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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 e