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Gramphos
Jun 05, 2002, 01:31 PM
Strange. Do you have many other apps running?

sumthinelse
Jun 05, 2002, 08:36 PM
Originally posted by Springsteen
Hi,

I get the error message: "Out of Memory" this also happen when I try to run via the Civ3 Copy Tool I also get the error message: Run time Error "7", Out of Memory.

under Windows 2000.



I use win2000 (320M ram, Service Pack 2) with the save game editor but never got this problem.

Press control+alt+delete, go to Task Manager->Processes and look at the Mem Usage column. It might tell you if some program is a memory hog. Some programs are hidden on the desktop but they will all be visible in the task manager.

It's also possible that you are running out of disk space for virtual memory. Do you know what partition(s) (C: D: E: etc.) your virtual memory is kept on? Check for free disk space.

I wonder if this could be a Visual Basic runtime problem. Gramphos, have you tested with WIN2000? It works for me, but I have installed service packs for WIN2000.

Ralendil
Jun 05, 2002, 08:57 PM
me too i use windows 2000 (and not this sXXX of XP :D ) and no problems

Springsteen
Jun 06, 2002, 08:37 AM
I appeared that I didn't installed the Full Install correctly, wrong drivers or OCX files. It now works fine.

But the problem I have with my SAV game is still there. I modified the original BIC (New Units, new resources, new wonders). I'm now in 1768 AD. But when its almost my turn again, the Game crashes. Does anyone have clue how to repair a SAV game. Or how to check a BIC file, for bugs or other faults in. The problem is that you encouter these problems after many evenings of playing.

malik
Jun 07, 2002, 04:53 AM
ERROR: "Component 'COMCT232.OCX' not correctly registard: file is missing or invalid"
i've installed everything which was written in readme.txt file like VB5, richtxt,etc...
but still i'm having this error message!
can u help me on this?

Ralendil
Jun 07, 2002, 06:30 AM
me tooand i have reinstalled this components.
Nothing to do, same error all times !

Gramphos
Jun 07, 2002, 08:53 AM
Have you tried to rerun the Installaion program. Those new OCX files should be in it.

Baron Rakkan
Jun 09, 2002, 09:00 AM
Hi

When I modify or change a savegame with this editor, and then later I try to load the savegame to play, it doesn`t work and the system crashes!:mad: This happened since I`ve installed the new version v1.21:aargh3: ! It doesn`t happen always, but it always happens when I add new units with the save game editor!
Has anyone an idea????

Thanks!

CCJ39
Jun 09, 2002, 09:13 AM
Which version of the savegame editor did you use and which values give you to the new units?

Gramphos
Jun 09, 2002, 11:13 AM
Originally posted by Baron Rakkan
Hi

When I modify or change a savegame with this editor, and then later I try to load the savegame to play, it doesn`t work and the system crashes!:mad: This happened since I`ve installed the new version v1.21:aargh3: ! It doesn`t happen always, but it always happens when I add new units with the save game editor!
Has anyone an idea????

Thanks!
Anyone else have similar problems. (Sorry, I don't have so mush time to work obn C3MT nowadays)

Baron Rakkan
Jun 09, 2002, 02:10 PM
Originally posted by CCJ39
Which version of the savegame editor did you use and which values give you to the new units?

Hi I use the latest version of the Savegameeditor! When I create units I add special units, which the present civilization I use, doesn`t have! They are Elite-Units and I create them in cities, that belong to me! Everything goes well until I want to load the game! I hope this was the answer you wanted to hear.

Gramphos
Jun 09, 2002, 04:44 PM
What does it say whn you load it? (I've successfully added units to my test saves)

Springsteen
Jun 10, 2002, 09:25 AM
Hi Gramphos,

I like your tool. But I have an enhancement request.

Is it possibly to generate a dump file of the Saved game.

So you could easily do some queries in this file. Maybe this editor could then be helpfull in solving the reason why the games crashes when you added your own units and improvements

When a civilization is building a unit or improvement which has been built before by any of Civilization, you can see easily this in an overview. Perhaps is this new unit causing the crash. Now you have check every city from every civilization, a hell of job.

Thanks

Gramphos
Jun 10, 2002, 01:07 PM
What sort of file, can you give an example on how it might look?

Baron Rakkan
Jun 11, 2002, 02:02 AM
Originally posted by Gramphos
What does it say whn you load it? (I've successfully added units to my test saves)

When I try to load it, the computer tells me, that there is a fault in the file: Civilization3.exe! Then I clicked on details, but because I don`t have so much knowledge, I didn`t know what it means. The other problem is, that when I close this system-massage the whole program closes and I have to restart the game once again. This problem only happend with files, that I have saved under the new version 1.21, other files saved under v1.17 didn`t have this problem. :cry:
Thanks

Gramphos
Jun 11, 2002, 05:00 AM
Do you have an unedited and an edited save?

boca
Jun 11, 2002, 10:46 AM
Hi gramphos

I would be interested in looking at your source code. Would you be kind enough to post it somewhere or maybe send it to me via email? I assume you're using VB6 right?

Thanks in advance

Luis

CCJ39
Jun 11, 2002, 11:27 AM
@grapmhos
How can I find out the structure of a compressed savegame?
I think the savegames of FM2002 are compressed too, but I don't know how I can change anything. (I can't use my Hexeditor to modify anything)

Gramphos
Jun 11, 2002, 01:58 PM
Originally posted by boca
Hi gramphos

I would be interested in looking at your source code. Would you be kind enough to post it somewhere or maybe send it to me via email? I assume you're using VB6 right?

Thanks in advance

Luis
Vb5 with some DLL calls. But I havn't decided wether to make the soruce public or not.

Gramphos
Jun 11, 2002, 02:01 PM
Originally posted by CCJ39
@grapmhos
How can I find out the structure of a compressed savegame?
I think the savegames of FM2002 are compressed too, but I don't know how I can change anything. (I can't use my Hexeditor to modify anything)
Well it's alot easier when the first versions weren't compressed (as you then know how it should look once you had decompressed it)

You can test with standard compression routines. (Does SAVexpnd.exe work with it? (Then it is PKWARE compression))

It can also be a separately developed compression, but that is in most cases more expencive then to use already created and efficient compressions. So look for different cvompression libraries.

sumthinelse
Jun 11, 2002, 08:16 PM
I am writing a program (using SUN java) to look at some of the flags in the UNIT structure in an uncompressed saved game. I can find the first structure by searching in the uncompressed game for ASCII "UNIT" but that wastes a lot of time because there is a lot of data that comes before that in the file. How do you find where the first "UNIT" structure is in an uncompressed saved game without searching through anywhere from 500K to multiple megs of data?

The reason I need to look at these flags: after an elite unit creates an elite, a flag gets turned on in that unit's structure so that it will never create another leader. Thus some elite units can create leaders and others can't but they look exactly the same unless you look at the internal flags.

It would be easier if you could add a field to display the flags at offset 0x30 after the start of the "UNIT" string, but I'll take any help I can get....

Gramphos
Jun 12, 2002, 07:07 AM
Originally posted by sumthinelse
I am writing a program (using SUN java) to look at some of the flags in the UNIT structure in an uncompressed saved game. I can find the first structure by searching in the uncompressed game for ASCII "UNIT" but that wastes a lot of time because there is a lot of data that comes before that in the file. How do you find where the first "UNIT" structure is in an uncompressed saved game without searching through anywhere from 500K to multiple megs of data?

The reason I need to look at these flags: after an elite unit creates an elite, a flag gets turned on in that unit's structure so that it will never create another leader. Thus some elite units can create leaders and others can't but they look exactly the same unless you look at the internal flags.

It would be easier if you could add a field to display the flags at offset 0x30 after the start of the "UNIT" string, but I'll take any help I can get....
Do you know what these flags are for?

I can read them, but I've not had time to investigate what I should put on checkboxes for them if I made any.

For the Location of the Units I also do some searches. However, as I read more parts of the save I do read it step by step, so the searching isn't so long. For instance you can see that their is a BIC header somehere in the early file. This has first a long value set to 8. The next value is the length of the BICs saved in the file. Skip the next long, and then jump those bytes. That way you will save a coupple of 100kB search. Also remember to not read 4 bytes at a time, but maybe 256 bytes, and use finding routines to search for UNIT in those areas. Then you always have to keep the three last bytes of a read chunk first in the next chunk.

Many of the sections begin with the length of them, and you can, byy reading it, skip searching over the map.

Gramphos
Jun 12, 2002, 07:27 AM
Just takeing a quick look at those flags in a few saves I think that I can spot "Has generated a leader" and "Has attacked" flags. But I'm not sure if thast's what they really are.

sumthinelse
Jun 12, 2002, 07:38 AM
Originally posted by Gramphos

Do you know what these flags are for?

I can read them, but I've not had time to investigate what I should put on checkboxes for them if I made any.



Thanks for the info Graphos! :)

The flags at +0x30 from the start of the "UNIT" string:

The only one I know is the one defined by mask 0x20. After an elite unit creates a leader this flag gets turned on, and after that that elite unit can't create a leader again (this is not documented but I found it out empirically and Mike B. from Firaxis confirmed that an elite can create ony one leader).

So if that flag is on, it means "created leader."

Firaxis may make these "used" elite units visually different in some patch but hasn't promised to do so.

Gramphos
Jun 12, 2002, 12:44 PM
Okay, that was one of the flags I found out. The other is 4, which I think setts that a un it has attacked once.

Would you want them viewable, or editable?

sumthinelse
Jun 12, 2002, 07:42 PM
Originally posted by Gramphos
Okay, that was one of the flags I found out. The other is 4, which I think setts that a un it has attacked once.

Would you want them viewable, or editable?

Hey, thanks again for your interest!

I just wanted them viewable, but IDSmoker wants them editable so that he can turn all these flags (0x20) off so that doesn't have to keep track of which elites have created leaders. That is, he wants to turn the flag off every time an elite creates a leader so that they will all have that same property.

As for myself, I play games slowly and viewable-only would be all I need. I'll try to take a poll, at least among the people who are most concerned, but I may find that more people care than I think....

CCJ39
Jun 13, 2002, 02:34 AM
Originally posted by Gramphos

Well it's alot easier when the first versions weren't compressed (as you then know how it should look once you had decompressed it)

You can test with standard compression routines. (Does SAVexpnd.exe work with it? (Then it is PKWARE compression))

It can also be a separately developed compression, but that is in most cases more expencive then to use already created and efficient compressions. So look for different cvompression libraries.

Thx.
The AVExpnd.exe don't work with it. But I think every compressed archiv has a special "design" of ascii-code. These savegames start with "+...BILZ.(...." and the string "BILZ" is very often in it. Did you eventually know which program it is? (I've trying to extract it with a lot of programs, but the correct one wasn't with in it)

Gramphos
Jun 13, 2002, 03:47 AM
Originally posted by sumthinelse


Hey, thanks again for your interest!

I just wanted them viewable, but IDSmoker wants them editable so that he can turn all these flags (0x20) off so that doesn't have to keep track of which elites have created leaders. That is, he wants to turn the flag off every time an elite creates a leader so that they will all have that same property.

As for myself, I play games slowly and viewable-only would be all I need. I'll try to take a poll, at least among the people who are most concerned, but I may find that more people care than I think....
The biggest problem is the way I handle strings and flags doesn't allow me to make gaps in the flags. I might be able to do something about it.

Gramphos
Jun 13, 2002, 03:50 AM
Originally posted by CCJ39


Thx.
The AVExpnd.exe don't work with it. But I think every compressed archiv has a special "design" of ascii-code. These savegames start with "+...BILZ.(...." and the string "BILZ" is very often in it. Did you eventually know which program it is? (I've trying to extract it with a lot of programs, but the correct one wasn't with in it)
I'm not sure about what the BILZ means.

As you made thoes ... in the beginning, do you have the first say 16 bytes of the compressed file in HEX?

Isak
Jun 13, 2002, 04:21 PM
Don't think I've posted here before, so let me just start by applauding the great work you're doing Gramphos :goodjob: It's really making a modder's life easier.

2 humble requests - seing that the TCG Editor has apparently died, is there any chance you will include any of the features that were unique to that, in your savegame editor?. Most importantly IMO, the ability to change the active player.
And, is there any chance Kal-el will ever convince you to include a Building re-ordering function :) ? (beg, beg, grovel, grovel)

Gramphos
Jun 14, 2002, 03:08 AM
Originally posted by Isak
Don't think I've posted here before, so let me just start by applauding the great work you're doing Gramphos :goodjob: It's really making a modder's life easier.

2 humble requests - seing that the TCG Editor has apparently died, is there any chance you will include any of the features that were unique to that, in your savegame editor?. Most importantly IMO, the ability to change the active player.
And, is there any chance Kal-el will ever convince you to include a Building re-ordering function :) ? (beg, beg, grovel, grovel)
On the first request I say that it's not very likely, at least as it stands now. The second might be added, but in that case I'll not edit any pcx-files (which means that the icons needs to be fixed by the editor).

Isak
Jun 14, 2002, 04:22 AM
Originally posted by Gramphos
On the first request I say that it's not very likely, at least as it stands now.That's sad - it would be incredibly helpful for playtesting our mod, and figuring out if the AI is up to all the changes we've made. Is it impossible, or do you just not want to do it?:confused: (I realize it could also be used to cheat, but...)
The second might be added, but in that case I'll not edit any pcx-files (which means that the icons needs to be fixed by the editor). No problem on my part - it is the reordering in the BIC that is a pain in the a**. Editing the PCX files is like summer vacation :)

Gramphos
Jun 14, 2002, 10:52 AM
Originally posted by Isak
That's sad - it would be incredibly helpful for playtesting our mod, and figuring out if the AI is up to all the changes we've made. Is it impossible, or do you just not want to do it?:confused: (I realize it could also be used to cheat, but...)
It's just too mush work to do as it stands now. I'll have mush less time to program in a period of ten months from now, so it means that only very minor additions will be made, and that it may take up to one month for it to support the next generation of BIC-files. (And I don't know what features will be in PTW and the next editor, so I don't know how mauhs of the tool to keep) No major changes before PTW at least. I don't even know if I'll posrt the SGE to PTW. (Ynless I can make it impossible to load MP games.)

No problem on my part - it is the reordering in the BIC that is a pain in the a**. Editing the PCX files is like summer vacation :)
I'll look into it.

CCJ39
Jun 14, 2002, 11:26 AM
@gramphos
These was the first bytes.

I've attached a screenshot of my hexeditor with a savegame.
You can't see it, but the string "BILZ" is very often in the savegame. (the savegames are 25-27MB)

sumthinelse
Jun 14, 2002, 08:52 PM
Originally posted by Gramphos

The biggest problem is the way I handle strings and flags doesn't allow me to make gaps in the flags. I might be able to do something about it.

Thanks Gramphos.

If you display a 4-character (e. g. 2400) hex number that would be good enough for me. And I'll test it for you!

Raioth
Jun 19, 2002, 02:10 PM
I have a question about the Copy Tool. I've looked around the threads here and at Apolyton but couldn't find anything about this.

I've tried to use the Copy Tool to create a flat map and while in the Civ Editor it makes it look flat, during play it's still a round world. Can you actually use this tool to make it so the edges of a map do not wrap? How?

Also, as a side note, for some reason, even though I took out the polar caps, during play they appeared anyway. Anyone know what the deal is there?

Thanks for the program, Gramphos. It's otherwise sweet and you kick ass for making it available.

Gramphos
Jun 22, 2002, 11:59 AM
Well, it worked as a flat world in 1.07f (original game) and I've not tested it since then.

Gramphos
Jun 22, 2002, 04:13 PM
v0.93.5
- Fixes bug were a unit has to have Bombard Range greater then zero to set Air Bombard strategy in UCW
- Added brows buttons to Animation and Sound files in UCW
- Added Special flags to Units in SGE
- Bug where new icon entries aren't grouped correctly in pediaicons.txt fixed.
- Rules are now imported and exported among maps from saves.

GIDustin
Jun 22, 2002, 07:50 PM
Gramphos: Great tool. You said that the rules were imported and exported from saves. Can you edit them as well? Say you are half-way through a game and find out your custom bic doesnt allow galleons to upgrade to spanish galleons, can you load your save, change that, and keep playing? That would be cool.

Also, Wizard is spelled with 2 Z's? Hmm, weird.

Thanks for the tool. Really like it.

GIDustin

SCC2
Jun 22, 2002, 09:57 PM
Gramphos I've got the latest version but I stil get a comct232.ocx error, I went to the Microsoft site and got the zip file but it still dosen't work. I mean I installed but it I still get the error message, apprently the version I had aldready was, any I installed the file but it still doesn't work.

Gramphos
Jun 23, 2002, 12:01 AM
Originally posted by SCC2
Gramphos I've got the latest version but I stil get a comct232.ocx error, I went to the Microsoft site and got the zip file but it still dosen't work. I mean I installed but it I still get the error message, apprently the version I had aldready was, any I installed the file but it still doesn't work.
Have you tried the full install at Apolyton?

Gramphos
Jun 23, 2002, 12:03 AM
Originally posted by GIDustin
Gramphos: Great tool. You said that the rules were imported and exported from saves. Can you edit them as well? Say you are half-way through a game and find out your custom bic doesnt allow galleons to upgrade to spanish galleons, can you load your save, change that, and keep playing? That would be cool.

Also, Wizard is spelled with 2 Z's? Hmm, weird.

Thanks for the tool. Really like it.

GIDustin
You can edit them in the same way you could edit cvi3mod.bic before 1.21f.

I'll have to do something about that spelling before next version... :rolleyes:

GIDustin
Jun 23, 2002, 02:47 AM
Hmm.. I think you mis-understood my question. I heard that 1.21f saves the custom rules into the save file when you ssave so that you can continue to play if you change the bic. What I was asking for was a way to extract the rules from a .sav, change them, and then put them back into the .sav so that you can continue playing a game with new changed rules.

Now that big of a deal actually, just thought it would make a cool addon.

GIDustin

Gramphos
Jun 23, 2002, 03:33 AM
That's what I said. You can put them back. But the changes to be made can't be any other then the ones that could be made to civ3mod.bic durng earlier versions.

GIDustin
Jun 23, 2002, 03:29 PM
oh ok i c

Thanks

Barenziahlover
Jun 25, 2002, 04:04 AM
Can this program be use as than savegame editor so I can change the ending date on the game I am playing under patch 1.21f

Mavtse
Jun 26, 2002, 03:28 AM
the CivMultiTool is the BUGGIEST program on my computer. I think there's something to do with the OS.

I'm using Windows ME (Chinese Traditional), installed the VB5 runtime, full install version of MultiTools... BUT ALMOST NOTHING WORKS!:confused:

The CopyTool: whenever i select the civ3mod.bic, it ALWAYS say "File not loaded"
The Unit Creation Util: ALWAYS pop up " comct232.ocx is not registered correctly or missing"
The SaveGame Editor: It always say " level not defined..."

The ONLY thing works is the Civiopedia Editor.

Are there any other programs that can add civilization and units besides CivMultiTool and hacked Civ3edit?

IDSmoker
Jun 26, 2002, 04:15 AM
Gramphos: As a software developer myself, I am completely in awe of the work you have put into this tool!!! You either have no job (which would be a crying shame), or you have devoted a significant portion of your time off to developing freeware... in my opinion, Firaxis should pay you to include the MultiTool in the PTW release!

I didn't download your utility for the longest time, because from the comments I'd seen elsewhere on the boards, I thought it was principally designed for mod-makers. After I ran into a Civ3 problem that I couldn't find a solution for, someone pointed me in your direction. I downloaded the utility (from Apolyton... BTW, when are you going to update the links here?), and solved my problem. Then I started checking out the other features of the MultiTool and I was completely blown away!

Of course there is no such thing as perfect software. So here are my suggestions for future changes. Since I am principally a VB programmer (though I have done some work with C/C++ and the MFC), these are mainly user interface issues. From what I've seen of the app, it was written in C/C++ and MFC, and you are far more familiar with low-level programming than with user interface issues (UI is one of the things I'm known for being good at). Please understand that these are suggestions, and not criticisms!

Suggestions:

Give your executable an icon
If you don't feel up to creating the icon yourself (I am certainly no artist myself and tend to steal... I mean borrow, my app icons from other sources <grin>) you should be able to find an artistically inclined Civ3 gamer willing to create one for you. Heck, make a contest of it!
Add an install program and turn the download into a self-extracting executable
If you are using one of the Microsoft tools, I can probably give you some more specific advice on this one. They've actually made it a whole lot easier than you might think. Drop me a private message/email letting me know your development environment, and we can take it from there.
Add a toolbar to the app with the commonly used functions on it (Open file, Open Terrain Graphics, Save, Open Map, Edit Filter, Apply/Clear Filter, just to start)
If you are using VB, I can give you explicit instructions on how to do this (I just recently gave a class for the jr. developers, of our software group, on how to use these types of VB functions). If you are using MS C/C++/MFC I may be able to point you to the relevant portion of the help files.
If the previous suggestion isn't feasible... Then you should really add both an "Edit Filter" and "Apply/Clear Filter" button to each tab
Change the size/placement of the controls on each tab to better manage the 'whitespace'
The 'whitespace' is the clear area, and it should be kept to the right and bottom. For example, the "General" tab is perfect, but on the "Units" tab the top and bottom drop-downs should be widened to the edge of the other frames and the buttons on the "Map" tab should either be enlarged to better fill the space (with an increase in the font size of the button labels), centered & widened a bit, or they should be rearranged into multiple columns.


The last one is relatively minor (adjusting 'whitespace' and setting the tab-order are the last things I normally do before turning the app over to the QA dept.).

Please, please, understand that I really don't mean these points to be taken as criticisms... I'm just a really anal-retentive software developer (specializing in user interface design), who can't help noticing these sorts of things. If I didn't think the MultiTool was an awesome application, I wouldn't waste my time making these kinds of suggestions.

Thank you for all of your hard work!

Barenziahlover
Jun 26, 2002, 05:11 AM
Hi there

Barenziahlover
Jun 26, 2002, 05:39 AM
Can it be that you are not use the england langauge on your computer that is causeing the ploblen.

Gramphos
Jun 29, 2002, 11:18 AM
I'm not home, and don't have acess to the source. However, try to check on microsoft's website for your language version of comclt232.ocx.

also you might need to use the vb6 version (change vb5 to vb6 in the path)


Oh, and I don't have toime to write any long messages. So the suggestion list will have to wait. I can just tell you that I know how to do all that, and that I'm using VB. My occupation for the last tweleve years has been as a student. Now that has changed, and I live away from home for ten months, which will mean less updates.

Exsanguination
Jul 02, 2002, 06:21 PM
on the savegame editor & changing difficulty level: if I take a tournament/RDciv/GOTM game and change the original 4000 BC save's difficulty level (ie emperor to monarch), will the # of AI starting units change? (Don't worry, I wouldn't submit those games.)

Gramphos
Jul 05, 2002, 02:43 PM
No, it will not change any units.

kingjoshi
Jul 08, 2002, 03:57 AM
Gramphos, sorry if this has been mentioned but I haven't read through the whole thread. Any chance on you sharing your source code :)

basher
Jul 09, 2002, 06:29 AM
Kingjoshi, he hasn't decided it yet.

http://forums.civfanatics.com/showthread.php?postid=322940#post322940

kingjoshi
Jul 09, 2002, 12:18 PM
thanks for the info basher. I guess I'll just have to wait and see what Gramphos decides.

IceBlaZe
Jul 15, 2002, 04:57 AM
I also get this message, when trying to load unit wizard:

Component 'COMCT232.OCX' not correctly registered: file is missing or invalid

IceBlaZe
Jul 15, 2002, 05:09 AM
Yes! I'm a Genius! It's Fixed! :D :D :D

Ok, here is how I did it:

I downloaded the COMCTL32.OCX install files from the readme Gramphos wrote.

I went to kazaa and searched for the file COMCT232.OCX, and someone had it. I downloaded it.

I extracted the COMCTL32.OCX install files, and I renamed the .INF installation file to COMCT232.OCX.

I opened it, modified everything in it from COMCTL32.OCX to COMCT232.OCX.

I putted it on my desktop along with the COMCT232.OCX file, I ran the modified COMCTL32.OCX installation INF file and it installed COMCT232.OCX properly :D

If anyone wants COMCT232.OCX with the modified Installation file, I'll zip it and post it here.

mvh Gramphos!

Bye all,

Eyal

sumthinelse
Jul 15, 2002, 07:14 PM
Gramphos, I suppose that it's very likely (probably almost certain) that the civ3 patch coming friday won't work with the saved game editor. Do you have any time to make more changes?

Civ3 just isn't the same without your editor! :) :) :)

Gramphos
Jul 18, 2002, 02:03 PM
It will not work wth it. I'll see if I can get a new version out on Saturday. If not it will have to wait at least another week.

sumthinelse
Jul 18, 2002, 07:40 PM
Originally posted by Gramphos
It will not work wth it. I'll see if I can get a new version out on Saturday. If not it will have to wait at least another week.

Thanks Gramphos. I and others appreciate whatever you can do.

One thing that I requested from you is to display the flags at 0x30 in the UNIT structure, but now Firaxis has made an enhancement in 1.29f that makes that unnecessary. I wasn't sure about that until now.

I don't know if you were aware of this, but some of us use the saved game editor to investigate allegations of "AI cheating." Players post games that claim to prove that the AI creates units "out of thin air" for example. I looked at such a game and found that the unit already existed, so no cheat. In many cases, your saved game tool proves that the "cheat" was a figment of the player's imagination, and in a few cases, there really is a cheat.

I took a year off to live in Thailand, but now I am headed back to the USA to do professional programming and debugging. The last program I wrote as a professional was a device driver for a cisco wireless PCMCIA card. Here we go again....

GIDustin
Jul 19, 2002, 10:16 PM
Gramphos:

Good luck on making a 1.29f version of the tool. I anticipate it's release as I want to re-organize units in my mod.

Thanks for all you do. Keep it up.

GIDustin

AAGamer
Jul 20, 2002, 09:37 AM
Gramphos,

Looking forward to your update.. I had some problems with it when I first used it but most were my not admitting to having all the necessary files.. Now -- before 1.29f -- it works great.......... Keep up the great work and dedication and am crossing my fingers you are able to get the latest version out on Saturday..


Thanks for some great work......

Mark

Gramphos
Jul 20, 2002, 11:39 AM
I have an early 1.29f version up at Apolyton, and I plan to fix a few bugs and post it here later today.

CivAgamemnon
Jul 20, 2002, 12:22 PM
Gramphos, Thank you for all of your hard work. I'm really looking forward to the update. :)

CCJ39
Jul 20, 2002, 03:26 PM
@Gramphos
Thx you for your work. Your tool is the best I know.

AAGamer
Jul 20, 2002, 04:06 PM
Very Good.. Waiting Impatiently!!!

Gramphos
Jul 21, 2002, 07:35 AM
Dont have time to write anything.

v0.94.1
- Adds an option to reselect language if the file selected fails to load.
- Corrects the UCW to load compressed BICs.

sumthinelse
Jul 21, 2002, 09:48 AM
How can we ever repay you Gramphos? :)

AAGamer
Jul 21, 2002, 10:12 AM
We're not worthy we're not worthy.. Thanks I needed that!!!!

Maple
Jul 21, 2002, 12:59 PM
Thank you!!!!

Exsanguination
Jul 21, 2002, 03:29 PM
Just a note:

I downloaded .94 off Apolyton, and when I went to load any scenario in-game, the game crashed right before loading to 100%. I reinstalled to .93.5, and everything worked fine.

lithium18
Jul 21, 2002, 05:58 PM
im having a problem with the save game editor. when i start it and try to load a .sav file it locks up. im probably just being ignorant, but could some one help me out. thanks

Barenziahlover
Jul 21, 2002, 08:02 PM
The savegame editor only work with patxf 1.17f I beleive.

sumthinelse
Jul 21, 2002, 08:22 PM
Originally posted by Barenziahlover
The savegame editor only work with patxf 1.17f I beleive.

No, no, no. It works with 1.129f now.

Dark Sheer
Jul 21, 2002, 10:18 PM
The new version works perfectly. :goodjob:

The new minimap that allows you to see where every unit is on the map is a wonderful tool. :D

GIDustin
Jul 22, 2002, 09:44 AM
I tried to export some civs from a mod with intentions to import into a mod i am working on, but the tool crashed while exporting.

Any Ideas?


Thanks

GIDustin

Gramphos
Jul 22, 2002, 10:52 AM
Originally posted by Dark Sheer
The new minimap that allows you to see where every unit is on the map is a wonderful tool. :D
New?

It must have been there at least in 0.93, isn't it in the readme? :hmmm:

nonnob3
Jul 22, 2002, 01:21 PM
Is the save editor in this version also?
(Attachment: c3mt0-94-1_englishonly.zip)

I have tried to use it on civmultitool ver1.21 and it's "grey out".

Anybody?

CivAgamemnon
Jul 22, 2002, 03:36 PM
I see what you mean now... it's the same with mine. Then again, I have the one compatible with 1.21. I'm gonna download the new one.

CivAgamemnon
Jul 22, 2002, 04:41 PM
Works fine for me- can modify saves now.

nonnob3
Jul 23, 2002, 01:33 PM
Did you download : Attachment: c3mt0-94-1_englishonly.zip ?

Barenziahlover
Jul 23, 2002, 04:21 PM
No I didnot yet.

Lt. 'Killer' M.
Jul 23, 2002, 04:33 PM
gramphos - wonderfull!

but could you upload to the file server?

nonnob3
Jul 23, 2002, 07:31 PM
Works fine now. Thank you Grampos for this wonderful tool!!!!!!!!! :yeah:

Dark Sheer
Jul 24, 2002, 08:41 PM
I notice that the Tools can not import from an existing bic (1.29f). It can export to a bic but somehow certain part of the exported bic will crash C3Edit.

It can read from uncompressed old bic but not the new compressed bic format for the latest patch. I am sure Gramphos is working on this already. ;)

Gramphos
Jul 26, 2002, 03:02 PM
Originally posted by Dark Sheer
I notice that the Tools can not import from an existing bic (1.29f). It can export to a bic but somehow certain part of the exported bic will crash C3Edit.
Are you referring to the export/import in the copy tool?

Gramphos
Jul 27, 2002, 10:07 AM
v0.94.2
- Fixes a bug in the UCW with the brows buttons functionallity. (and crash bug)
- The Import Map function in the SGE now reads compressed bics.
- The BIC-compare tool now reads compressed bics.
- Corrects a compatibility problem with saves started before 1.29f
- The map statistics in SGE now shows the number of resources
- The savefile load and save functions has been slightly optimized.


I hope to be able to create textfiles for the other languages soon.

AAGamer
Jul 27, 2002, 07:32 PM
Gramphos,

Nice program.. Few questions.
1. After downloading and copying over the old c3mt files is the version splash still saying .94.1001 if this is actually 94.2

2. When I am in the civilopedia after I have said no to default civ3mod.bic does it not show Great Wonders, small wonders etc, after I have loaded a different one?

3. I do have access to and can work on a bic if I say yes to adding default civ3mod.bic but why the choice then. .

4. Thanks you are always very helpful here and apolyton..

Mark

Gramphos
Jul 28, 2002, 03:18 AM
Originally posted by AAGamer
Gramphos,

Nice program.. Few questions.
1. After downloading and copying over the old c3mt files is the version splash still saying .94.1001 if this is actually 94.2
Forgot to change the internal number, so auto increasement was used. :o

2. When I am in the civilopedia after I have said no to default civ3mod.bic does it not show Great Wonders, small wonders etc, after I have loaded a different one?
I don't really get it. What's the error?

3. I do have access to and can work on a bic if I say yes to adding default civ3mod.bic but why the choice then. .
Care to explain that too?

ilive
Jul 28, 2002, 06:00 AM
it seems a great tools.

but i have a little trouble : i can't use savegame editor. I have the 1.29f version with v0.94.2 of civtools.
i load my savegame in the editor and i save it without any modifications : when i load my savegame in civilization, i have a message at 37%: dataio operation system error : UNIT .
i try on different savegames and same troubles.

i search on previous messages on this thread but don't find a solution (or i missed it). Is there a way to solve this ?

thanks for your help

AAGamer
Jul 28, 2002, 04:05 PM
Gramphos

Ok.. your like I am you need it written out..

1. Click civ3mtool
2. Click Civilopedia Editor
3. You will be given a box that states
No Bic loaded into memory. Do you want to load civ3mod.bic (The Bic is only used to assigne titles to the keys)
4. I clicked no.....
5. Then I opened a bic and proceeded to want to modify Great wonders as well as others in the great editor.. They are not listed.(great wonders etc.) try it.
6. The only time they are listed(wonders) is if I click Yes to #3 above(would you like to load civ3mod.bic)
7. Ok so why the question if you cant modifywithout the civ3mod.bic
8. Or if you are supposed to be able to modify then why not!!

Thanks again

Beam
Jul 29, 2002, 08:50 AM
Originally posted by ilive
it seems a great tools.

but i have a little trouble : i can't use savegame editor. I have the 1.29f version with v0.94.2 of civtools.
i load my savegame in the editor and i save it without any modifications : when i load my savegame in civilization, i have a message at 37%: dataio operation system error : UNIT .
i try on different savegames and same troubles.

i search on previous messages on this thread but don't find a solution (or i missed it). Is there a way to solve this ?

thanks for your help

Exactly same with me, the tool looks great btw in terms of functionality!!!
One observation: original file I loaded is size 43155 and the resulting sav from the editor is 679444.

And a request for another enhancement: ability to switch sides. In scenario creation it would be great if diplo relations can be preset in the released scenario. This means however that diplo should be performed for each player.

LALALALA
Jul 30, 2002, 01:19 AM
:confused: :
Why I can't use all tools in Civ3MultiTools???
When I Load the save files,it said



Unknown section:after BLDG
Please report this (If the sction is not anything logical there is most likely an error in the reading of BLDG)
Try to attach the BIC/SAV (zipped) you tried to load while reporting.




What's that mean????
What should I do????

:rolleyes: :rolleyes: :confused: :confused: :rolleyes: :confused:

HighCouncil
Jul 31, 2002, 05:59 AM
Does the newest version just work with the english ver.?
I have 1.21 german now and 0.92 work excellent.
The tool is awesome.
HACKING CHEATING RULEZ!!!
:flamedevi

Mathieu
Jul 31, 2002, 06:32 AM
It can't work with 1.29f :(

Same problem than posts #593 and 592...

low
Aug 02, 2002, 10:26 AM
I loaded a saved game into the editor and changed the ending year only and recieved this error when I tried to load it. Is the save game editor not compatiable with v1.29?

low
Aug 02, 2002, 10:28 AM
After I clicked ok...

Gramphos
Aug 02, 2002, 02:06 PM
Originally posted by ilive
it seems a great tools.

but i have a little trouble : i can't use savegame editor. I have the 1.29f version with v0.94.2 of civtools.
i load my savegame in the editor and i save it without any modifications : when i load my savegame in civilization, i have a message at 37%: dataio operation system error : UNIT .
i try on different savegames and same troubles.

i search on previous messages on this thread but don't find a solution (or i missed it). Is there a way to solve this ?

thanks for your help
I'll look into it. If you had the save you used it would probably be easier, as it has worked for me.

Gramphos
Aug 02, 2002, 02:11 PM
Originally posted by AAGamer
Gramphos

Ok.. your like I am you need it written out..

1. Click civ3mtool
2. Click Civilopedia Editor
3. You will be given a box that states
No Bic loaded into memory. Do you want to load civ3mod.bic (The Bic is only used to assigne titles to the keys)
4. I clicked no.....
5. Then I opened a bic and proceeded to want to modify Great wonders as well as others in the great editor.. They are not listed.(great wonders etc.) try it.
6. The only time they are listed(wonders) is if I click Yes to #3 above(would you like to load civ3mod.bic)
7. Ok so why the question if you cant modifywithout the civ3mod.bic
8. Or if you are supposed to be able to modify then why not!!

Thanks again

I'll take a look at it. it should be possible if any rules are loaded.

Gramphos
Aug 02, 2002, 02:20 PM
BTW, do you know if the IO error were in 0.94.1 I'm working on two computers, and one file might have been outdated upon the complie.

ilive
Aug 03, 2002, 04:27 PM
i have tried with the 0.94.1 version and this work fine :)
only error with the 0.94.2 version

i zip you a savegame which give an error at 34% with the 0.94.2

Gramphos
Aug 04, 2002, 02:15 AM
I've located the error, and will have a new version out soon.

Beam
Aug 04, 2002, 03:17 AM
Originally posted by Gramphos
I've located the error, and will have a new version out soon.

:goodjob: :goodjob:

Gramphos, do you think it is possible to incorporate a function to switch the civ played by the human player? This would be great for initializing scenarios.

ilive
Aug 04, 2002, 03:53 AM
Gramphos, thanks a lot for your work

Gramphos
Aug 04, 2002, 05:54 AM
v0.94.3
- Fixes bug where saves always got corrupted upon save.
- Makes layout changes to some translatable parts.

Gramphos
Aug 04, 2002, 05:57 AM
Originally posted by Beammeuppy


:goodjob: :goodjob:

Gramphos, do you think it is possible to incorporate a function to switch the civ played by the human player? This would be great for initializing scenarios.
It's something I'm worki9ng on, but there are still long there. I need to get a better hold on the Civ data to be able to do so, unless it's easier to do in 1.29f, as they are preparing the code for MP. Anyway, it will not be done for a while. :(

ilive
Aug 04, 2002, 06:13 AM
i have tried version 0.94.3 and it's ok. i have no more error when loading modified savegame

thanks a lot

stainz
Aug 04, 2002, 02:41 PM
Gramphos


i have a question that has probably been asked before, but here it is:

if i use the "unit organizer" in the CMT, will my units_32 pcx. be adjusted to the modifications i made? or will it read it as it was put in?

i don,t really want to try it without knowing the full effects, as i,ve put in a lot of extra units.

GIDustin
Aug 04, 2002, 04:10 PM
The unit organizr does not change units32. It only re-orders the civs in the BIC, and does not change the icon number.

This was true last time I used the tool anyway :)

GIDustin

stainz
Aug 04, 2002, 06:42 PM
so if i change the last unit i put in, to the first unit in the list while i,m using the organizer, will it show as the unit icon i put in or will it show as the settler unit icon?

LALALALA
Aug 05, 2002, 12:56 AM
Why I can't use all tools in Civ3MultiTools???
When I Load the save files,it said



Unknown section:after BLDG
Please report this (If the sction is not anything logical there is most likely an error in the reading of BLDG)
Try to attach the BIC/SAV (zipped) you tried to load while reporting.




What's that mean????
What should I do????

(I use the Chinese version civ3 and it is clone.Will that have any question??)

:nuke: :egypt: :sniper: :tank: [plasma] :die: :yinyang:

GIDustin
Aug 05, 2002, 02:08 AM
Originally posted by stainz
so if i change the last unit i put in, to the first unit in the list while i,m using the organizer, will it show as the unit icon i put in or will it show as the settler unit icon?

It will look like it should, not a settler

stainz
Aug 05, 2002, 07:56 AM
GIDustin

Thanx for the help (:

GIDustin
Aug 05, 2002, 07:16 PM
stainz: No Problem

Gramphos: I still get an illegal operation when trying to export 10 civs out of my bic file so I can import into another. Any suggestions? BTW It crashes right after I choose a filename for the exported file.

GIDustin

HighCouncil
Aug 06, 2002, 06:04 AM
Does 0.94 work with 1.21german?

:ar15: :rocket3:

sneedleweeze
Aug 06, 2002, 03:22 PM
evrytime I try to start the unit creator, I get:
"component 'comct232.ocx' not correctly registered: file is missing or invalid

gerald1
Aug 07, 2002, 09:03 AM
Sorry to disturb the common euphoria but the problems origionally encountered by Dark Sheer (Nr.586) seem to persist in v0.94.3.

Gramphos, he was obviously referring to the bic-imp/exp. function in the SGE, as I have witnessed the same troubles.

When I load a .sav file into SGE and export to a .bic-file, this .bic has already different size than common .bic files have (btw. You can configure civ3edit v1.29f to produce either compressed or normal size .bic files by option).

Opening this .bic in civedit v1.29f will show the upper leftmost region of the map (huge) !BUT! any movement within the map window, either by mouse, by cursor keys or by simply clicking to the desired location in minimap, will immediately CRASH civedit v1.29f.

The error message I get (Win2000) is:
civ3edit has generated errors and will be closed. I have, for information, the proper runtime files for Win2000 ant the export/import has already worked flawlessly with SGE v0.93.5 and an earliier civ3-version, I think v.1.17f (not so sure about v.1.21f, I think I remember it did formally work but then the rules got corrupted in a way that civ advances occurred every single turn, not only for You but also for every opponent).

Imported .bics also cannot be merged into a saved game, but, with the export not working, I have no useful modifications at hand for testing the re-import.

So, I am afraid, there is still an extra mile to go for Gramphos until he really deserves
:king:

greetings
Gerald

CamDawg
Aug 08, 2002, 09:58 AM
Originally posted by gerald1
Sorry to disturb the common euphoria but the problems origionally encountered by Dark Sheer (Nr.586) seem to persist in v0.94.3.

Gramphos, he was obviously referring to the bic-imp/exp. function in the SGE, as I have witnessed the same troubles.

When I load a .sav file into SGE and export to a .bic-file, this .bic has already different size than common .bic files have (btw. You can configure civ3edit v1.29f to produce either compressed or normal size .bic files by option).

Opening this .bic in civedit v1.29f will show the upper leftmost region of the map (huge) !BUT! any movement within the map window, either by mouse, by cursor keys or by simply clicking to the desired location in minimap, will immediately CRASH civedit v1.29f.

The error message I get (Win2000) is:
civ3edit has generated errors and will be closed. I have, for information, the proper runtime files for Win2000 ant the export/import has already worked flawlessly with SGE v0.93.5 and an earliier civ3-version, I think v.1.17f (not so sure about v.1.21f, I think I remember it did formally work but then the rules got corrupted in a way that civ advances occurred every single turn, not only for You but also for every opponent).

Imported .bics also cannot be merged into a saved game, but, with the export not working, I have no useful modifications at hand for testing the re-import.

So, I am afraid, there is still an extra mile to go for Gramphos until he really deserves
:king:

greetings
Gerald

You can actually move around the map but if a square that has a starting location is viewable, the editor will crash. This looks like it's not Windows-version specific; I'm running WinXP and encounter the same error.


You can workaround this problem and see the map, if nothing else. Open the Editor and choose 'Import' from the file menu. You can import the world map only form the BIC you created with the multi-tool. I haven't tried it with other options, so it's possible that you could import units, colonies, etc. Starting locations definitely make the editor crash.

Gramphos
Aug 09, 2002, 02:40 PM
I'll check onj it. It's probably that I've forgot to load over the new stating location system to the exported BICs.

Gramphos
Aug 09, 2002, 02:40 PM
Originally posted by LALALALA
Why I can't use all tools in Civ3MultiTools???
When I Load the save files,it said



Unknown section:after BLDG
Please report this (If the sction is not anything logical there is most likely an error in the reading of BLDG)
Try to attach the BIC/SAV (zipped) you tried to load while reporting.




What's that mean????
What should I do????

(I use the Chinese version civ3 and it is clone.Will that have any question??)

:nuke: :egypt: :sniper: :tank: [plasma] :die: :yinyang:
Could you attach a zipped save you ttry to load?

sprnv8
Aug 10, 2002, 03:06 PM
Where can I find the file COMCT232.OCX,
This is stopping me from using the Unit Creation Wizard.
If you can tell me that would be helpful:)

Gramphos
Aug 10, 2002, 04:03 PM
There is a link to it somewhere in any of my top posts, either this or the one at poly.

Gramphos
Aug 10, 2002, 04:39 PM
v0.94.4
- The BIC-export of MAPs now work correctly with 1.29f saves. (The editor no longer crashes)
- The translations now get xx turns and special flags correctly.
- The program wil no longer crash if undefined strings are called for in a language file.
- The CT MapStat now give resource stats as ther SGE does since 0.94.2
- All unrepored readerrors with BIC where all entries of a type were missing has been corrected. (So a BIC with not techs can now be correctly loaded.)
- The SGE can now change the number of TECHs in a game up on BIC IMPORT. However, this feature does only work with 1.29f games, and I'm not sure if there are any games it will fail top work with for them either. Please try this out (I.E delete or add techs to exported maps and import back) in as many games as possible, and if you find a game that screws your research progress otr fails to load after edit please send me the UNEDITED save.
- A few more mixed up strings has been changed to correct orders.

gerald1
Aug 10, 2002, 09:49 PM
civ3edit 1.29f still crashes when starting locations are to become visible.

Another issue I recently discovered : when I loaded a .sav into SGE and saved without any modifications after reopening the game in civ3 the income of gold indicated for the next turn was reduced by 3 ( although this was in an extreme situation with over 1200 gold per turn as I was about to finish Theory of Evolution and therefore had my science funding frozen at 0% because after those 2 free advances you start the research of the next advance with an empty pot anyway )

Attachement: drwatson.log

greetings
Gerald

sprnv8
Aug 10, 2002, 10:57 PM
Originally posted by IceBlaZe
Yes! I'm a Genius! It's Fixed! :D :D :D

Ok, here is how I did it:

I downloaded the COMCTL32.OCX install files from the readme Gramphos wrote.

I went to kazaa and searched for the file COMCT232.OCX, and someone had it. I downloaded it.

I extracted the COMCTL32.OCX install files, and I renamed the .INF installation file to COMCT232.OCX.

I opened it, modified everything in it from COMCTL32.OCX to COMCT232.OCX.

I putted it on my desktop along with the COMCT232.OCX file, I ran the modified COMCTL32.OCX installation INF file and it installed COMCT232.OCX properly :D

If anyone wants COMCT232.OCX with the modified Installation file, I'll zip it and post it here.

mvh Gramphos!

Bye all,

Eyal


I tried this approach and this worked I can now work the Unit Creation Wizard.
This is a zip with the file in them.
Thanks for using your head.;)

sprnv8
Aug 10, 2002, 11:23 PM
Originally posted by sprnv8



I tried this approach and this worked I can now work the Unit Creation Wizard.
This is a zip with the file in them.
Thanks for using your head.;)

:lol: Sorry this is a zip that I put together with the COMCT232.OCX files in it.

Right click on Comct232.ocx
Select extract all
Extract to Desktop (easiest)
Open new file (COMCT232.OCX)
Right click on INF.
Select install

This is how I did it after I read IceBlaZe: Yes! I'm a Genius! It's Fixed!

Ok, here is how I did it:

I downloaded the COMCTL32.OCX install files from the readme Gramphos wrote.

I went to kazaa and searched for the file COMCT232.OCX, and someone had it. I downloaded it.

I extracted the COMCTL32.OCX install files, and I renamed the .INF installation file to COMCT232.OCX.

I opened it, modified everything in it from COMCTL32.OCX to COMCT232.OCX.

I putted it on my desktop along with the COMCT232.OCX file, I ran the modified COMCTL32.OCX installation INF file and it installed COMCT232.OCX properly
:goodjob: :crazyeye:

sprnv8
Aug 11, 2002, 12:12 AM
I'm not a computer tranlator, so if any one can tell me what this means? Invalid Procedure call or argument :confused: :confused: , and how I can fix this.:scan:

It happened when I was making a unit with the unit creation wizard, I was Animating the files.
:o

And how do you get those Messages at the very bottom of some posts?[plasma] :sheep: :cool:

Gramphos
Aug 11, 2002, 12:39 AM
Originally posted by sprnv8
I'm not a computer tranlator, so if any one can tell me what this means? Invalid Procedure call or argument :confused: :confused: , and how I can fix this.:scan:

It happened when I was making a unit with the unit creation wizard, I was Animating the files.
:o

And how do you get those Messages at the very bottom of some posts?[plasma] :sheep: :cool:
Most likely that I've changed oner of my function defenisions without changing a call to it :o

Gramphos
Aug 11, 2002, 04:09 AM
v0.95
- Known Technologies can now be changed
- The BIC-export of Maps with Rules now work correctly with 1.29f saves. (The editor no longer crashes)


The Era progress is NOT updated

Gramphos
Aug 11, 2002, 04:36 AM
Originally posted by gerald1
civ3edit 1.29f still crashes when starting locations are to become visible.

Another issue I recently discovered : when I loaded a .sav into SGE and saved without any modifications after reopening the game in civ3 the income of gold indicated for the next turn was reduced by 3 ( although this was in an extreme situation with over 1200 gold per turn as I was about to finish Theory of Evolution and therefore had my science funding frozen at 0% because after those 2 free advances you start the research of the next advance with an empty pot anyway )

Attachement: drwatson.log

greetings
Gerald
The issue with crashes when rules were included slipped past my checks for 0.94.4. About the gould think I can't figure out why it would change. :hmmm:

CCJ39
Aug 11, 2002, 04:59 AM
Thx for your work, but I have a new idea for an old problem.

If you have a resource like gems on jungle (same effect on forest too) and clear the jungle, so the resource in game is on the other terrain (for example grassland). But if you extract the map and edit it and import this file later, so this resource is lost.
[I hope you understand what I mean]

One solution is, that you save the resources (with there coordinates) in a seperate file and ask the user when he import the map if he want to import the file too.

Gramphos
Aug 11, 2002, 05:32 AM
Might be a good way to do it.

HighCouncil
Aug 11, 2002, 05:39 AM
Pukkin bull****!!!
The game crashes.
I've civ3 1.21 german and upgraded it to 1.29 englis:
Insert correct CD-rom and restart application.
OK.
No CD patch.
Game runs.
I wanna start a game:
Error reading file
Art\units\settler\settler.ini
I think all ini files are corrupted.
Why?
How could I fix that ****.
****!!! I WANT TO MAKE WAR AGAIN!!!
:ar15: :rocket:
:ar15: :rocket:
:ar15: :rocket:
:ar15: :rocket:
:ar15: :rocket:

Gramphos
Aug 11, 2002, 07:10 AM
You should not mix the language versions. You now have to either rename all unitfolders and ini-files to English names. Or edit civ3mod.bic and rename all units to the German names.


But what has this to do with my tool?

CCJ39
Aug 11, 2002, 07:50 AM
@HighCouncil

Why there all the signs to don't install the 1.29f on a german version? This signs are not useless.



@Gramphos
Please try to find a way for the resources.

HighCouncil
Aug 11, 2002, 09:04 AM
I'm sorry for disturbing you, but thanks for the help. :)

gerald1
Aug 11, 2002, 09:37 AM
Thank You, Gramphos, for the effort.

SGE v0.95 now at least works on a "physical" basis, meaning you can export .bics now, load them into civedit without crash and re-import the modified .bic into SGE again.

So far, so good. The result however is less promising, I have to say with regret.

A re-save without any imp./exp. or other modification whatsoever changes the detailed balance for gold in domestic advisor by 2 pieces to the negative due to 2 pc. higher maintenance cost. Otherwise the explanation with the lost bonus resources on cleared terrain would have looked interesting.

When exp./importing the map with minor terrain changes (in not worked on terrain) and WITHOUT rules things change for the worse. Nearly every figure in the gold balance has changed significantly except unit cost, interest and gold from other civs. Also my next science advance is delayed for 1 turn (less science).
Total loss, when compensating the science deficit: 180 gold per turn.

When exp./importing the same modified map WITH rules things get totally messy:

As with SGE 0.93.5 and civ 1.21f You and EVERY opponent have a maximum setting of 1 turn for civ advances (instead of 40), meaning advances occurring every single turn regardless of science funding. Correcting the rules gets lost on import.

And the cultural borders EXPAND to their MAXIMUM IMMEDIATELY once a city has produced a temple.

So, it seems, the rules base gets still considerably corrupted by ex/import of the map. .

Gerald

tcwonder3
Aug 11, 2002, 06:51 PM
Sounds to me like you have the Civ3 trainer that allows you to hurry all production and get techs in 1 turn running in the Civ3 background. When those options selected they don't change the bic file, but locate the flags in memory. If you do and have those running when you save a file, work on it in any SGE and start again, the two option flags (which were saved out of memory from running into the save-game) stay in the locations of the save game when re-saved from Multi-Tool. You also seem to have the 255 culture flag locked in, too. This implies the Trainer +4, which does NOT work on 1.29f anyway! Get rid of both (are you cheating?) and things will work right after starting a clean bic file saved from the 1.29f editor.

gerald1
Aug 11, 2002, 08:58 PM
I don't even know, which trainer you are talking about. It may well be that those flags are set but then this is accomplished by SGE v0.95 alone. Without using SGE advances occur every 3-4 turns, solely due to massive science funding. Why would any trainer enable single turn advances for your opponents? And why would the cultural border, if generated by some flag, depend on the building of temples or other culture related improvements? It simply makes no sense at all.

Have you ever tested the export/import feature of SGE yourself? Simply try, and you will see.

greetings
Gerald

tcwonder3
Aug 11, 2002, 09:46 PM
Yes, I've tested it and it is not re-compressing the .sav files correctly, so I can't get any to load after exporting, to say nothing about playing. And Yes there are trainers that have duplicated the effects you mentioned, including a max. culture flag, which gives each of your cities the maximum allowable culture points, thus doing what you described to the cultural borders.(I have tried it out before and had the effects save into a game permanently), compatable with version up to (and including, I believe) 1.21. They can be found at gameguru.box.sk.if you want to check.
Bitte schon, mein herr.

Ralendil
Aug 11, 2002, 11:44 PM
me it is the first itme i ve got that !!!
Need help from another win 2k user.

Who can explain me why i ve got this is not registered correctly: Comctl232.ocx see it isn't Comctl32.ocx ???

*EDIT i can't use the unit library and the civilopedia editor.
Even after reinstalling all dll required (in the readme)

Gramphos
Aug 12, 2002, 11:27 AM
Originally posted by gerald1
A re-save without any imp./exp. or other modification whatsoever changes the detailed balance for gold in domestic advisor by 2 pieces to the negative due to 2 pc. higher maintenance cost. Otherwise the explanation with the lost bonus resources on cleared terrain would have looked interesting.[/b]
Do you have any wonders that affect the maintainence. I've still not been able to deal with the correctly, which means that ecomomic buildings will have maintainence even if Smith's is built.

When exp./importing the map with minor terrain changes (in not worked on terrain) and WITHOUT rules things change for the worse. Nearly every figure in the gold balance has changed significantly except unit cost, interest and gold from other civs. Also my next science advance is delayed for 1 turn (less science).
Total loss, when compensating the science deficit: 180 gold per turn.

When exp./importing the same modified map WITH rules things get totally messy:

As with SGE 0.93.5 and civ 1.21f You and EVERY opponent have a maximum setting of 1 turn for civ advances (instead of 40), meaning advances occurring every single turn regardless of science funding. Correcting the rules gets lost on import.

And the cultural borders EXPAND to their MAXIMUM IMMEDIATELY once a city has produced a temple.

So, it seems, the rules base gets still considerably corrupted by ex/import of the map. .

Gerald
I'll take a look on that. Si I said: I don't play with 1.21f any longer, soI have trouble tesing it with old saves.

Gramphos
Aug 12, 2002, 11:31 AM
Originally posted by tcwonder3
Yes, I've tested it and it is not re-compressing the .sav files correctly, so I can't get any to load after exporting, to say nothing about playing. And Yes there are trainers that have duplicated the effects you mentioned, including a max. culture flag, which gives each of your cities the maximum allowable culture points, thus doing what you described to the cultural borders.(I have tried it out before and had the effects save into a game permanently), compatable with version up to (and including, I believe) 1.21. They can be found at gameguru.box.sk.if you want to check.
Bitte schon, mein herr.
They should load even if they are expanded.

Ralendil
Aug 12, 2002, 12:35 PM
who can tell me where i can take this file Comctl232.ocx???

It isn't written in the readme and i can't find it...

I can't use all features i need in the civ3 multitool.
I use civliopedia editor and the save editor (work)

It was working, but I have tried the unit editor. It has said me error ..... I have installed all dll as it was written in the install and since that I can't use the civilopedia editor !!!!!
What s wrong with these dlls?

gerald1
Aug 12, 2002, 06:22 PM
Originally posted by tcwonder3
Yes, I've tested it and it is not re-compressing the .sav files correctly, so I can't get any to load after exporting, to say nothing about playing.


Hmmm, in my world SGE does not re-compress .savs at all. Thus they have about 3,4Mbyte whereas .savs from civ3 at the same time have about 300Kbyte. But, once SGE savs can be loaded correctly, you can shrink them by simply re-saving from civ3.

In case you should mean, it does not correctly compress .bic files, as I have mentioned earlier, one can configure civ3edit to use/produce uncompressed .bic files via View/Options.

greetings
Gerald

gerald1
Aug 12, 2002, 06:38 PM
Originally posted by Gramphos

Do you have any wonders that affect the maintainence. I've still not been able to deal with the correctly, which means that ecomomic buildings will have maintainence even if Smith's is built.


Yes, Smith's is built, as are all other post stone-age wonders, but shouldn't the effect be much larger then?

Originally posted by Gramphos


I'll take a look on that. Si I said: I don't play with 1.21f any longer, soI have trouble tesing it with old saves.

Thank you again for the effort. The old version won't be necessary as the effects persist now (v0.95/1.29f). It seems, at least the whole "general" section of the rules is gone and who knows what else.

Rebuilding the rules (as far as i recognize any mistake) does not help as all changes are lost again on re-import into SGE.

greetings
Gerald

Crist2000
Aug 13, 2002, 03:36 AM
SGE-0.95 still crashes when using UNDO button....

Crist2000
Aug 13, 2002, 03:38 AM
sorry, Civedit craches with exported by SGE-0.95 .bic file when UNDO button is used.

kenshi
Aug 13, 2002, 11:01 AM
I get a

"Run Time error 91

Object Variable or With block variable not set."

Any ideas?

soundguy_99
Aug 13, 2002, 11:28 PM
Hi, Gramphos,
I just downloaded you muti tool editor, and so far I like it.
One thing though, I have exported the map of my saved game as a bic, done some editing like adding some reasources closer to my colony, then exporting it back into the saved game.
I can open it up in the game no problem and everything, but I get small clitch. When I open up the saved game I can play that one turn and then it tells me that CIV 3 had performed an illegal message and windowd shuts it down.
I have since tryied different maps on the same saved game and different times of the same saved game and different maps and seems to get rid of the problem, with no luck. But the saved filese that I have without using the editor works fine. On that paticular saved game I have used another editor found here (probably your other) to give me all technolgys.
Since it is your program hopefully you can help me
Thanks
Soundguy_99

Gramphos
Aug 16, 2002, 02:07 PM
Originally posted by gerald1


Hmmm, in my world SGE does not re-compress .savs at all. Thus they have about 3,4Mbyte whereas .savs from civ3 at the same time have about 300Kbyte. But, once SGE savs can be loaded correctly, you can shrink them by simply re-saving from civ3.

In case you should mean, it does not correctly compress .bic files, as I have mentioned earlier, one can configure civ3edit to use/produce uncompressed .bic files via View/Options.

greetings
Gerald
C3MT does not compress anything. the game sall load decompressed files correctly

Gramphos
Aug 16, 2002, 02:18 PM
Originally posted by soundguy_99
Hi, Gramphos,
I just downloaded you muti tool editor, and so far I like it.
One thing though, I have exported the map of my saved game as a bic, done some editing like adding some reasources closer to my colony, then exporting it back into the saved game.
I can open it up in the game no problem and everything, but I get small clitch. When I open up the saved game I can play that one turn and then it tells me that CIV 3 had performed an illegal message and windowd shuts it down.
I have since tryied different maps on the same saved game and different times of the same saved game and different maps and seems to get rid of the problem, with no luck. But the saved filese that I have without using the editor works fine. On that paticular saved game I have used another editor found here (probably your other) to give me all technolgys.
Since it is your program hopefully you can help me
Thanks
Soundguy_99
Could you please send me the save game?


Oh, and no need to hurry, I won't be able to do anything with this tool until the end of week 36, due to no access to my home computer for a period of about three weeks.

Gramphos
Aug 16, 2002, 02:19 PM
Originally posted by kenshi
I get a

"Run Time error 91

Object Variable or With block variable not set."

Any ideas?
Where?

Gramphos
Aug 16, 2002, 02:21 PM
Originally posted by Crist2000
sorry, Civedit craches with exported by SGE-0.95 .bic file when UNDO button is used.
When reporting this kind of things: Could you please include both the exported BIC and the save.l I can do nothing else. my tinme to test things out is about one hour per verasion as it currently stansda, and I onkly have some weekends to work with the tool, so with incomlete reports nothing can be done.

Gramphos
Aug 16, 2002, 02:25 PM
Originally posted by gerald1
Yes, Smith's is built, as are all other post stone-age wonders, but shouldn't the effect be much larger then?
No, only the selected city is updated on save, or cghange to another city in the list, so if youi brows through the full city list you will get maximum change.

sprnv8
Aug 16, 2002, 03:31 PM
Originally posted by Ralendil
who can tell me where i can take this file Comctl232.ocx???

It isn't written in the readme and i can't find it...

I can't use all features i need in the civ3 multitool.
I use civliopedia editor and the save editor (work)

It was working, but I have tried the unit editor. It has said me error ..... I have installed all dll as it was written in the install and since that I can't use the civilopedia editor !!!!!
What s wrong with these dlls?

I don't know about that DLL. but I had a problem with COMCT232.ocx
Then I read this post and put together a zip file(COMCT232.zip)post #627 (http://forums.civfanatics.com/showthread.php?s=&threadid=7787&perpage=20&display=&pagenumber=32)
see if this is your problem,
Mabye it is just named wrong!?:cool:

kenshi
Aug 16, 2002, 09:54 PM
Gramphos: When ever I load up a save file, the error message pops up after a second or so.

Litcube
Aug 16, 2002, 10:19 PM
The Save Game Editor seems to garble save game files. Even if I don't make any modifications. I can load a save game (1.29f), without modifying the anything, hit save, and Civ III simply stops loading the save game at 2%.

I've attached an altered save game. Try loading it before hand, and you'll see that it's fine. Load it after saving it with the SGE, and it stops at 2%.

Any suggestions?

Gramphos
Aug 17, 2002, 12:52 AM
I think I might have found the error: When a save is started with custom playerdata it will not be editable with the current version due to a change in that part of the BICs which I've missed.

Gramphos
Aug 17, 2002, 01:07 AM
The chances for a new version is however very small before September.

Gramphos
Aug 17, 2002, 01:44 AM
Just had to change a constant.

v0.95.1
- Bug with the length calculation of the Costom Player data sections of BIC-fikles/rules parts in saves corrected. This should fix many issues.

OddBall65
Aug 17, 2002, 08:10 AM
I just tried to open the above file, and I get a 'language not found' error message.

And still cannot get CMT to work! Everything works but the Save Game Editor.

Litcube
Aug 17, 2002, 11:18 AM
Good job, Gramphos.

The save bug is fixed. As you already know.

Thanks for your attentiveness.

kenshi
Aug 17, 2002, 01:48 PM
Nope. The 91 error still comes back up after getting the 95-1.

OddBall65
Aug 17, 2002, 01:56 PM
I have the CMT working...sort of. When it loads, I get a 'this is a beta version of later update....some functions may not work, etc' error message. It locks up, and crashes

Here's my problem...maybe someone can help. I used to editor which comes with the 1.29f update to create a civ. Started a new game with that new civ as one of 'enemy' civs. Now, when I run into that civ for the first time, it crashes the game.

With the CMT save game editor, is it possible to delete a civ from a saved game? If it's possible, can someone help me with this? if it's not, I'll just have to scrap that game, and start over

Any help would be greatly appreciated.
thanks

Gramphos
Aug 18, 2002, 03:04 AM
Strange. Somehow it got complied as a beta version. It shouln't have that. I'll have to check those constants.

Gramphos
Aug 18, 2002, 03:10 AM
Here we go with v0.95.1001. It's just a recomplie of the old version, however as it got flagged as BETA and that flag ISN'T set in my source I havwe reasons to believe thast it grabbed a backup of one of the files instad of the real file.


So here is a new one.

Shinkan
Aug 18, 2002, 04:26 AM
I get this message when opening a edited save file:

"Data10 operation System Error: UNIT"

This happen after i have opend up a save file in the editor, added some units (settlers and some defensive units). I load up the file in civ3 and starts playing, but when i save it again and try to load it up next time i get that message.

Do you know what im doing wrong?

OddBall65
Aug 18, 2002, 07:46 AM
Gramphos...even with that new file, the CMT still freezes when I try to load a saved game into the save game editor.

disorganizer
Aug 18, 2002, 02:45 PM
A stupid question:
I need a tool to make a map of the civ3 world without revealing anything which i cant see in the game as human player.
So the cloud of darkness and the undiscovered areas need to stay. I need this for the demogame, so any1 volunteer to implement this or is this already in the c3mt?

Isak
Aug 18, 2002, 02:53 PM
If it is a savegame you want to do this to, it is already included in the multitool. Load up a savegame, look under the "Map" tab and press the "Reset FOW" button. :)

soundguy_99
Aug 19, 2002, 12:22 AM
Hey Gramphos,
Heres the saved game you wanted.
I tried it on a new game and same results,although I haven`t tried editing the map by itself without the technology boost.
Just doesn`t seem to like the map editing.
See what you can do with it.
Thanks,
Soundguy_99

soundguy_99
Aug 19, 2002, 12:32 AM
Sorry Gramphos,
Didn`t see that attachments were limited to certain file extentions.
Here that saveed game again.
Thanks,
Soundguy_99

disorganizer
Aug 19, 2002, 01:49 AM
@isak:
i didnt want to reset the FOW, i wanted to have a PNG(or BMP or whatever)-Map of the whole world, with intact FOW and undiscovered area.
i do not want to alter the things. i just want to save me the "printscr" and "past+fit" operations to build a game-map of the world.

Gramphos
Aug 19, 2002, 11:01 AM
Originally posted by OddBall65
Gramphos...even with that new file, the CMT still freezes when I try to load a saved game into the save game editor.
Computer spec.

How long do you wait before taking it for freezed?

OddBall65
Aug 19, 2002, 02:15 PM
It happens immediately as soon as a load a saved game. I'll wait a minute or two, but it still freezes.

disorganizer
Aug 19, 2002, 03:23 PM
I had a similar problem. On starting cmt, it asked for a file. All worked. On selecting editor, it froze. When i canceled the first selection, started the editor and selected the file, it told me it was not a civ3 file but still loaded it fine ;-)

OddBall65
Aug 19, 2002, 05:32 PM
I don't know what the hell I did different, but it works now! Thanks to Gramphos and all else for their help.

wolfsbaine
Aug 20, 2002, 07:08 AM
Originally posted by Gramphos

Could you please send me the save game?


Oh, and no need to hurry, I won't be able to do anything with this tool until the end of week 36, due to no access to my home computer for a period of about three weeks.

I am also experiencing this problem. Specifically, I open the save game with SGE (0.9.5.1001), and click "Export as BIC". I am warned "The save contains rules. Do you want to export them with the map?".

If I answer "Yes", then opening the BIC file in CivEdit causes CivEdit to crash. If I answer "No", then I can modify the map using CivEdit.

In this second case, I then use SGE to import that modified BIC back into the save game. However, Civ 3 crashes at the end of my next turn.

As a quick test, I exported the BIC file including the rules, then (without editing that BIC file) imported the map straight back into the save file. I save the modifed game, and again it crashed at the end of my next go in Civ 3.

Also, I don't receive a warning about the BIC file containing any rules when I import it back into the saved game - is that normal?

Should I send through my saved file as well?

Gramphos
Aug 20, 2002, 11:10 AM
Yes, send the files, and I will ry to get a fix for this in the beginning of September (Next time I'm home)

baumhoefer
Aug 24, 2002, 04:06 AM
To Gramphos:

I'm using Civ3 1.29f and your Editor 0.95.1001
I'm trying to "export as BIC" a savegame with your tool and to load this BIC-File into Civ3Edit (v1.50). This doesn't work, for Civ3Edit "hangs" immeadiately opening this BIC-File. If that's a new issue to you, I'll be glad to mail you my Savegame and BIC-File, if you wish so and email me your email-adress.

Thanks for your GREAT work you put into this Tool !

Gramphos
Aug 24, 2002, 10:03 AM
Send me the files. I can't do anything until September 5, but just send them to me and I'll see what I can do about it.

baumhoefer
Aug 25, 2002, 02:13 AM
Here are the files:

Exsanguination
Aug 25, 2002, 08:54 AM
I found a pretty big error with v0.95.1001: If you make a map a "flat" world; when any unit approaches either of the the east-west ends of the map the game crashes. I have tested and confirmed this twice. If a civilization starts on the edge, the game crashing when placing that civilization (when loading the game); if you place a civ in the middle of the map and move a unit to the edge, the game crashes when the unit attempts to reach the edge.

daftpunk89
Aug 25, 2002, 12:45 PM
Is this program fully compatible with V. 1.29?

I tried to open the civ3 mod.bic file and the program just sed that it is not a recognized format even though it was a bic file. Can someone tell me wats going on cause id really like more units.
Thanks.

Risbinroch
Aug 26, 2002, 04:20 AM
I have also experienced the thing that Exsanguination has, but I didn't know that it was because of the "flat world".. I was playing on an european map and was exchanging maps with Egypt.. But they obviousley (spelling) had settled near the edge of the map, so the game crashed..

I have also experienced the same thing as daftpunk89, some files wont be opened, it says they aren't BIC files..?

Do you know if there are any other ways of making the world flat?

daftpunk89
Aug 26, 2002, 08:44 AM
The program will only load .bic files that have land in it or that have modified rules

Remember
Aug 27, 2002, 04:30 AM
Originally posted by baumhoefer
To Gramphos:

I'm using Civ3 1.29f and your Editor 0.95.1001
I'm trying to "export as BIC" a savegame with your tool and to load this BIC-File into Civ3Edit (v1.50). This doesn't work, for Civ3Edit "hangs" immeadiately opening this BIC-File. If that's a new issue to you, I'll be glad to mail you my Savegame and BIC-File, if you wish so and email me your email-adress.

Thanks for your GREAT work you put into this Tool !


To Gramphos.
Hi Gramphos I have the same baumhoefer problem.
The Civ3edit is not able to read all my savegame exported into a bic file

Gramphos
Aug 29, 2002, 11:15 AM
Originally posted by Exsanguination
I found a pretty big error with v0.95.1001: If you make a map a "flat" world; when any unit approaches either of the the east-west ends of the map the game crashes. I have tested and confirmed this twice. If a civilization starts on the edge, the game crashing when placing that civilization (when loading the game); if you place a civ in the middle of the map and move a unit to the edge, the game crashes when the unit attempts to reach the edge.

It has to do with something that has changed in the gme, and nothing with the tool. The flat map feature worked with 1.07f, at leastthe few testruns I did. However now the game dsn't handle it any more.

Gramphos
Aug 29, 2002, 11:19 AM
Originally posted by daftpunk89
Is this program fully compatible with V. 1.29?

I tried to open the civ3 mod.bic file and the program just sed that it is not a recognized format even though it was a bic file. Can someone tell me wats going on cause id really like more units.
Thanks.
Is this with 0.95.1001? Or is it Civ3 that gives the error?


The program hasn't been tested mush due to the fact that I am AWAY from home, and have almost no time to work on this for some time now. (Will be home next time September 5)

Exsanguination
Aug 30, 2002, 05:52 PM
Originally posted by Gramphos


It has to do with something that has changed in the gme, and nothing with the tool. The flat map feature worked with 1.07f, at leastthe few testruns I did. However now the game dsn't handle it any more.

Oh dear God no. PLEASE tell me you can fix this, you have no idea what the lack of this feature can do to my scenario project. I understand you're away from home and are busy, and trust, there's LOTS of time, but this feature is ABSOLUTELY imperative to this scenario.

Please tell me whether or not you can fix this.

--Ex

IwoJima44
Sep 02, 2002, 08:34 PM
Gramphos:

Ive been reading all these and i figure you have to be saying OMG......i know how much work this must be to keep the toold up to date and keep it bug free...Just gotta shout ya a thanks alot and keep it up, us out there that arent smart enough to make these programs need ya to help us out haha thanks

Grey Knight
Sep 04, 2002, 04:28 PM
Hey Gramphos -

Can you add an option to export the units to a tab-delimited text file? I'd like columns for the A/D/M, bombard, cost, etc. (in short, the numeric stuff). Also, the ability to then import these values out of a tab-delimited text file.

The purpose of this is to be able to create a spreadsheet and manipulate the values in mass via a formula (i.e. multiply all the A/D values by 10). The various flags aren't needed in the text file (Civ3Edit works fine for editing tags).

Thanks!
Shawn

Gramphos
Sep 05, 2002, 09:46 AM
Originally posted by Exsanguination


Oh dear God no. PLEASE tell me you can fix this, you have no idea what the lack of this feature can do to my scenario project. I understand you're away from home and are busy, and trust, there's LOTS of time, but this feature is ABSOLUTELY imperative to this scenario.

Please tell me whether or not you can fix this.

--Ex
As it stands now I'll not be able to fix it...

Exsanguination
Sep 05, 2002, 05:23 PM
Originally posted by Gramphos

As it stands now I'll not be able to fix it...

NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!! :eek:

IwoJima44
Sep 05, 2002, 07:34 PM
Well hmm..

hagen
Sep 09, 2002, 03:51 AM
Exsanguination: Don't worry, flat maps will be available with PtW. Till that time you can use the coast/mountain/mountai/coast coloumns method on either the left or the right side of your map that doesn't allow travelling.
After all i don't know, but will you completely finish your scenario till october (or novemer)?

TVA22
Sep 10, 2002, 11:10 PM
Why does this program keep telling me subscrip 9 error, out of range... not a recognized format whenever I try to load one of my bic files?? I have version 1.29.

Edit: Nevermind, got it up and running, but now I'm getting

Run Time error '76' Cannot find path... Whenever I try to save the changes I've made

Gramphos
Sep 11, 2002, 04:21 AM
I don't know...

The path you try to save to doesn't exist maybe. Or you don't have rights to create a file there. Can be anything. I'm not sure.

What part of the tool and exactly what menu item/ button did you click on?

Gramphos
Sep 11, 2002, 05:02 AM
Originally posted by baumhoefer
Here are the files:
Thanks I think I (finally) tracked down that export bug.

TVA22
Sep 11, 2002, 09:09 AM
I'm trying to just use the unit organizer to move two units I just got and added from the bottom of the list to right after riflemen. Ok I start up the C3MT from the start menu on windows, I click on the copy tool, I load up my bic, by clicking select bic file, I click on Civ3MutliTools, I click on Unit Organizer, I click move the unit up and up to where I want it, then I try to save, and I get that error,
Run time error 76, path not found. I had an earlier version of this program before, and this is how I did it, and it worked just right, so I don;t know what the deal is. :(

baumhoefer
Sep 11, 2002, 03:58 PM
2 Gramphos : That's fine! You made my Day, hopefully!

How about posting a new (fixed) version of C3MT?

Dr. Strangelove
Sep 11, 2002, 08:52 PM
Will the Saved Game Editor ever be functional again or is it gone permanently with the newest Civ 3 patvh?

Gramphos
Sep 14, 2002, 05:57 PM
New version has been postred on polyton. I don't want to post it here before I know it's working. (As the attachment limit makes it so I can't update it as easy here.)

Incubus0223
Sep 14, 2002, 06:28 PM
hey gramphos, why not just use the apolyton link

Gramphos
Sep 15, 2002, 03:18 AM
At least not without the go.php part...

Oh, and how do I get the db updated?

http://apolyton.net/go.php?~civ3files/C3MTfull.exe
http://apolyton.net/go.php?forums/attachment.php?postid=881901

Gramphos
Sep 15, 2002, 03:21 AM
v0.96
- Option to not specify animation files in the UCW added.
- The Filter Menu system has been reworked to give more options to the ways of enabnling and disabling filter, and not give strange results. Checkboxes now marks when the filter is being edited.
- Bug with Custom Nationality in saves corrected. (Not all nationallities are the same)
- Mixup of custom Nationality parts onm read corrected.
- Changed race adjectives (and not the default adjectives) are now displayed in the unitlist after the unitname.
- Batch edit has been implemented for units as a part of the filter system.
- Batch delete has been implemented for units as a part of the batch edit system.
- The BIC-export of MAPs now work correctly with 1.29f saves. (After two failed fixes)
- Extended the functionallity of the about box.
- Autocheck for new versions added.

Gramphos
Sep 15, 2002, 03:22 AM
Take a chance and try your icon creation capabilities:
Your icon might end up in C3MT.

C3MT Icon Creation contest (http://apolyton.net/forums/showthread.php?s=&threadid=61790)

Crow T Robot
Sep 15, 2002, 05:24 PM
Great tool! Thanks for the work. A few "issues":

* I accidentally started a game at a new level with Space Race on. When I used MT to turn it off, the Germans still built pieces and the "S" button remains on.
* I wanted to swap their built parts for MA or something as a sheilds spent swap, but the SS parts never show as checked in any city.
* I was testing some stuff and wanted to delay the Germans defeat of the Iriquois. So, I gave back some conquered cities. After reassigning all the garrisoned units to the Iriquois, restarted the turn. Those cities had the Iriquois color for the pop label, but a German border. When the Germans attacked _A_ city, all of the Iriquois cities *disappeared* even the ones not under attack. Tried quitting and restarting to let the game recalc the borders, but no dice...seems there is something else that attaches a city to an empire.
* After THAT there were 30 Barbarian settlers with ID 0 and Civ wouldnt load the game. Used MT .96 to delete them and it ran fine. These were probably all the Iriquois units and a result of the prev item, but there it is.
* Finally, "Nationality" is spelled wrong on the units screen.

Dr. Strangelove
Sep 15, 2002, 06:16 PM
I installed the newest CMT, but when I try to use it I get the error message: "Run Time error 9". How do I correct this? If it involves installing the VB library files you posted at the bottom of the first post in the thread on the Apolyton forum, I've tried to install them, but they don't auto-install like the instructions claim.

baumhoefer
Sep 16, 2002, 11:31 AM
2 Dr. Strangelove:
Link:
http://apolyton.net/forums/showthread.php?threadid=47897

Gramphos didn't say, the OCX-Files would auto-install !

As you can read in the link above, you should extract the CAB files (double click or use Winzip). In those CAB files you should find an INF file. Right click on it and select Install.
This should work. (A reboot afterwards could help too)

Tweedledum
Oct 04, 2002, 10:04 AM
Does the Export Civ part of the Copy Tool work?

Whenever I try to export one, it causes the program to crash (exporting units works fine). It doesn't seem to matter whether its a new Civ or one of the originals, it still always crashes with:

error in MSVBVM50.DLL

Any thoughts?

Undead Scourge
Oct 08, 2002, 06:56 PM
is there a readme for dummies like me ??

pauChock
Oct 11, 2002, 12:16 AM
Originally posted by Tweedledum
Does the Export Civ part of the Copy Tool work?

Whenever I try to export one, it causes the program to crash (exporting units works fine). It doesn't seem to matter whether its a new Civ or one of the originals, it still always crashes with:

error in MSVBVM50.DLL

Any thoughts?

I've the same problem when I used language file c3mt.ru.txt file.
After I changed to c3mt.en.txt - I can export.

GIDustin
Oct 11, 2002, 09:17 AM
When importing a map into another bic file, a start location "appeared" and became linked to one of my old ones. If I changed the civ that uses that start location, the other one would change to that as well. If i try to delete either, civ3edit crashes.

I got around it by deleting the start location that the new one was being linked to, importing the map, and then deleting the new random one and putting my old one back in. Even though there is a work-around for this, it may be something to investigate. Not urgent though.

GIDustin

jackpie
Oct 11, 2002, 02:23 PM
Maybe it is mentioned somewhere, and I just cannot find it:

Can I change the total number of natural resources that will appear in the game on default. Or is this limited to a certain number depending on the map size. I could not find such a switch. Maybe somebody can help me. Thanks be yours !!

CCJ39
Oct 11, 2002, 04:05 PM
The natural resources are dependent on the number of players. (8 players so you have every resource 5-11 times but in a balance) If you like to have more resources so you should created a random map with the editor and put more resources manually on it.

jackpie
Oct 12, 2002, 08:51 AM
Yeah, I could do and have done so. But then I know the map, which makes the game less fun. Is there any chance to increase the ratio ?

CCJ39
Oct 12, 2002, 09:44 AM
@jackpie
I don't know any other way.

@gramphos
Can you make that your program can export the cities and units too? :love:

tcwonder3
Oct 12, 2002, 11:31 AM
Your links are not working.

tcwonder3
Oct 17, 2002, 08:11 PM
Gramphos, your 'fix' has not worked on .96 for map exporting.

Gramphos
Oct 18, 2002, 02:17 PM
Originally posted by Tweedledum
Does the Export Civ part of the Copy Tool work?

Whenever I try to export one, it causes the program to crash (exporting units works fine). It doesn't seem to matter whether its a new Civ or one of the originals, it still always crashes with:

error in MSVBVM50.DLL

Any thoughts?
Not sure, wil look into it.

Gramphos
Oct 18, 2002, 02:19 PM
Originally posted by GIDustin
When importing a map into another bic file, a start location "appeared" and became linked to one of my old ones. If I changed the civ that uses that start location, the other one would change to that as well. If i try to delete either, civ3edit crashes.

I got around it by deleting the start location that the new one was being linked to, importing the map, and then deleting the new random one and putting my old one back in. Even though there is a work-around for this, it may be something to investigate. Not urgent though.

GIDustin
Strange. Do you have a BIC?

Gramphos
Oct 18, 2002, 02:19 PM
Originally posted by tcwonder3
Your links are not working.
What links?

he one in the about box?

In that case what is your OS and webbrowser?

Gramphos
Oct 18, 2002, 02:21 PM
Originally posted by CCJ39
@gramphos
Can you make that your program can export the cities and units too? :love: [/B]
Maybe export... but import would be harder...

CCJ39
Oct 18, 2002, 03:26 PM
Originally posted by Gramphos

Maybe export... but import would be harder...

export is enough, because I can save the bic-file as a new scenario and can start it from game again with modified rules (without the errors of imported rules,... theoretically)

tcwonder3
Oct 18, 2002, 05:26 PM
Die Deutche linke - the links to CCJ39 would not work for me and I get everything on the web. They popped-up with a "non existing site" in German, which I speak.

The map import is crashing when ANY river overlay and/or resource is superimposed and then imported to a save file from the bic that was exported to work on. This is as a fresh scenario start from the bic as well, as far as I can tell. Other aspects seem alright so far. SAMPLE STEPS TAKEN:
Game start
game saved
CMT opened(.96) and map exported to a new bic
CMT closed
bic opened in editor(1.29f)
map changes made and saved to bic
CMT opened and bic map imported only.
Crashes when bic started as either new game or scenario
Crashes after 2 turns from saved game that was imported to.
Maps edited without CMT have had zero crashes to date.

CCJ39
Oct 20, 2002, 04:37 AM
@tcwonder3

I hope you have receive my pm and understand all.

tcwonder3
Oct 20, 2002, 10:15 AM
Got your PM. I only meant that I keep getting a "No site located here Message" whenever I try to access your link! Seriously. And the message is "auf deutch", implying that it is happening at your site location or thereabouts. Netscape has never had a problem with any prior site on ".de" before and I would like to see your material. Will keep trying, if you'er sure there's no known problem (like your link is being hijacked or under surviellance-I've seen it done that way before!).

CCJ39
Oct 25, 2002, 08:49 AM
Originally posted by tcwonder3
Got your PM. I only meant that I keep getting a "No site located here Message" whenever I try to access your link! Seriously. And the message is "auf deutch", implying that it is happening at your site location or thereabouts. Netscape has never had a problem with any prior site on ".de" before and I would like to see your material. Will keep trying, if you'er sure there's no known problem (like your link is being hijacked or under surviellance-I've seen it done that way before!).

Now I've heared from other people too, that they can't access on my page. (only english people)
I only tested my page with IE5.5 and IE6.0 but a friend has tested it with other browser for me and don't have any problem. I will contact him where there can be a problem. I hope, I can fix it quick.

CCJ39
Oct 26, 2002, 03:56 AM
@tcwonder3
Can you make a screenshot of this page?

IceBlaZe
Oct 27, 2002, 06:09 AM
What is the fixed Buidlings-small file for?
When I download it it is all inverted and weird.

Baron Rakkan
Oct 31, 2002, 08:14 AM
Hi.

Does the Civ3MultiTool also work on PTW?:confused:

Thanks!

sumthinelse
Nov 03, 2002, 01:38 PM
Originally posted by Baron Rakkan
Hi.

Does the Civ3MultiTool also work on PTW?:confused:

Thanks!

I'm pretty sure it does not.

MusicLaunch
Nov 05, 2002, 09:32 PM
:confused: How do you get the Canadians, and other civ's in this tool?

PS: I asked because of the first page of this topic

Baron Rakkan
Nov 10, 2002, 01:56 PM
Hi

Will there be shortly an update of the MultiTool for PTW or not?
Does anyone has further information?

Thanks!

Rhye
Nov 10, 2002, 06:32 PM
Yes, please update to work with PTW!

sumthinelse
Nov 12, 2002, 01:54 PM
"Update for PTW" --

Sounds easy? Wrong! This is not just a patch -- it's a new product. I would like an update too, but we should make this request very humbly, with some kind of acnowledgement how much work it would be for Gramphos! In fact, it may be virtually impossible for all I know. :)

Are there any cheat tools at all for PTW, anybody know?

sumthinelse
Nov 12, 2002, 02:50 PM
Viktor, if you wanted to try to uncompress a PTW saved game how would you try to do that?

Isak
Nov 12, 2002, 04:07 PM
Originally posted by Baron Rakkan
Hi

Will there be shortly an update of the MultiTool for PTW or not?
Does anyone has further information?

Thanks!

Gramphos is working on it - according to the parallel thread on Apolyton, he's hoping to release something this weekend, but he's also a very busy boy, so go easy on him ;)

I think he rarely hangs out over here on CFC, unless he's got a release to announce, so if you're in a hurry to get something answered, it's probably a lot better to ask over at... *gulp* ... poly...

[Oh, I gotta go rinse my mouth with soap and hot water now...]

@Sumthinelse, if you find an answer to that question, could you post it here? I hate that PtW saves are compressed - it's impossible to be the Bug Squasher when the big boys go and pull a stunt like that...

sumthinelse
Nov 14, 2002, 04:19 PM
Originally posted by Isak


Gramphos is working on it - according to the parallel thread on Apolyton, he's hoping to release something this weekend, but he's also a very busy boy, so go easy on him ;)



Wow! Gramphos is unbelievable! If he gets something done by this weekend, I'll be pleasantly surprised, but just hope of getting something so soon is.... I am at a loss for words. :)

Isak, don't know of any way to un-compress yet...

GIDustin
Nov 14, 2002, 04:36 PM
In the editor you can turn off compression, and then "Sava As" the bic and it will be saved uncompressed.

Not sure if that helps. . . .

GIDustin

Isak
Nov 15, 2002, 08:20 AM
Originally posted by GIDustin
In the editor you can turn off compression, and then "Sava As" the bic and it will be saved uncompressed.

Not sure if that helps. . . .

GIDustin

It only works for BIX files, not SAV files I'm afraid :(

And I've been rummaging through the preferences, the INI file etc. trying to find the equivalent for SAV games, but I have a feeling this was 'turned off' to prevent people from cheating in MP.

It's a drag being the Bug-Squasher without this ability :cry:

Gramphos
Nov 15, 2002, 02:59 PM
Originally posted by sumthinelse
Viktor, if you wanted to try to uncompress a PTW saved game how would you try to do that?
You may try the SAVexpand.exe file included with C3MT. It shall take two parameters IIRC the first tis the compressed file and the second is the file to decompress to.

sumthinelse
Nov 15, 2002, 07:08 PM
Viktor: Thanx! :)

Isak: savexpnd "name1.sav" "name2.sav" Note: the "s are necessary!

Isak
Nov 16, 2002, 02:46 AM
Well, I just keep getting "Input is not in the correct format" :(

zulu9812
Nov 16, 2002, 05:51 AM
I have a suggestion for the pedia editor part of the unit creation wizard. Ideally, I should only have to enter a paragraph of plain text and the multi-tool does the formatting for me, e.g. when to start an new line, stuff like PRTO_UNITNAME, the ^^ parts, and so on. And it should also automatically generate text to put in the PRTO_UNITNAME section, based on what resources it requires, what special abilities (e.g. bombard) it has and so on. Dunno how easy that is to implement, but it sure would make my job easier.

Gramphos
Nov 16, 2002, 07:46 AM
Originally posted by Isak
Well, I just keep getting "Input is not in the correct format" :(
You are using an old version (I don't think it come with more then one version of C3MT before I replaced it) of the savexpnd.exe, which was locked for calls that didn't come from C3MT.

Gramphos
Nov 16, 2002, 07:48 AM
Originally posted by zulu9812
I have a suggestion for the pedia editor part of the unit creation wizard. Ideally, I should only have to enter a paragraph of plain text and the multi-tool does the formatting for me, e.g. when to start an new line, stuff like PRTO_UNITNAME, the ^^ parts, and so on. And it should also automatically generate text to put in the PRTO_UNITNAME section, based on what resources it requires, what special abilities (e.g. bombard) it has and so on. Dunno how easy that is to implement, but it sure would make my job easier.
How should the auto formatting be? The other stuff do I understand, and it might be in for a later version, but it's nothing that I have time to implement in the version I'm working with now.