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Gramphos
Nov 17, 2002, 01:22 AM
The new version is at Apolyton since yesterday.

Go and get it (http://apolyton.net/forums/showthread.php?s=&referrerid=9561&threadid=47897)

sumthinelse
Nov 17, 2002, 11:36 AM
Originally posted by Isak
Well, I just keep getting "Input is not in the correct format" :(

That's the error I get when I don't put quotation marks around the file names! You are running this from a command line, right?

When I put quotation marks around the file names it works! :)

Isak
Nov 17, 2002, 12:27 PM
DOH! I'm getting to old for Dos, it seems. :)

Someone bring in the rubber chicken... :spank:

Thanks Sumthinelse, and thanks for the new version Gramphos.

sumthinelse
Nov 17, 2002, 01:00 PM
I guess gramphos could have made it accept file names without quotations marks, but then you would have trouble with the file names with spaces in them, like "Emperor Xerxes of the Persians 3900 BC.sav" :)

sumthinelse
Nov 17, 2002, 01:35 PM
Originally posted by Gramphos
The new version is at Apolyton since yesterday.

Go and get it (http://apolyton.net/forums/showthread.php?s=&referrerid=9561&threadid=47897)

Note that this new version will not load PTW saved games.

But gramphos is an amazing developer ... let's see what happens next.

Gramphos
Nov 21, 2002, 03:12 PM
Could anyone provide me with some PTW saves?

CCJ39
Nov 22, 2002, 11:36 AM
I can send you some saves (ptw 1.04f), but if I want to open a savegame with your new version I get an error

Run-time error '9'
Subscript out of range

Gramphos
Nov 22, 2002, 02:44 PM
I'm aware of that problem. For me there are no error messages at load of PTW files, but as the dates' format have changed the start and end year values screw every think up.

CCJ39
Nov 22, 2002, 06:08 PM
OK.
Did you need savegames yet?

Gramphos
Nov 23, 2002, 02:06 AM
Right now I'm working on improving the save functionallity over all to get rid of the "add many settlersd and use them to create cities cause the save to corrupt bug"

Gramphos
Nov 23, 2002, 07:40 AM
But I do need saves using Months and weeks as base time unit

sumthinelse
Nov 24, 2002, 03:50 PM
Originally posted by Gramphos
But I do need saves using Months and weeks as base time unit

OK, I would guess that for months you want to multiply the number of turns in an era by 12, for weeks multiply by 52?

Gramphos
Nov 28, 2002, 12:41 PM
The thing is that the dates are moved to new locations and increased in size.

Baron Rakkan
Nov 29, 2002, 05:16 AM
Hi, will there be a copy tool for PTW 1.14? I don`t want to miss such a great utiliy!! Thanks

Gramphos
Nov 29, 2002, 08:36 AM
Does the BIX version change with the new patch?

There is cuirrently no support for any PTW saves, and I can not estimate it to be ready before christmas as it currently stands. (Hey I still don't have PTW,and will not be able to buy it for (at least) another week. I can do many things without it, but not enough to add support for the new extednded savbe format.)

littlebro5246
Dec 02, 2002, 04:25 PM
I have CMT 0.95.5
is there a new version that lets me use the copy tool with the civ3edit that comes with 1.29f? (editor version 1.50, BIC version 4.01)
i need to make a map for my scenario flat, but i can't because an error comes up that says "not a recognized format." the copy tool still works with the old version of the civ3edit, but not the new ones. if there is a CMT that allows me to use the copy tool with the new civ3edit, please post the link or send me an email:
mcmike71989@yahoo.com

Gramphos
Dec 06, 2002, 03:50 PM
You can get version 0.97 from Apolyton (http://apolyton.net/forums/showthread.php?s=&referrerid=9561&threadid=47897)

diamon
Dec 11, 2002, 02:21 AM
Silly question maybe, but why does c3mt require a winsock .ocx file to run the savegame editor?

The actual file is MSWINSCK.OCX according to the log...

Is it talking to the internet somewhere?

littlebro5246
Dec 11, 2002, 07:01 PM
you should probably start asking questions in the apolyton forums, the link in in gramphos's post above

Gramphos
Dec 14, 2002, 08:22 AM
Originally posted by diamon
Silly question maybe, but why does c3mt require a winsock .ocx file to run the savegame editor?

The actual file is MSWINSCK.OCX according to the log...

Is it talking to the internet somewhere?
It checks if there are any new versions availiable at start up. Thats all. it can be turned off ion the settings from 0.97, but the control is still required.

Gramphos
Dec 22, 2002, 07:02 PM
Version 0.98 is ready. (http://apolyton.net/go.php?forums/attachment.php?s=&postid=1561550&referrerid=9561)
Go to Apolyton (http://apolyton.net/forums/showthread.php?s=&referrerid=9561&threadid=71802) for more info on changes.

(It still doesn't support PTW saves)

Gramphos
Dec 22, 2002, 07:06 PM
http://www.civfanatics.net/uploads3/c3mt0-98.zip

sumthinelse
Dec 22, 2002, 08:23 PM
I would like to point out that the current version is useful with PTW saves, if you have a hex editor. The problem with PBEM and hotseat games is they often display the difficulty level incorrectly. I use savexpnd.exe from the multitool to uncompress and then I can look at the true difficulty level with a hex editor.

But as Gramphos said, you can't use the saved game editor with PTW games (yet).

red_pest
Dec 26, 2002, 04:28 AM
Originally posted by TheDuckOfFlanders
You can actually ad civ's here ,so you could play with 100 civ's? and 100 unit's ,... ? (and so on)

red_pest
Dec 26, 2002, 04:29 AM
Gramphos! I need your help!

Gramphos
Dec 26, 2002, 09:42 AM
Hu????

gerald1
Dec 26, 2002, 08:48 PM
Originally posted by Gramphos
http://www.civfanatics.net/uploads3/c3mt0-98.zip

Hello again Gramphos,

I downloaded and installed C3MTv0.98 eng. and started it. When I chose SaveGameMod. from the options screen I immediately got the following error message:

"Run-time error 9 -
Subscript out of range"

My OS is still W2K-SP2 and my .ocx files are
newer than those posted but this seems irrelevant as trying with your .ocx files did not change a thing. My Civ3 version would have been 1.29f eng.

greetings
gerald

Gramphos
Dec 28, 2002, 04:46 AM
Make sure you use English (default) as language

CivGeneral
Dec 30, 2002, 01:06 PM
Gramphos, Does the C3MT modify the Dificulty levels in Saved games of civ3 (I am not sure), and if so are there any bugs that is related to switching from one dificulty level to the next.

sumthinelse
Dec 30, 2002, 02:46 PM
Originally posted by CivGeneral
Gramphos, Does the C3MT modify the Dificulty levels in Saved games of civ3 (I am not sure), and if so are there any bugs that is related to switching from one dificulty level to the next.

I don't think it will work the way you think. The problem is that once a game is created it uses the difficulty level to calculate lots of other fields in the saved game (citizens "born content", AI to AI trade rate, etc. etc.) If you change the difficulty level in C3MT I think it only changes the "Difficulty Level:...." screen displayed when you load a game and not all the other factors associated with difficulty level.

For example, I had a chieftain level game and I used C3MT to change the difficulty to deity. When I loaded the game it said "Difficulty Level: Deity" but in a size 3 city all 3 citizens were "born content" (none unhappy, luxury tax=0%, no luxuries, temples, no garrison). In a real deity game only one would have been content and the other 2 unhappy.

hbdragon88
Jan 02, 2003, 09:13 PM
I'd like to add my 2 cents, sorry if it's already been said:

Don't use the tool to edit ownership of a city to your civ. Simply put, if there's Athens and you want it back b/c the Americans took it, and you're at war with them, don't use the tool to change ownership of it.

Just look at this screenshot, I'm green as the Babyloians and the French are pink. They retook Marsilles and I used C3MT to get it back. b/c I was at war with them it was re-captured.

RonO
Jan 04, 2003, 07:47 AM
You also have to change ownership of the units inside the city (or destroy them).

Gramphos
Jan 04, 2003, 04:20 PM
Originally posted by sumthinelse


I don't think it will work the way you think. The problem is that once a game is created it uses the difficulty level to calculate lots of other fields in the saved game (citizens "born content", AI to AI trade rate, etc. etc.) If you change the difficulty level in C3MT I think it only changes the "Difficulty Level:...." screen displayed when you load a game and not all the other factors associated with difficulty level.

For example, I had a chieftain level game and I used C3MT to change the difficulty to deity. When I loaded the game it said "Difficulty Level: Deity" but in a size 3 city all 3 citizens were "born content" (none unhappy, luxury tax=0%, no luxuries, temples, no garrison). In a real deity game only one would have been content and the other 2 unhappy.
As far as I've figured out there are a global setting for difficulty level, which affects the AI-cost and AI-AI trade rate, and all the other things that affect all players. Then there is also a local difficulty for each player (AI's always play on Regent, and it's the level controlling the citizens born content) I'm still looking into where the local difficulty level is stored, and what settings are affected by it.

sumthinelse
Jan 04, 2003, 05:01 PM
Originally posted by Gramphos

As far as I've figured out there are a global setting for difficulty level, which affects the AI-cost and AI-AI trade rate, and all the other things that affect all players. Then there is also a local difficulty for each player (AI's always play on Regent, and it's the level controlling the citizens born content) I'm still looking into where the local difficulty level is stored, and what settings are affected by it.

Yes. I don't think it's a particularly easy problem.

DJ54
Jan 08, 2003, 01:11 AM
Gramphos, I do have one question:

Why does C3MT.exe attempt to access the internet? There is no reason for it to do so. It appears to be attempting to reach my ISP. Strange.

Here is the revelant info from my ZoneAlarm Log:

ZoneAlarm Logging Client v3.1.395
Windows 98-4.10.1998- -SP
type date time source destination transport
PE 2003/01/08 01:50:28 -5:00 GMT Civ3MultiTool 216.90.48.65:53 N/A
PE 2003/01/08 01:54:12 -5:00 GMT Civ3MultiTool 216.90.48.65:53 N/A
PE 2003/01/08 02:02:18 -5:00 GMT Civ3MultiTool 216.90.48.65:53 N/A
PE 2003/01/08 02:02:50 -5:00 GMT Civ3MultiTool 216.90.48.65:53 N/A
PE 2003/01/08 02:03:20 -5:00 GMT Civ3MultiTool 216.90.48.65:53 N/A

Can you provide a reason for this? I'm assuming there is a good one. :crazyeye: :scan: :lol:

seesjuh
Jan 08, 2003, 04:05 AM
hi !

#@DJ54 : have you read the thread properly ? there are numerous ppl asking the exact same thing, CIV3Multitool is looking for a newer version than the one you have ?!
Just an update function, nothing to be alarmed about !? :D

Cheers

BTW : sure hope this proggie gets PTW compatible soon ! :D :D

Gramphos
Jan 08, 2003, 01:38 PM
IIRC I added the Internet access question to the FAQ in the readme with version 0.98.

If you don't want the tool to check for a new version you can disable it in the settings.

hbdragon88
Jan 08, 2003, 05:36 PM
Originally posted by RonO
You also have to change ownership of the units inside the city (or destroy them).

How?

Is it by luck that you find the unit in the "units" tab? Or do you go into the city tab and be able to destroy them right there?

DJ54
Jan 08, 2003, 05:50 PM
Originally posted by Gramphos
IIRC I added the Internet access question to the FAQ in the readme with version 0.98.

If you don't want the tool to check for a new version you can disable it in the settings.

Oh. Should have read the read me, then. Sorry! :rolleyes: :ack: :blush:

Gramphos
Jan 09, 2003, 11:33 AM
Originally posted by hbdragon88


How?

Is it by luck that you find the unit in the "units" tab? Or do you go into the city tab and be able to destroy them right there?
Use the Filter on the units tab and select to filter by the city's position.

Gramphos
Jan 11, 2003, 05:08 PM
Originally posted by sumthinelse


Yes. I don't think it's a particularly easy problem.
Well, I've found the player specific difficulty variable, so I'll make it editable for the next version. (Among Government, Mobilization and Transition time as of now)

Don't have a date for it yet.


Oh and if anyone with PTW out there could send me saves with the other base time units (not years but weeks and months) used I might actually be able to make a simple PTW save support. But I'm not even going to try more before I figure out how dates are stored.

sumthinelse
Jan 11, 2003, 11:50 PM
Originally posted by Gramphos

Well, I've found the player specific difficulty variable, so I'll make it editable for the next version. (Among Government, Mobilization and Transition time as of now)

Don't have a date for it yet.


Oh and if anyone with PTW out there could send me saves with the other base time units (not years but weeks and months) used I might actually be able to make a simple PTW save support. But I'm not even going to try more before I figure out how dates are stored.

Great that you found the variable, but I believe that is only going to help us to see what the difficulty levels are, but it won't affect the number of citizens "born content, " AI cost, etc. if you change them.

It's easy to create a game with months as the time unit, but what I think you really need is a save where the number of time units in a turn changes from X months/turn to Y months/turn, for example, 1 save in the last 50-month turn and another in the next turn, where the turn represents 40 months. Easier to create the saves in a scenario where only the 1st turn represents 50 months and the 2nd turn represents 40 months, because then I have to play only 2 turns. I'll try to do something like that.

Gramphos
Jan 12, 2003, 12:58 AM
Well, changing the global variable affects the AI cost. (I did so when I investigated the beakers required for a science formula). So I see no reason why the local variable won't effect citizens born content.

sumthinelse
Jan 12, 2003, 09:22 AM
Viktor, you are a real "civ fanatic." And that's a good thing. Your dedication to the game is admirable. :goodjob:

In civ3 I found that the "AI-to-AI tade rate" was stored as a separate value in the save file, and that I would have to change that value (via a hex editor) to affect the AI trade rate. It seems strange that firaxis would recalculate "the number of citizens born content" and "AI cost," based on the difficulty factor, on every turn. But maybe that's one reason why the game is so slow. ;) ;) ;)

Gramphos
Jan 12, 2003, 10:53 AM
Well, the AI-AI trade rate existed before it got tied to the difficulty levels, and maybe was saved in the save then. I'm not sure...

Gramphos
Jan 12, 2003, 12:33 PM
Oh, and do you mind telling where that AI-AI trade rate value is?

sumthinelse
Jan 12, 2003, 09:10 PM
Originally posted by Gramphos
Oh, and do you mind telling where that AI-AI trade rate value is?

I remember I decomressed a deity game, used a hex editor to find the value, but I can't remember if I searched for a0, a000, or a0000000 (160 decimal).

The trouble is that was civ3 and I don't usually set civ3 up any more.

I honestly believe that changing only the difficulty level does not change all the related values, but I can't remember exactly where everything is now.

I'll work on it.

Gramphos
Jan 17, 2003, 06:26 PM
I'll keep an eye open for those valuers then, but It's not the highest priority right now.

(Actully I currenttyl have three active development project, and C3MT is not the one in heighest priority there either.)

Kestrel18
Jan 28, 2003, 07:14 PM
fyi - minor bug in the Unit Creation wizard area.

May have already been reported, but just in case it has not - here are rthe details.

If a new unit is 'inserted' before the Leader unit then when the "Leader" is commanded to create an "Army" unit , the wrong unit will be created .

(After inserting 2 units before Leader I suddenly found that every time I tried to create an army instead a Stealth Bomber appeared.)

I would suggest that there must be a counter as to the location of the "Army" unit. If a unit is deleted via Civ3Edit the counter is decremented correctly, but if a unit is added via C3MT Unit Creation Wizard before the "Leader" unit then this counter is not being incremented correctly and so the Leader-> Army function points to the wrong unit.

Moral : Don't insert units before Leader in your scenario bic file until this is fixed.

Inventor_of_Mac
Feb 02, 2003, 06:59 AM
does this **** work on Mac??? :wallbash: NO?!
**** YOU!:nospam: :nospam: :nospam:
:ar15: [punch] :vomit: :die:

LKendter
Feb 02, 2003, 07:27 AM
Any idea when a PTW version will be available?

Gramphos
Feb 05, 2003, 12:18 PM
Originally posted by LKendter
Any idea when a PTW version will be available?
I might be able to get out a version with some PTW functionality to the next weekend. But I can't promise anything right now. It depends on how well some other programming I'm up to works out.

asder
Feb 05, 2003, 01:05 PM
yipee


Originally posted by Gramphos

I might be able to get out a version with some PTW functionality to the next weekend. But I can't promise anything right now. It depends on how well some other programming I'm up to works out.

hbdragon88
Feb 05, 2003, 07:19 PM
Yaay.

I finally bit the bullet and made a full download and installed in right, so I can finally use the three other options I couldn't before. :) Before I must have downloaded a tiny version and the three other options (not the SaveGame Modifier) didn't work. :) :)

Gramphos
Feb 07, 2003, 05:09 PM
I need some more PTW saves:

I need one with detailed description on what color each civ has, and one with close look on spies contacts and embassies. (A save with a file describing it) I also need a save using days and one using weeks as basetime unit.

There are still some limits preventing me from saving PTW-saves unmodified without any difference in the data. I can load most PTW saves now, and as long as I don't save them there should be no problems, however some data seems to corrupt during the process, and it's because some incorrect areas are read and threated as if they were something else.

If I'm not able to solve this I won't be able to get any PTW functional version out.

Maccabee2
Feb 08, 2003, 02:56 PM
This is a test since anytime I type more than a sentence something is logging me out!

Maccabee2
Feb 08, 2003, 02:58 PM
:worshp: We're not worthy! We're not Worthy!

Gramphos is the Emperor of Utility Meisters!

Maccabee2
Feb 08, 2003, 03:04 PM
:thumbsup:

Gramphos, your Civ3 MT rules! I was amazed at how easy it is to use!

I'm playing PTW now, but that's okay. We should be vewwwy patient to see if an MT for PTW is even possible.

I'll keep reading this thread to see if there is any way I can help. I haven't yet reached the modern era in any of my PTW games, but when I do, I'll see if you can use any of the saves.

Firaxis should hire you on a contract basis, or at least acknowledge how much you have improved the game and its customizability!

I wonder if Civ Fanatics would consider an award, say, the Da Vinci Award, that we could vote on for the player-programmer who has done the most for the game. ( Hey, it might even look good in your resume...depending on what you do, I guess.)

Rock on, Gramphos! You da' man!:cool:

sumthinelse
Feb 08, 2003, 03:18 PM
Originally posted by Maccabee2


I wonder if Civ Fanatics would consider an award, say, the Da Vinci Award, that we could vote on for the player-programmer who has done the most for the game. ( Hey, it might even look good in your resume...depending on what you do, I guess.)



I second that motion.

Maccabee2
Feb 08, 2003, 03:37 PM
Does anyone know how to attach a poll to this thread? Or should we start a new thread in the Utility Programs section (or General Discussions?)
Since, Sumthinelse has seconded the motion, we really should take a vote!:lol:

Gramphos
Feb 09, 2003, 02:51 AM
Im sure that PTW support can be added to C3MT. It's just a matter of time. Yesterday I solved two big obstacles in the way of making C3MT support PTW, and today I've been improving the interface on some parts of the SGE to support PTW. However the next version will have PTW saves setas an untested feature (which means that they weill only load if you select to enable untested features in the settings) The default rules saves should probably be load and editable, as long as you don't change the value of any strange field. (Some fileds might have changed meaning in PTW, and changing them would either have no effect or have unpredictable effects to the game.)

If you are lucky I can actually comply a new version today.

hbdragon88
Feb 09, 2003, 04:55 PM
Originally posted by Maccabee2
This is a test since anytime I type more than a sentence something is logging me out!

You can edit your post instead of having to create a new post by the way. Just click on the edit button above your post.

Gramphos
Feb 09, 2003, 05:27 PM
Well, I didn't finish this weekend, so it will have to wait for the next weekend.

Gramphos
Feb 16, 2003, 04:51 PM
I can't tell you if I'll be able to finish the next version tonight, but If I don't it will have to wait two more weeks. If you haven't heard anything by 7.30 AM GMT tomorrow morning you won't hear from men in about two weeks.

Isak
Feb 16, 2003, 05:25 PM
Ok, keeping my fingers crossed here :)

If you still need those saves with days and weeks as the time unit or any of the other saves, I should be able to have those ready for you when you return. Just let me know.

Gramphos
Feb 17, 2003, 01:31 AM
0.98.1
- Bug with MAP-data for BIXfiles corrected. Note: Earlier corrupted files can NOT be loaded or corrected. If you really need to correct a file I have to do it myself.
- SGE: Playerspecific Difficultylevels can now be changed. (These affect for example the citizens born content)
- SGE: A Civilization's governments can now be edited.
- SGE: The remaining transition time can now be edited
- SGE: Mobilization setting can now be edited
- SGE: Beaker estimation now gets same result when you select a Civ as when you set the tech to research.
- SGE: PTW saves shall now be editable in untested features mode
- Optimized the handling of PCX-files a bit.
- Speeded up decompression by using a dll instead of an exe
- Bug with CopyTool mapstats causing the tool to crash if map-only big were used corrected.


Other then that I shall tell you that the changes under the hod are more, and that there are a few things still waiting to be finished for the next release, but I decided to release this untested version with some PTW saves support rather then have you wait two more weeks for a feature not related to the PTW upgrade, but to the general program.

Note: 0.98 stays the version the updater tells you about.

Don't have time to mes with easy upload, so go to Apolyton (http://apolyton.net/forums/showthread.php?postid=1735805&referrerid=9561&t=6808#post1735805) to get it.

Oh, and I don't need those saves now, actually found some saves on the net using that (thank god for bugreporters posting saves ;)), and when I return I'll have my own copy of PTW. (Oh, well it'll be an european version, but at least it will be PTW)

Isak
Feb 17, 2003, 02:17 AM
Though I guess it will be 14 days before you see this, just wanted you to know you're the best, Gramphos :goodjob:

Teacher
Feb 22, 2003, 02:09 PM
I am playing CivIII (v1.21) and everytime I try to edit soemthing, I get a Runtime Error....

Can anyone help me with this???

Thanks

PS: I do not want to upgrade to 1.29

Isak
Feb 22, 2003, 02:24 PM
I think you need the latest Firaxis patch to use Gramphos multi-tool to edit stuff, as it (most likely) saves everything in 1.29f format.

Killer_Klein
Feb 24, 2003, 07:55 PM
Hey

I just got the editor have been playing around with it and I've got a question that has most likely been answered but looking back through 41 screens of messages is a little too time consuming for me.

Thanks in advance and sorry for the inconvience.

I created a new Civ but when I play them and build a city the name comes up blank. Had the computer play the Civ and they just don't name the cities.

Thanks

Later

Lucky Dragon
Feb 24, 2003, 08:02 PM
I created a new Civ but when I play them and build a city the name comes up blank. Had the computer play the Civ and they just don't name the cities.

Basically, you have to go into the editor and make a list of city names for your new civ. If you don't put in any city names, the AI players will have nothing to go on and if you play that civ, you'll have to enter city names manually.
:cool:

pdescobar
Feb 25, 2003, 03:22 AM
Originally posted by Gramphos
I need some more PTW saves:

I need one with detailed description on what color each civ has...

Would a simple list do for this request? In the process of seriously messing with my game I created a list of all the default colors so that I could mess with them and fix the Russia/Japan/Aztec/Carthage problem (these 4 civs have a total of only 3 colors assigned). If so, here is the list. The indices for both civ names and the colors are from 0-31 in the order they appear in the PTW editor in the pop-up selection lists.



CIV Default Unique
------- -------- --------
00 Barbarian 00 White 00 White
01 Rome 01 Red 01 Red
02 Egypt 03 Yellow 03 Yellow
03 Greece 10 Green 10 Green
04 Babylon 01 Red 13 Dk Blue
05 Germany 06 Blue 06 Blue
06 Russia 09 Brown 09 Brown
07 China 05 Lt Blue 15 Lt Pink
08 America 05 Lt Blue 05 Lt Blue
09 Japan 04 Dk Green 11 Maroon
10 France 07 Pink 07 Pink
11 India 08 Purple 12 Gray
12 Persia 10 Green 14 Turquoise
13 Aztec 04 Dk Green 04 Dk Green
14 Zulu 10 Yellow 16 Black
15 Iroquois 08 Purple 08 Purple
16 England 02 Orange 02 Orange
17 Mongol 03 Yellow 26 Dk Gold
18 Spain 05 Lt Blue 20 Grey-Blue
19 Viking 08 Purple 31 Lavender
20 Ottoman 02 Orange 18 Gold
21 Celt 04 Dk Green 25 Pale Green
22 Arabia 07 Pink 30 Pale Pink
23 Carthage 09 Brown 11 Maroon
24 Korea 06 Blue 19 Blue-Purple

Unused: Civs 25-31
Colors 17 Lt Purple, 21 Olive Green,
22 Oran-Yellow, 23 Dark Orange,
24 Tan, 27 Lt Brown,
28 Dk Brown, 29 Very Dk Green

Please note that the aforementioned repeat color problem causes one of Russia/Japan/Aztec/Carthage to be assigned another color if all are in the same game. The one given the new color is the last of the four in the game. I call it the last one in because if you play a game specifying all the civs, it is the last one on this list. For further reference it shows up as the furthest right on the histograph screen and, conversely, is the first of the four to move on a given turn.

The new color assigned is the first unused one on the list. For instance, in a game with neither Rome nor Babylon, this would be color 01, Red; in a game with all 24 civs, this is color 17, Light Purple (the first unassigned color.)

Hope this helps. If you are looking for something else with regard to colors, could you explain what you need further?

Killer_Klein
Feb 25, 2003, 07:37 AM
Sorry

Should have posted that I have created a list of city names, 32 if I remember correctly. It was one of the first things that I did. And I still don't get any city names when I build a city.

Thanks

Later

VLalykin
Feb 27, 2003, 05:58 AM
I play in Civ3 (v1.29f, os: win2k), but at start (civ3mt) the message on a ERROR is given out:

Run-time error '13':
Type mismatch

P.S. Necessary files (OCX & VB5 Runtime are installed)

Gramphos
Feb 27, 2003, 04:47 PM
Originally posted by Teacher
I am playing CivIII (v1.21) and everytime I try to edit soemthing, I get a Runtime Error....

Can anyone help me with this???

Thanks

PS: I do not want to upgrade to 1.29
Send me the save you try to load. The program shall be coded to work with previous versions, bu I might have missed some cases and then the more saver versions supported the harder it will be to krrp it working for the earliest versions.

Gramphos
Feb 27, 2003, 04:59 PM
pdescobar, I solved the color problem just before posting that version. Threre were some data inserted in the civilizations header making the color not found at first.

VLalykin, do you think you can describe your probmlem a little closer?

VLalykin
Feb 28, 2003, 05:26 AM
>> VLalykin, do you think you can describe your probmlem a little closer?

The error occurs not at attempt to read a file, but at start of the program (for example, C:\Program Files\C3MT\C3MT.exe /sge ).

Look a screen copy.

Thanks

Gramphos
Feb 28, 2003, 10:39 AM
What is your OS? (Version and language)

Yoda Power
Feb 28, 2003, 01:43 PM
When is the PTW version ready?

Gramphos
Feb 28, 2003, 04:21 PM
Well, with untested features enabled 0.98.1 supports default type PTW saves. However more work is needed for it to handle the new time formats in a good way.

bombcoboss
Mar 02, 2003, 09:08 AM
I still can't figure out how to make more civs

VLalykin
Mar 03, 2003, 03:56 AM
Originally posted by Gramphos
What is your OS? (Version and language)

OS: Windows 2000 5.00.2195 SP2
Language: Russian

Computer: P4 CPU 1.8 GHz

Necessary files (OCX & VB5 Runtime are installed).

hannibol
Mar 03, 2003, 04:11 PM
I have the same problem

Win 2000
AMD 1ghz
English Language

Gramphos
Mar 06, 2003, 09:18 AM
Might be something with Windows 2000 then...

I'll do some testrunning at work and see if I can find the problem...

Colonel Kraken
Mar 09, 2003, 07:57 PM
With all due respect to Gramphos and the others here, I am not going to sludge through 833 replies in an attempt to find an answer to my question. So, I'll just ask:

Is it possible with this tool to extract bic/bix data from a saved game and import it into the editor?

Thanks,

CK

Gramphos
Mar 10, 2003, 12:28 AM
I think it's included when you eport a map, but that function was done long ago, and I'm not 100% sure about it. But you might try that, and then remove the map from the exported file by using the editor.

Colonel Kraken
Mar 10, 2003, 06:49 PM
Originally posted by Gramphos
I think it's included when you eport a map, but that function was done long ago, and I'm not 100% sure about it. But you might try that, and then remove the map from the exported file by using the editor.

Thanks for the suggestion, Gramphos. I'm not sure what you mean "export a map". Using the editor? Using your multitool? Loading the saved game into your multitool, then exporting the map?

I'm not quite sure what you mean.

Thank you for your help,


CK

Gramphos
Mar 14, 2003, 09:33 AM
I mean in my save game editor.

Bobisback
Mar 26, 2003, 11:20 AM
I does everthing but adds techs, and I don't no how to add techs.
It's a nice program though.:goodjob:

legolas_warrior
Mar 27, 2003, 07:31 PM
I still need a save game editor for play the world. its been out ages now and no one has done one :-s

ducksoup
Apr 02, 2003, 01:44 PM
if you create a unit and want to get rid of it, but it still shows up in the game, what do you do?:wallbash:

ducksoup
Apr 02, 2003, 01:47 PM
2 bugs: some mountains turned negative(diff colors), and when i try to satrt a new game on the main menu, the game crashes. i have v1.29f and nothing was wrong before i d-led the multitool yesterday

zulu9812
Apr 06, 2003, 08:44 AM
Gramphos, I don't suppose you could come up with a wizard for adding buildings, so that one could pick where in the build list the new one went (like the Uunit Creation Wizard does)?

Isak
Apr 06, 2003, 10:34 AM
@Zulu:

I think I've pestered Gramphos life with that a few months ago, and he said (IIRC) that it might get done, but wasn't a high priority.

If it's for a mod you're working on, feel free to send it to me when done and I can hex-edit them to the order you would like them to be in.

zulu9812
Apr 06, 2003, 10:50 AM
Isak, what exactly do you need? Is it just a list?

Isak
Apr 06, 2003, 11:20 AM
Just the BIX/BIC and the list of improvements as they should be ordered :)

tcwonder3
Apr 06, 2003, 12:04 PM
Isak...could you upload (or send me privately) a short write-up of how you would do that with a hex-editor. It would make for a good addition to the tutorial thread, at least. I've found that editing save files over the years, if tested properly for checksums, etc., is more effective than waiting for someone to create a "Big-Bang" utility! That's why I really appreciated Gramphos's utility up until he left school and didn't have the time to keep it evolving with the game (gotta grow up someday). AAAlso, this is a good time to commend you and your partners on the DyP mod. I have incorporated LAARGE parts into my stuff and really like the results.

Baron Rakkan
Apr 08, 2003, 08:18 AM
Hi!

I have a question. Will there be a new CIIIMulti-Tool for CivIIIPTW or not?????????????????????????????????

Thanks

zulu9812
Apr 13, 2003, 07:18 AM
A quite major bug report...

v0.96 installs and works perfectly. But that's no good for PTW bix files, so I installed v0.98.1 and I get the following errors:

when starting up C3MT.exe:
http://www.civfanatics.net/uploads4/Multi-Tool_Error_1.jpg

when clicking on Unit Creation Wizard:
http://www.civfanatics.net/uploads4/Multi-Tool_Error_2.jpg

when clicking OK on previous screen:
http://www.civfanatics.net/uploads4/Multi-Tool_Error_3.jpg

when clicking Next on previous screen:
http://www.civfanatics.net/uploads4/Multi-Tool_Error_4.jpg

The Multi-Tool then exits.

Now, at the end of the day, I could use 0.96 to add units to a .bic and then import into a .bix, but I'd rather much rather go direct.

My operating system is Windows 2000 SP3, and the PTW patch is 1.14f

Bobisback
Apr 13, 2003, 07:40 AM
It does not work for PTW zulu9812.;)

zulu9812
Apr 13, 2003, 10:29 AM
Don't try and wink at me...

The Unit Creation Wizard in v0.98 - v.0.98.1 works just fine with opening, and adding units to, .bix files, provided the bix has no map data. v0.98 was working just fine before I reformatted my hard drive. Now that I've reinstalled it, it won't work.

Gramphos
Apr 19, 2003, 06:05 PM
zulu, those errors are by 99% security related to an incorrect language file (missing strings)

Gramphos
Apr 19, 2003, 06:13 PM
While I'm here for the first time in a long time I think...


...I would like to say:
Version 0.99 is out!
0.98.1
- Bug with MAP-data for BIXfiles corrected. Note: Earlier corrupted files can NOT be loaded or corrected. If you really need to correct a file I have to do it myself.
- SGE: Playerspecific Difficultylevels can now be changed. (These affect for example the citizens born content)
- SGE: A Civilization's governments can now be edited.
- SGE: The remaining transition time can now be edited
- SGE: Mobilization setting can now be edited
- SGE: Beaker estimation now gets same result when you select a Civ as when you set the tech to research.
- SGE: PTW saves shall now be editable in untested features mode
- Optimized the handling of PCX-files a bit.
- Speeded up decompression by using a dll instead of an exe
- Bug with CopyTool mapstats causing the tool to crash if map-only big were used corrected.

0.99
- NEW C3MT MEMBER: Civ2 Map Converter
- Fixed Stop Statment bug on file extraction.
- Fixed visual error on settings window that appeared in 0.98.1
- Missing palett files now gives you a warning popup
- Language module extended to make it easier to add string groups. Currently the old and the new system runs side by side.
- SGE: More PTW functionallity added. (!Version! error corrected for PTW 1.14f)
- SGE: Added PTW game rules
- SGE: New edit method for dates in PTW (the userfriendliness has to be worked on) (It shall work with another time unit, but it has yet to be tested, and there may be fields which I have missed)
- SGE: Changing the timeline in PTW now does affect the game by editing the rules in the save.
- SGE: Golden Ages can be edited for civs.
- SGE: Now asks for administrative password before opening password protected saves
- Compressed EXE with UPX (http://upx.sourceforge.net/)


I've uploaded both a new full install and a small zip to the upload folder.

Update (http://www.civfanatics.net/uploads4/c3mt0-99.zip)
Full Install (http://www.civfanatics.net/uploads4/c3mtfull.zip)

Bobisback
Apr 19, 2003, 06:31 PM
Awsome thanks

Gramphos
Apr 19, 2003, 06:32 PM
Anyone can test this with 1.21 before tommorrow and have a bug-list ready by then? I'm going to bed now.

Bobisback
Apr 19, 2003, 06:57 PM
I just added a unit to a bix, works like a charm. awsome job:goodjob:

btw I have PTW 1.21.:)

Gramphos
Apr 20, 2003, 01:48 AM
Test to edit a save.

Bobisback
Apr 20, 2003, 07:09 AM
Originally posted by Gramphos
Test to edit a save.

Ok I will try, hold on.:)

edit: it work but under the map tab put a Export as bix and import from bix.;) if you add those it would help a bunch.:)

Gramphos
Apr 20, 2003, 12:59 PM
Import BIC and Export BIC can export/import bix files (I use the same rutines to handle them.)

Probably should rename them to Export/Import Map

Lucky Dragon
Apr 21, 2003, 03:04 PM
I imported a map from a PtW v1.21 saved game (multiplayer) and it imported the map just fine, but EVERY SQUARE is now a "victory point" location. Here's a screenshot from the Civ3X Editor to give you an idea what I'm talking about:

Gramphos
Apr 21, 2003, 03:46 PM
I trapped that bug earlier today. It's a problem with the default value controlling the victory point locations. This will be fixed in the next release. However, the time until it can be ready is undefined by now. I've already started to change other things, so the new version will have to wait until things get stable again.

Lucky Dragon
Apr 21, 2003, 08:33 PM
Gramphos: If I sent you the map would you be able to do some sort of mass-erase on those victory point locations, or do I need to go in and delete them all individually?

BTW: Thanks for all your hard work on this utility!
:cool:

Gramphos
Apr 22, 2003, 01:17 AM
I'm able to mass erase them. It's just one value that deafult to 0 instead of -1 as it should :o

Lucky Dragon
Apr 22, 2003, 01:32 AM
@Gramphos:

Many thanks! Here it is:

Gramphos
Apr 22, 2003, 02:07 AM
Back to you.

Gramphos
Apr 22, 2003, 03:13 PM
I'm just going to let you know that you will have to live with that bug for a while. Instead of correcting small bugs today (as I originally intended I stumbled on something big, and am currently working on a new TAB to the SGE) I'll try to figure out a second big part to make that tab completly working, but if I don't I might release it with limited features until I find what I'm looking for to enable every option I want to fit on the tab.

The tab is still only in an UI-alpha phase, allowing -me- to view what I hope to be able to edit soon, and see the interface of how the edit can be done, but notings changes other then the UI-menues right now :( I just need more time to finish this you see. I'm working with an all new UI system (for my tool that is), so I can't reuse any code, and it's curently not very optimized.

Nope...
enough of teaser talk... I hope to be able to give you a teaser screenshot once I get closer to a finished version. ;)

zulu9812
Apr 22, 2003, 04:22 PM
Any progress on making the UCW compatible with the PTW scenario structure, or a Building Creation Wizard?

Gramphos
Apr 23, 2003, 01:24 AM
Originally posted by zulu9812
Any progress on making the UCW compatible with the PTW scenario structure, or a Building Creation Wizard?
I've not been working with anything of that right now.

My focus is currently on the SGE...

sgrig
Apr 23, 2003, 01:15 PM
Is there any chance that it will be possible to edit diplomatic agreements in SGE? If not trade agreements, then at least war and alliances.

Gramphos
Apr 23, 2003, 02:22 PM
Originally posted by sgrig
Is there any chance that it will be possible to edit diplomatic agreements in SGE? If not trade agreements, then at least war and alliances.
No comment :mischief:

dasracht
Apr 23, 2003, 06:27 PM
Hey Gramphos, I like your c3mt a lot, but the problem Im having is that the save game editor crashes when its saving. Im using windows xp professional and c3mt 99, installed using the full install and rebooting. No error message is displayed, the program just crashes. Any ideas? I spent a long time editing my cities only to have it crash *#(*$# hehe

Gramphos
Apr 24, 2003, 02:05 PM
v0.99.1

I reversed some of my changes to be able to release this version that fixes some major issues with pre-ptw saves.


0.99.1
- SGE: Bug with map-export from PTW saves corrected. Now no VP-locations appear all over the map.
- SGE: Bug with pre-PTW file load (rusulting in crash on save) corrected
- Map converter: Typo in ready to convert text corrected
- Map converter: Added options: Coast Size and Sea Size (to allow size of coast and sea-tiles to separate from ocean)
- Map converter: Added options: Minimum Sea Size and Minimum Ocean Size. These are the minimumnumber of tiles for water surrounded by land to be allowed to contain sea/ocean tiles
- Map converter: Optimized the Coastbuilding function a little to make it faster.
- Map converter: Optimized the Continent finder function
- Added check on startup to see that the c3mt.dll is in the system directory.

http://www.civfanatics.net/uploads4/c3mt0-99-1.zip

Bobisback
Apr 24, 2003, 03:04 PM
Awsome Gramphos thanks:goodjob:


edit: found a bug. (I think it is a bug) when you export a map (PTW map) all the cities and units disappear. I have the latast patch for PTW and c3mt.

JoseM
Apr 24, 2003, 08:03 PM
Yes i found a bug.

When you export a map and you go to the editor, some resources dissapear. For example, in the game resources like spices or rubber need trees or jungle to appear, well, in the game they appear on tree or jungle tiles, but they never dissapear even if they cut down the trees or jungles from where they appeared, when i export the game and open the editor, when i open the editor those resources that appeared on jungle or tree tiles that were cut down in the game will dissapear. For example, a rubber resource apeared on a jungle tile in a game, theni cut down that jungle tile but the rubber resources stayed there for the rest of the game it never dissapear, but after i open the editor that resource dissapears because the jungle tile was cut down, same with other resources that need trees or jungle tiles.

Can that be fixed? thanks.

Bobisback
Apr 24, 2003, 08:08 PM
JoseM you wood have to change the editor to fix that, because it is hardcoded in to the editor.

JoseM
Apr 25, 2003, 06:42 AM
Originally posted by Bobisback
JoseM you wood have to change the editor to fix that, because it is hardcoded in to the editor.

how or where do i change my editor?

sgrig
Apr 25, 2003, 02:15 PM
Originally posted by Gramphos

No comment :mischief:

Ok, I think I can see where this leads. ;)

Gramphos
Apr 25, 2003, 05:52 PM
Originally posted by JoseM
Yes i found a bug.

When you export a map and you go to the editor, some resources dissapear. For example, in the game resources like spices or rubber need trees or jungle to appear, well, in the game they appear on tree or jungle tiles, but they never dissapear even if they cut down the trees or jungles from where they appeared, when i export the game and open the editor, when i open the editor those resources that appeared on jungle or tree tiles that were cut down in the game will dissapear. For example, a rubber resource apeared on a jungle tile in a game, theni cut down that jungle tile but the rubber resources stayed there for the rest of the game it never dissapear, but after i open the editor that resource dissapears because the jungle tile was cut down, same with other resources that need trees or jungle tiles.

Can that be fixed? thanks.
It's the editor that applies the resource rules itself. I can see the problem if you try to reimport the map that the resources would disappear...

One way to "fix" it would be to have to export function to edit the rules so the resources can be on the tiles they are. Another would be to create a separate resource map that could be imported together with an edited map. When do you miss the resources?

Gramphos
Apr 25, 2003, 05:54 PM
Originally posted by Bobisback
Awsome Gramphos thanks:goodjob:


edit: found a bug. (I think it is a bug) when you export a map (PTW map) all the cities and units disappear. I have the latast patch for PTW and c3mt.
If you mean that they are not exported to the BIX then it's a something I've never intended. however I've thought about making an option for it to be so. If they get deleted from the save then you got your bug. What is it?

Gramphos
Apr 25, 2003, 05:58 PM
Originally posted by sgrig


Ok, I think I can see where this leads. ;)
You see something? :mischief:
I see just "No comments" :mischief:

Bobisback
Apr 25, 2003, 09:03 PM
Originally posted by Gramphos

If you mean that they are not exported to the BIX then it's a something I've never intended. however I've thought about making an option for it to be so. If they get deleted from the save then you got your bug. What is it?

I mean that they are not exported with the BIX. Could you please make a option for that I really need it.

Gramphos
Apr 26, 2003, 02:52 AM
I'll see what I can do for the next version. Right now I'm up to other stuff, but the next version will most likely take a while to get out.
And if I make that an opption people want them to import with the BIX and that is never going to happen. At least not until I get full knowledge on cities.

JoseM
Apr 26, 2003, 05:45 AM
Originally posted by Gramphos

It's the editor that applies the resource rules itself. I can see the problem if you try to reimport the map that the resources would disappear...

One way to "fix" it would be to have to export function to edit the rules so the resources can be on the tiles they are. Another would be to create a separate resource map that could be imported together with an edited map. When do you miss the resources?

The resources dissapear in the exact moment i open the exported map in the editor...

Bobisback
Apr 26, 2003, 03:38 PM
I found a bug in the save game editor, under the cities tab when you add a wonder to a city, in game it says it is there but you can build it in other cities and the wonder effects do not work.

Gramphos
Apr 27, 2003, 03:49 PM
Originally posted by Bobisback
I found a bug in the save game editor, under the cities tab when you add a wonder to a city, in game it says it is there but you can build it in other cities and the wonder effects do not work.
That "bug" has been there for ages (since the very first city editing) However I did actually found the solution for it earlier today. (Or at least a portion of it.) There are other stuff that you shouldn't mix with and small wonders and SSparts are a few things I can name. The Palace can be moved (I don't remember when making that possible thou)

jhhui
Apr 28, 2003, 01:01 AM
Hi Gramphos, I got a question with your file.

I downloaded the Multitools. But, when I run it, and try to load a saved games for editing, a window popped up and say "Subscript out of range." This prevent me from edit the saved games.

What's wrong? Need your help. Thanks.

Gramphos
Apr 28, 2003, 03:47 AM
What is your game version?

jhhui
Apr 28, 2003, 07:01 AM
Hi Gramphos,

My game version is 1.0.7

zulu9812
Apr 28, 2003, 08:32 AM
You can't use this multi-tool with 1.07. Stop using a warez copy, buy the game and patch it to 1.29f

jhhui
Apr 28, 2003, 11:06 AM
Mr. Zulu9812,

What do you mean? I don't understand!

I did buy the game, I bought it in US once it was out!! Once I bought it, I took it with me going to Hong Kong! I did pay the greenbacks for it and it costed me US$39.99 + 8.25% sales tax for it!!!!!!!

jhhui
Apr 28, 2003, 11:10 AM
To clarify one more thing: I bought the game in 2001 and then I installed it in Hong Kong. However, each time I started the game, my laptop crashed! No one from the Tech Support were able to help me resolve the problem. So, I put it aside. Not until recently when I cleanup my laptop and then asked Tech Support to help again! This time, the problems resolved after about 10 emails exchanges.

Padma
Apr 28, 2003, 11:14 AM
What our friend zulu9812 was saying, in his inimitable fashion, is that *most* people who visit this site who still use the original v1.07f are using a pirated copy of the game, because upgrading their copy with the latest patches "breaks" their pirated copy, and they can no longer play.

What you need to do is go here (http://www.civfanatics.com/civ3patches.shtml), and download the v1.29f patch. Then C3MT should work.

jhhui
Apr 28, 2003, 01:25 PM
Thanks for the moderator to intervene.

I am new to this forum. I hated those who buy pirated games. I always said, "if u don't have to money to buy the original to appreciate all efforts in designing, just simply don't play!!"

Hence, when I ran into problems, I start to look for help. I just installed the game and successfully start to play it on very late Friday night (Hong Kong time), hence I don't know anything about newer patches available until Gramphos asked me for it.

Therefore, when I read Mr. Zulu post accusing me of using pirated copy, I am *VERY* unhappy. Now, I have followed the instructions of the moderator and I can use the Multi Tools.

Gramphos
Apr 29, 2003, 02:08 AM
Were you using C3MT v0.99 or C3MT v0.99.1 (the backwar compability of C3MT should still be able to load 1.07f saves, however I've not tested it for a very long time (not since the release of 0.98 when I had to reinstall Civ3 and got back to 1.07 for a moment :D)) However there is a bug in 0.99 that make all PRE-PTW games to fail during load. Exactly when the tool crashes may vary depending on OS, but it will crash.

So I suggest you make sure you use v0.99.1 and suggest that you update Civ3 to v1.29f as it is the latest and best working version and the only pre PTW version i still test the tool with.

jhhui
Apr 29, 2003, 11:03 AM
Gramphos, I use 0.99.1 and it doesn't work on v1.07f. The software now works fine after I downloaded and installed the patch, upgrade the game to v1.29f,

Gramphos
Apr 29, 2003, 04:34 PM
thanks for the info. I guess it's time for me to either skip all these different versions (there is always one version not working...) or to once agasin make a full compability update.

justokre
May 07, 2003, 05:11 PM
So were you planning to release a version of C3MT for Civ3PTW 1.21f? I haven't gotten the chance to use your program, but I'm anxious because all I've heard about it is how great it is.

Gramphos
May 08, 2003, 03:29 PM
The current version shasll work with PTW 0.21f. The problems are backcomnpability with vanilla civ, and some other glitches I've run into during my latest fileformat research. I hope to be able to get a new version out within reasonable time. But there are still some research and some programming to be done, and I have to clean my roo, and get my drivers licence and play some games. So the time I have isn't enough for eushbuilding anymore.

The good side of this is that I'm trying to nail down as many bugs as possible before any release. The downside is that there are not as many changes (but I don't think you will be dissapointed by my current research results. However. They aren't final enough to talk about. I still need to understand one thing before I can see it as perfect)

However somethings that are results of this is that the units and buildings counters will be updated when saves are edited. (That's one of the major problems casused by editing the saves with the current version) Wonders will be editable and the effects will follow.

binkhalid
May 10, 2003, 03:07 PM
let me get this clear...so far there is no way to get rid of the victory locations when we export the savegame?

thanx

Lucky Dragon
May 10, 2003, 03:24 PM
No, I think he fixed that one! At least, I was able to extract a couple of maps from SAVs without that problem using the latest version of MultiTool...

binkhalid
May 11, 2003, 04:05 PM
thanx..it has worked now :cool: but i have a question...i have a multiplayer game going on with my brother and the computer. Anywayz we imported the map as a .bix and edited what we wanted...but..when we tried to import it back ( as in we continue our saved game with the new edited map) the program only looks for Scenario Files and not .bix....
thanx

hope i made my problem clear

Gramphos
May 11, 2003, 04:20 PM
Download the small zip to patch the full install.

binkhalid
May 11, 2003, 05:07 PM
Gramphos sorry to drag this on but i downloaded the update my version of Multitool is now the c3mt0-99-1 one..and i got the latest update for Civilization PTW but still after i export the bix and change what i want...when i try to import it..the program does not look for any .bix files..just scenario files..any help would be great...thanx:confused:

Gramphos
May 11, 2003, 05:08 PM
Originally posted by binkhalid
thanx..it has worked now :cool: but i have a question...i have a multiplayer game going on with my brother and the computer. Anywayz we imported the map as a .bix and edited what we wanted...but..when we tried to import it back ( as in we continue our saved game with the new edited map) the program only looks for Scenario Files and not .bix....
thanx

hope i made my problem clear
It's a miss in the process of making the tool PTW compatible. (actually it didn't read the filterstring from the constant file. I changed that earlier today :D)

binkhalid
May 11, 2003, 05:13 PM
so that means that there is no way getting around my problem??

Gramphos
May 12, 2003, 12:02 PM
write *.bix in the filename box and press enter. Or wait for the next version :D

binkhalid
May 12, 2003, 04:41 PM
IT WORKS! thaaaanx Gramphos

Gramphos
May 18, 2003, 10:34 AM
I think it's time for a teasing preview screenshot of the new tab in the SGE.

There are still some things left to deal with before release. But a screenshot doesn't hurt. ;)

SchmuckyTheCat
May 18, 2003, 11:20 AM
Gramphos,
thanks for continuing to work on Civ3/PTW stuff.

One thing I'd wish for more than a direct treaty editor, is being able to edit the reputation score with a Civ. There was a thread somewhere that detailed specifically how actions like razing a city or spurning a treaty tweaked a running "reputation" score up or down. I'd love to be able to edit THAT.

It would be good for scenarios, being able to set up good/bad reputations between two civs before turn 0.

Also, please start a new thread when you release a new build. :)

Gramphos
May 18, 2003, 11:54 AM
You think this thread is getting too long?

hbdragon88
May 18, 2003, 04:50 PM
Gramphos:

I get a weird error when I tried to load C3MT today. I have the full installation:

LouLong
May 18, 2003, 05:01 PM
Originally posted by Gramphos
I think it's time for a teasing preview screenshot of the new tab in the SGE.

There are still some things left to deal with before release. But a screenshot doesn't hurt. ;)

Actually it is a good teaser. Does it mean we will be bale to set diplomacy and create SAV for scenarios ? That'd be great !
But Firaxis gave a stronger teaser at the same time maybe.

BTW thanks for your job. I don't use the svegame editor since it does not seem stable yet but the map converter is a great tool by itself already.

:goodjob:

Gramphos
May 19, 2003, 01:18 AM
Originally posted by LouLong

Actually it is a good teaser. Does it mean we will be bale to set diplomacy and create SAV for scenarios ? That'd be great !
The next releas will came together with a new tool that works as CPT but with diplomacy, and a binarry file format editable with C3MT.

But Firaxis gave a stronger teaser at the same time maybe.
Yes, Conquest is a good teaser...


BTW thanks for your job. I don't use the svegame editor since it does not seem stable yet but the map converter is a great tool by itself already.

:goodjob:
Most of the work done lately on the SGE has been done to stabilize it and make sure that things that shall be changed doesn't stay unchanged. The next release will probably be the most stable version so far.

Gramphos
May 19, 2003, 01:19 AM
Originally posted by hbdragon88
Gramphos:

I get a weird error when I tried to load C3MT today. I have the full installation:
:hmmm:
Have you tried to ptach it with the small version?

GIDustin
May 20, 2003, 10:38 PM
I get a "Subscript out of Range" error when trying to load a 1.21f PTW BIX. After the error, the bix appears to load correctly (i just use your tool to organize units), but the BIX created after the organizing will not load in the editor. I am not sure if the C3MT supports 1.21f yet as I havent been keeping up to date with this tool :(

I also noticed how much more you have added to this tool. Great work.

GIDustin

Gramphos
May 21, 2003, 10:42 AM
Could you post the BIX you try to load?

Note: if the BIX has starting locations in it there might be a problem with them in the current version.

GIDustin
May 21, 2003, 05:40 PM
Gramphos:

Check your PMs.

GIDustin

Thor091
May 21, 2003, 09:44 PM
Gramphos
This is great news. Any chance of being able to set the number of turns remaining and the being able to see the total culture number?

Gramphos
May 22, 2003, 01:45 AM
You can set the turn when a deal ends. And with some calculation from what the current turn is you can know how many turns that is left.

Gramphos
May 23, 2003, 06:41 PM
I'm very close to done now...

There are only some code tweaks left to do...

On the current list of cnahes is other than the additon of the tool, and all other stability issues spoken of earlier also the added support for Scenari search fordes and #ANIMNAME pediaicons entry in the unitwizard, along with addition of the Flag unit AI strategy, which I obviously had forgot to add before. :o

LouLong
May 27, 2003, 09:35 AM
Not that it is the most important feature of the tool but in the Civ2 map converter it is pretty annoying that it closes right after avery conversion, forcing you to restart.

I have noticed as well that when started Mulitool tries to reach the net, any reason why (automatic updtae, private Gramphos spying ;) (I hope at least).... ?

Isak
May 27, 2003, 01:24 PM
The program tries to access the internet, to check whether there's a new update available :)

Gramphos
May 27, 2003, 02:57 PM
You can disable the version chek in the settings. (And if you block internet access or isn't always conneted you should disable it to avoid problems at start up, and not having it retry some times (The tool will load faster if you disable it instead of just blocking intercepting it ;)))

Gramphos
May 30, 2003, 04:49 AM
v1.0 posted on Poly.

I don't have time to post it here until later today.
http://apolyton.net/forums/showthread.php?referrerid=9561&threadid=71802

Gramphos
May 30, 2003, 04:31 PM
Please contine any discussion here (http://forums.civfanatics.com/showthread.php?s=&threadid=54689).

(Any mod can close this thread)