dracoraven
Chieftain
This guide is those of you without PTW. It is possible to change or add just about everything you can download to vanilla Civ3.
It's even possible to load custom tech trees without changing the default rules. How you ask? Lots of research on these forums ( 5 days worth) and a little PC know-how.
this info is for Civ 3 patch 1.29f NOT for PTW
Prep.
backup the Art and the text directory before you add stuff but AFTER you patch Civ3. The patch changes a lot of files and WILL remove your mods from the text files. on a side note, the science advisor screens are different after the patch. I found out the hard way and had backed up my art directory before I patched the game. I went to copy an "old" file back (science_ancient.pcx) and the arrows were all messed up in-game.
Leave the default stuff where it is! you don't have to move or change any of the original files to play a mod!
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Adding units - stuff they don't tell you
1. when you download a unit it usually comes with a .ini file, make sure you look at it! open it in notepad and make sure that you have all the files it specifies!
2. the 1.29f patch makes the civilopedia "read only" and you can't edit it while it's like that. right-click on it and click properties, remove the check from read only.
3. the civilopedia entry isn't completely necessary but the pediaicons entry is.
4. if a unit isn't in your .bic file it doesn't show up in the game even if you have it in the civilopedia.txt, pediaicons.txt, and units_32.pcx and have the unit folders there. it won't show in the civilopedia either until you load a scenario or .bic with it in.
5. the little grid lines on the units_32.pcx file need to be there.
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Adding buildings and wonders
1. there have to be entries in civilopedia.txt, pediaicons.txt.
2. make sure the building or wonder is on the buildings-large.pcx and buildings-small.pcx.
3. the other art goes in the civilopedia directory.
4. the building won't show up in the game until it's specified in a .bic file.
5. the grid lines on the buildings-large.pcx and buildings-small.pcx need to be there.
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Adding a leaderhead aka Adding a race - not making one
1. the .flc files go in Art\Flics
2. the *_all.pcx file goes in the Art\Advisors folder ( the pic with all the circle heads)
3.the large and small .pcx files go in Art\Civilopedia\icons\races
4. all the other art goes into Art\leaderheads
I had to download a leaderhead and find this out, which is a pain on a dial-up with a 2.2k connection.
5. there has to be an entry in pediaicons.txt and civilopedia.txt
6. there needs to be extra entries in diplomancy.txt (a lot of them)
I suggest you download the one for 31 civs that can be found on these forums.
7. the race won't show up in the game if it isn't in the bic file.
even with all the extra stuff you have put into all these files, nothing will show up in game if it's not in the .bic so leave the master alone and make a new one with the editor.
8. limited to 31 playable + barbarian
9. there HAS to be 76 barbarian cities or the game will crash.
Addition 3/22/03
10. if you are going to add new civs make sure you get the color palette fix! it adds the missing colors for the extra civs.
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Adding a resource
1. it has to have a civilopedia.txt entry AND a pediaicons.txt entry
2. it has to be on resources.pcx AFTER the default stuff. ( leave the default stuff alone)
3. if it's a luxury icon it should be on luxury_icons.pcx in the city screen folder . search the forums for a picture and a better explanation.
4. yet again, it won't show up in-game if it's not in the .bic file.
5. you can even delete resoures from your bic and as long as you haven't removed it from anywhere else it will still show up in the default game.
6. the game is limited to 256 resources.
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Adding a technology - this is where it gets hairy
1. you can add techs to your hearts content and get them to display right if you follow the tutorial "how to make a modified tech tree look professional" but there are a couple problems.
If you have PTW you can just tell the scenario loader to load your modified science advisor screen ( the arrows in the tech tree are part of these screens and aren't an overlay like everything else)
but if you don't have PTW and you edit those files they will be forever changed. this is the only thing that will show up in the default game whether the new techs are in the .bic file or not.
This is why you backed up your Art directory. you need to put your modified advisor screens somehwere besides the advisors folder ( I put mine in a new folder in the Scenario folder along with the bic for it.) so to start you should have unmodified science advisor screens in your advisor folder, unmodified screens in a backup folder and modified screens in yet another folder.
to play with your modded tech tree COPY not move the modified screens to the advisors folder and play.
to go back and play default civ COPY not move your backup screens to the advisors folder and play.
you CAN ( I do ) go to the main menu in Civ, Crtl-Esc out of the game, do the copying, load scenario or play new game and it will work fine. ( I use a batch file to do the copying)
------------------------------------------------------------------------------
If you have any questions about my methods feel free to e-mail me at dracoraven@yahoo.com
Attached are MY batch files for your use and/or research
it took me a while to remember how to copy in DOS.
DO NOT try to add the civilization.exe command to these because civ3 won't load from a DOS prompt.
It's even possible to load custom tech trees without changing the default rules. How you ask? Lots of research on these forums ( 5 days worth) and a little PC know-how.
this info is for Civ 3 patch 1.29f NOT for PTW
Prep.
backup the Art and the text directory before you add stuff but AFTER you patch Civ3. The patch changes a lot of files and WILL remove your mods from the text files. on a side note, the science advisor screens are different after the patch. I found out the hard way and had backed up my art directory before I patched the game. I went to copy an "old" file back (science_ancient.pcx) and the arrows were all messed up in-game.
Leave the default stuff where it is! you don't have to move or change any of the original files to play a mod!
-------------------------------------------------------
Adding units - stuff they don't tell you
1. when you download a unit it usually comes with a .ini file, make sure you look at it! open it in notepad and make sure that you have all the files it specifies!
2. the 1.29f patch makes the civilopedia "read only" and you can't edit it while it's like that. right-click on it and click properties, remove the check from read only.
3. the civilopedia entry isn't completely necessary but the pediaicons entry is.
4. if a unit isn't in your .bic file it doesn't show up in the game even if you have it in the civilopedia.txt, pediaicons.txt, and units_32.pcx and have the unit folders there. it won't show in the civilopedia either until you load a scenario or .bic with it in.
5. the little grid lines on the units_32.pcx file need to be there.
-------------------------------------------------------------
Adding buildings and wonders
1. there have to be entries in civilopedia.txt, pediaicons.txt.
2. make sure the building or wonder is on the buildings-large.pcx and buildings-small.pcx.
3. the other art goes in the civilopedia directory.
4. the building won't show up in the game until it's specified in a .bic file.
5. the grid lines on the buildings-large.pcx and buildings-small.pcx need to be there.
------------------------------------------------------------------
Adding a leaderhead aka Adding a race - not making one
1. the .flc files go in Art\Flics
2. the *_all.pcx file goes in the Art\Advisors folder ( the pic with all the circle heads)
3.the large and small .pcx files go in Art\Civilopedia\icons\races
4. all the other art goes into Art\leaderheads
I had to download a leaderhead and find this out, which is a pain on a dial-up with a 2.2k connection.
5. there has to be an entry in pediaicons.txt and civilopedia.txt
6. there needs to be extra entries in diplomancy.txt (a lot of them)
I suggest you download the one for 31 civs that can be found on these forums.
7. the race won't show up in the game if it isn't in the bic file.
even with all the extra stuff you have put into all these files, nothing will show up in game if it's not in the .bic so leave the master alone and make a new one with the editor.
8. limited to 31 playable + barbarian
9. there HAS to be 76 barbarian cities or the game will crash.
Addition 3/22/03
10. if you are going to add new civs make sure you get the color palette fix! it adds the missing colors for the extra civs.
-------------------------------------------------------------
Adding a resource
1. it has to have a civilopedia.txt entry AND a pediaicons.txt entry
2. it has to be on resources.pcx AFTER the default stuff. ( leave the default stuff alone)
3. if it's a luxury icon it should be on luxury_icons.pcx in the city screen folder . search the forums for a picture and a better explanation.
4. yet again, it won't show up in-game if it's not in the .bic file.
5. you can even delete resoures from your bic and as long as you haven't removed it from anywhere else it will still show up in the default game.
6. the game is limited to 256 resources.
------------------------------------------------------------------
Adding a technology - this is where it gets hairy
1. you can add techs to your hearts content and get them to display right if you follow the tutorial "how to make a modified tech tree look professional" but there are a couple problems.
If you have PTW you can just tell the scenario loader to load your modified science advisor screen ( the arrows in the tech tree are part of these screens and aren't an overlay like everything else)
but if you don't have PTW and you edit those files they will be forever changed. this is the only thing that will show up in the default game whether the new techs are in the .bic file or not.
This is why you backed up your Art directory. you need to put your modified advisor screens somehwere besides the advisors folder ( I put mine in a new folder in the Scenario folder along with the bic for it.) so to start you should have unmodified science advisor screens in your advisor folder, unmodified screens in a backup folder and modified screens in yet another folder.
to play with your modded tech tree COPY not move the modified screens to the advisors folder and play.
to go back and play default civ COPY not move your backup screens to the advisors folder and play.
you CAN ( I do ) go to the main menu in Civ, Crtl-Esc out of the game, do the copying, load scenario or play new game and it will work fine. ( I use a batch file to do the copying)
------------------------------------------------------------------------------
If you have any questions about my methods feel free to e-mail me at dracoraven@yahoo.com
Attached are MY batch files for your use and/or research
it took me a while to remember how to copy in DOS.
DO NOT try to add the civilization.exe command to these because civ3 won't load from a DOS prompt.