my problem. i've been :wallbash: for a time now and if it's something that simple....

Splaetos
Aug 16, 2004, 03:56 PM
Hey guys~

I am experienced at modding things, but not practiced at civ3 manipulation as of yet...

I can not seem to get my folders right, maybe someone can see what my problem is... i been baning my head against the desk all day...

first off...


Directory/File Structure:

c3c-
----Scenarios
-------------sevenseas
----------------------Art
-------------------------Civilopedia
------------------------------------Icons
-----------------------------------------Units
----------------------------------------------ScottishWarriorlarge.pcx
----------------------------------------------ScottishWarriorsmall.pcx
-------------------------Units
------------------------------ScottishWarrior
---------------------------------------------ScottishWarrior.ini
---------------------------------------------*other flc etc files
----------------------Text
--------------------------Civilopedia.txt
--------------------------PediaIcons.txt

This is in pediaIcons:

#ANIMNAME_PRTO_Rogue_Swordsman
ScottishWarrior

#ICON_PRTO_Rogue_Swordsman
sevenseas\art\civilopedia\icons\units\ScottishWarr iorlarge.pcx
sevenseas\art\civilopedia\icons\units\ScottishWarr iorsmall.pcx

This is one of the problems:

File Not Found:
"sevenseas\art\civilopedia\icons\units\ScottishWarr iorsmall.pcx"


Now that HAS to be a path problem right? Could be im just blind and missing something, but I cant figure why it cant find the file.

Editor is set for *scenario folders* *sevenseas* but the civilpedia crashes when trying to display the small lsit image. The name however is there as I wanted it 'Rogue Swordsman'

Further, I can use the swordsman in game but the sounds are looped way too much(like its playing 10 times), umm maybe im its supposed to be that way, ive never seen the unit in action really. On that note, im not sure the animations are working(but i cant remember how the sample looked =) have to look it up again)

#ANIMNAME_PRTO_Rogue_Swordsman
ScottishWarrior <---- does this need a path? or the folder name is suffiecent?

Like i said, I could jsut be blind or perhaps i missed something in my half dozen readings of the original tut....

any help would be appreciated.

Saturn6
Aug 16, 2004, 04:03 PM
Anyone got a free imager? Imaging for Windows is.....:(
I'm really mad as this is the only thing preventing me from building new units.

Olorin0222
Aug 16, 2004, 10:57 PM
Hey guys~

I am experienced at modding things, but not practiced at civ3 manipulation as of yet...

I can not seem to get my folders right, maybe someone can see what my problem is... i been baning my head against the desk all day...

first off...


Directory/File Structure:

c3c-
----Scenarios
-------------sevenseas
----------------------Art
-------------------------Civilopedia
------------------------------------Icons
-----------------------------------------Units
----------------------------------------------ScottishWarriorlarge.pcx
----------------------------------------------ScottishWarriorsmall.pcx
-------------------------Units
------------------------------ScottishWarrior
---------------------------------------------ScottishWarrior.ini
---------------------------------------------*other flc etc files
----------------------Text
--------------------------Civilopedia.txt
--------------------------PediaIcons.txt

This is in pediaIcons:

#ANIMNAME_PRTO_Rogue_Swordsman
ScottishWarrior

#ICON_PRTO_Rogue_Swordsman
sevenseas\art\civilopedia\icons\units\ScottishWarr iorlarge.pcx
sevenseas\art\civilopedia\icons\units\ScottishWarr iorsmall.pcx

This is one of the problems:

File Not Found:
"sevenseas\art\civilopedia\icons\units\ScottishWarr iorsmall.pcx"


Now that HAS to be a path problem right? Could be im just blind and missing something, but I cant figure why it cant find the file.

Editor is set for *scenario folders* *sevenseas* but the civilpedia crashes when trying to display the small lsit image. The name however is there as I wanted it 'Rogue Swordsman'

Further, I can use the swordsman in game but the sounds are looped way too much(like its playing 10 times), umm maybe im its supposed to be that way, ive never seen the unit in action really. On that note, im not sure the animations are working(but i cant remember how the sample looked =) have to look it up again)

#ANIMNAME_PRTO_Rogue_Swordsman
ScottishWarrior <---- does this need a path? or the folder name is suffiecent?

Like i said, I could jsut be blind or perhaps i missed something in my half dozen readings of the original tut....

any help would be appreciated.


No, the file name should be sufficient. Looking at the paths you wrote, everything is looking good. Did you DL the unit? If you did, maybe the have some listed bugs and fixes. The only other thing I can think of is if there is an extra space at the end of the ScottishWarriorsmall.pcx path. :confused:

Splaetos
Aug 16, 2004, 11:34 PM
thats odd, I didnt notice those spaces in those lines when i pasted them...

Splaetos
Aug 22, 2004, 04:04 PM
If you've downloaded a unit, it may have Civilopedia images for you. Cut (or Copy) them from you unit folder (My Cool New Unit) and paste them into My Mod\Art\Civilopedia\Icons\Units. There should be 2 files: one large and one small. Make note of the file names and add them to your PediaIcons entry for civilopedia icons.

conquest civilopedia crashed whenever i tried to use that path.

Instead I used art\civilopedia\icons\units and the pictures showed up fine.

Now I just have problems with the units =p

I'm pretty sure the Scottish Warrior sound is just... well bad... either that or i messed it up, but i have no clue how. All in all, this is mostly just becomign a stupid waste of time =)

a4phantom
Aug 22, 2004, 10:52 PM
Will the game work with added units that have no civilopedia entries? That's where I can't seem to get it right, and I don't really need them.

Colonel Kraken
Aug 23, 2004, 08:51 AM
Will the game work with added units that have no civilopedia entries? That's where I can't seem to get it right, and I don't really need them.

Yes, it should work fine without a Civilopedia entry.

JavalTigar
Aug 30, 2004, 10:29 PM
your guidance in this post has saved me from needing Rogiane early from pulling my hair like I did the last time I tried to do this.

I am making a flavor Mod for a friend of mine. I will be placing it on a disc for him and I want to make sure he doesn't have any wierd sound issues, with the linked sound files that have hidden spaces. So I am placing the sound files in the new units files.

My questions centers around the .amb files.

How do they work? How do I edit them? Is that possible? Is it needed?

Thanks

Colonel Kraken
Aug 31, 2004, 10:15 AM
My questions centers around the .amb files.

How do they work? How do I edit them? Is that possible? Is it needed?

Thanks

There has been a lot of discussion surrounding this. It seems to be a Firaxis proprietory format that can only be somewhat modified via hex editor. It's some kind of sound file that can take several different waves and put them together to make the sounds you hear for each unit.

Others have said that you can rename an amb file, make your own waves named the same as the wave files originally accessed by that amb file and essentially have a new amb. Or something like that. I've never tried it.

JavalTigar
Aug 31, 2004, 02:29 PM
I did try and open them with Word pad. I saw the names of certain sound files (among all the other crap) but I didn't try to edit or change anything. I guess I will experiment and see what I get. I will be sure to post my results.

Thanks for the help.

JavalTigar
Sep 09, 2004, 12:07 AM
Well all my attempts to mess with .amb's resulted in mass failure. But I got the sounds to work by copying the files from the main units, and updating the .ini files.

Sobassis
Sep 13, 2004, 09:34 PM
Colonel Kraken
:goodjob:
You are a F@$king genius and I thank you for it:D. Now by following your instructions and by using Zulus large PCX file which he so graciously posted for all to use I can finally add units to my campagin which I have been trying to do basically since I acquired CIV3C.
:rockon:

Colonel Kraken
Sep 17, 2004, 07:53 AM
Colonel Kraken
:goodjob:
You are a F@$king genius and I thank you for it:D. Now by following your instructions and by using Zulus large PCX file which he so graciously posted for all to use I can finally add units to my campagin which I have been trying to do basically since I acquired CIV3C.
:rockon:

Um . . thank you? I guess . . . :blush:

Sobassis
Sep 22, 2004, 04:23 AM
U r welcome

Azrune
Sep 27, 2004, 05:35 AM
help, I've followed your instructions, but when I go to the civopedia the game crashes. "error file art/icons/units/XXSpetsnazSmall.pcx not found" comes up although the file is there. Although I can place the unit using Shift F1. But the civopedia doen't work? The editor points in the right direction also. Can any body help?

Colonel Kraken
Sep 27, 2004, 08:50 AM
Just make sure your small pcx civilopedia pic has that exact name:

XXSpetsnazSmall.pcx

It's probably just a typo. Or, you could possibly have the pic in the wrong folder. Make sure it's in Art\Civilopedia\Icons\Units.

Azrune
Sep 27, 2004, 09:43 AM
Just make sure your small pcx civilopedia pic has that exact name:

XXSpetsnazSmall.pcx

It's probably just a typo. Or, you could possibly have the pic in the wrong folder. Make sure it's in Art\Civilopedia\Icons\Units.

It is in the folder as you have directed and the pcx file name I checked like a million times, I even tried changing it in the ini file and the pcx to something different thinking that the XX at the begining of the file was to blame. I looked in the old orginal civ vanilla files to see how they had it and all these pcx files had like a number before the name, perhaps that has something to do with it (but i don't think it is). Its a little strange that it does this considering everything else works regarding this and other units.
BTW Thanx for the reply :)

Azrune
Sep 29, 2004, 08:28 AM
Ah ha! I managed to get the icon appear in the civopedia by putting the PCX file in the normal Art\Civilopedia\Icons\Units of the main conquest game file. Why would it not look in My Mod, even thou I pointed it in that direction in the editor as instructed. Which is very strange considering the units themselfs work fine (which are still in MY Mod). Could it be to do with the Pedia text file (I copied it from the conquests main game and just added my units below Mobile Sam (last unit in the line)) This is bloody frustrating, cuz I don't want to have to throw in more PCX files into a main game folder.

Colonel Kraken
Sep 29, 2004, 11:03 AM
Did you save your modified PediaIcons to MyMod\Text? This is really strange to me. I'm not sure.

It's always difficult to problem solve when I can't actually see everything that affects the problem.

Azrune
Sep 30, 2004, 06:19 AM
sorted! It was a bloody typo on the Icons folder which I had named icon for some bizzare reason. Cheers for the help. :goodjob:

Colonel Kraken
Oct 01, 2004, 11:46 AM
sorted! It was a bloody typo

That's what it usually comes down to. ;)

laletinamateani
Oct 02, 2004, 05:16 PM
Ok... I posted this on another thread but I'm posting here just in case...

I'm having problems trying to figure out what an '.amb' file is... Error message is... ...marine.amb not found... This is for me trying to add the 'femalemarine' unit... HELP?!

Damnyankee
Oct 03, 2004, 03:01 PM
help, I've followed your instructions, but when I go to the civopedia the game crashes. "error file art/icons/units/XXSpetsnazSmall.pcx not found" comes up although the file is there. Although I can place the unit using Shift F1. But the civopedia doen't work? The editor points in the right direction also. Can any body help?

thanks for making that mistake, i had the EXACT same problem, but it wasn't a typo :)

Damnyankee
Oct 03, 2004, 04:16 PM
i got a question, i have finished modding my mod and when i play it, it works normal at first. Then when i build a city it is normal. Then something weird happens everytime. When i click on the icon to choose a unit to build, the screen flashes off and the program exits out. This does not happen with anyother map or scenario except the one modded. Could something be conflicting?

Colonel Kraken
Oct 04, 2004, 10:06 AM
Ok... I posted this on another thread but I'm posting here just in case...

I'm having problems trying to figure out what an '.amb' file is... Error message is... ...marine.amb not found... This is for me trying to add the 'femalemarine' unit... HELP?!

The amb file is a sound file that may not be included with the female marine unit download. Open the ini file inside of the unit folder and change the reference of the amb file to a sound file that is in the unit folder.

Colonel Kraken
Oct 04, 2004, 10:08 AM
i got a question, i have finished modding my mod and when i play it, it works normal at first. Then when i build a city it is normal. Then something weird happens everytime. When i click on the icon to choose a unit to build, the screen flashes off and the program exits out. This does not happen with anyother map or scenario except the one modded. Could something be conflicting?

I've heard this error many times. I'm not sure what it is. It seems I used to get this error from time to time. IIRC, it may have something to do with an incorrect pedia pic or units_32.

I think basically what's happening is it's looking for the picture to show in the city build screen for your unit and it's in an improper format or you referenced it improperly in the editor or something.

I really don't know.

Damnyankee
Oct 04, 2004, 01:45 PM
I've heard this error many times. I'm not sure what it is. It seems I used to get this error from time to time. IIRC, it may have something to do with an incorrect pedia pic or units_32.

I think basically what's happening is it's looking for the picture to show in the city build screen for your unit and it's in an improper format or you referenced it improperly in the editor or something.

I really don't know.

No problem, i only added about 4 units so i just deleted it. When i add the units, i will game test them along with debug. I guess it is a lession. But thats for the tutorial on how to add units :) I read it, and it is extreamly easy!!

Colonel Kraken
Oct 04, 2004, 04:10 PM
thats for the tutorial on how to add units :) I read it, and it is extreamly easy!!

Thank you. Were there some sections of it that confused you or that you had questions on? This is so I can perhaps word something a little better.

Damnyankee
Oct 04, 2004, 04:55 PM
Thank you. Were there some sections of it that confused you or that you had questions on? This is so I can perhaps word something a little better.

not really, pretty straightforward. Great guide

god_43
Oct 08, 2004, 11:40 AM
hi Colonel Kraken, i need your expert unit umm experiance, i have done everything here and i need help, can u help me with thes prob. right when i build the unit, the game crashes. heres a pic, i took it in debug mode but its the same in the game.

Damnyankee
Oct 08, 2004, 06:43 PM
hi Colonel Kraken, i need your expert unit umm experiance, i have done everything here and i need help, can u help me with thes prob. right when i build the unit, the game crashes. heres a pic, i took it in debug mode but its the same in the game.

did you check for spelling errors? In Animname and other entries?

god_43
Oct 08, 2004, 09:30 PM
yes i did and their are no errors

Colonel Kraken
Oct 12, 2004, 05:05 PM
hi Colonel Kraken, i need your expert unit umm experiance, i have done everything here and i need help, can u help me with thes prob. right when i build the unit, the game crashes. heres a pic, i took it in debug mode but its the same in the game.

There are two reasons I know of that could cause this.

(1) The entry is somehow entered incorrectly in PediaIcons.txt
(2) The biq file for your scenario is not searching your scenario folder for the modified PediaIcons.

You could e-mail me your PediaIcons and I can take a look. If I find nothing wrong in there, it's probably problem number 2.

god_43
Oct 14, 2004, 05:29 PM
ok thanks, i had given up on it but maybe you could help.
ill upload it here
thats weird, it has to .txts y, is not named that.

Colonel Kraken
Oct 14, 2004, 05:39 PM
You have "mountie" instead of "Mountie". Capitalize the "M", then it should work . . . I think. :crazyeye:

god_43
Oct 14, 2004, 05:49 PM
i have tried that and it did not work, i capd all of the mounties and it did not work

god_43
Oct 14, 2004, 06:56 PM
in your, Add an entry "My Mod" under scenario search folders, part of the tutorial, you should put an example of what it should look like.

Colonel Kraken
Oct 15, 2004, 08:30 AM
in your, Add an entry "My Mod" under scenario search folders, part of the tutorial, you should put an example of what it should look like.

I'm not sure what you mean by this. You're not sure of what I mean by "scenario search folders"?


Anyway, e-mail your biq to me so I can take a look at it. colonelkraken@hotmail.com

god_43
Oct 15, 2004, 09:25 AM
know i know what they are and where, what i think there should be is an exaple of what to put in there, because its a bit confusing how you worded it

Close the edit screen (not the Editor!) and select "Scenario Properties" under "Scenario". Add an entry "My Mod" under scenario search folders. This will ensure that C3C looks in your mod folders for information before it uses the default information. Open up some of the Conquests scenarios and look at these entries to see the structure you can use. For example, in the Pacific War scenario, there's a reference to the PtW WWII units pack for Japan. This is a really good example of what can be done here. Just remember that every "..\" is like using the "Up" folder icon in the Windows browser. Every entry/reference must be separated by a ";" semicolon.

god_43
Oct 15, 2004, 09:38 AM
ok i will email it to u
nm i just saw it

Master PJ8
Oct 26, 2004, 03:05 PM
In the Pediaicons.txt folder thing, how do you get the correct animation? In your're tutorial it says that you take the stuff you need from the Pediaicons in the scenario. The problem is, I downloaded these units--they are in no scenario so I don't have the correct Pediaicon PRTO_..... thing. I tried it and it doesn't work and I think this is why. If anyone could tell me what I'm missing, I would really appreciate it. Thanks.

Master PJ8
Oct 26, 2004, 03:15 PM
I think I downloaded some Portuguese Musketeer from steph's collection, so I tried that. I called it Musket Infantry like you said and below it in the Animname file part put the PRTO thing as Musket_Infantry and then below it I put AC_Musketeer_Portuguese_1_0 because that's what it said on the zip file. Instead of "Crusader" or "Rifleman" it was the above. I think I must have done something wrong here, but I'm not sure exactly. What do you think?

Colonel Kraken
Oct 26, 2004, 03:24 PM
Scenario refers to the scenario you've made. If you're going to use the name Musket Infantry, then disregard the name the unit creator gave the unit. For naming the unit, unit folder, unit.ini, ANIMNAME, etc. you need to have a consistent name. In your case, then, it's Musket Infantry. You can choose whatever name you want, but you must be consistent.

Hope this helps.

--CK

Master PJ8
Oct 26, 2004, 03:28 PM
Also could you clarify .ini file.

Master PJ8
Oct 26, 2004, 03:29 PM
Thanx-- I will try this.

Master PJ8
Oct 26, 2004, 04:08 PM
:confused: It didn't work-- and I don't want to waste all of your time so here's what I've got. Look at it and tell me if you see anything wrong based on what I've already told you. Also maybe some info on the bottom stuff. Thanks in advance!

#ICON_PRTO_Portuguese_Infantry
art\civilopedia\icons\units\AC_Musketeer_Portugues e_1_0_large.pcx
art\civilopedia\icons\units\AC_Musketeer_Portugues e_1_0_small.pcx

#ANIMNAME_PRTO_Portuguese_Infantry
Portuguese Infantry

In the zip file for this unit are two things. (1)AC_Musketeer_Portuguese
folder and (2)AC_Musketeer_Portuguese Configuration settings.

1.Attack.flc Death.flc (etc.)

2.(Below is an example of the file, and you obviously already know what it should look like but in case mine is different)
[Speed]
Normal Speed=225
Fast Speed=225

[Animations]
BLANK=
DEFAULT=Default.flc
WALK=
RUN=Run.flc
ATTACK1=AttackA.flc
ATTACK2=AttackB.flc
ATTACK3=
DEFEND=


What do I do with this stuff? What do I need to do with these files?

Also my Civilopedia/Icons/Units folder is empty what do I need to put in this?