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#1 |
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Lord of Tenochtitlan
Join Date: Dec 2001
Location: Kazakhstan
Posts: 38
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Code:
Tutorial: How To Add Extra Civs in v1.21
---------------------------------------------
Important General Rules
1. Note, that limit for extra civs equal 15 (total civs number = 31). Number of them is hard coded in palettes.
2. Download jimmih's hacked Civ3Edit.Exe or Gramphos's MultiTool.
3. Do backup files for altering.
Changes in YourMod.bic
1. Open your bic file with hacked civ3edit, click the 'Edit' button and Tab for
'Civilizations'
2. Click Add button and enter race name.
3. In 'Civilopedia Entry' enter race's verbal ID (for example RACE_MONGOLS - need change Civilopedia.txt).
4. Look 'Animations' section on this page and enter Forward & Reverse Filenames for each era with The Ruler animations found in Art\Flics.
5. Fill ruler, cities, leaders, race etc names. Entry unique team colors both default and alternate.
6. Tab to 'Units' page and do link common and specific units with the proper civs.
Changes in diplomacy.txt
For each of the #AI_Section with #civ=1 parameter add by followed formula
(thanks for Dan Magaha)
(3 if #power == true ) (3 if #mood == true )
number of lines = (N * #civ) * ( or ) * ( or ) * #random
(1 if #pover == false) (1 if #mood == false)
Notes:
NN -- Total number of civs
N = (NN - 16) -- Number extra civs
In followed table:
...
#AIFIRSTCONTACT 16 + 1 * N (add 1*N lines)
...
#AIDEMANDTRIBUTE 48 + 3 * N
...
#AIFIRSTCONTACT -- means the label of entry
for #AIFIRST...
16 -- number of lines in standard diplomacy.txt file
1*N --- number of extra lines for new civs per number of extra civs, for example for 2 extracivs 1*2 = 2 new lines
for #AIDEMAND...
48 -- number of lines in standard diplomacy.txt file
3*N --- number of extra lines for new civs per number of extra civs, for example for 2 extracivs 3*2 = 6 new lines sorted per civs, per 3 power, per 3 moods by #random
_
_ | random 1
| mood + | random 2
| |_ random 3
| _
_ | | random 1'
C | power >| mood ~ | random 2'
i | | |_ random 3'
v | | _
i | | | random 1"
l | |_ mood - | random 2"
i | |_ random 3"
z | _
a | _ | random 1
t | | mood + | random 2
i | | |_ random 3
o | | _
n | | | random 1'
| power =| mood ~ | random 2'
1 | | |_ random 3'
| | _
| | | random 1"
| |_mood - | random 2"
| |_ random 3"
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| power < ...
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|_
_
C |
i |
v |
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2 |
. |
. |
. |_
...
#AIRENEGOTIATE 18 + 0 (no add lines)
...
For this kind of entry:
18 -- are standard lines
0 -- no add lines
This is example for the entry
#AIFIRSTCONTACT
#civ 1 ; ---- need adding
#power 0
#mood 0
#random 1
"I, $AI0, Ruler of $CIVNAME1, wonder of the world, greet you." ; --- for first standard civ
"Greetings. I, $AI0, greet you."
...
...
"I am Great $AI0. The $CIVADJ2 people are honorable. Deal with us fairly and we shall have peace."
"I am $AI0, of the $CIVADJ3." ; for last 16th civ
; - - this add new lines for extra 2 civs
"I, $AI0, Ruler of $CIVNAME1, wonder of the world, greet you." ; --- for 17th extra civ
"Greetings. I, $AI0, greet you." ; - - for 18th extra civ
...
Now begin changes
---------------------- begin ---------------------------
#AIFIRSTCONTACT 16 + 1 * N (add 1*N lines)
#AIFIRSTDEAL 16 + 1 * N
#AIDEMANDTRIBUTE 48 + 3 * N
#AIACCEPTTRIBUTE 48 + 3 * N
#AIBLUFFISCALLED 48 + 3 * N
#AIRENEGOTIATE 18 + 0 (no add lines)
#AIRENEGOTIATEPEACE 48 + 3 * N
#AIBORDERWARNING 48 + 3 * N
#AIBORDERWAR 3 + 0
#AIDONTTEST 48 + 3 * N
#AIOVERLOOK 3 + 0
#AIWILLACCEPT 3 + 0
#AICOUNTERWAR 36 + 0
#AICOUNTERPEACE 36 + 0
#AINOCOUNTERWAR 36 + 0
#AINOCOUNTERPEACE 36 + 0
#AITECHTRADE 18 + 0
#AILUXURYTRADE 18 + 0
#AILOANOFFER 48 + 3 * N
#AINOLOANOFFER 48 + 3 * N
#AIMAPTRADE 18 + 0
#AINOMAPTRADE 18 + 0
#AICOMMUNICATIONS 18 + 0
#AIGIVEPEACETREATY 48 + 3 * N
#AIPEACETREATYTHREAT 48 + 3 * N
#AINOPEACETREATYTHREAT 48 + 3 * N
#AIPEACETREATY 48 + 3 * N
#AINOPEACETREATY 96 + 6 * N
#AIMUTUALPROTECTION 48 + 3 * N
#AIRIGHTOFPASSAGE 48 + 3 * N
#AINORIGHTOFPASSAGE 3 + 0
#AIMILITARYALLIANCE 48 + 3 * N
#AITRADEEMBARGO 48 + 3 * N
#AIALLIANCEGREETINGS 48 + 3 * N
#AIPEACEGREETINGS 48 + 3 * N
#AIWARGREETINGS 144 + 9 * N
#AIGIVETRIBUTE 48 + 3 * N
#AIRECEIVEGIFT 18 + 0
#AIACCEPTWAR 36 + 0
#AIACCEPTPEACE 36 + 0
#AIWEAKREJECT 96 + 6 * N
#AINEUTRALREJECT 96 + 6 * N
#AISTRONGREJECT 96 + 6 * N
#AITOTALREJECT 96 + 6 * N
#AIREJECTTHREAT 48 + 3 * N
#AIREJECTBROKENDEAL 18 + 0
#AIREJECTINFORMEDOFBROKENDEAL 18 + 0
#AIREJECTPASSAGEVIOLATION 18 + 0
#AIREJECTINFORMEDOFPASSAGEVIOLATION 18 + 0
#AIREJECTMILITARYRETRACT 18 + 0
#AIREJECTINFORMEDOFMILITARYRETRACT 18 + 0
#AITHANKS 48 + 3 * N
#AIWHATEVER 54 + 0
#AIPROPOSALRESPONSE 36 + 0
#AICOUNTERRESPONSE 36 + 0
#AIREJECTRESPONSE 36 + 0
#AIUNDERSTANDRESPONSE 36 + 0
#AIWILLRETREAT 48 + 3 * N
#AIWILLRETURNHOME 48 + 3 * N
----------------------------- end --------------------------------
Changes in Civlopedia.txt
Add race specific entries and text
For example:
#RACE_MONGOLS
^The Mongols are $LINK<militaristic and expansionist=GCON_Strengths>. They stArt the game with
$LINK<Wheel=TECH_The_Wheel> and $LINK<Horseback Riding=TECH_Horseback_Riding> and build
$LINK<Mounted Archers=PRTO_Mounted_Archers> instead of normal $LINK<archers=PRTO_Archer>.
^
blah-blah-blah... (first page)
#DESC_RACE_MONGOLS
^
blah-blah-blah... (second page)
For UU:
#PRTO_Mounted_Archer
^
^
^[Mounted Archers] are highly skilled archers armed with composite bows...
blah-blah-blah...
#DESC_PRTO_Archer
^
^
^blah-blah-blah...
Changes in PediaIcons.txt
For each of the #RACE_Section
Notes:
.pcx files must be only 256 colors palette
KH_ in example unique lead ID for Chingiz Khan
#START
#RACE_MONGOLS
Art\Leaderheads\CL.pcx
Art\advisors\KH_all.pcx
# Happy Icons
#HAPPY_RACE_MONGOLS
Art\Leaderheads\KH_HAP.pcx
# Small Happy Icons
#SHAPP_RACE_MONGOLS
Art\Leaderheads\KH_SHAP.pcx
# Large Kiss Icons
#LKISS_RACE_MONGOLS
Art\Leaderheads\KH_KIS.pcx
# Small Kiss Icons
#SKISS_RACE_MONGOLS
Art\Leaderheads\KH_SKIS.pcx
# Small Angry Icons
#ANGRY_RACE_MONGOLS
Art\Leaderheads\KH_ANG.pcx
# Small loving Icons
#ILOVE_RACE_MONGOLS
Art\Leaderheads\KH_CULT.pcx
# Small loved Icons
#LOVED_RACE_MONGOLS
Art\Leaderheads\KH_CULTB.pcx
# Large Beaten-up Icons
#LHURT_RACE_MONGOLS
Art\Leaderheads\KH_CONQ_L.pcx
# Small Beaten-up Icons
#HURTN_RACE_MONGOLS
Art\Leaderheads\KH_CONQ.pcx
#StArt Races
#ICON_RACE_MONGOLS
Art\Civilopedia\Icons\Races\MONGOLSlarge.pcx
Art\Civilopedia\Icons\Races\MONGOLSsmall.pcx
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#2 |
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CHECKMATE!
Join Date: Mar 2002
Location: Round Lake, (Chicago) U.S.A.
Posts: 838
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Thank you Montezuma for be so nice to post your 15 ad Civilazation Diplomacy txt!
I can't wait to add more Civilazations! I am going to use the information for cities and leaders from Call to power Civilazion!
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#3 |
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Chieftain
Join Date: Mar 2002
Location: montreal
Posts: 16
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hey, cool but complicated **** u have up there, i have v1.17... i erased the germans (good riddance) and i added 'Poland' and im using the germans umm you know the flic files there.. whatever they are.. the animations... i edited the history in cyclopedia...
so what else is there to do ?
__________________
rageZ0r |
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#4 |
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Chieftain
Join Date: Jun 2002
Posts: 1
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Why germans are cool and the only race i play besides Americans.
Oh well im mosty german so no good riddnce just another stupid mod. |
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#5 |
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Chieftain
Join Date: Jun 2002
Location: Pécs, Hungary
Posts: 58
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Well, i have a question.
Suppose we have made 16+x civilizations. I have a map, and I want every civ to have a specific starting location on it. I know there are tools to specify the startin locations, but i don't know if they work with more than 16 civs. Anybody tried yet? |
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#6 |
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Lord of Tenochtitlan
Join Date: Dec 2001
Location: Kazakhstan
Posts: 38
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hagen
Works good for me with Gramphos's CTP util. |
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#7 |
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The Shamrocks Leperchaun
Join Date: Jan 2002
Location: Winnipeg, Canada
Posts: 334
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is this the same with 1.29
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#8 |
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Яhye
Join Date: May 2001
Location: Commuter by plane
Posts: 9,452
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Great work! The file works with 1.29f, too
__________________
rhye.civfanatics.net |
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#9 |
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TBX-R Designer
Join Date: Dec 2001
Location: Canada
Posts: 537
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This is just the info I've been looking for. Thanks for providing this for all of us!
__________________
"Men must be governed by God or they will be ruled by tyrants." ~ William Penn Download Kingpin's Custom Civ IV Flags |
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#10 |
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Chieftain
Join Date: Sep 2002
Posts: 53
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Ehh....
Um...why do you say good riddance Germany? They are one of the best Civs. If I was you, i'd delete something useless like the Americans or something. Du ist uber scheisse-kopf und Sie wohnen das Auto.
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#11 |
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Drinking with Obama
Join Date: Dec 2001
Location: Amish Country, Wisconsin, USA
Posts: 6,646
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Thank you for creating this! I had been wondering why when I created a new civ and met them, alot of times they wouldn't say anything (Their response would be blank instead of saying "Greetings. I, <insert name here>, greet you.")
I had figured the rest by myself from downloading a leaderhead that was meant to replace another civ, but I wanted to make it as a separate civ instead. I did this to add the Incans and an Australian civ to make a world map more evenly spaced out. I then make sure those two are in the game and most of the others are in the game, then leave the european civs on random. (Europe is too crowded causing some civs like Germany and Rome to become little 3 city civs, while civs like China and the Aztecs are HUGE with tons of cities). Or I might take out England and Japan since they always are limited to their tiny island and by the time they can get off of it, alot of the rest of the land is already claimed. This gives all civs a more level playing field. Since 1.29f has the 'add new civ' feature, then C3MT isn't really needed (if you can come up with your own graphics, that is! and make sure you have graphic files for that civ in all the correct folders). Or you can just copy other civs graphics and rename them to the new civ. And with 1.29f you can assign certain civs to certain starting locations, so it doesn't matter which civs are playing, they should always start at their designated start location.
__________________
Unless you are the lead cow, the view never changes! |
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#12 |
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King
Join Date: Jan 2002
Posts: 605
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I've followed all these directions, and added a micronesian civilization, but when I load up the scenario, and am in the screen where I pick my civ, as soon as I click micronesian, I get the illegal operation error. Did I put the flic in the wrong place? Is there a text file I'm supposed to alter to make the comp recognize this?
I've done the editing in the editor too, so it should recognize the flics... |
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#13 |
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Drinking with Obama
Join Date: Dec 2001
Location: Amish Country, Wisconsin, USA
Posts: 6,646
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Do you have a pic in the Art/civlopedia/icons/races folder for micronesia?
__________________
Unless you are the lead cow, the view never changes! |
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#14 |
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Drinking with Obama
Join Date: Dec 2001
Location: Amish Country, Wisconsin, USA
Posts: 6,646
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Oops, sorry, that would only cause problems in the cilopedia.
Make sure you have the .flc files in the flc folder and make sure in the editor you have the EXACT same file names for EACH era for that civ.
__________________
Unless you are the lead cow, the view never changes! |
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#15 | |
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Behhh!
Join Date: Dec 2002
Location: Next to the mad cow
Posts: 82
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Quote:
Can someone please help out? |
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#16 |
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Chieftain
Join Date: Jul 2003
Posts: 10
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When you add a new race is there only certian ones and if not then is there a pic that goes with it or not
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#17 |
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Chieftain
Join Date: Aug 2003
Location: Where you least expect me...
Posts: 19
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Question. How do you do it without the hacked civ3edit, or where can I get the hacked civ3edit?
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#18 |
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Behhh!
Join Date: Dec 2002
Location: Next to the mad cow
Posts: 82
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If you have patch 1.29 you don't need it anymore. The civ3edit then already contains the 'add civilization' option.
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#19 |
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Chieftain
Join Date: Aug 2003
Location: Where you least expect me...
Posts: 19
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I should update then, huh? Thanks!
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#20 |
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Mobster Inc©
Join Date: Sep 2002
Posts: 367
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It's been a while since I last posted on the forums, but I'm having a lot of trouble trying to add a Civ to my game. I had someone save 4 pics into .flc's for me, and I just use the one file as the animations forward/reverse, then I just use one .pcx for all those requirements, and when I click on the Civ, I get the illegal op message and it closes the game out. I'm simply wondering what I'm doing wrong, since I added the TIE interceptor to the game and I have no way of checking to see if I did everything right with that unless I can get the Civ to work.
I have CivIII v1.29f (also is the pediaicons or civilopedia supposed to have the #ANIME near the end, cuz mine doesn't) |
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