View Full Version : Civ3MultiTool - Now at Civfanatics
sgrig Jan 29, 2002, 07:52 AM Great tool, Gramphos!
I have a couple of suggestions:
On the unit tab, is it possible to have a list of cities, so that when a unit is selected the city where it is based shows up, and conversely when a city is selected, the unit's coords are set to the coords of that city (there should be a check that the city and the unit belong to the same civ). I don't think this should be hard to implement.
Similarly, on the city tab there should be an option to show the units in the city.
Otherwise thisis great! Keep it up!
PS Of course it would be greatly desirable to place/shift cities, but I realise that this is too complicated, so I won't even suggest it!
Gramphos Jan 29, 2002, 11:26 AM Originally posted by sgrig
Great tool, Gramphos!
I have a couple of suggestions:
On the unit tab, is it possible to have a list of cities, so that when a unit is selected the city where it is based shows up, and conversely when a city is selected, the unit's coords are set to the coords of that city (there should be a check that the city and the unit belong to the same civ). I don't think this should be hard to implement.
Similarly, on the city tab there should be an option to show the units in the city.
Otherwise thisis great! Keep it up!
PS Of course it would be greatly desirable to place/shift cities, but I realise that this is too complicated, so I won't even suggest it!
Good sugestions both of them, I'll see if I can get it into the upcoming version. The biggest problem is to handle units not in cities, but I guess that it shoud be possibel.
And that on the City tab: Is it just a show function you are asking for? If that is the case I guess it could be implemented.
Gramphos Jan 29, 2002, 03:40 PM Both your suggestions for lists has been added, and will be part of the next version, but it will not be posted yet due to some major changes, that has to be done to make impact with the planned name change.
About placing Cities I don't have far left. I think I actually could be able to move, and maybe even remove cities with the next version. To add them I'd still need to do some more work, as for what to default all unknown city values to. But I don't promise anything.
Gramphos Jan 29, 2002, 03:45 PM The only problem with moving cities right now is that I don't have a way to handle what would happen if it was moved to a place where another city works, or even worse, on top of another city.
I don't think a city would do any good in water either, so the biggest problems is the checks. If I don't make any I think I could be able to allow moveing cities, but that would be very insecure.
royfurr Jan 29, 2002, 08:18 PM Thanks Gramphos!! for your answers to my questions last week. I have been ill with the flu since right after I had posted and only now have emerged from the sickbed .... it was a nasty one, thats why you'd not heard this message of gratitude.
ANYWAY I now download your newest version and will try out your suggestions to get it all going, what with the VB runtimes and all.
Thank you again for posting. Good Day!!
Royfurr
:crazyeyes:
Gramphos Jan 30, 2002, 12:04 AM Originally posted by royfurr
ANYWAY I now download your newest version and will try out your suggestions to get it all going, what with the VB runtimes and all.
If you have used any version before you should not need the VB runtimes. otherwise (I recommend you to download the full install, and if you want to use an untested version the zip of that as well.
sgrig Jan 30, 2002, 07:00 AM Great!
I look forward to the next version! :D
Maybe we will finally be able to make proper scenarios!
Maybe it would be easier to copy cities to a different place, rather than placing them from scratch, so that you do not have to worry about default settings?
royfurr Jan 30, 2002, 12:37 PM Thoughful as ever, eh, Gramphos? Thanks for that tip you threw in about the runtimes. I'd never had your program and just used that newest "full install" version, seemed the safest, stuck the unzipped small building pcx file into Art/City Screen after backing up the original, and then tried Plutarck's tutorial to create a Coracle via copying and editing the Galley. It seemed to work!! (Your tool at least, anyways.) The Coracle was now listed in the editor when I opened the bic file. Still gotta start a new game to check it out, it will not be in my current saved games in the Saves folder, right? They are from the current civ3mod.bic file, and I edited a BAKUPciv3mod.bic file I'd made from copying the current one, when I used your tool.
Now I need to figure out the relationships between maps (in or not in the bics), when to load scenarios vs. saved games, and ... I want to add in a unit (potenitally, ie the build ability, not at actual "on the map" unit) while the game has already been running, ie add to a saved game file? ( Whats a "cpf" file? I read your readme but stupid me doesn't understand!) AH, seems like a zillion questions. Other then Plutarck's "How to Mod" tutorial, is there anything anywhere that talks about using your tool and doing mods etc for RANK beginingers? I AM confused about the map buisness, vs. bics, sceniaros vs. games in progress, mods, etc etc. When I upgraded to the 1.16 patch, my saved games wouldnn't load- hung at "57%" !! I think I had made just one tiny editor change (maybe not so minor, eh??), and after deleting it things worked ok ??? I wound up just starting a new game and all has worked fine since, even the Editor changes I've make. Whoo, we're having fun now!
I think Marla the Mighty Map Maker has a tutorial on moving starting civ locations, I'm gonna look for that next. Her map is DEFINITLEY an AWARD WINNER.
Anyway thanks again for all your help. I'm finally getting a start on this!! Yeaaaa! The World is a Gloroius Place!
THANKS!
:crazyeyes
Gramphos Jan 30, 2002, 01:43 PM That was many questions.
As for changing civ3mod.bic I don't recomend it. I think it should work with current saves if you just add a Unit, but I'm not 100% sure. The best is to use the load scenario thing, as the rules then are saved in the save.
A bic can contain 2 groups of sections. The rules sections and the map sections. These groups need to contain all groups of them to work with the game. (i.e. you can't leave the Techs out just becasue you don't edit them). The bics nan have 3 combinations: Rules, Map or Rules + Map.
Scenarios are used with new games, and are bic files. Saved games can, if started as a scenario with rules, hold the bic rules sections. They also contains a map, units and cities among with other game specific data. One big problem of making a save game as a scenario is the saved seed. (It should be possible to find, but I've not found it yet.) One other is that only one civ can be played.
The CPF file format is a file format I created to make it possible to automatically mass move the starting units to locations specified in that file. If you want to know more, check the CPT thread (maybe that readme). C3CT can generate those files without any Civ info. Yuo might test that ffunction. To do so you need to load a map with playerstarts, and click the generate CPF. Then a CPF will be crated with all the defined positions data, and you will have to edit the Civs, to be right at the right spot.
Toasty Jan 30, 2002, 04:01 PM Hey Gramphos. I used the latest version of C3CT to copy a civilization, but in the select civilization menu, I choose it and it crashes. Also note that the country name doesn't show on the select box on the left.
What's up?
royfurr Jan 30, 2002, 08:06 PM Originally posted by Gramphos
That was many questions.
Yaa, sorry, I get real ethuastic sometimes, its better then being gloomy .... been there, too, it is not fun ... reply only as much or as little as you like ... but anything you say will be eagerly read! I think I am VERY close to understanding how this all fits together, please, help me get the last little way ... IF you have time, if not, I understand .... maybe later ???? Either way, I thank you. Gratefully.
But anyway back OT ...
As for changing civ3mod.bic I don't recomend it. I think it should work with current saves if you just add a Unit, but I'm not 100% sure. The best is to use the load scenario thing, as the rules then are saved in the save. [/QUOTE]
I've seen this sort of comment before. It kinda confuses me. I thought that changing (read: editing) the civ3mod.bic file was the WHOLE POINT of the Editor and of the C3CT! I mean, that is all that I have been doing. Of couse I backed up the "original" (ie patch 1.16f's) civ3mod.bic at the start, and everytime I made another editiing change in the editor I backed up that modified one before procedding (in fact, in a separate folder on my HD, I have a whole sereis of "civ3mod.bic" files (with descriptive names) from each stage of modifications I have made- typically unit stats mods, sometimes changes in city improvements, or requirements for something, etc. But up to now, it was all simple modifing the properties of a given item- changing it forever- no keeping of the original (ie no NEW things with OLD things still there). I shouldn't be doing this? Only make changes in .sav files with the SaveGameEditor.bat file?? (But it only changes current STUFF, not unit/items Properties, as the editor does ....??) So what DO you edit with the editor if not the civ3mod.bic file? Clearly I am confused!! (So what else is new? :crazyeyes )
A bic can contain 2 groups of sections. The rules sections and the map sections. These groups need to contain all groups of them to work with the game. (i.e. you can't leave the Techs out just becasue you don't edit them). The bics nan have 3 combinations: Rules, Map or Rules + Map.
Scenarios are used with new games, and are bic files. Saved games can, if started as a scenario with rules, hold the bic rules sections. They also contains a map, units and cities among with other game specific data. One big problem of making a save game as a scenario is the saved seed. (It should be possible to find, but I've not found it yet.) One other is that only one civ can be played. [/QUOTE]
So, what exactly IS a scenario? IS is any old bic file that has a MAP and RULES "section" in it, AND, is IN the Civilization III/SCENIARO *FOLDER* on the HD? SO thus when we select Load Sceniaro, the game goes to that folder (SCENIARO) and offers any bic file there for us to select from? AND THUS, if I modify civ3mod.bic with the editor (ah, no map in this modified file, right, since we had left "No Map" checked in using the Editor to do the editing of this civ3mod.bic file??) and its simply in the "top" (root) folder of the game, it shows up as the rules base game being played when we select Start new game, ONLY, and those rules get incorporated into any *.SAV files created from that bic file used in playing those games .... BUT one COULD NOT use those modified rules (in the civ3mod.bic) in playing a sceniaro, as in loading a sceniaro we can only pick from the bic files that are in the Sceniaro folder. OK, if that is right, that makes sense. The danger in editing civ3mod.bic is those changes get used in creating new *.SAV files, ie new games, and if they contradict something in the hard coded part of the game .... CRASH! Yes/No? INSTEAD, edit a base civ3mod.bic file, save/move it into the Sceniaro folder, and then it only gets used when we SELECT IT Specifically from Load Sceniaro?? (wouldn't conflicts still cause a crash?) But could you even load a sceniaro UNLESS a MAP is also in that bic file? SO how do you get a map in there ... IMPORT MAP !!! but how do you do this exactly- what file format is the map in- if a bic, how do you know its a "map bic" vs. a "Rules" bic like my modified civ3mod.bic files? I see the Import from Bic etc, in the Save game editor MAP tab. Seems like you need to first have a *.SAV file to get a generated map FROM, import into ANOTHER *.sav file?? But how do you get your edited rules from the editor, edited units (new ones you make using the Mighty Gramphos's C3CT program!!) etc, INTO that *.sav file???
I seem to be so tantalisingly close to understanding all this, but JUST NOT QUITE getting it all ....
AHHHHHHHHHH spining spinning spinning downward out of control ....
I still don't understand why everyone says to NOT change the civ3mod.bic file itself (having ALWAYS kept a safe copy backed up)... seems thats WHAT we want to do to create a mod or a sceniaro. (IS there ANY difference between a "mod" and a sceniaro here??)
The CPF file format is a file format I created to make it possible to automatically mass move the starting units to locations specified in that file. If you want to know more, check the CPT thread (maybe that readme). C3CT can generate those files without any Civ info. Yuo might test that ffunction. To do so you need to load a map with playerstarts, and click the generate CPF. Then a CPF will be crated with all the defined positions data, and you will have to edit the Civs, to be right at the right spot. [/QUOTE]
Yes, I shall look for this thread to learn more about cpf file.
FINALLY, almost over .... what DOESN't work? Still CANNOT add techs?? due to position problems in the tech tree??? or is that now fixed by patch/your hard work? CANNOT add eras (greyed out? in C3CT?) CAN ONLY add to a total of 32 civs?? (BUT CAN add up to that??).
ENOUGH! Please, any answers or suggestions will be recieved most gladly!! IF you glean anything from my comments which is leading me astray, let me know!
Thank you.
Dark Sheer Jan 30, 2002, 08:50 PM Wow!! Thats alot of question. Usually this kind of request when come to me in my office will go to the bottom of the tray so I can resolve more smaller problem first :lol:
Since Gramphos has been a great help to the whole Civ3 community I will try to lighten his burden by answering some of those question that I know the answer. :) :
Originally posted by royfurr
So what DO you edit with the editor if not the civ3mod.bic file? Clearly I am confused!! (So what else is new? :crazyeyes
: )
By suggesting you to edit and save to a different file name other than Civ3mod.bic has two good point. First, you will always have a clean Civ3mod.bic if anything goes wrong. Second, it won't mess up your current savegame. A standard game get the rules from Civ3mod.bic and each time the savegame is loaded it reads the rules from the file. So if you add a unit or change the requirement of a tech or unit etc you will not be able to load the old savegame. Generally editing unit stats does not affect your old savegame.
Originally posted by royfurr
So, what exactly IS a scenario?
Well, a scenario at this moment means either 1) a map 2) edited rules or 3) map with edited rules. What Gramphos trying to say is the bic file has 2 sections, map and rules. At the moment C3CT can grab the map from any bic files and put them into a savegame and as long as the map is the same with what the savegame is using (ie the map was originally exported from the savegame) you can actually edit the map as you play the game :D
By having the no map tab checked just means that Civ3 will ignore the map section when you load the bic file as a scenario and go straight to the select map screen. In fact, Civ3 can also load in a bic file with both map and edited rules and ignore the edited rules (by checking the use default rules button in the start screen Civ3 will read the rules from Civ3mod.bic but use the map loaded). A scenario savegame is saved together with the rules and any editing done to the scenario bic file does not affect the old savegame.
So if you want to test what will happen if a particular unit's stat is changed without starting a new game, modify the Civ3mod.bic instead of a scenario file. ;) There is no diff between a mod and a scenario at the moment.
Originally posted by royfurr
Still CANNOT add techs?? due to position problems in the tech tree???...CANNOT add eras (greyed out? in C3CT?)...
You can add techs at the moment but you can't use any new tech icon. So basically you need to recycle the current icons. Also, adding each tech will make the highest icon unusable (Civ3 crash if that icon is used). Other than that, adding tech is fine. As to eras, Dan Magaha of Firaxis has pointed out that Civ3 will most likely crash if you add era (and of course Civ3 DO crash :p )
I hope that answer some of your questions and ease the burden on Gramphos. :cooool:
royfurr Jan 31, 2002, 08:28 PM Originally posted by Dark Sheer
Wow!! Thats alot of question. Usually this kind of request when come to me in my office will go to the bottom of the tray so I can resolve more smaller problem first :lol:
Since Gramphos has been a great help to the whole Civ3 community I will try to lighten his burden by answering some of those question that I know the answer. :) :
Dark Sheer- Thank you for stepping up to the plate to help me. I am Grateful! I'm sure Gramphos appreciates your help, too. I will limit my ethausium and only make a small post. I hope you will anwser my questions and/or maybe others will pitch in too. If so, THANK YOU to you Others!
So one key thing I realise is- after you edit the civ3mod.bic file, move that edited file (which has been given a different name, preserving the original) YOU MOVE IT FROM THE ROOT OF THE CIV3 FOLDER TO THE SCENIARO FOLDER. IT *MUST* have bic as a file extension. Now, you have a "sceniaro". IF it was created from editing the original civ3mod.bic, there is no map ("no map tab checked"), and the Sceniaro starts up like any new game, with the screen to create a worldmap type, etc. It will use for rules the editing you've done in creating that file.
Am I right so far? SO, now I need to learn how to put "maps" into these sceniaro bic files??
... A standard game get the rules from Civ3mod.bic and each time the savegame is loaded it reads the rules from the file. So if you add a unit or change the requirement of a tech or unit etc you will not be able to load the old savegame. Generally editing unit stats does not affect your old savegame. [/QUOTE]
Doesn't a savegame (ie a *.sav, generated by saving a game in progress??) save into it the rules that were in existence at that moment of saving? Which came from the civ3mod.bic file used to start that game? Your comment sounded (to me) like it meant that the saved game (*.sav) pulled the rules to be used to play that game, when its loaded as a "load game", from the current civ3mod.bic file in the root directory of CIV3- not from inside THAT *.sav file. Is that right or does it use "rules inside the save game"? Maybe this is why I am confused?
OK, don't dispair, I am getting near end of post now. I promised to only ask a few questions, so I try to only do that!
Well, a scenario at this moment means either 1) a map 2) edited rules or 3) map with edited rules. What Gramphos trying to say is the bic file has 2 sections, map and rules. At the moment C3CT can grab the map from any bic files and put them into a savegame and as long as the map is the same with what the savegame is using (ie the map was originally exported from the savegame) you can actually edit the map as you play the game :D [/QUOTE]
OK, real good! HOW do I "grab a map" and "put into a savegame"? By save game you mean a previoulsy created *.SAV file, right? WHen I "select a BIC file" in C3CT, and Load a bic file, I get the Import and Export buttons, but the IMPORT button only offers to import MOD files ... how do you get at just the MAP "sections" of the bic files (I presume MOD files ARE bic files??)? Most important conceptionlly, to what/where am I importing these files? The BIC file I had loaded into the civ3copy tool? DID I need to have loaded a *.SAV file, not a bic??? When I "SAVE" in CIv3copytool, am I saving over the inputted ("Selected" or "Loaded" bic file pulled into c3ct)? (This is a little scary, I NEVER use a SAVE command, I ALWAYS use a "SAVE AS ..." command ... this way I control the name of the newly created file, and never overwrite a current or older file).
OK, last but not least. Advice, really. Say I want to test the effects of modification on modern or Industrial age units. or of a newly created modern/industrial age unit. If I do this stuff on modding the civ3mod.bic file and saving under a different name, and no map, I start at 4000 BC, and have to play for 2 weeks to get to a newer era (I cannot spend as much time per day playing, as I would like, work and all, that kinda stuff, ah bummer ...) This is why I want to apply modification to a *.sav game ie a game in progress ... to be in a time period where the newer units will even exist to be buildable, so I can test them out ... NOT CHEAT with them!!! I had thought that I would save games in progress, that have reached newer eras, and "insert" rules changes with the New Units or the Modification of a unit, so I could test them out ... but cannot be done?? The savegames will not load??
Now, Off I go, I am going to look for thread on Marla's tutorial on adjusting civ starting locations on her maps. Maybe this will help me learn about inserting maps. Also need to find that thread Gramphos mentioned about the "cpf" file.
I humbly thank you for your help, Dark Sheer. Sorry I am so stupid! I still have a lot of questions! Hope this fewer at a time approach is more digestable! Sorry to be a burden!! I seem to learn more and more each time a Kind Person posts a reply to me.
Thank you! ALL!
Dark Sheer Jan 31, 2002, 10:06 PM Heck, since I already help to answer the last one I might as well try to answer this one too :D :
Originally posted by royfurr
So one key thing I realise is- after you edit the civ3mod.bic file, move that edited file (which has been given a different name, preserving the original) YOU MOVE IT FROM THE ROOT OF THE CIV3 FOLDER TO THE SCENIARO FOLDER. IT *MUST* have bic as a file extension. Now, you have a "sceniaro". IF it was created from editing the original civ3mod.bic, there is no map ("no map tab checked"), and the Sceniaro starts up like any new game, with the screen to create a worldmap type, etc. It will use for rules the editing you've done in creating that file.
Am I right so far? SO, now I need to learn how to put "maps" into these sceniaro bic files??
I don't think there is a way to put map into a bic file. The only way is to draw the map but drawing the map is tough without the minimap :eek:
However, since C3CT allow you to import mod from a bic file (ie import the rules), then it is easier to do it the other way around. That is use the bic file that has a map and import the modified rules for it from another bic file with the modified rules but no map (Call me the king of work around :lol: )
... Doesn't a savegame (ie a *.sav, generated by saving a game in progress??) save into it the rules that were in existence at that moment of saving? Which came from the civ3mod.bic file used to start that game? Your comment sounded (to me) like it meant that the saved game (*.sav) pulled the rules to be used to play that game, when its loaded as a "load game", from the current civ3mod.bic file in the root directory of CIV3- not from inside THAT *.sav file. Is that right or does it use "rules inside the save game"? Maybe this is why I am confused?
If the game is started as a scenario, the rules is saved together. If it is started as a standard game then the rules will be read from Civ3mod.bic everytime you load the game. ;)
OK, real good! HOW do I "grab a map" and "put into a savegame"? By save game you mean a previoulsy created *.SAV file, right? WHen I "select a BIC file" in C3CT, and Load a bic file, I get the Import and Export buttons, but the IMPORT button only offers to import MOD files ... how do you get at just the MAP "sections" of the bic files (I presume MOD files ARE bic files??)? Most important conceptionlly, to what/where am I importing these files? The BIC file I had loaded into the civ3copy tool? DID I need to have loaded a *.SAV file, not a bic??? When I "SAVE" in CIv3copytool, am I saving over the inputted ("Selected" or "Loaded" bic file pulled into c3ct)? (This is a little scary, I NEVER use a SAVE command, I ALWAYS use a "SAVE AS ..." command ... this way I control the name of the newly created file, and never overwrite a current or older file).
When you load a savegame using C3CT's savegame editor (Its under the integrated tool menu), you can export the map in the game into a bic file. After that, you can use Civ3Edit to open the bic file to edit the map. And you can also use the savegame editor to import the map back into the savegame. As to import map into a bic file, see the answer on top :cooool:
OK, last but not least. Advice, really. Say I want to test the effects of modification on modern or Industrial age units. or of a newly created modern/industrial age unit. If I do this stuff on modding the civ3mod.bic file and saving under a different name, and no map, I start at 4000 BC, and have to play for 2 weeks to get to a newer era (I cannot spend as much time per day playing, as I would like, work and all, that kinda stuff, ah bummer ...) This is why I want to apply modification to a *.sav game ie a game in progress ... to be in a time period where the newer units will even exist to be buildable, so I can test them out ... NOT CHEAT with them!!! I had thought that I would save games in progress, that have reached newer eras, and "insert" rules changes with the New Units or the Modification of a unit, so I could test them out ... but cannot be done?? The savegames will not load??
One way to test a new unit to see if it works is to make the unit requires nothing so you can build it from the very start. ;) Another way is to download one of the cheat program/trainer and quickly advance to the era/tech you want and see if the new unit can be build when you reach a certain era/tech. I use the trainer alot when I am testing a new unit (Like you have said, no one will want to wait 3 weeks and then find out that the unit doesn't work and game cannot continue :D )
If you are interested in making map, there is a pretty good utility at Apolyton that allows you to convert a bmp file into a bic file with map! I am currently using it to make a Civ3 map base on the Britannia map of Ultima Online :cooool:
PaulNAdhe Feb 01, 2002, 04:23 PM When I use C3CT to import a savegame and do some editing then export is as a bic the corruption in the modified game acts as if it was a small map, terrific corruption. Also the barbarians are set to rampaging regardless of how they were setup in the original start of the game or during the Civ3Edit process.
What am I doing wrong?
royfurr Feb 01, 2002, 08:04 PM Dark Sheer,
Thank you very much for taking the time to answer my questions. I am Most Grateful.
(And THANK YOU, also, Gramphos, for helping me earlier. AND for your efforts with the C3CT!. I see your discussions on the Apolyton site on the structure of bic files and I am awed! For those interested, GO TO http://apolyton.net/forums/showthread.php?threadid=31974 )
So, just one Final question. Which of the trainer/cheats programs have you made the most use of, and have been of the best help, in testing units? Could you please post a Final Answer with either the name or a link to the one(s) you make the most use of for debugging new units and also, new Other Stuff (techs, city improvemnts, etc - or maybe more accurately, modified city improvemnest/Civ wonders)?
I thank you.
And oh, btw way ... your Perry class Frigate unit work, ... is just Outstanding! WAY Impressive!!!
Ah, wouldn't it be nice, if there was a data base we could all make use of, that would have generic flc and other files, whcih we could use in making really NEW units with????
Thank you agian, Dark Sheer.
Dark Sheer Feb 02, 2002, 05:56 AM Originally posted by royfurr
Dark Sheer,
Thank you very much for taking the time to answer my questions. I am Most Grateful.
(And THANK YOU, also, Gramphos, for helping me earlier. AND for your efforts with the C3CT!. I see your discussions on the Apolyton site on the structure of bic files and I am awed! For those interested, GO TO http://apolyton.net/forums/showthread.php?threadid=31974 )
So, just one Final question. Which of the trainer/cheats programs have you made the most use of, and have been of the best help, in testing units? Could you please post a Final Answer with either the name or a link to the one(s) you make the most use of for debugging new units and also, new Other Stuff (techs, city improvemnts, etc - or maybe more accurately, modified city improvemnest/Civ wonders)?
I thank you.
And oh, btw way ... your Perry class Frigate unit work, ... is just Outstanding! WAY Impressive!!!
Ah, wouldn't it be nice, if there was a data base we could all make use of, that would have generic flc and other files, whcih we could use in making really NEW units with????
Thank you agian, Dark Sheer.
For trainer to test your mod, try this one :
http://forums.civfanatics.com/showthread.php?s=&postid=170836
Its not the best for game cheat (For that you may want to try Power Bar) but its the best for testing mod as it allow one turn research and this allow you to advance to any era quickly to see if the tech you added works ;)
And I am glad you like the Frigate :cooool:
As to the database, I might try to create one sometime in the future. I am going over to Beijing in China in 2 weeks time (for a period of 6 weeks) so I am not sure if I will have access to my website at simplenet when I am there. But I am sure I can still have access to the forum and continue to make any new units :D
Gramphos Feb 02, 2002, 10:59 AM Originally posted by PaulNAdhe
When I use C3CT to import a savegame and do some editing then export is as a bic the corruption in the modified game acts as if it was a small map, terrific corruption. Also the barbarians are set to rampaging regardless of how they were setup in the original start of the game or during the Civ3Edit process.
What am I doing wrong?
It is nothing you do wrong. I don't know where that info is saved, and threfore I only advice pople to use the exported maps to reimport, or to use to see the coord you want to move a unit to.
PaulNAdhe Feb 03, 2002, 12:16 AM Originally posted by Gramphos
It is nothing you do wrong. I don't know where that info is saved, and threfore I only advice pople to use the exported maps to reimport, or to use to see the coord you want to move a unit to.
I'm confused. Are you saying that I should use C3CT to export to bic, edit the map then use C3CT to import to a sav?
BTW, Gramphos, I'm a longtime VB programmer, and would like to help perfect your program.
Gramphos Feb 03, 2002, 05:35 AM Originally posted by PaulNAdhe
I'm confused. Are you saying that I should use C3CT to export to bic, edit the map then use C3CT to import to a sav?
BTW, Gramphos, I'm a longtime VB programmer, and would like to help perfect your program.
I'm saying that the BICs exported by the game does not include any corruption data, any flags (flat/polar ice) and probably other things that might be needed to play on them.
Gramphos Feb 03, 2002, 12:53 PM v0.83
- The tool was renamed to Civ3MultiTool
- The default startup now starts a main menu
- New flags added to automaticly start the CopyTool
- Unitis with ERA-specific graphics are now copied right
- The city editing now shows the units in the city
- In the unit tab, cities can now be selected to quick move a unit to a specific coordinate.
- Bug when the last line of INI-files fell out on copy fixed
- Citizens can be added/removed from cities
- Cities can be moved (no calculation of production is made)
- Civilization frame has been disabled by default to aviod questions on it
10 downloads
Gramphos Feb 03, 2002, 03:37 PM v0.83.0002
- Bugs that didn't allow sub windows for the CopyTool if opened from the main menu fixed.
- Bug with the remove huts optin for saves fixed
- Remove huts option added to the Map options for BICs
- The map options for BICs no longer uses the old system of BIC handling
96 downloads
micmc_atl_ga Feb 04, 2002, 12:38 PM Heya,
(before I start, yeah I'm still on this, you can call me anal...I prefer to think of it as a dogged determination to figger out how I did sumthin' stupid :)
I made a wonder for the first time, and violin the to-build window lit up with the graphic, just singin' n' a' dancin', like it was made for just that moment.
Still can't figger out why the non-wonders won't show up in the to-be-built window but I'll do it! Eventually...
I do know this is not a big deal..folks havin' their game crash cuz of change is a lot more important and gramphos spending his time adding the reams of tweaks/improvements/extra's to the program is where the time should be spent. I put this out here in case anyone else has run into this problem before and can say 'hey dude...do THIS'... anyway back into the breech!
Gramphos Feb 05, 2002, 04:16 PM v0.83.0003
- Bug with not being able to add units to saves fixed (from v0.83)
- Ability to remove cities added (untested only)
90 downloads
Gramphos Feb 08, 2002, 12:11 AM If anyone have problems with saves not loading info right, or becomming corrupt, attach zipped files of the saves before, and if corrupted after they are edited.
The same goes if the tool generates an error on the load or when you click on something.
(some bad bugs have been reported, and I want to get rid of them as fast as possible)
Gramphos Feb 09, 2002, 06:46 AM v0.83.0004
- The load and save procedures of the Saves have been changed to not miss some data in very rare cases.
- The splash screen now closes when the savegame editor starts directly
- Errors with saves without cities have been taken out (there might still be some left)
- Bug with unit addition #2 fixed.
joespaniel Feb 16, 2002, 04:19 PM Gramphos -
The SGE FOW reset does not seem to work with the new patch.
Gramphos Feb 16, 2002, 04:25 PM Originally posted by joespaniel
Gramphos -
The SGE FOW reset does not seem to work with the new patch.
I'm aware of the problem. There will be a new version soon. I just need to make sure that isstill works with 1.16f.
Adding units will not work either (I think)
Gramphos Feb 16, 2002, 05:03 PM - Changed to fully work with v1.17f files.
23 downloads
PaulNAdhe Feb 16, 2002, 09:04 PM I'm sure this has been answered on this thread before, but my 24K telephone line causes reading all the posts to detract from my Civ III time ;)
How do I add a unit using C3MT? I've tried everything I can think of and all I get are Barbarian Settlers or I/O errors on game startup.
Is there a tutorial for us dummies? Or can someone reply with a step by step instruction for adding individual units to a save game, not unit types.
TedG Feb 16, 2002, 10:58 PM There is a modmaker's tutorial in the Tutorials, Reference, and Guides section that goes through step-by-step on how to add units, improvements, wonders, techs, and resources. Check it out.
joespaniel Feb 17, 2002, 12:17 AM Originally posted by Gramphos
I'm aware of the problem. There will be a new version soon. I just need to make sure that it still works with 1.16f.
Adding units will not work either (I think)
Yeah, I couldnt add units either.
Trying your new version now, and again, thanks for all your work. :D
EDIT: Well, sorry to report the FOW reset still does not work. I could add units though.
Gramphos Feb 17, 2002, 02:35 AM Originally posted by PaulNAdhe
I'm sure this has been answered on this thread before, but my 24K telephone line causes reading all the posts to detract from my Civ III time ;)
How do I add a unit using C3MT? I've tried everything I can think of and all I get are Barbarian Settlers or I/O errors on game startup.
Is there a tutorial for us dummies? Or can someone reply with a step by step instruction for adding individual units to a save game, not unit types.
You click add, and then the unit you added show up.
Then you have to edit the unit as it will default to 0 in all fields. (ie Barbarian Settler)
Gramphos Feb 17, 2002, 02:36 AM Originally posted by joespaniel
Yeah, I couldnt add units either.
Trying your new version now, and again, thanks for all your work. :D
EDIT: Well, sorry to report the FOW reset still does not work. I could add units though.
I'll have a look at that. Most likely I just edited the load part, and forgot about the save part.
Gramphos Feb 17, 2002, 04:43 AM So, I used Or instead of ',' in a case (BitWise operation) :o
Fixed now
100 downloads
PaulNAdhe Feb 17, 2002, 01:00 PM Gramphos:
Sorry about that, it was my problem all along, although there was an I/O problem with an earlier version.
When I added the unit it started out as Barb Settler and after changing all the other fields it still showed Barb Settler. While futzing around last night I added a unit - it showed Barb Settler, then I switched to the city page did something, then switched back and it was the unit I had created. It works great now.
Still interested in filtering the city page, any plans?
Baron Rakkan Feb 17, 2002, 02:56 PM Dear Gramphos I have a very important question!;
If I use your save game tool, and change the units(I click on add and then modify the barbarian settler to a unit I want) and then if I start the game I load the modified save-game and the computer tells me: "System error Data: UNITS" or something else.
How can I add units correctly with the save game modifier??
Please help me!!
joespaniel Feb 17, 2002, 08:19 PM Originally posted by Baron Rakkan
How can I add units correctly with the save game modifier??
Please help me!!
Once added, it will say "barbarian" unit. Then before saving and exiting the SGE, change the nationality and ownership.
Gramphos Feb 18, 2002, 04:10 AM Originally posted by Baron Rakkan
Dear Gramphos I have a very important question!;
If I use your save game tool, and change the units(I click on add and then modify the barbarian settler to a unit I want) and then if I start the game I load the modified save-game and the computer tells me: "System error Data: UNITS" or something else.
How can I add units correctly with the save game modifier??
Please help me!!
What game version do you use?
Can you attach an unalerted save of that version, and tell me what to edit to get the problem (Might be sometihng I made wrong with the backword comapbility)
Baron Rakkan Feb 18, 2002, 06:07 AM Dear Gramphos!
I use the version 1.17f of Civ3 and the newest version of your multi tool. I don`t think that you made a mistake during the creation of the multi tool!
If I want to create units perhaps I make a fault and thus the error warning comes, because if I change the cities or the technology nothing happens and the savegame works perfectly.
I make something wrong with the creation of units, perhaps, only if you want, you can tell me step by step how to create units with your great multi tool, please! But if ou want me to send you the save, you can tell me and I can send it you at night, because I am now not at home!
Thanks
Baron Rakkan Feb 18, 2002, 06:10 AM @joespaniel
Danke for your answer, but I tried it as you told me, but it didn`t work. I will wait until Gramphos answers me the scond time.
Thanks and tschüss!
Gramphos Feb 18, 2002, 06:37 AM Make sure that the unit you create gets loaded on set to NONE (I think it defaults to the first unit, but I'll change tht for larterversions, and maybe only show units on the same tile in that list)
Gramphos Feb 18, 2002, 07:32 AM Next version will default to a settler owned by civ1 (that should be human player) not loaded on anyone. I don't knowyet if I'll default it to a position as well.
Gramphos Feb 18, 2002, 08:09 AM I just found a byg, which I believe can have generated the error for some of you.
The units are NOT updated when the add button is clicked. Which makes you need to select another unit before using that. I'll try to get an updated version out soon.
Gramphos Feb 18, 2002, 03:34 PM Originally posted by PaulNAdhe
Gramphos:
Still interested in filtering the city page, any plans?
If nothing goes wrong the next version will allow filter with owner, year founded, shields in box, food in box, position, type of produktion and exact production. I still have some things to fix in other parts of the program before I can release it.
PaulNAdhe Feb 18, 2002, 05:45 PM Originally posted by Gramphos
If nothing goes wrong the next version will allow filter with owner, year founded, shields in box, food in box, position, type of produktion and exact production. I still have some things to fix in other parts of the program before I can release it. Oooh, those filter options sound great, I'm drooling.
As to those I/O errors on game start, I haven't had that problem since I made sure to change the 'Loaded On' drop down to NONE. It's easy to overlook that little drop down and I think that's what caused me the problems with I/O errors.
Gramphos Feb 18, 2002, 05:56 PM Originally posted by PaulNAdhe
Oooh, those filter options sound great, I'm drooling.
As to those I/O errors on game start, I haven't had that problem since I made sure to change the 'Loaded On' drop down to NONE. It's easy to overlook that little drop down and I think that's what caused me the problems with I/O errors.
Well, it was supposed to default to NONE, but I forgot to specify that value. I still have some problems with an other part, but i think I'll publish a new version with or without that quite soon. If it is fixed it will be in otherwise not. (Better not tell what I'm working on, but it might be useful for some modders once it's ready (it's not a part of the sge))
Gramphos Feb 18, 2002, 07:33 PM Some additions (mostly the filter for Cities), and some fixes makes this version quallify for a new version number.
v0.84
- Added statistics for map in the CopyTool
- The BIC compare function has been improved to show the stats of added units
- The Filter function in the Save Game Modifier has been extended to involve parts of Cities
- Eras has been flagged as unfinished (this does not mean that they can be added, but that you can experiment with them)
- Bug with units not udating when adding another unit to a savegame has been fixed
- New units now defaults to the civ using slot 1 (human player)
- Loaded on list now only shows unit on the same tile
- Loaded on defauts to NONE for new units
Note, some peple might encounter problems with VB runtime again, as some parts has changed more then it looks like. If you have problems with eiter strange errors, or parts of the tool not loading download an earlier version, and wait for the next version, which will have a new full setup. Hopefully the changes should not afect any of the active areas of he program, but I can't say for sure until it has been tested.
20 downalods
Gramphos Feb 19, 2002, 03:58 AM Fixed bug with 0-city-games. (how many are they???)
248 downloads
tcwonder3 Feb 19, 2002, 03:01 PM The 0.84 was tried on a 1.17 version game. It would save the map to .bic, but when trying to import back into the saved game, refused saying "only recognizes ver. 2.-" "error." Appears to need new work on excellent 1.16 version. May need full up-grade in C3MTool instead of substitution of .84 into it.
Gramphos Feb 19, 2002, 03:25 PM Originally posted by tcwonder3
The 0.84 was tried on a 1.17 version game. It would save the map to .bic, but when trying to import back into the saved game, refused saying "only recognizes ver. 2.-" "error." Appears to need new work on excellent 1.16 version. May need full up-grade in C3MTool instead of substitution of .84 into it.
I'll check on that. It is possible that the export/import map function not uses the standard BIC I/O functions
However, I want you to check that you use the correct version of the editor (1.15).
tcwonder3 Feb 20, 2002, 02:35 PM Checked the editor version # and was 1.17.01 (newest one posted with patch 1.17f). Have you checked out compatability with it yet? That's the one being pushed to match patch and downloaded off of this site (the corrected version, if advertised properly). You in Sweden? Ever been to Fellingsbro?
Gramphos Feb 20, 2002, 03:55 PM Originally posted by tcwonder3
Checked the editor version # and was 1.17.01 (newest one posted with patch 1.17f). Have you checked out compatability with it yet? That's the one being pushed to match patch and downloaded off of this site (the corrected version, if advertised properly). You in Sweden? Ever been to Fellingsbro?
That version generates BICs unloadable by the game, and I've not yet finished all compability for it. You should get the correct version for 1.17f, which is v1.15 of the editor.
What's with Fellingsbro?
tcwonder3 Feb 20, 2002, 04:24 PM The editor I have (1.17.01) is the one that was posted that was supposed to be the latest for version 1.17f. I still have the copy of 1.15, so I'll try it, too.
Fellingsbro . . . I'm an older guy who studied in Europe in 1970 and I visited a family in Fellingsbro while I was there. If you were familiar with the area I was going to ask about the family :-)
Gramphos Feb 20, 2002, 05:04 PM The 1.17 editor was the incorrect version that was with the patch. It was to late to support the game (try to start a scenario with afile you make with it)
And Felingsbro is a bit away from here (okay, one could go ther by car in a day, but you can cross the country in a day, so that doesn't count :p), and a small town as well, so I've not bee there. but I've heard the name before.
PaulNAdhe Feb 22, 2002, 08:32 PM Geez Gramphos I'm sorry to bug you with this (especially after all the great work you did on city filters), but I think you need to know it.
Game started with v1.16f. Upgraded to v1.17f around 1000 AD.
Using 0.83.0006 I added a bunch of units to the French (they were dying and I wasn't killing them, I wanted that honor myself :) ) in 1395 AD.
I upgraded C3MT to 0.84.0001 and in 1510 AD started to add units to the Egyptians (also dying and not by me). I made an error and tried to delete the last unit added and got an array bounds error, and C3MT crashed with a STOP RUN.
I restarted the 1510 game and got the unit I/O error from Civ3. Canceled out and loaded the same game from the Auto subdir, got the same error. Quit Civ and my desktop was rearranged. Rebooted, started Civ, loaded 1510 game from Auto and the same. Quit Civ, tried to restart - nothing. I reinstalled the v1.17f patch. The only game I could get to load is the 1395 AD version.
When I tried to start playing tonight the only version of my saves I could load was the 1395 game.
I finally deleted all the saves and the autosaves and repointed my C3MT shortcut to good ol' 0.83.0006. I'll keep some of those saves around if you'd like to take a look at them.
But, I'm starting a new game.
Gramphos Feb 23, 2002, 04:09 AM I'll chack on the delete function, but it would be good if you could zip some of the files together and send them to viktor.griph@edu.norrkoping.se
I have some things to deal with other then this right now, so yit might have to wait. (I can't just figure out what change for 0.84.0001 that could have created that error, if it weren't in 0.83.0006 :confused: )
PaulNAdhe Feb 23, 2002, 12:38 PM Originally posted by Gramphos
I'll chack on the delete function, but it would be good if you could zip some of the files together and send them to viktor.griph@edu.norrkoping.se
I have some things to deal with other then this right now, so yit might have to wait. (I can't just figure out what change for 0.84.0001 that could have created that error, if it weren't in 0.83.0006 :confused: ) I was hoping you might ask for them so I saved a couple. 1395 is when I gave the units to the French, 1510 I tried to give the units to the Egyptians, 1565 is when I exited the game to check the civ3mod.bic for something.
Gramphos Feb 23, 2002, 02:54 PM Originally posted by PaulNAdhe
I was hoping you might ask for them so I saved a couple. 1395 is when I gave the units to the French, 1510 I tried to give the units to the Egyptians, 1565 is when I exited the game to check the civ3mod.bic for something.
I'll take a look at them when I get time next time ;).
tcwonder3 Feb 24, 2002, 05:51 PM OK Victor, I went to Civ3Edit 1.15.01 and a new scenario file. Exported map to BIC. Made resource and terrain chnges. Imported the map and got completed operation. Saved game to file, ran game and no map changes showed up. Is 1.15.01 the version that works. This is with your 0.84 C3MT. Map is huge size, is that significant? MOD was "Norm's European"
Dr. Strangelove Feb 24, 2002, 09:11 PM After deleting a unit I get an I/O error message after saving the game.
Blasphemous Feb 25, 2002, 05:09 AM I have a sort of an odd request, but it would really help me...
I need a scenario that is as blank as possible, except that it includes 17 civs. It would let me start my terrorist civ mod...
I tried using c3mt but didn't really manage to use the civ copying area, don't know why... Anyways, if somebody could please make me a scenario as described above, I would really appreciate it...
Thanks.
Gramphos Feb 25, 2002, 08:02 AM I will look on the errors at the end of this week (very mush to do right now)
About civs, the graphics doesn't work as supposed to do when added civs. (advisor screen crashes)
papajohns Feb 25, 2002, 03:28 PM yah..i get the io error after deleting character too..
but..
if i use custom graphics for a resource instead of the default ones, then change unit positions (marla map), it gives me the default windows xp error closing application thingie....
if i dont change unit placement the game plays ok, it only crashes if i try to change starting positions.. so it cant be the graphic crashing the game...
Gramphos Mar 01, 2002, 06:02 PM This is a screenshot on the new tool I've been working on for a while. I hope it can come in handy. It is not mush left to do, just some final integration, and filtering, and make it use the rules to get the name of all units, and I can have the first version of it ready (just edit existing keys.) Adding keys wouldn't be very hard, I just have to write a good sorting function, so it might be possible in the future, but right not I'll focus on getting this version out. If wanted I might make a standalone version of this tool, as it doesn't need to read the BIC, as it is just the names it should get from there.
Tell me what you think, and give suggestions for the final interface.
Gramphos Mar 02, 2002, 06:51 PM v0.90
- A Civilopedia editor has been added (started with /pedia)
- Some crash bugs fixed
(I'm still working on fixing minor bugs with the sge, but in most cases this file should work)
419 downloads
Razorwing Mar 03, 2002, 01:56 PM Great!
But why exactly do I need to replace my buildings-small file with the one you posted? Why did you add some icons at the bottom? If I understand building-pcx's correctly the order of the icons must match the building entries in the Editor. So, am I supposed to add five buildings using your icons, then my own? It worked fine before! :-P
Gramphos Mar 03, 2002, 02:00 PM Originally posted by Razorwing
Great!
But why exactly do I need to replace my buildings-small file with the one you posted? Why did you add some icons at the bottom? If I understand building-pcx's correctly the order of the icons must match the building entries in the Editor. So, am I supposed to add five buildings using your icons, then my own? It worked fine before! :-P
The icons at the bottom are most likely added during testing of the tool (I didn't even know they were there). The file fixes a one pixel offset error somewhere (the game has it as well).
Nait6 Mar 03, 2002, 04:43 PM I can't seem to make a new civ at all, will someone help me I am not a programmer and i have no idea
stainz Mar 04, 2002, 03:13 AM This is a very usefull function. But i wish/hope that future versions will have the copy/paste function.
Razorwing Mar 04, 2002, 04:47 AM Originally posted by Gramphos
The icons at the bottom are most likely added during testing of the tool (I didn't even know they were there). The file fixes a one pixel offset error somewhere (the game has it as well).
Oh, okay, I understand. So I can paste the icons for the buildings in my mod into your buildings-small.pcx and use it?
Nait6: There are so many excellent tutorials in the appropriate forum :D
MarsJan Mar 04, 2002, 06:54 AM Originally posted by Gramphos
v0.90
- A Civilopedia editor has been added (started with /pedia)
- Some crash bugs fixed
(I'm still working on fixing minor bugs with the sge, but in most cases this file should work)
First of all I must explain that I haven't read whole topic and my question may have repeated. I also dont know what have you fixed in new version of your tool.
Last weekend I tried to use previous version (0.84) of Game Editor to add another settlers on the beginning of new game. I started new game then I saved it and opened it within Game Editor. I add new settlers and then I saved it as new game. Finaly I load it in my Civ3. It looked ok since I saved that game after few tours and tried to load it. While loading (always on 57%) I received error about invalid unit. I tried to load it a lot of time but I couldn't.
Have you heard about this behaviour?
Best regards,
Mariusz Janczak
guest Mar 04, 2002, 09:29 AM When I try to change the x/y-coordinates of a city then the program always bring an error-messgae "Invalid" and I can't change the other coordinate so the position isn't invalid or I can change the value back. :(
Gramphos Mar 04, 2002, 10:35 AM Originally posted by guest
When I try to change the x/y-coordinates of a city then the program always bring an error-messgae "Invalid" and I can't change the other coordinate so the position isn't invalid or I can change the value back. :(
Make sure they are odd-odd or even-even. When you get invalid message you shall be take to the other coordinate.
Gramphos Mar 04, 2002, 10:38 AM Originally posted by stainz
This is a very usefull function. But i wish/hope that future versions will have the copy/paste function.
Well, you can use the default shourcuts to copy and paste (Ctrl+C or Ctrl + Insert = Copy, Ctrl+V or Shift + Insert = Paste), however, it dosn't copy any fromatting, as I had problems with the links in that case.
Gramphos Mar 04, 2002, 10:47 AM Originally posted by MarsJan
First of all I must explain that I haven't read whole topic and my question may have repeated. I also dont know what have you fixed in new version of your tool.
Last weekend I tried to use previous version (0.84) of Game Editor to add another settlers on the beginning of new game. I started new game then I saved it and opened it within Game Editor. I add new settlers and then I saved it as new game. Finaly I load it in my Civ3. It looked ok since I saved that game after few tours and tried to load it. While loading (always on 57%) I received error about invalid unit. I tried to load it a lot of time but I couldn't.
Have you heard about this behaviour?
Best regards,
Mariusz Janczak
Could you attach the save (zipped) if you have it both before and after the edit were done. Also if you use any custom civ3mod.bic, include it, and tell me what gameversion you use.
Gramphos Mar 04, 2002, 10:48 AM Originally posted by Razorwing
Oh, okay, I understand. So I can paste the icons for the buildings in my mod into your buildings-small.pcx and use it?
Nait6: There are so many excellent tutorials in the appropriate forum :D
You should be able too use your file. Just look for tahat extra high row. (I think it is around Wealth IIRC), and move up everything after one pixel.
stainz Mar 04, 2002, 02:42 PM Originally posted by Gramphos
Well, you can use the default shourcuts to copy and paste (Ctrl+C or Ctrl + Insert = Copy, Ctrl+V or Shift + Insert = Paste), however, it dosn't copy any fromatting, as I had problems with the links in that case.
Works like magik ((-:
But why do my additions show up like this?
http://www.geocities.com/stainz6/Civilization/Miscpix/question.jpg
Gramphos Mar 04, 2002, 03:14 PM Originally posted by stainz
Works like magik ((-:
But why do my additions show up like this?
...
I'm not 100% sure, but if it can't match the entry to an entry in the BIC currently loaded (if any (it asks to load civ3mod.bic if no loded, but you can tell it not to do)) it will sow the key. So try to start the copytool first and from there load your custom BIC, and then start the Civilopedia Editor from the CopyTool. That should keep the BIC loaded. I might add ability to select a BIC file in the Civilopedia editor later, but I don't see that as a very important change, but it isn't very hard to do.
Gramphos Mar 04, 2002, 03:24 PM And BTW, it shall be DESC_PRTO, not PRTO_DESC, in that case it will load them as two entries.
stainz Mar 04, 2002, 03:41 PM Originally posted by Gramphos
And BTW, it shall be DESC_PRTO, not PRTO_DESC, in that case it will load them as two entries.
That was the original entry from LWC EPR6. Now has been changed. It my copy anyway.
And thanx for the great services you provide the the civ community. And i,m sure i speak (type) for a lot of people that come here (-:
PLUS, this is an excellent tool for fixing up that messed up civlopedia text file. I changed a few things in the text, and it shows up properly in your civlopedia editor. And in the game ((((((-:
This thing is great.
But.... i did find ONE bug )-: It deletes a few of the entries in the civlopedia. I,m going to try a game and see what happens.
This is something you might look at?
Here are the original civlopedia and the one altered after editing an entry and saving it.
(photo gone)
Just tried the game with the modded civlopedia, and the only problem i have is with the very buggy F4 key. But i guess that,s not a new bug.
Maleficence Mar 04, 2002, 11:06 PM I was playing a game on my laptop which runs XP, and I did a small edit to my cities with the save game editor (both versions 0.84.001 and 0.90) then continued playing, and the game crashed after building a new city.
I added barracks and a temple to two cities, in the edit, and basically narrowed the error to happening after I build a new city. I've included the basic instructions of what's needed to do to reproduce the bug as well as a zip of the mod I was using at the time (with all necessary files included).
Anyways, hope this helps. So for the time being I guess I'll be doing all my edits on Win98 =/
Click here for files (http://www.maleficence.cncdsl.com/civ3/)
Gramphos Mar 05, 2002, 11:13 AM Originally posted by stainz
But.... i did find ONE bug )-: It deletes a few of the entries in the civlopedia. I,m going to try a game and see what happens.
This is something you might look at?
Here are the original civlopedia and the one altered after editing an entry and saving it.
- CUT-
I believe only a comment is missing, and it has to do with the way comments are taken care of. (I plan to improve that later) Right now they are printed back in the file after the same entry that they ere loaded after, and andy blank rows are deleted (I plan to at least get the rows to be put back in some way.
If entries were deleted (not just the comments (which should be possible to find somewhere else in the file :rolleyes:, tell me and I'll look into it.))
Gramphos Mar 05, 2002, 11:16 AM Originally posted by Maleficence
I was playing a game on my laptop which runs XP, and I did a small edit to my cities with the save game editor (both versions 0.84.001 and 0.90) then continued playing, and the game crashed after building a new city.
I added barracks and a temple to two cities, in the edit, and basically narrowed the error to happening after I build a new city. I've included the basic instructions of what's needed to do to reproduce the bug as well as a zip of the mod I was using at the time (with all necessary files included).
Anyways, hope this helps. So for the time being I guess I'll be doing all my edits on Win98 =/
Click here for files (http://www.maleficence.cncdsl.com/civ3/)
I'm supposed to get a new computer with XP this week, so if it is XP specific I'll probably won't be able to do anything until I get it.
stainz Mar 05, 2002, 11:34 AM Originally posted by Gramphos
If entries were deleted (not just the comments (which should be possible to find somewhere else in the file :rolleyes:, tell me and I'll look into it.))
It doesn,t remove the entries, but it does remove anything that looks like this:
; End Units_____________________________________________ _________________________________End Units
; City Improvements______________________________________ ________________________________________City Improvements
I,ve attached my civlopedia for you to cross reference to see what the problem is. But the game still runs without this text in the civlopedia.
Gramphos Mar 05, 2002, 11:47 AM Originally posted by stainz
It doesn,t remove the entries, but it does remove anything that looks like this:
; End Units_____________________________________________ _________________________________End Units
; City Improvements______________________________________ ________________________________________City Improvements
I,ve attached my civlopedia for you to cross reference to see what the problem is. But the game still runs without this text in the civlopedia.
Yes, at least they are edited. As I said the program does not currently have a very good way of dealing with comments (lines that start with ; ) They are supposed to stay after the same entry as they were found while loading, but the linebrakes between the comments are not preserved. I don't know why that part is totally deleted, but you might have done something to the entry that is should be after. I can take a look at it, but those comments have no effect on the game, but makes the file a little easier to read.
chiefpaco Mar 05, 2002, 12:40 PM Cool util. I just downloaded it today (relatively new to the Utility scene). I like the map statistics. Kinda wish it broke down the water number into coast, sea, & ocean for help with my territory counts but it does already help me a lot. Can the map statistics become part of the save game editor too (rather than doing an export)?
stainz Mar 05, 2002, 01:49 PM Originally posted by Gramphos
:but those comments have no effect on the game, but makes the file a little easier to read.
At least it doesn,t crash the game.
This is a very usefull tool.
A lot easier than searching through the text files from the game manually. And a lot easier to edit them. (-:
Gramphos Mar 05, 2002, 02:24 PM Originally posted by chiefpaco
Can the map statistics become part of the save game editor too (rather than doing an export)?
Probably, will try to add it for later versions.
dutcheese Mar 05, 2002, 02:30 PM cool tool Gramphos. i'm sure you've spent much time on this project.
have some input on the save game editor after taking it for a test drive.
somethings worked really well.
- moving unit locations.
- changing a unit type
- filtering worked great for units and cities.
- adding buildings to cities
- adding production shields to cities
- adding food to cities
- adding pop to cities
somethings did not work
+ adding units (settlers at least) -- seems to work but when you play save and load a dataio unit error is generated but game still loads... when you edit the saved game and look at units a bunch of barbarian settlers are created all labled as ID 0 loaded onto ID 0 at location 0,0. When you say every barbarian settler is loaded on none and change location their is only one settler. kill settler and save, inspect and barbarian settlers are back with same settings of ID 0 at location 0,0 loaded on 0.
+ deleting units -- causes dataio unit error similar to above after playing saving and loading save game.
+ moving cities -- cities moved near resource do not enable access to resource even if harbor or airport is in city with proper tech enabling access to distant resources. doesn't matter if harbor or airport is bought with cash or added via the city tab.
+ deleting cities -- delete enough and it throws the game date off and game date cannot be reset.
+ adding wonders to a city works but does not set the flag telling the wonder was built so someone else can build the wonder too.
misc items
+ adding multiple units one after another without changing location crashes editor.
+ dropdown lists have duplicate items... complete list then complete list. pick item from second complete list and editor crashes.
+ changing civ owner in units tab -- pressing r goes to russia rather than rome first.
suggested functional modifications
+ When using tab key to change text edit boxes the text in the box should be highlighted ready for change enabling quick batch edits. now you have to tab then backspace then enter change
+ Unit tab -- tab order is currently unit, city, position, position, add delete, civowner. suggest changing to add, delete, unit, city, position, position, civowner... save a couple of tabs when doing quick batch changes.
hope you don't mind my comments. i used your tool and it is very cool. thanks for making it. i almost didn't post these but thought that you really wanted feedback.
dutcheese
Gramphos Mar 05, 2002, 02:52 PM Originally posted by dutcheese
cool tool Gramphos. i'm sure you've spent much time on this project.
have some input on the save game editor after taking it for a test drive.
somethings worked really well.
- moving unit locations.
- changing a unit type
- filtering worked great for units and cities.
- adding buildings to cities
- adding production shields to cities
- adding food to cities
- adding pop to cities
It's good to here that somethings work as intended ;)
somethings did not work
+ adding units (settlers at least) -- seems to work but when you play save and load a dataio unit error is generated but game still loads... when you edit the saved game and look at units a bunch of barbarian settlers are created all labled as ID 0 loaded onto ID 0 at location 0,0. When you say every barbarian settler is loaded on none and change location their is only one settler. kill settler and save, inspect and barbarian settlers are back with same settings of ID 0 at location 0,0 loaded on 0.
+ deleting units -- causes dataio unit error similar to above after playing saving and loading save game.
This is most likely related to a few bug and incompability that were created when support for v1.17f were added, and some fields of the units that are unknown, that seem to be improtant for Settlers and Wrokers. I'd be interested in saves the error you describes.
+ moving cities -- cities moved near resource do not enable access to resource even if harbor or airport is in city with proper tech enabling access to distant resources. doesn't matter if harbor or airport is bought with cash or added via the city tab.
The city structure is complex, and I don't even know where the tradenetwork is saved yet. That was a thing I didn't know didn't update by itself. However, I knew about some other problems with moving cities.
+ deleting cities -- delete enough and it throws the game date off and game date cannot be reset.
Can you describe that a little more. I'm not sure exactly what you try to say.
+ adding wonders to a city works but does not set the flag telling the wonder was built so someone else can build the wonder too.
That is a known problem which I'm working on. It doesn't give the effect of the wonder to any other civs then itself either.
misc items
+ adding multiple units one after another without changing location crashes editor.
Strange... How many units did you add just two of many?
+ dropdown lists have duplicate items... complete list then complete list. pick item from second complete list and editor crashes.
I mots likely misses to clear the list t some point(s) when does this happen, is it just one list, or is ti all lists or all lists with a specific thing listed?
+ changing civ owner in units tab -- pressing r goes to russia rather than rome first.
Is it just the character? In that case I think it is because the list is unsorted, and appear in the way the civs are in the game. Windows handles thet click.
suggested functional modifications
+ When using tab key to change text edit boxes the text in the box should be highlighted ready for change enabling quick batch edits. now you have to tab then backspace then enter change
+ Unit tab -- tab order is currently unit, city, position, position, add delete, civowner. suggest changing to add, delete, unit, city, position, position, civowner... save a couple of tabs when doing quick batch changes.
I belive both things are possible, and quite easy changes. I will try to change it for the next version
hope you don't mind my comments. i used your tool and it is very cool. thanks for making it. i almost didn't post these but thought that you really wanted feedback.
dutcheese
No, not at all. I like getting feedback. It's good to know if features work as intended or not. Somethings might work with the limited testing I make, but doesn't work in all occations. Without any feedback I wouldn't have been this far in any part right now, maybe even given up before I created the sge
dutcheese Mar 05, 2002, 04:57 PM Great Gramphos,
Attached zip file contains some saves.
units-added-dataio-unit-error.SAV -- believe is has something to do with the map or mini-map, could be wrong though. load game then end turn (crashes game) and look at mini-map.. it shows wrong map and believe game thinks unit is dropping in ocean. doesn't load at all unless you either start a new game or load a good save first.
barbarian-settlers-error.SAV -- contains those funky barbarian settlers generating the unit error. end turn crashes game here too but the mini-map does not change like above. doesn't load at all unless you either start a new game or load a good save first.
deleted-city-date-error.sav -- open with editor and it says "the year must be at least 1146113872." you can reset the date on this one but if you delete another save, load, delete, repeat you'll eventually not be able to change the date right again.
before-city-deleted.sav -- original file used to delete city. delete first city save and load into editor. file is a real unedited game file. when a city is deleted the name never goes away from the dropdown list and the more cities you delete the more cities names are duplicated on the list.
Recreating the adding units editor crash... Load a saved game and while in the units tab press the add button twice once after the other. one time it crashed on the fourth add. (Found this by wanting to add 10 workers so I thought I'd just count off 10 adds then change unit types after the count.)
Repeated lists in the dropdown are in the Cities tab when the Improvement/Wonder radio button is selected. Sorry for not being clearer earlier.
On the Unit Nationality and Civ Owner and pressing the r and getting russia before rome is just a sorting thing like you say. For quick batch processing it would be nice if the Unit Nationality only contained the same options as the Civ Owner dropdown because if modifying a game with Russia and not Rome in play you would press r once on the Civ Owner dropdown and r twice on the Unit Nationality dropdown. No big deal really but would help if both dropdown lists were sorted if not reduced to listing only civs in play.
kind regards,
dutcheese
sgrig Mar 05, 2002, 09:45 PM Hi Gramphos!
It would be very helpful if the rules could be replaced in a saved game file, because currently it is very difficult to change something in a mod, because for changes to take effect a new game must be started. Maybe this will only work if there are minor changes in the rules, like unit strengths, etc, but even that will be helpful!
Thanks a lot for your great contributions to the Civ3 community!
PS Also an option to view maps in bic files would be greatly appreciated, as it would compensate the lack of a mini-map in the editor!
MarsJan Mar 06, 2002, 12:51 AM Originally posted by Gramphos
Could you attach the save (zipped) if you have it both before and after the edit were done. Also if you use any custom civ3mod.bic, include it, and tell me what gameversion you use.
In attach there is an zip file with three files in it:
Lincoln of the Americans, 4000 BC.SAV.org
Lincoln of the Americans, 4000 BC.SAV
Lincoln of the Americans, 3500 BC.SAV
First one is the file saved immediately after generating new game (without any action exept save game command). Second one is the file modified by tool version 0.84. There were added four new settlers. And last one is the file saved after few tours.
My version of Civ3 is upgraded to 1.17f. This is an english version.
Best regards,
Mariusz Janczak
MarsJan Mar 06, 2002, 01:08 AM Originally posted by MarsJan
In attach there is an zip file with three files in it:
Lincoln of the Americans, 4000 BC.SAV.org
Lincoln of the Americans, 4000 BC.SAV
Lincoln of the Americans, 3500 BC.SAV
First one is the file saved immediately after generating new game (without any action exept save game command). Second one is the file modified by tool version 0.84. There were added four new settlers. And last one is the file saved after few tours.
My version of Civ3 is upgraded to 1.17f. This is an english version.
Best regards,
Mariusz Janczak
Sorry but I missed to attach zip file.
ahenobarb Mar 06, 2002, 09:47 AM Gramphos this is an excellent program and it's utility is beyond compare.
I do have a questions however: Dutcheese mentions that he has tried to "move" cities and to "delete" cities, How is this done?
Using the MultiTool v. 0.90, I do not see how to even attempt to do this. I have been working with the "Saved Game Editor" function of the tool. Is this feature there or is it elsewhere. Alos, I turned on the "unfinished features" flag to see if it was there, but with no luck.
Any help?
Gramphos Mar 06, 2002, 01:31 PM Originally posted by ahenobarb
Gramphos this is an excellent program and it's utility is beyond compare.
I do have a questions however: Dutcheese mentions that he has tried to "move" cities and to "delete" cities, How is this done?
Using the MultiTool v. 0.90, I do not see how to even attempt to do this. I have been working with the "Saved Game Editor" function of the tool. Is this feature there or is it elsewhere. Alos, I turned on the "unfinished features" flag to see if it was there, but with no luck.
Any help?
It should be in the cities tab. Moving cities is simply supposed to be done by editing the x and y value, and I believe there is a delete button next to the city list. If not tell me yor system spec.
hyacinth Mar 06, 2002, 07:03 PM first off, excellent work, gramphos.
pertaining to a previous post, i have also experienced a problem with moving cities. i am using v.90 of the editor with v1.17f of civ3 in windows xp. this problem happens with any saved game. here is an example of the problem:
you have a city at x:47 y:47. if you try to edit the y coordinate field to 48, then hit 'tab' to move to the next field, you recieve an 'invalid' error pop-up and the cursor is moved back to the y coordinate field. however, if you instead click to the x coordinate field, you become stuck in a loop of 'invalid' error pop-ups, and the program can only be exited using task manager. also, if you try to edit the x coordinate field to 48, then try to click to any other field, you also get stuck in this loop. it looks like the cursor is moving back and forth between the fields, but the pop-ups make it impossible to edit the fields. because of this, it is impossible to change the position of a city from odd-odd to even-even or vice versa.
also, a similar pop-up loop happens if you edit the y coordinate field of the city and then click into the coordinate field of a worker that is now no longer within the 'new' city radius. again, the cursor seems to move between the two fields, but there is no way to edit them. task manager must again be used to shut down the editor.
i can also verify the problem with adding settlers. although the editing game can initially load, the data i/o error happens when you try to load a saved game in which more than one city has been built by added settlers.
Dr. Strangelove Mar 06, 2002, 08:46 PM All coordinates have to be expressed as even-even or odd-odd. You can have 47;47 or 48;48, but not 47;48. When I make this mistake I get a warning that tells me that I violated this rule. Some people may just get the generic warning. I don't know why. Also note that when you move a city the intrinsic railroad crossroads doesn't go with it, your units will treat the new city as if it didn't have roads. I used the map save feature, then civ3edit in order to put roads/railroads into the city.
ahenobarb Mar 06, 2002, 09:00 PM Gramphos, thanks for the tip, I got it to work.
As Hyacinth mentions, I noticed that the editor will not allow you to have even and an odd number at the same time -- at all. I know that you can't have it in the game. But what this means is that you can't even change the value for a second.
So if a city starts on an odd tile you can't change it to an even one, only to another odd tile. And if a city is on an even tile, it has to stay on an even tile
If you try to change the even, even to odd,odd; you get an error when you change the first number to odd -- you never get the opportunity to change the second value.
At any rate, I did manage to move a city with no problem, but the above error checking in the multiTool could be relaxed a bit, then it would be perfect. Also, the ability to add cities would be nice (But you know that already)
Gramphos Mar 07, 2002, 07:54 AM I'll look into that check function, maybe lighten the check a little. ;)
stainz Mar 08, 2002, 01:35 AM I did a little test with the cilopediaeditor and found something terribly wrong with it.
For my test, i used the editor to make a new civlopedia and pediaicon.
nothing was changed (mostly copy/paste for the original). I save it with the editor and proceeded to play a new game. But it crashed hard. not sure what the problem is, but i,ve attached the 2 text files that crash the game so you can have a look.
Gramphos Mar 08, 2002, 12:41 PM What? the editor does not edit pediaicons.txt.......(yet (might be added later, but right now I don't have mush programming time))
Gramphos Mar 08, 2002, 12:45 PM Have you added civs to the game? The files doesn't look bad...
stainz Mar 08, 2002, 04:07 PM Originally posted by Gramphos
Have you added civs to the game? The files doesn't look bad...
Yes, i have added civs (-:
And i didn,t know about the pediaicons )-: But i do now (-:
I,ll try it just using the altered civlopedia.txt, without using the altered pediaicons.txt.
I,ll post the results.
****************
I put back my altered civlopedia.txt into the game, and it works perfecly. But then i added the pediaicons.txt, and crashed hard.
Guess the pediaicons will have to be done the old fashioned way.
Gramphos Mar 09, 2002, 02:04 AM Well adding civs doesn't workm very well for two reasons:
1) the colors abouve #16 need some trick to be useable (crash at start)
2) the foreign advisor graphics aren't loaded from pediaicons.txt (crash at that screen)
stainz Mar 09, 2002, 04:10 AM Originally posted by Gramphos
1) the colors abouve #16 need some trick to be useable (crash at start)
It works fine with the colors i use. "And" i haven,t changed any of the original civ colors, nor are my additions any of the colors below # 16.
Now my main civ is using lime green ( 7th from the bottom in the editor ) as it,s default and unique colors. And a mix for the others i,ve added.
http://www.geocities.com/stainz6/Civilization/Miscpix/green.jpg
Originally posted by Gramphos
2) the foreign advisor graphics aren't loaded from pediaicons.txt (crash at that screen)
I know, but it only crashes about 20 -30 % of the time, the rest of the time it does work. I found that if you have met more than 4 other civs, F4 works fine most of the time. So i usually wait until i have met at least that many, hit the F4 and take my chances (-;
But like i said, only 20 - 30 % of the time do i crash back to the desktop.
I just wish this would be fixed. I have no problem at all with the game other that this. And i,m up to date with 1.16f and 1.17f installed over.
"All" the new keys work and i personally like the "shift J" and the Y keys
Grey Fox Mar 10, 2002, 09:55 AM Could I extract all unit positions, city positions, etc... and add it to a new save file based on the same scenario, but a newer version.
Never version, except that the map is the same.
This would really help, might need that feuture in the future when making a scenario. I currently think of making a WW2 scenario for my WW2 Mod, and I could use that function. Adding cities would also be great.
Functions I look forward to in the Save-Game Editor (might become a Scenario Editor you know)
- Ability to add Units, Cities etc...
- Ability to export everything in the Map, to another sav.
- Ability to change the Turn lenght (what I mean is, change the 2 year turn to a 1 month turn etc)
- Ability to change the Year.
:p I want feutures that makes it possible to change everything.
P.S. Gramphos, the problem I wanted help with some days ago, I fixed it.. I had the wrong version of the editor...
Gramphos Mar 10, 2002, 01:40 PM Originally posted by Grey Fox
Could I extract all unit positions, city positions, etc... and add it to a new save file based on the same scenario, but a newer version.
Never version, except that the map is the same.
Would it be enough to allow new rules to be imported?
This would really help, might need that feuture in the future when making a scenario. I currently think of making a WW2 scenario for my WW2 Mod, and I could use that function. Adding cities would also be great.
I'm working on city additions, but my time is very limited until after Easter.
- Ability to add Units, Cities etc...
- Ability to export everything in the Map, to another sav.
- Ability to change the Turn lenght (what I mean is, change the 2 year turn to a 1 month turn etc)
- Ability to change the Year.
Change the turn length doesn't seep to let it be done by the save games. The year shall be changeble. Unit additions work in most cases, settlers and workers might be a problem...
:p I want feutures that makes it possible to change everything.
I have to do my school work first. ;)
P.S. Gramphos, the problem I wanted help with some days ago, I fixed it.. I had the wrong version of the editor...
I need to create a notepad of all files and errors I say that I'll look at. I've too mush to do, so I never get to the bottom of the stack...
Grey Fox Mar 15, 2002, 12:32 PM Ignore this, jump to the next page instead...
tcwonder3 Mar 15, 2002, 05:40 PM Gramphos, I posted that problem with the BIC file not showing edited terrain changes when imported on Feb. 23 or 24 and you never got back to me because of the new tool addition. It is still happening and I have Editor 1.15 and it works with my other efforts, just not in this map. I also used the base bic file and edited the terrain changes in and started from scratch and they showed up there. Any ideas?
Grey Fox Mar 16, 2002, 05:01 AM I have placed a lot of Settlers on a Large Map, and it works to load to start with, but if I place the cities with one CIv and save, and then load the game again the game says:
(at about 37% loading): "DataIO operation System Error:UNIT"
And if I change Player CIV, then it works but all the Cities placed by the old civ now belongs to the First civ...
So what do you think is happening?
Gramphos Mar 16, 2002, 05:24 AM I don't really get your problem. I know that settler addition might be a problem some times, but I don't know exactly why. And I have very mush to du until Easter, and then I'll go away for a week, which means that I can't work on this tool more then just minor fixes until then.
tcwonder3 Mar 16, 2002, 07:46 PM Different issue question here. I have a custom bic file that is map and another that is no-map (rules, units, etc. only). Is there a way to import the rules to the map after the map has CPT run to place the Player Start positions correctly? I know you can import the map using MultiTool, but I can't figure a work-around for the other way.
Grey Fox Mar 16, 2002, 07:53 PM Now at a request by my mod players, they wanted a map with correct staring locations, and because i wasn't ready with the scenario I thought I should give them a european map with correct starting locations...
...so I make a .CPF file and I try the program and when I load the FIXED.sav the game says: "DataIO operation System Error:TILE".
I don't know why, but I can't get anything to work...
Gramphos Mar 17, 2002, 04:23 AM Originally posted by Grey Fox
Now at a request by my mod players, they wanted a map with correct staring locations, and because i wasn't ready with the scenario I thought I should give them a european map with correct starting locations...
...so I make a .CPF file and I try the program and when I load the FIXED.sav the game says: "DataIO operation System Error:TILE".
I don't know why, but I can't get anything to work...
Try to run it with CPT, I might have mssed a few things when adding 1.17 support to the MultiTool. As I've said before I don't have time to work on this before I'm done with every thing for school that must be ready before easter. (As my special project)
tcwonder3: I currently don't have the option to add rules to a SAV, why can't you just add them to the map?
Callison Mar 24, 2002, 03:47 PM I cant find the civ's to copy, i guess i am just not looking hard enough or have 1000/20 vision:nuke:
Stinkous Mar 25, 2002, 10:20 PM Is there a way where you can just make a new unit? If not could you include that somewhere?
Stinkous Mar 25, 2002, 11:05 PM I kinda figure out what I need to do but It is not working. Could somebody post a step-by-step for me?
Gramphos Mar 26, 2002, 01:31 AM What is not working?
Stinkous Mar 26, 2002, 03:53 PM Nope it shows up on the list of units but they are not there at where I placed them.
The units just aren't there but the program says they are.
Dr. Strangelove Apr 03, 2002, 10:13 AM Grampos-
Is there anyway that I can use one of your programs to change the identity of an AI civilization in a game in progress? In my current game I've destroyed a civilization, the Japanese, but they persist on the Foreign Advisor screen and refuse to surrender, causing the war to persist indefinitely, thus ruining my civ's morale. I've gone back to an earlier save game and tried various ways of making peace with them or destroying them, but nothing works. I'm wondering if the problem is the Japanese AI, and if somehow changing the AI player would resolve the problem.
PaulNAdhe Apr 03, 2002, 10:18 AM Originally posted by Dr. Strangelove
Grampos-
Is there anyway that I can use one of your programs to change the identity of an AI civilization in a game in progress? In my current game I've destroyed a civilization, the Japanese, but they persist on the Foreign Advisor screen and refuse to surrender, causing the war to persist indefinitely, thus ruining my civ's morale. I've gone back to an earlier save game and tried various ways of making peace with them or destroying them, but nothing works. I'm wondering if the problem is the Japanese AI, and if somehow changing the AI player would resolve the problem. Most probably the Japanese have a ship with a settler aboard that is sailing aimlessly around looking for an open spot of ground to restart their empire. Or, they have founded a city somewhere that your current maps do not show.
You can try to get new maps from the other civs and check for their city.
Dr. Strangelove Apr 03, 2002, 11:34 AM Originally posted by PaulNAdhe
Most probably the Japanese have a ship with a settler aboard that is sailing aimlessly around looking for an open spot of ground to restart their empire. Or, they have founded a city somewhere that your current maps do not show.
You can try to get new maps from the other civs and check for their city.
No, I checked for this via C3MT, there is nothing left of them. I'm not the first person to have this problem.
Kal-el Apr 03, 2002, 02:18 PM OK, so I've never used the tool, but I just added some 70 odd improvements and wonders to the game. I was hoping to be able to reorder them much like can be done with the Units, is this possible with the copy tool, I read through the thread and only saw mention of the unit reordering, did I miss something?
I want to get them all in alphabetical order so that it's easier to find what you want to build.
tcwonder3 Apr 03, 2002, 05:04 PM You could try using the PowerBar utility on the game while running it and look under Japanese for their units. If there is a wandering unit, it should show up, wherever it is. Or in the MultiTool menu go to units and search down the list of all the units. It should identify a Japanese unit and then tell you what coordinates it's located at. Then check out that area of the map and see if you can see it. If it isn't there, then start to worry;-)
Dr. Strangelove Apr 03, 2002, 10:26 PM Originally posted by tcwonder3
You could try using the PowerBar utility on the game while running it and look under Japanese for their units. If there is a wandering unit, it should show up, wherever it is. Or in the MultiTool menu go to units and search down the list of all the units. It should identify a Japanese unit and then tell you what coordinates it's located at. Then check out that area of the map and see if you can see it. If it isn't there, then start to worry;-)
Yes, that's what I did. They're all Kaput. I don't want to have to trash this game and start over.
gshut Apr 04, 2002, 08:09 AM I have tried to add Three new Civs to the game. I have copied and renamed all the pcx and flc files required for the new civs. I modified the pedicon and civliopedia file. I am at version 1.17. The problem I have is only two of the civs show up in the menu, the third is a blank. This causes the game to crash. I used the copy tool to create these new civ's in a bic file. HELP please.
tcwonder3 Apr 04, 2002, 03:47 PM Check out the file properties (rt-click on the file in Explorer) and find out your real byte count 7,705,244 or 7,705,200. Let me know which number you have in yours. I may be onto something.
gshut Apr 04, 2002, 08:55 PM The 1.17f Patch size I have is 7,705,200 bytes. version is 2.11.15.0. This was downloaded from www.civ3.com. I've also noticed in other threads that this patch is also suppose to upgrade the editor. My editor is at version 1.15. Is this right?
tcwonder3 Apr 04, 2002, 09:09 PM The editor is right. The patch file has shown up with the same id number as BOTH file length sizes. No one can seem to tell me what might be different to have this discrepency. I am trying to get a poll of which one the people with crashes are using to see if there is a pattern.
gshut Apr 04, 2002, 09:29 PM Thanks, if you get an answer, let me know. I can get two of the three civs to work, if the third is selected it will crash the game.
I've tried adding anywhere from 1 to 10 new civs. The problem is always in the ninth civ position on the left, which is always the last civ created. The name of the civ does not appear, and what ever you do don't click on the button or CRASH. This bug is either in the .bic or copy tool. I'll restore my system to 1.16 and see if the bug is still there.
ahenobarb Apr 05, 2002, 11:59 AM Gramphos, any hint about when the next version of the multitool will be available?
Jimmyh Apr 05, 2002, 12:31 PM Gramphos is currently on holiday and should be back around the weekend some time.
James.
tcwonder3 Apr 05, 2002, 03:33 PM Please look at that 1.17f patch size for me anyway, so I can use the information to work out these problems. Is is 7,705,244 or 7,705,200?
gshut Apr 06, 2002, 05:24 AM The size is 7,705,200.
Windows XP Professional.
CIV Player 13 Apr 06, 2002, 09:16 AM How do you add more civs. It never works when i try.
gshut Apr 07, 2002, 01:34 PM I have read multiple treads and pieced waht I know together. I have seen other threads that discribe how to add units. It would be nice if someone would write a reference on hoe to add civs. I've been able to add civs, but one will always cause the game to crash. I use adobe photoshop for pcx files, Aninmation pro for flc files. and a text editor for the text files. Has anyone been sucessful with the 1.17f patch. My copy tool is verion 0.90. Is this the latest?
GIDustin Apr 07, 2002, 01:57 PM First off, the civilization images are hard coded into the .exe (dont believe me? open it in notepad!)
This means that only the top 15-16 can be played BY THE PLAYER in any game. Not only will you have to re-order your civs so the ones you want to play as are at the top, but you also must make sure that the top 16 retain their prefixes (Ab_???, Lz_???). I.E. If you dont want to play as the americans, you can move them to the botoom of the list but all the Ab_??? files must be renamed, and the civ that replaced the americans on the top will now use the Ab_??? setup.
The bottom ones can be played against if you get the extra palette files ( http://forums.civfanatics.com/showthread.php?s=&threadid=19611 ). I was able to have 31 civs in my game as long I was playing as a civ in the top 16 using one of the default prefixes (Ab_???, etc).
The only bugs I have found with this do not affect gameplay too much. If you meet a civ that lies in the 16+ area of the civ list, the diplomacy may be alittle messed up (i.e. When in diplomatic conversations, they may say something like "#AIWHATEVER2") Also their pic will not appear correctly on the foreign advisor, but the game will not crash.
It is very hard for me to explain things, and I hope you understood all that. Ask any questions you may have and I will try to answer.
GIDustin
Gramphos Apr 08, 2002, 08:23 AM Hint: I'll release the next version when I have the time to do.
I've not been able to do mush changes since 0.90, and the changes made are mostly to make it easier for me to work with popupmessages in the future. (To reuse more of them.)
Hopefully I'll be able to get out something within another ten days, but I'm not sure. Somethings might pop up.
Kal-el Apr 08, 2002, 11:42 AM Gramphos,
Please work in the building reorder feature. Pretty please with sugar on top.
thanks,
Gramphos Apr 08, 2002, 03:01 PM Reordering buildings requires big changes. One of them is that sush a change would need the PCX handler to be very mush improved in speed. I have some code from Moeniir (Creator of Flicster) that I might be able to use, if I teke the time I need to adjust it to work with the rest of my program. However, I think that is a step that will have to wait for a while. More thingst that has to be changed is the way Pediaicons.txt is handled. It needs to be changed to be fully loaded and rewritten everytime, and be read in the way the game reads it, so that the Wondersplashes gets sorted to the correct building. That should just take some time to change, but shouldn't be any big problems to solve.
Kal-el Apr 08, 2002, 03:10 PM I don't mind reordering the pcx files if you want to just put something in there that can adjust the .bic.
thanks
Gramphos Apr 08, 2002, 03:25 PM It still requires improvements on the editing of pediaicons.txt. I'll see what I can do...
Kal-el Apr 08, 2002, 03:47 PM ok, thanks.
I appreciate the quick response.:D
Gramphos Apr 08, 2002, 04:05 PM Well, I guess I just lurk too mush around here right now, so I don't get the things I have to do before I can focus on C3MT done.
Kal-el Apr 08, 2002, 04:20 PM well then, I think I speak for most of when we say, get the hellout of here and go work on the C3MT! :D
Montezuma Apr 08, 2002, 04:43 PM Gramphos,
Please add feature for editing diplomacy.txt by dependency of number extra civs.
By the way, Your feature for adding extra civs works wrong for v1.17f. For no crashes need set RACE_ID for extras from 17 to 31,
not -1. And in *cpf need set same IDs
Second, offset of bytes for begin extra civs body in *.bic is wrong. Civ3Edit.Exe really is good for adding.
Sorry for my spelling...
rubixd Apr 08, 2002, 07:26 PM Man this multi tool is really great. I am still figuring out how to work it, like you say in da readme. It isnt very user friendly.
But anyway i am trying to create a new worker type unit, do you think you can give me the "step by step?"
Anyway thanks for the great mod!
Great Mod
:goodjob:
tcwonder3 Apr 08, 2002, 10:22 PM Actually the -1 setting does work. If it doesn't for you, you probably do not have the colorfix for the Art/Units/Pallettes directory that adds the missing #17to #31 otp.pcx files. I've been using the settings changes to add civs above 16 since I found out about it. You can get the zip file somewhere here (I forget the location of the thread it's in). Not having them causes crashes in extra civs. You can still only actively play one of the 1st 16, though.
GIDustin Apr 09, 2002, 07:06 PM first, the colorfix link is about 5-7 posts up.
Second, I started to go through all 20 pages of this thread, but gave up on my search to find an answer. My "import" doesnt work, or at least i dont think it does. When i press "import", it takes me to a screen with a few empy boxes. No where to enter the file from which I wish to import.
Any suggestions?
The greatest part of this tool IMHO is the unit re-order function. Thanks Gramphos for this awesome ability, and I would also like to see improvement re-order in the future if possible, not to rush you or anything. :P
GIDustin
guest Apr 10, 2002, 07:33 AM (I don't read all previous posts and so I don't know if anybody have the problem at previous time.)
I've played a game and changed/added sometime units or buildings. But as 1 computerplayer has killed another and I've saved the game, so I can't load it later, because there came an error with unit. So I looked with the savegameeditor and find I new unit (barbarian settler as 0/0 ; but I don't activated barbarians). After I have removed this unit I was able to load the savegame correctly. But know I'm at a point, where I want to kill a player but ever when I try it the same error came. And at this time there is no barbarian unit on map and no other unit at 0/0 what can I do? It is because I used this editor?
thanks for any help
Montezuma Apr 11, 2002, 03:22 PM Originally posted by tcwonder3
Actually the -1 setting does work. If it doesn't for you, you probably do not have the colorfix for the Art/Units/Pallettes directory that adds the missing #17to #31 otp.pcx files.
Yes, I had it before adding. Extra civs works really after altering IDs from -1 to 17... 31 only. And altered diplomacy.txt. I'm simple copy lines in #AI sections with #civ=1 parameter from civ 1-16 to extras 17-31.
I've been using the settings changes to add civs above 16 since I found out about it. You can get the zip file somewhere here (I forget the location of the thread it's in). Not having them causes crashes in extra civs. You can still only actively play one of the 1st 16, though.
No! All 31 civs are playable for me, I can play as extra civ from bottom. But I have sometimes crashes on diplomacy popups when my rivals are civs with IDs 17, 20, 23. After reloading savefile and switching by engine lines in random list it works.
Gramphos Apr 12, 2002, 11:34 AM Yuo don't use the foreign advisor, right?
Exsanguination Apr 12, 2002, 06:06 PM I am getting an error trying to run the Civilopedia Editor... it a missing *.OCX file error - i figured i needed an OCX, but where do i get it?
Cazovi Apr 12, 2002, 06:09 PM what was the name of the .ocx file?
Discovery One Apr 12, 2002, 07:43 PM I'm really psyched about the possibility of adding more civs to the game, but as somewhat of a computer newbie, I was wondering if anyone had set up a tutorial as to how to do so. Do the new civs apply only to saved games, or to the game itself? (i.e., could I restart the game and have the new civs still appear?)
Also, what does this do to the graphics? If I added (for example) Spain, would there be slots for me to add a Spanish leaderhead?
Also also, if the graphics are affected, then will future versions allow changing governments? I can add new governments, but they all get the same graphics....
Thanks!
Gramphos Apr 13, 2002, 09:22 AM Originally posted by Exsanguination
I am getting an error trying to run the Civilopedia Editor... it a missing *.OCX file error - i figured i needed an OCX, but where do i get it?
If you have high bandwidth, and don't mind downloading a "big" (for modem users) file you can download the 0.90 setup which includes the RichText control. other wise you should be able to find it at Microsoft's webpage, I might have a link in the readme, check there first.
Gramphos Apr 13, 2002, 09:29 AM Originally posted by tcwonder3
The editor is right. The patch file has shown up with the same id number as BOTH file length sizes. No one can seem to tell me what might be different to have this discrepency. I am trying to get a poll of which one the people with crashes are using to see if there is a pattern.
the smaller patch is the one with the correct editor, and the one where you don't get armies from huts.
Montezuma Apr 13, 2002, 04:04 PM Originally posted by Gramphos
Yuo don't use the foreign advisor, right?
Of coarse!
guest Apr 14, 2002, 10:15 AM I have an idea for a new feature in the savegame-editor.
It is possible to change the barbarian-level in a savegame? I think this were a nice feature.
Gramphos Apr 14, 2002, 11:04 AM Maybe...
Exsanguination Apr 14, 2002, 04:02 PM Originally posted by Gramphos
If you have high bandwidth, and don't mind downloading a "big" (for modem users) file you can download the 0.90 setup which includes the RichText control. other wise you should be able to find it at Microsoft's webpage, I might have a link in the readme, check there first.
i d/l the .OCX reccomended in the readme, didn't work.
It says:
Run-time Error '339'.
Component 'RICHTX32.OCX' not correctly registered: file is missing or invalid
I'm taking a guess thats somethig to do with the RichText control? What do I do? Where do i d/l the .90 setup? (If its the full install in the first post, thats what I d/l'ed and installed)
Gramphos Apr 14, 2002, 04:20 PM http://activex.microsoft.com/controls/vb5/RichTx32.cab
Gramphos Apr 15, 2002, 01:26 PM No new update will be posted before the patch, so stop hanging around here :p ;)
LordSpaz Apr 17, 2002, 02:05 PM Can you update your utility to allow multiple units to be added all at one time instead of having to add them one at a time?
This would be supremely awesome.
I'm trying to create a game that starts out with several hundred units. I thought I could use the civ editor AI bonus units to add units, but it doesn't work for some reason. But that would only add units to the AI if it did work.
Looking forward to your next release :-)
Gramphos Apr 19, 2002, 05:10 PM - CopyTool upgraded to work with 1.21f.
- SaveGame Editor disabled for1.21f (should still work with earlier versions)'
- Civilopedia editor output improved to preserve new lines between comments
- Minor bugs fixed
- Length calculation bug in BIC output fixed
- Popup messages and string constants moved to textfile.
5 downloads
Gramphos Apr 19, 2002, 07:03 PM - Bug with Output of new difficultylevel data fixed
106 downloads
Montezuma Apr 19, 2002, 07:30 PM Originally posted by Gramphos
- Length calculation bug in BIC output fixed
Means it then problem with adding new races fixed?
Gramphos Apr 20, 2002, 02:59 AM Originally posted by Montezuma
Means it then problem with adding new races fixed?
Nope, but maybe some problems (which I don't know of) was fixed. The length of the CONT sections were misscalculated while saven, which might have caused some gameplay issues on maps or corrupt maps, but nothing I've run into. I just saw that the baselength were to mush while updating the BIC-output for the patch.
Gramphos Apr 20, 2002, 01:34 PM Thanks to BeBro C3MT is now translated to German.
This file works with v0.92 and gives you a German interface.
To install, make a backup of C3MT.TXT in your C3MT directiory, and place the German C3MT.txt in with it.
Note that all parts of the interface is not fully translated.
sandoval Apr 21, 2002, 02:27 PM any idea if the import/export map functions are compatible with saved games with the new 1.21 patch?
Gramphos Apr 21, 2002, 05:14 PM I'm not sure, however the tool does not load compressed saves (yet).
joespaniel Apr 21, 2002, 05:29 PM Originally posted by Gramphos
I'm not sure, however the tool does not load compressed saves (yet).
:eek: I hope that means you are getting close to a new SGE thats works with the new patch, because Im dead in the water as far as my scenario work is concerned.
Figures, I was almost done, and they release a patch that makes my SGE obsolete...:rolleyes:
My hopes are riding on you, Gramphos. ;)
Gramphos Apr 23, 2002, 02:28 AM I hope to have a new version out next weekend, if not before.
Gramphos Apr 23, 2002, 03:49 PM - SaveGame Editor now works with 1.21f
- New Rules added to the SGE
- The CopyTool now handles multiplie streategies for units
- Some fields resized to fit the German text
- Bug with CivID assigning corrected (you can still not safely add civs)
837 downloads
sandoval Apr 23, 2002, 11:55 PM great work gramphos!
one thing however, i tried using the export as a bic function but get a dialog box saying not a civ3 save file. is this part of the editor functional?
Gramphos Apr 24, 2002, 02:07 AM Originally posted by sandoval
great work gramphos!
one thing however, i tried using the export as a bic function but get a dialog box saying not a civ3 save file. is this part of the editor functional?
I think I forgot to add decompression there. And it maybe doesn't work anyway. I didn't remember that I had separate loading over there. :o
Try to save your save with the editor and load it from that location (will then be decompressed) I'm not sure if it works or not. (The format has changed some as well, and If I read it from there I might have to rework that part.)
guest Apr 25, 2002, 04:44 AM Great :goodjob:
I like it very much.
But I've founded a short problem with the vesion 0.90
I don't testet the 0.92 now and so I don't know if the problem is there too.
here's the short problem:
If I add a new unit and look then to the military advisor then the unit isn't a part of my army but I have the unit on the map and can play with it. Why are added unit not in the military statistic?
If this is in version 0.92 too then add this function please :cry: .
sandoval Apr 25, 2002, 04:49 AM tried saving the save with CMT, then reloading the save new save and exporting the bic, didn't work oh well. the export map as a bic was a great function and i hope u put it back.
Gramphos Apr 25, 2002, 09:28 AM Originally posted by sandoval
tried saving the save with CMT, then reloading the save new save and exporting the bic, didn't work oh well. the export map as a bic was a great function and i hope u put it back.
I will, but it will have to wait for the next update.
MartinW Apr 25, 2002, 01:46 PM This tool is like Disney Land for game hackers. I still haven't discovered all that it will do but I'm working on it.
MrBiggBoy Apr 25, 2002, 07:34 PM GRAMPHOS ROCKS!!!!!!!!!!!!:goodjob: :goodjob: :king: :lol: :lol: :lol:
chiefpaco Apr 27, 2002, 09:39 AM Great work! I'm anxiously awaiting the .bic export. Would the rules in the new .sav be exported to the .bic as well? And then viewable in the editor?
Also, I see that you're including the SavExpand as a separate util. I think it will be interesting to those who wish to expand their .sav files to look at the rules. Now that rules are included in the save, can they somehow be editable? Might be useful to modders who like to tweak & test their rules mid-game.
RushDemon Apr 27, 2002, 10:26 AM I have three questions :
-1- How to create new civs for Civ III?
-2- How to add them into the game?
-3- Wher can i download new civs?
Bye!
Gramphos Apr 27, 2002, 10:32 AM The SavExpand was created as I couldn't get a DLL to work, and a VB port of the C++ decompression code just would mean a slowdown. However, I'm still investifgating the ability of making it a DLL.
Ralendil Apr 28, 2002, 04:01 AM I don't understand but I cant import a map into a BIC file. The tool freeze and doesn't give any answer !
Why? Am I alone?
After discovering my stupid error I can say to all other don't try to import into a 1.21 BIC file a map from 1.16 or 1.17 BIC file. Convert them before.
Sorry Gramphos for this untrue alarm :).
Gramphos Apr 28, 2002, 05:49 AM I'm actually looking at the Import/Export function right now.
bigbill0126 Apr 29, 2002, 01:32 PM 1st of all, awesome tool.
ok 2 the problems. whwen i add new citzens to a city, they come up as specialists working on the city center. I can't change the coords they work on, obviouly. but when i change them 2 laborers, before i have a chance to alter the citzen's coords, an infinite loop of message boxes will appear telling me "Only specialists can work on the city center". am i doin sumthing wrong?
Gramphos Apr 30, 2002, 04:52 AM Originally posted by bigbill0126
1st of all, awesome tool.
ok 2 the problems. whwen i add new citzens to a city, they come up as specialists working on the city center. I can't change the coords they work on, obviouly. but when i change them 2 laborers, before i have a chance to alter the citzen's coords, an infinite loop of message boxes will appear telling me "Only specialists can work on the city center". am i doin sumthing wrong?
I guess you do things in a certain order which the check doesn't like, I'll try to lighten it a little before the next version (As I did with the coordinate X/Y check)
guest Apr 30, 2002, 02:33 PM When I delete a unit and want to click on the next to delete it too, then the programm ever crashs. What I'm doing wrong?
Gramphos May 01, 2002, 10:28 AM Originally posted by guest
When I delete a unit and want to click on the next to delete it too, then the programm ever crashs. What I'm doing wrong?
Nothing, it's a bug. It will be fixed in the next version. A work around is to select NONE on the loaded on (which setting is lost when deleting a unit.)
JoseM May 01, 2002, 03:03 PM gramphos can u fix the import - export problem in ur multitool thing? thanx...btw ur tool is great.
Baron Rakkan May 02, 2002, 05:28 AM Hi.
I have problems with loading a save-file with the SaveGame editor. This problem appeared only with the new civ3 v1.21!! Is t not able to load sav-files with the new version??
Thanks :cry:
CCJ39 May 02, 2002, 06:47 AM If you are using the newest version (0.92) then you should be able to open the savegames.
Baron Rakkan May 02, 2002, 07:28 AM Originally posted by CCJ39
If you are using the newest version (0.92) then you should be able to open the savegames.
:goodjob: :beer:
Thanks it works! Have a nice day!
Gramphos May 02, 2002, 08:05 AM Originally posted by JoseM
gramphos can u fix the import - export problem in ur multitool thing? thanx...btw ur tool is great.
The Import/Export of the CopyTool?
It will be fixed in time, I don't think I've updated it since 1.16f :o
Briant416 May 02, 2002, 09:40 AM Hi Gramphos,
First I want to say what a great improvement in this utility. Copying units, tech, or even making civlopedia entries and adding them into the game has performed flawlessly. :goodjob:
I am currently using your 0.91 version and am unable to use the copy civilization, or the copy era function. I even tried using the version 0.92 with no luck. The read me file indcates that you can still not safely add civs. So I guess in the long run I still have to replace one civilization with another. But I still can't get the civ copy function to work on either version. My operating system is XP, does tha make a difference? :confused:
Thanks,
Brian
Gramphos May 02, 2002, 11:14 AM Some not-very-well-working functions are disabled unless you select to enable them in the options.
Gramphos May 09, 2002, 03:35 PM v0.92.5
- Language chooser added
- Bug in the SaveGame Editor where an unstopable popup loop would hit the one who changed a specialist to a laborer fixed
- The Map Import and Export functions now work with 1.21f saves.
- The FoW reset in the SGE now calculates the FoW based on the terrain and if the unit has radar ability.
- Bug where translation of the 'Add #' labels only would affect one label
- The SAVExpnd.exe can now be called using SAVExpnd.exe "Compressed file" "Uncompressed file"
v0.92.5001
- Problem when just one language file exists fixed.
v0.92.5001 SR1
- The SAVExpnd.exe is now the correct one.
Replacerd with SR1 after 17 downloads
492 downloads
Ralendil May 09, 2002, 06:45 PM Excuse me but how it works
I can't open nothing with it
With the last I was able to view the features of the save now nothing (invalid input).
And for Savexpnd.exe it is same
I understand nothing................
You have just forgotten the manual :)
Gramphos May 10, 2002, 12:50 AM Originally posted by Ralendil
Excuse me but how it works
I can't open nothing with it
With the last I was able to view the features of the save now nothing (invalid input).
And for Savexpnd.exe it is same
I understand nothing................
You have just forgotten the manual :)
No, I forgot to copy the new SAVExpnd.exe from my project directory to my Package directory.
Here is a Correct SAVExpnd. I'll also replace the ZIP with SR1 (including all* the right files)
* All that curently is known to be required
Ralendil May 10, 2002, 06:32 PM Thx it works perfectly now !
;)
Well with all you have put again (export bic etc..) we will be able to make good work ;)
Raul May 11, 2002, 04:44 PM I can't add units to a bic with a MAP on it. I clicked custom rules but when I add units, I try to open the map in the civ3editor but it won't open and says error and shuts dwon the program. Any suggetions. I have newset verions of Copytool and v1.21
Gramphos May 12, 2002, 05:05 AM Can the BIC created be loaded in the MultiTool?
Can you attach the BIC both unedied and edited (with he CT) for me to look at?
Dark Sheer May 12, 2002, 07:45 AM I get input pass end of file error everytime I launch the new version? I get the same error under both Win98 and Win2K. :(
Can someone mail me the older version (0.92)?? 0.92 works for me but not the latest.
CCJ39 May 12, 2002, 12:25 PM But the older version don't work with the 1.21 of civ3.
Dark Sheer May 12, 2002, 12:54 PM Originally posted by CCJ39
But the older version don't work with the 1.21 of civ3.
Version 0.92 works for 1.21 and works for me but not the latest 0.92_5001 and since I am travelling and using my notebook, I do not have the old zip for 0.92 with me and Gramphos has already removed it. :(
cracker May 12, 2002, 09:55 PM Gramphos you do great work!!
I have been using your C3MT to facilitate testing and identification of how the AI decision processes work with different unit types.
One thing that I have detected so far is that when we use the multitool to add units into a test game, the code does not seem to recognize these new units as belonging to the civ for the purpose of unit support costs or military power.
If I add 10 modern armor to my military for a test, they do not show up in my military advisor screen. The same holds true for the units given to AI civs.
This impacts how the AI views military strengths and lead the AIs to declare war and attack us even when they may be outnumbered and outgunned by a wide margin.
The only way I have found to work around this is to bump up the sheild production in cities and have the cities produce one unit each turn so it will be fully recognized as belonging to the civ.
Any further clarification that you might be able to provide would be helpful!!!!
Thanks again for all your work.
cracker May 12, 2002, 10:01 PM A second issue with the C3MT is related to "protection" of .sav files.
This is the first time I have encounted messages like "the file is protected and cannot be loaded" but I assume this is a new feature in V1.21.
First, I wonder how to save a .sav file from within the CIV3 standard code so that it cannot be loaded and edited.
Second, I have finished the May GOTM Diety game and wanted to try and reposition the Iroqouis down to the southern promised land just to see if that start location would lead to a better outcome. Since this GOTM seems to have the protection function engaged, I cannot load the base file to export the map as a seperate .bic file so that I can start a different game using the placement tool to position our civs on the same map but with our human player in a different starting location.
Again, any ideas??
Gramphos May 13, 2002, 08:11 AM Originally posted by Dark Sheer
I get input pass end of file error everytime I launch the new version? I get the same error under both Win98 and Win2K. :(
Can someone mail me the older version (0.92)?? 0.92 works for me but not the latest.
Hmmm, I only tested it under XP... Will do some tests, but there is not mush I can do before the weekend. And I've started to edit all parts of the code since that version... if only it had been reported earlier...
Try to remove all .txt files but the language files from the C3MT directory, they might cause the error.
Gramphos May 13, 2002, 08:14 AM And the old version is here:
Gramphos May 13, 2002, 08:22 AM Originally posted by cracker
A second issue with the C3MT is related to "protection" of .sav files.
This is the first time I have encounted messages like "the file is protected and cannot be loaded" but I assume this is a new feature in V1.21.
First, I wonder how to save a .sav file from within the CIV3 standard code so that it cannot be loaded and edited.
Second, I have finished the May GOTM Diety game and wanted to try and reposition the Iroqouis down to the southern promised land just to see if that start location would lead to a better outcome. Since this GOTM seems to have the protection function engaged, I cannot load the base file to export the map as a seperate .bic file so that I can start a different game using the placement tool to position our civs on the same map but with our human player in a different starting location.
Again, any ideas??
The protectyion was added a while back to protect GOTMs and other games that shouldn't be edited. It's totally unrelated to the game, and does not have any effect on the gameplay. I believe it hasd been in since v0.74 I think. However, I don't have a protector compatible with 1.21 SAVs yet. If and tournament game type creator asks me I might upgrade the one I have to work with them.
Gramphos May 13, 2002, 08:26 AM Oh, and Dark Sheer, can you check your C3MT.LOG file if it has anything under upgrade to 0.92.5001.
cracker May 13, 2002, 08:54 AM The protection function is probably a good thing, but after you achieve a victory or defeat in the game it should be possible to save the file in a way that would allow the map to be extracted without a lot of hocus pocus.
The alternative would be to have the tournament game map maker post an unprotected base map after the submission closing date. This option might also require the a way around the condom to facilitate map extraction.
This month's GOTM map was very interesting even if the start position for the target civ was truly mismatched to the civ characteristics.
Gramphos May 13, 2002, 09:20 AM Well, a strange thing is that I thought that the protection doesn't work with 1.21f, apparently it might be put in by the game itself in some occations (if you've played a protected game before startin the new one I think).
Dark Sheer May 14, 2002, 07:44 AM Originally posted by Gramphos
Oh, and Dark Sheer, can you check your C3MT.LOG file if it has anything under upgrade to 0.92.5001.
Hmmm, interesting....the version on my notebook shows upgraded to 0.90 only (I didn't download 0.92, thats why I don't have the zip on my notebook).
Gramphos May 14, 2002, 08:17 AM So the crash is definately somewhere before/during the load ogf the constant files. Did you get to the language selector?
Gramphos May 14, 2002, 08:22 AM Oh, and was there an error number shown up together with that error? (It's easier to go after, when you try to figure out why???)
ahenobarb May 14, 2002, 10:19 AM Gramphos, Looks like your knee-deep in something right now, but I wanted to let you know the "move city" function is working great.
Also, you can change the nationality of the city, which is useful for scenario creation. The only problem is the AI still thinks it needs to select what to build in those cities with altered nationalities (if it was changed to a palyer controlled civ), so you have to watch them closely.
Nice work.
Gramphos May 14, 2002, 10:51 AM Originally posted by ahenobarb
Gramphos, Looks like your knee-deep in something right now, but I wanted to let you know the "move city" function is working great.
Also, you can change the nationality of the city, which is useful for scenario creation. The only problem is the AI still thinks it needs to select what to build in those cities with altered nationalities (if it was changed to a palyer controlled civ), so you have to watch them closely.
Nice work.
Yes, I'm working with the next version, which, if all goes well will have a new toolmember in it ;)
Are you sure it isn't just the governor that is turned on?
ahenobarb May 14, 2002, 03:50 PM Originally posted by Gramphos
Are you sure it isn't just the governor that is turned on?
I know it's not the governor because I selected "ask for build orders" (or whatever) in preferences and it does this for all cities except the ones that were "swithced". Also, there is a white borderline around all the little boxes (for city size, city name, and build/growth time) below the switched cities - just like for the AI civs. For the non-switched cities, there are only white lines around the exterior box. (It's easier just to try yourself and see)
I just remebered as well, that I switched the nationality of the units in the cities too, but they didn't switch. I had to ask them to leave "or declare WAR" to get them out.
Just a glitch, no big whoop, as Mike Myers would say.
Gramphos May 15, 2002, 01:09 AM Strange... could you at least check the governal settings for that city? (Both screens, an tell me what is on.)
Dark Sheer May 15, 2002, 03:42 AM Originally posted by Gramphos
So the crash is definately somewhere before/during the load ogf the constant files. Did you get to the language selector?
I just discovered that I DO have 0.92 zip on my notebook so I am using that at the moment. As to the latest version, I never get to the language selector. :p It crashes once I double click on the C3MT.exe file.
The error is : Runtime error 62 "Input past end of file"
Gramphos May 15, 2002, 02:51 PM It sdounds as if any of the *.txt files in your C3MT directory might be of 0-length. (If that's the case the error will be fixed)
Can you test to locate the registry key
HKEY_CURRENT_USER\Software\Gramphos\C3MT
And Create/Set the value of "Language" to "c3mt.txt"?
Illuminated May 16, 2002, 10:15 PM There must be something obvious I am missing. I am trying to run savexpnd as follows:
savexpnd 3800bc.sav 3800bc.dat
But when I do, I get a little modal dialog box that says:
Invalid Input
Input is not in the correct format!
I just downloaded 0.92.5001 of c3mt and I'm using version 1.21f save files. I've tried with no command line arguments and one argument and with other save files and I always get that same dialog box.
Dark Sheer May 17, 2002, 04:11 AM Originally posted by Gramphos
It sdounds as if any of the *.txt files in your C3MT directory might be of 0-length. (If that's the case the error will be fixed)
Can you test to locate the registry key
HKEY_CURRENT_USER\Software\Gramphos\C3MT
And Create/Set the value of "Language" to "c3mt.txt"?
I have finally fixed the problem. There is a logfile.txt in the Civ3 directory (Civ3 logfile I believe) which is 0 lenght. Once I rename the file and run version 0.92.5001 everything is ok. After that I can rename the file back to logfile.txt at 0 lenght and still C3MT can be run with no problem. :)
Gramphos May 17, 2002, 05:36 AM Originally posted by Illuminated
There must be something obvious I am missing. I am trying to run savexpnd as follows:
savexpnd 3800bc.sav 3800bc.dat
But when I do, I get a little modal dialog box that says:
Invalid Input
Input is not in the correct format!
I just downloaded 0.92.5001 of c3mt and I'm using version 1.21f save files. I've tried with no command line arguments and one argument and with other save files and I always get that same dialog box.
The first release of 0.92.5001 had an incorrect version of the SAVexpnd. I shall have updated the zip in the first post, and I also posted the correct exe at Apolyton.
sandoval May 18, 2002, 04:26 AM thx for putting this in gramphos!
also wanted to mention some little tidbits i found to make the program work.
i primarily use import/export function to help beta test my mod. in my case i created a luxury resource which kept causing my game to crash. i got attached to the game i was beta testing my mod so i needed to export my map and change all the faulty resources to another resource. i like playing on an earth map so my games are started from a scenario, rather than a random map from a civ3mod bic file.
in order to properly import/export your map, you need to make sure that the terrain and natural resource rules are the same in your civ3mod as well as the scenario from which you are trying to edit. if the civ3mod file is different and you try to export your map from a saved game which was started on a scenario with different rules, your editor will crash.
Illuminated May 18, 2002, 04:55 PM Originally posted by Gramphos
The first release of 0.92.5001 had an incorrect version of the SAVexpnd. I shall have updated the zip in the first post, and I also posted the correct exe at Apolyton.
I re-downloaded both from the first post here and from Apolyton just now. The SAVexpnd.exe I had the problem with appears to be the same as the ones I just downloaded, but I tried both again anyway, with the same result.
The executable I am using is dated April 30, 2002 6:52 PM and is 40448 bytes long.
Is no one else having this problem or do people generally not use this program? I could see that an uncompressed SAV file would be uninteresting to most people, but I'm glad you've provided the utility... now if I could just get it to work! :)
Ralendil May 18, 2002, 05:10 PM For me it works perfectly and it is a good job by Gramphos. Again. :goodjob:
Sorry ! My saves are decompressed correctly moreover I use it for my mod (so it is not original game' saves)
Illuminated May 18, 2002, 05:17 PM Originally posted by Ralendil
For me it works perfectly and it is a good job by Gramphos. Again. :goodjob:
Sorry ! My saves are decompressed correctly moreover I use it for my mod (so it is not original game' saves)
Do you run SAVexpnd like this:
savexpnd file1.save file1.out
if you are trying to decompress save game file "file1.sav"?
Also, would you mind posting a .sav file that works with your SAVexpnd here?
I'd like to find out if the problem is with my .sav files or with my copy of SAVexpnd.exe.
Thanks.
sumthinelse May 18, 2002, 08:49 PM Originally posted by CCJ39
If you are using the newest version (0.92) then you should be able to open the savegames.
Please forgive the dumb question. OK, I downloaded the full version 0.91, tried to load a saved game (saved game editor), and it said it doesn't work with 1.21f.
So after I install 0.91, the full install, then I should unzip 0.92 and install it on top of 0.91, and after that it should work on 1.21f saved games? I have never used the multitool before.
But even if I do that, I am not sure it will do what I want it to do. What I want is to see is the internal flags that individual units have. If I have a stack of elite units, some of them may have created a leader already and (as I found out through research) once an elite creates a leader, it becomes "impotent," i. e. its probability of creating a leader is zero. The problem is, the game graphics still display these "impotent" units exactly like the ones that have not created a leader. Does the saved game editor display the internal flags of an individual unit? Will it show the HEX offset of the unit's properties in the .SAV file?
Can somebody help me to understand a little of the internal structure of a .SAV file?
Ralendil May 18, 2002, 09:07 PM Originally posted by Illuminated
Do you run SAVexpnd like this:
savexpnd file1.save file1.out
if you are trying to decompress save game file "file1.sav"?
Also, would you mind posting a .sav file that works with your SAVexpnd here?
I'd like to find out if the problem is with my .sav files or with my copy of SAVexpnd.exe.
Thanks.
No need to use SAVExpnd.exe with a command line or other. It is just the program used by the save game editor to decompress the saved game.
So you just have to select the save in the tool.
And why do you want a save?
It is unuseless for u. It is only a save as other save, yes modified but no things to tell you there was modifications.
So, unuseless.
I hope u will understand my poor english :).
Gramphos May 19, 2002, 02:24 AM Try to add a space at the end of the command line.
Illuminated May 19, 2002, 10:36 PM Originally posted by Gramphos
Try to add a space at the end of the command line.
That was it. It works perfectly for me now.
Thanks.
Gramphos May 21, 2002, 04:49 PM Time for a teaser of the new tool member. It isn't working yet, but I hope to have it ready this weekend or during the next week.
The translaters have a version with all strings to translate, so I hope to have the translations ready by release this time. I've also fixed some bugs while working with this. More info later...
GIDustin May 21, 2002, 08:29 PM you better hurry with that tool. You cant just go around making people jealous of things they dont have!!!
You should know better!!
GIDustin
Gramphos May 22, 2002, 12:17 AM Originally posted by GIDustin
you better hurry with that tool. You cant just go around making people jealous of things they dont have!!!
You should know better!!
GIDustin
Well, the reason why I post it is mostly because I sent the textfiles, and a non working version, to the translators. And rather then letting it show up by rumors I make it official right now. ;)
Gramphos May 22, 2002, 01:29 PM I'm almost done now. As for the unit creation everything but multiple strategies works perfectly. Multiple strategies tend to give incorrect resuilt some times, but I don't think I'll delay the release if i can't solve that. it should be easy enough to check those units in the editor and see if they got wrong.
Now what is left before release, which I hope will be this weekend. Is just the normal bug fixes of the othertools, and fixing some settings to work as intended and so on. No more big changes before release. Oh, and yes, I have to rewrite the readme.
Well, while you are waiting: Here is another screenshot from the unit wizzard.
Gramphos May 25, 2002, 01:01 PM One of the translators has had problems with the UCW. To be able to finish v0.93 as soon as possible I now have this beta version out.
As it is a beta is it only posted on Apolyton (http://apolyton.net/forums/showthread.php?s=&postid=979710&referrerid=9561&t=1987#post979710).
The faster the bug is found the faster can I be ready with the real 0.93.
Oh, and take time to read the list of changes:
v0.93 Beta
- Unit Creation Wizzard Added
- Civilopedia Editor now allows editing Civilopedia Icons
- The Description and Text field of the Civilopedia editor can be resized
- The CopyTool now has an option to Open a map window similar to the one earlier only in the SGE
- The MapWindow in the SGE now has a little flashing ellipse where the selected Unit/City is.
- The Map resizes (scaled, not redrawn) to fit the MapWindow when window is resized
- SplashScreen is now showed (with or without progressbar) while loading the terrain graphics.
- Bug with one of the terrainsets being wrong file in Map Window fixed.
- The Export/Import function for Units and Civs (which won't work, as the game crashes when civs are added) has been updated to unce again work. (I don't think they have worked since 1.07f)
- The Unit Organizer support for Multiple strategies has been extended
- Bug which made pre 1.21f maps unloadable corrected.
- Problem with default values when loading pre 1.21f Units fixed.
- Option to always backup files added
- Option to load civ3mod.bic if no rules are in the BIC loaded when starting the Civilopedia editor added.
- Crash bug when caceling the start of the Civilopedia editor from the CopyTool corrected
- All main toolparts now show up in the taskbar. No matter from what command they were started.
- Problems with not being able to start some tools in certain orders has been corrected.
- Crash at first startup if 0-length textfile existed in the C3MT dierctory (Input past end of file error) fixed.
CCJ39 May 25, 2002, 04:49 PM Is there a way to edit the rules of an existing savegame in one of the next versions?
Gramphos May 26, 2002, 02:27 AM Originally posted by CCJ39
Is there a way to edit the rules of an existing savegame in one of the next versions?
It depends on if I have time to rewrite the cort of SGE to not mix up the civ3mod.bic with the rules in the save.
Gramphos May 26, 2002, 03:07 AM Beta 2 is now out. Fixes some crashbugs.
Illuminated May 27, 2002, 06:50 PM Originally posted by Gramphos
It depends on if I have time to rewrite the cort of SGE to not mix up the civ3mod.bic with the rules in the save.
It would be awesome if you had time to include that! :)
sumthinelse May 30, 2002, 01:55 AM Gramphos,
Is there a way I can change the way an individual unit is displayed after the game is already started *without* changing the unit's other properties? I know I can use the editor to change the unit type but that is not what I want to do. I want to display some horsemen using one graphic and others using another graphic.
Actually, it would be sufficient to put something in the status field that displays text in the lower right hand corner of the CIV3 game screen where it says
Horseman
2.1.2/2
If I could add one field per unit that would work....
I have already successfully changed some of the internal flags in individual units using a hex editor. It seems like the unit prototypes are tricky to change once the game is created, though.
JS CivIII Jun 02, 2002, 10:15 AM Where can I download teh newest version???
Gramphos Jun 02, 2002, 03:40 PM Originally posted by JS CivIII
Where can I download teh newest version???
The newest version is a betaversion only aailiable on Apolyton. I'll soon release that version non beta with a few corrections, and then it will be here as well. I'm just doing some final tests.
Gramphos Jun 04, 2002, 05:44 AM Time for the non-beta release.
Some fixes and optimizations since the beta has been made. But no additions.
v0.93
- Unit Creation Wizzard Added
- Civilopedia Editor now allows editing Civilopedia Icons
- The Description and Text field of the Civilopedia editor can be resized
- The CopyTool now has an option to Open a map window similar to the one earlier only in the SGE
- The MapWindow in the SGE now has a little flashing ellipse where the selected Unit/City is.
- The Map resizes (scaled, not redrawn) to fit the MapWindow when window is resized
- SplashScreen is now showed (with or without progressbar) while loading the terrain graphics.
- Bug with one of the terrainsets being wrong file in Map Window fixed.
- The Export/Import function for Units and Civs (which won't work, as the game crashes when civs are added) has been updated to unce again work. (I don't think they have worked since 1.07f)
- The Unit Organizer support for Multiple strategies has been extended
- Bug which made pre 1.21f maps unloadable corrected.
- Problem with default values when loading pre 1.21f Units fixed.
- Option to always backup files added
- Option to load civ3mod.bic if no rules are in the BIC loaded when starting the Civilopedia editor added.
- Crash bug when caceling the start of the Civilopedia editor from the CopyTool corrected
- All main toolparts now show up in the taskbar. No matter from what command they were started.
- Problems with not being able to start some tools in certain orders has been corrected.
- Crash at first startup if 0-length textfile existed in the C3MT dierctory (Input past end of file error) fixed
***Fixes after the beta release***
- Index crash bug in SGE fixed
- The Civilopediaeditor now stays the same size even with multiple additions being made.
Removed after 353 downloads.
Springsteen Jun 05, 2002, 04:35 AM Hi,
I tested the SaveGamedEditor. But When I run via Explorer the SaveGameEditor.bat I get the error message: "Out of Memory" this also happen when I try to run via the Civ3 Copy Tool I also get the error message: Run time Error "7", Out of Memory.
I had this problem 0.91, 0.92.5 still with 0.93.
I'm running it from Dell Laptop, 256Mb memory, 13 Gbyte harddisk, 1GHz processor, under Windows 2000.
Does anyone have idea what I'm doing wrong, or what I'm missing.
Thanks.
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