View Full Version : Cracked Civ3ConquestsEdit - v1.22
Mendax Jan 17, 2004, 03:38 PM first of all i hate using word "hack" related to programs, games, etc. but "cracked" which would be IMHO a better word suggests a connection to piracy :rolleyes:
anyway, few days ago i bought C3C and lokked into the editor. this is what i found:
-n the improvemetns tab there are new options: "Acts as General Telepad" and "Charm Barrier"
-units tab: many new, previously hidden optiosn like "Telepad Range" or "Charm"
-every tab contains 'Add" and "Delete" buttons... i made them visible, but that does not mean i made them working...
-"difficulty levels" tab now has a working "Delete" button... however there's an interesting text also: "Do not delete any difficulty levels unless permitted by law"...
-in the "scenario properties" strange "Campaign" text as well as a counter...
current cracked editor comes from 1.22
here you'll find the "cracked/hacked" editor (490kB, ZIP'ped) (http://www.civ.org.pl/downloads.php?lang=Eng&type=Civ3§ion=Utils)
(CG)Mendax
Gramphos Jan 17, 2004, 03:54 PM Do you know if Teleport is working :eek:
Gramphos Jan 17, 2004, 04:01 PM Oh, and have you tested what charm is, and why have you made most listboxes flat?
Mendax Jan 17, 2004, 04:20 PM nope, i haven't tested it yet... i'm now doing some translations ;).
i've no idea why the listboxes are flat - i haven't flatten them... just haven't noticed. that does not corrupt anything, i think...
(CG)Mendax
Gramphos Jan 17, 2004, 04:34 PM Did some tests with teleport and this is how it seems to work:
A unit that has the teleportability can teleport to a unit with the telepad ability, that is listed among it's legal telepads, and is within the telepad range or to a building with the telepad ability (infinte range).
When you teleport to a unit that unit loses one hitpoint, and you can't teleport to a unit with only one hitpoint
A unit that have the conditions met for doing a teleport will have a icon with a T in it, that says unused control, which does the real teleporting
Gogf Jan 17, 2004, 04:43 PM Why did they include this teleport ability at all, is my question.
Gramphos Jan 17, 2004, 04:44 PM the unused control text is in labels.txt, but there seems to be no shortcut assosiated with teleport
Gramphos Jan 17, 2004, 04:45 PM I'm not sure, but when it's in there will be mods that can take advantage of it. ;)
sabrewolf Jan 17, 2004, 05:43 PM the only time i can think of teleporting, it's when you buy workers from the enemy... they magically appear in your capital.
but that would imply the teleporting would be around sind vanilla civ3 ;)
maybe we should ask firaxis?
sabrewolf Jan 17, 2004, 05:44 PM anyway, well done finding it, mandax :)
Gramphos Jan 17, 2004, 06:07 PM Teleporting occupy new (C3C) spots of the BIQ files, so it's not been around since vanilla Civ3.
warpstorm Jan 17, 2004, 09:33 PM Originally posted by Gogf
Why did they include this teleport ability at all, is my question.
That'd be telling.
Gogf Jan 17, 2004, 09:38 PM :sigh: Just like Yumbo!
sabrewolf Jan 18, 2004, 02:26 AM yumbo?
is that the the thread which has been around for months trying to figure out... well... yumbo? :lol:
Gramphos Jan 18, 2004, 03:28 AM What is Yumbo?
Gogf Jan 18, 2004, 10:55 AM Now I'm sorrry I brough it up... It's a breakaway games joke that sprung up during the beta of C3C, or so my sources say.
Dr Alimentado Jan 18, 2004, 05:13 PM Impressive stuff Mendax :)
Hehe, and what do you know - they already have an interface for resizing the map, if only they would implement it!
And I am really intrigued by the teleport feature, teleport to buildings and units, hmm...
Drift Jan 19, 2004, 01:50 PM Great finds!
I tried the Charm, but couldn't make sense of it. It requires an unit with bombardment values. My unit did destroy improvements but it had no effect on units and cities (capital and non capital).
My best guess is that it would allow capturing enemy units, but either it requires a set combination of flags or it doesn't work.
Teleportation is very useful and hopefully it works in future patches too.
Gramphos Jan 19, 2004, 02:08 PM I think that Charm is related to city bombardment (as buildings can have charm resistance)
Therefore my best guess is that it might improve the chances of cultural conversion to you if you bombard a city with charm. However, sush a thing is hard to try out.
AK47 Jan 19, 2004, 04:17 PM Just like to say that, even though I'm staying out of it, I'm following this thread with the greatest interest...
:scan:
AKA.
GIDustin Jan 20, 2004, 06:05 PM Originally posted by Mendax
i've no idea why the listboxes are flat - i haven't flatten them... just haven't noticed. that does not corrupt anything, i think...
If you have a unit with teh "Enslave" ability, it is really hard to choose the "Enslave results in" units as there is no scrollbar anymore.
Otherwise, Great find. May come in handy for the MTG Mod. I was just going to have "Airlift" be renamed to "teleport", and offer it early game, but now I may not need to.
- GIDustin
GIDustin Jan 20, 2004, 06:09 PM Also, many of the add buttons that are now enabled to absolutlely nothing:
Eras
World Sizes
Combat Experience
Diplomats and Spies
Worker Jobs
Terrain
Problably no code behind the buttons or whatnot. Might be best to just re-delete them
- GIDustin
Jabie Jan 23, 2004, 06:22 AM Excellent working on cracking the Editor. I hope that the updated Editor will include some of these options.
Teleport sounds really interesting. Wonder if it allows us to have a proper arms tarde, rather than just a worker trade. Also I really like the idea of adding a Teleport Tech at the end of the Modern Era in my mods.
Bane Star Jan 28, 2004, 10:55 PM Charm sounds like an ability priests could have to either convert units or convert cities... similar to bombard... has % chance of working, a given no of tiles distance that it works, and certain structures would have defence against charm, such as churches or temples
they would have copied the entire bombardment system as an easy way to create it... changing only the final outcome.
Bobisback Jan 29, 2004, 08:49 AM this is very interesting.
spincrus Jan 31, 2004, 06:40 PM Originally posted by Bane Star
Charm sounds like an ability priests could have to either convert units or convert cities... similar to bombard... has % chance of working, a given no of tiles distance that it works, and certain structures would have defence against charm, such as churches or temples
they would have copied the entire bombardment system as an easy way to create it... changing only the final outcome. I agree. That is my guess too; units such as a monk/priest/mollah/whatever might now actually work. And just like any other building that decreases corruption, buildings with the "Resistant to Charm" flag might be decreasing the chances of success.
Could be possible.
Mendax Feb 06, 2004, 04:45 PM Originally posted by GIDustin
If you have a unit with teh "Enslave" ability, it is really hard to choose the "Enslave results in" units as there is no scrollbar anymore.
- GIDustin
ok. fixed.
here (http://www.civ.org.pl/downloads.php?lang=Eng&type=Civ3§ion=Utils) you'll find the "better" version...
(CG)Mendax
Ingxoxo Feb 12, 2004, 11:44 AM Gramphos or Mendax,
Do you know of a program or could you make one that allows saved games to have their rules edited?
I know Gramphos' Mutli tool (1.09.1) comes very close, but I haven't been able to load an exported scenario from the save file into the true Civ3 editor (conquests).
Or could we go another way and reset the saving flag (or whatever it is) that tells the game what rules to save the first time it is saved?
It boggles my mind that there hasn't been more of a push for this.
Gramphos Feb 14, 2004, 06:14 PM What is the error when you try to load an exported rule in the editor. (There was a bug with C3C exported rules, but it should have been fixed in 1.09)
Kenta'arka Feb 15, 2004, 10:19 AM hehe, this one is interesting. I think teleport will be useful for Borg civ in Star Trek Mod :) :goodjob:
Don't know, is it possible to change the editor, so that armies can get attack and defence values on their own?
EDIT: Oh and trying to download the new version results in an error. Says something like "access denied, error 403"
Ingxoxo Feb 17, 2004, 02:24 AM Gramphos,
When I export a map only from the map or export scenario (all map options only checked) tab. The map loads, but without cities, only roads, outposts, maybe a few other things. No cities, units, irrigation,...
When I export from the map tab or scenario tab and include the rules I get "Not a valid Civ3 file". Then if I save over the file with rules, saving only the map I get a "seek failed on <path and name of scenario>"
Both the map export and the scenario export have the same window title "Select name of scenario file to export map to" if that matters.
When I try to import the scenario file I just saved into C3MT I get "unknown section: after GAME". (this is after a few times of replacing the same file with rules and map, map only, rules only, etc...).
Here are my versions:
C3C 1.12
C3C editor 1.01
C3C bic file version 12.07
Files are saved from C3MT as .biq files
C3MT 1.09.1
Hope that helps, I'm dying to be able to change rules in a save file, thanks for the reply...
W.i.n.t.e.r Feb 20, 2004, 05:56 AM Originally posted by GIDustin
Also, many of the add buttons that are now enabled to absolutlely nothing:
Eras
World Sizes
Combat Experience
Diplomats and Spies
Worker Jobs
Terrain
Problably no code behind the buttons or whatnot. Might be best to just re-delete them
- GIDustin
:rolleyes:
W.i.n.t.e.r Feb 20, 2004, 09:47 AM Guys- how come that in ChrissiCom's hacked Civ3 editor the add button allows a seemingly unlimited number of civs into the game (see screenshot) and in PTW & C3C it is impossible to reverse this as well ??? There should be a possibility, right- and U guys have some experience with alterations of the bic/bix/biq files, right ??
My request- somebody that can edit these files to make a C3C hack with this add 32+ (PLUS!!!) civilizations function :) and perhaps a possibility to make the Combat Experience Add work...
W.i.n.t.e.r Feb 20, 2004, 09:52 AM Chrissicom's Hack (http://forums.civfanatics.com/showthread.php?s=&threadid=21406)
Mendax Feb 20, 2004, 03:44 PM AFAIK even if you have more than 31+barbs in a BIC/BIX/BIQ file you won't be able to play with them. there's a hardcoded limit in game...
the same (i mean hard-coding) is with experience levels...
with enabling them i just wanted to show that they ARE in the editor.
(CG)Mendax
W.i.n.t.e.r Feb 20, 2004, 05:19 PM damn :cry: ... such potential- but the civs are really there- only in later version it is hard-coded (to the extent that extra civs wont be saved in the editor)
Grandmaster Feb 20, 2004, 06:40 PM I've read Gramphos' mini-tutorial, and it's been helpful, but I have a few more questions about teleporting units.
Has anybody been able to make units teleport to cities, using a City Improvement rather than a unit? I tried to set it up, but couldn't get it to work in my test scen. Also, has anybody been able to find a way to teleport units to another civ's city? I don't expect this to be possible, but somebody raised the idea of weapons trade, and I guess that's how you'd do it (if it's at all possible.)
If anybody has found a method for creating these effects, please, enlighten us all. :D
Tathlum Mar 16, 2004, 12:26 PM Try as I might I can't find any way to have charm have any effect other than to destroy terrain improvements.
Anybody learn anything new about these features?
Chieftess Mar 24, 2004, 01:22 PM Charm... and Charm Barrier... sounds like someone at Firaxis was playing too many Final Fantasy games. :lol: Although, it does sound like it might be used for enslavement.
BTW, the crop map was always there. Press F12. :)
AK47 Mar 24, 2004, 01:51 PM @ grandmaster:
Yep, I'm using teleport ability to a city in my mod (TML3), with the airport. Works fine.
First set the building to "acts as a general telepad".
Then, flag the unit(s) "teleportable".
And select the building in "Legal Bldg Telepads" (bottom right).
computerdude113 Mar 27, 2004, 09:55 PM How does one get the Charm option to be selectable?
It's always greyed out for me, and it confuses me to no extent./
GIDustin Mar 28, 2004, 03:50 AM On the same subject, has anyone figured out exactly whta charm does and how it works?
MarineCorps Apr 05, 2004, 07:20 AM Don't think so.
@ Mendax: Is there going to be a hacked editor for the 1.20 patch?
Mendax Apr 05, 2004, 08:15 AM MarineCorps: no :p. i'll try to make a one for 1.22, but as soon as i finish downloading it (i'm a 56k modem user :( ).
and about that 'Charm'... maybe someone with the "right connections" should ask Firaxians about it?
(CG)Mendax
MarineCorps Apr 05, 2004, 07:18 PM Originally posted by Mendax
(i'm a 56k modem user :( ).
and about that 'Charm'... maybe someone with the "right connections" should ask Firaxians about it?
Sadly so am I. :(
Originally posted by Mendax
and about that 'Charm'... maybe someone with the "right connections" should ask Firaxians about it?
Doubt they would anwser it.:(
Mendax Apr 11, 2004, 04:04 AM ok, cracked editor from 1.22 is READY!!!
DOWNLOAD here (http://www.civ.org.pl/downloads.php?lang=Eng&type=Civ3§ion=Utils)
(CG)Mendax
Gramphos Apr 12, 2004, 02:19 AM Originally posted by computerdude113
How does one get the Charm option to be selectable?
It's always greyed out for me, and it confuses me to no extent./
Must have bombard sterngth (and maybe range too)
MarineCorps Apr 14, 2004, 05:59 PM EDIT: Never mind. Problem solved. Just another glitch in the AOL software. :rolleyes:
Goldflash Jun 24, 2004, 09:19 PM Warpstorm Basically just told me what Charm does... It acts like the Diplomats from Civ 1 and 2 and lets you convert enemy units to your side.
Chieftess Jun 24, 2004, 09:34 PM Hmm, it seems as if the corruption label, "off" doesn't really work... my 2nd city still had corruption. Might've been something they hadn't programmed in yet.
NateDawgNY Jun 24, 2004, 11:52 PM @Goldflash
Any idea what else I need to have flagged for the charm option to work? I currently have bombard strength, range, rate of fire, bombard, and artillery flagged. I'm asking because I just tried it in-game and it didn't work.
Goldflash Jun 25, 2004, 09:13 AM No Idea, NateMaybe it doesn't work, I'm just saying what Warpstorm alluded to.
NateDawgNY Jun 25, 2004, 02:52 PM True enough. Bummer. Thanks Goldflash.
Does anyone know how to make the charm flag work??
sgrig Oct 08, 2004, 09:44 AM I did a little bit of testing and it seems that if an enemy city has a building with telepad ability, then teleporting into that city immediately captures it.
Any city can only accept a teleport once a turn no matter how many buildings have the telepad ability.
Also units cannot be teleported onto naval units (ie transports).
It also seems that the "telepad range" for units which is specified in the editor is actually double the actual range. That is, the actual range at which teleports work is half of what is specified in the editor. I have no idea why this is so.
PresidentMarcos Oct 08, 2004, 10:29 PM Much too bad that there is no "Add Terrain" option...
KayEss Oct 09, 2004, 04:05 AM I did a little bit of testing and it seems that if an enemy city has a building with telepad ability, then teleporting into that city immediately captures it.
I take that this means you shouldn't be building anything in your cities with telepad ability or you're likely to lose them at first sign of war?
Do the invading units attack the units already in the city or do the defenders just dissappear? Can you telepad from units and do this or just from other cities?
PresidentMarcos Oct 09, 2004, 10:36 AM Hmm...You could possibly exploit that in a scenario...(paratroopers capturing airport; defenses collapse)
Willem Jan 04, 2005, 03:28 PM I've been trying to get the cracked editor, but the link that Mendax has provided isn't working. Could someone upload the version they have so I can grab it? I'm really curious to see what it has to offer.
Mendax Jan 04, 2005, 04:34 PM Willem: send me an e-mail { mendax AT civ DOT org DOT pl where AT=@ DOT=. } and then i'll answer with an editor attached.
few days ago we had on civ.org.pl large server software update, and "Files" section still doesn't work. we hope to fix it soon:).
please, do not redistribute the cracked editor outside civ.org.pl, as i just want to know how many people downloaded it. and under the link i provided there's a counter for that...
Mendax
Saberhagen Jan 06, 2005, 08:40 AM hey mendax, can't download your editor.
The link isn't working, check it out
Mendax Jan 06, 2005, 01:42 PM i know the link doesn't work!
if you want the editor write me an e-mail or send your address via PM
Mendax
Willem Jan 06, 2005, 05:40 PM So other than the Charm and the Telepad, what else did you get working?
Willem Jan 08, 2005, 03:07 PM Has anyone managed to get any results with the Charm ability? I have it enabled, but I'm not getting any button and after several battles in Debug mode, it doesn't seem to do anything.
The Teleport does indeed work though. I haven't tried it against an enemy city yet, but I can't teleport to a friendly one. I'm not really sure what value this would have in a mod/scenario; it seems to me that it's more like a glorified Airport. The only difference is that a teleportable unit can do so while in the field. I didn't get it to work with a unit as a telepad though, only a city improvement.
Willem Jan 08, 2005, 03:10 PM I think that Charm is related to city bombardment (as buildings can have charm resistance)
Therefore my best guess is that it might improve the chances of cultural conversion to you if you bombard a city with charm. However, sush a thing is hard to try out.
But when you have the Charm ability enabled, the bombard option disappears. So it's only the values that are related.
Willem Jan 08, 2005, 03:18 PM Has anybody been able to make units teleport to cities, using a City Improvement rather than a unit?
Yes, I added the General Telepad function to a Temple and was able to teleport my Warrior unit to another city instantly. Perhaps the range was to low in your test.
Also, has anybody been able to find a way to teleport units to another civ's city? I don't expect this to be possible, but somebody raised the idea of weapons trade, and I guess that's how you'd do it (if it's at all possible.)
I tried it with a friendly city and wasn't able to. I haven't done a test with an enemy city though.
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