darkpanda
Dark Prince
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- Oct 28, 2007
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JCivED - v0.0.23a
a modding tool and map editor for Sid Meier's Civilization
Download latest version on SourceForge: JCivED-0.0.23a.zip (Jun 12, 2023)
Features:
- MAP and Gamesave editor
- Edit your MAP/SVE savegames and change nearly everything! Terrain, terrain improvements, visibility, minimap, gold, science, government, tax rate, civ advances, unit types, units, palace, spaceships, governments, cities, city improvements, wonders, ... Basically everything that's already known about MAPs and SVEs !! (except for score chart and replay, which are read-only...)
- In addition, JCivED can update land values or generate random maps using CivDOS's original algorithms, completely reverse-engineered from CIV.EXE
- *NEW* since 0.0.20a: CivWin SAV also supported ! JCivED can now open and save CivWin SAV files just like DOS MAP/SVE files (caveat: you'll still need a CivDOS copy around, for the graphics, for the time being...)
- Modding tool
- CIV.EXE patch utility
- Apply (and revert!) several patches to mod your CIV.EXE and enhance you CivDOS gaming experience
- Supports custom-designed XML patches, that can be added at will in the accompanying /patches folder
- Hereunder are the patches natively bundled with JCivED (note: CivDOS version support varies by patch):
Spoiler :
CIV1_CUSTOM_TRIBE_NAME+COLOR - Choose the Civ color AND a custom tribe name ! - patch001_choose_tribe+color.xml - source: http://forums.civfanatics.com/showthread.php?p=12686797#post12686797
- After applying this patch, the player will be prompted to enter their own Tribe name even after selecting the Civ color they desire, with no need to press the ESC key
CIV1_PLAY_1TO1 - Play against just 1 computer Civ... Or even 0! - patch002_play_1on1.xml - source: http://forums.civfanatics.com/showthread.php?t=499613
- This patch adds the possibility to select "2 Civilizations" or "1 Civilizations" to the number of Civ selection screen, and then starts the Civ game with the corresponding number of Civs: if 2 is selected, the player is playing against a single computer opponent; if 1 is selected, the player is playing alone!
CIV1_PLAY_FOREVER - Play never-ending games! - patch003_endless_game.xml - source: http://forums.civfanatics.com/showthread.php?t=499911
- This patch removes the "retirement" limitation that ends games on year 2100 (Chieftain) to 2020 (Emperor). It does NOT remove other endgame conditions such as conquest (all opponents destroyed) or space conquest (spaceship reaches Alpha Centauri)
CIV1_EARTH_RAND_START - Play on earth with random starting positions - patch004_random_EARTH_startpos.xml - source: http://forums.civfanatics.com/showthread.php?t=499611
- This patch bypasses the hard-coded starting positions when playing on Earth, and makes Civ choose random positions instead. This can be especially useful when playing with a custom-designed MAP.PIC
CIV1_STARVE_INC_POP - Food-starving cities have their population... increase! - patch005_starve_incs_pop.xml - source: http://forums.civfanatics.com/showthread.php?t=497438
- This pointless -yet fun- patch makes the population of cities that endure food shortage *increase* by 1 instead of decreasing by 1 in the original game rules... My very first CIV.EXE hack
CIV1_NO_POLES - Remove North and South poles - patch006_no_poles.xml - source: http://forums.civfanatics.com/showthread.php?t=495521
- This patch makes CIV bypass the generation of landmass at North and South poles, for both Earth and random maps
CIV1_BUGFIX_LAND_PATHFIND - Fixes a bug in CIV generation of land pathfinding data - patch007_bugfix_pathfind.xml - source: http://forums.civfanatics.com/threads/sve-file-format.493581/page-3#post-12554133
- After applying this patch, the high-level path-finding data for land movement (also present in SVE files) will be generated properly by CIV; the actual impact on CIV games is unknown
CIV1_F10_LOAD_GAME - Rewires F10 shortcut key to load saved game from within CIV - patch008_F10_load.xml - source: http://forums.civfanatics.com/showthread.php?p=12766006#post12766006
- After applying this patch, pressing F10 key will open the "Load Saved Game" screen and allow the player to directly load a previously saved game; the World Map can still be shown by using the menu item from the WORLD menu; note: some side effects have been noticed, this functionality is not guaranteed
CIV1_BUGFIX_MAP_LAYOUT - Fixes terrain layout glitch - patch009_bugfix_terrain_layout.xml - source: http://forums.civfanatics.com/showthread.php?p=12851553#post12851553
- For some terrain types (jungle, swamp, tundra and arctic), contiguous map squares are rendered using single-square graphics; applying this patch fixes this glitch and makes all terrain types display using their contiguous square graphics
CIV1_BUGFIX_LAND_VALUE - Fixes land value calculation - patch010_landvalue_bugfix.xml - source: http://forums.civfanatics.com/showthread.php?p=12851553#post12851553
- Parts of the original CIV algorithm to compute land calculation is deemed incorrect; this patch fixes this bug
CIV1_RERESPAWN - Opponent Civs can now respawn more than once - patch011_rerespawn.xml - source: http://forums.civfanatics.com/showthread.php?t=514562
- The original CIV code only allows a Civ to be respawned once after it is destroyed (not including the special case of SCHISM); this patch removes this limit by skipping the verification that the Civ is being re-spawned for the 2nd time; Note: discrepancies in the Replay are to be expected
CIV1_1TURN_LAND_IMPROVEMENT - Improving land takes 1 turn only (not railroad) - patch012_1turn_land_impr.xml - source: http://forums.civfanatics.com/showthread.php?t=514255
- This patch changes all terrain characteristics so that improving them (irrigation or mining) takes only 1 turn
CIV1_1TURN_ROAD/RAILROAD - Improving road/railroad takes 1 turn only - patch013_1turn_road_rail.xml - source: http://forums.civfanatics.com/showthread.php?t=514255
- This patch changes the time a Settler takes to make a road/railroad to 1 turn only
CIV1_1TURN_FORTRESS - Improving fortress takes 1 turn only - patch014_1turn_fortress.xml - source: http://forums.civfanatics.com/showthread.php?t=514255
- This patch changes the time a Settler takes to make a fortress to 1 turn only
CIV1_1TURN_DE-POLLUTION - Cleaning pollution takes 1 turn only - patch015_1turn_depollute.xml - source: http://forums.civfanatics.com/showthread.php?t=514255
- This patch changes the time a Settler takes to clean a polluted square to 1 turn only (originally 4)
CIV1_1TURN_TERRAIN_IMPROVMENT_ALL - All terrain improvement tasks take 1 turn - patch016_1turn_ALL.xml - source: http://forums.civfanatics.com/showthread.php?t=514255
- This patch changes the time a Settler takes to perform any terrain improvement task to 1 turn: irrigation, mining, road/railroad building, fortress building and de-pollution
CIV1_USE_CUSTOM_MAP.PIC - Makes CIV user another file than MAP.PIC - patch017_custom_EARTH_file.xml - source: http://forums.civfanatics.com/showthread.php?p=12911488#post12911488
- With this patch, CIV replaces the MAP.PIC filename with a different filename of the user's choice
CIV1_CUSTOM_CIV_COLORS - Replace the standard Civ colors - patch018_custom_colors.xml - source: http://forums.civfanatics.com/showthread.php?t=499617
- With this patch, players can choose different colors for Civs, taken from the SP256.PAL color palette
EXP_CIV1_CUSTOM_CONFIG_DATA - EXPERIMENTAL - replace the standard Civ configuration data - patch023_game_cfg.xml - source: http://forums.civfanatics.com/showthread.php?p=13048160#post13048160
- WARNING: THIS PATCH IS EXPERIMENTAL, APPLY IT AT YOUR OWN RISKS - This patch is a prototype patch that aims to allow the modification of nearly *all* data hard-coded in CIV.EXE: game parameters (such as terrain characteristics), all ingame text (dialogs), etc.
CIV1_CITY_RAILROAD - Allows Settlers to build railroad in cities (finally!) - patch024_railroad_cities.xml - source: http://forums.civfanatics.com/showthread.php?p=13263682#post13263682
- With this patch, Settlers can finally build railroad in cities, at last!
CIV1_SETI_WRITING_POC - Assignes the effect of SETI program to knowing 'Writing' tech - patch025_seti=writing.xml - source: http://forums.civfanatics.com/showthread.php?p=13257808#post13257808
- With this patch, a Civ benefits of the orginal effect of SETI Program as soon as they discover Writing - this is a proof of concept patch, to demonstrate the replacement of Wonder effect with Tech effect
CIV1_SKIP_INTRO_FADEIN - Attempt to speed up the intro logo transition - patch026_fast_title_screen.xml - source: n/a
- Attempt to speed up the intro logo transition
CIV1_SKIP_FADEIN/OUT - Attempt to skip palette fade-in/outs - patch027_skip_palette_fades.xml - source: n/a
- Attempt to skip palette fade-in/outs
CIV1_SKIP_CREDITS - Skip opening credits - patch029_skip_credits.xml - source: n/a
- This patch skips the opening credits and directly opens the main menu
CIV1_NO_QUIZ - Remove Quiz - patch030_no_quiz.xml - source: http://forums.civfanatics.com/showthread.php?p=13387476#post13387476
- This patch bypasses the technology quiz
CIV1_NO_BARBARIANS - Play without Barbarians - patch031_no_barbarians.xml - source: http://forums.civfanatics.com/showthread.php?p=13387379#post13387379
- This patch completely discards Barbarians from the game
CIV1_SKIP_PREGAME_SETUP - Skip the pre-game setup menu - patch032_skip_av_intro.xml - source: n/a
- This patch discards the initial selection menu for video and audio setup
CIV1_CANT_SABOTAGE_CITY_WALLS - Protects City Walls from sabotage by Diplomat - patch033_citywalls_cant_sabotage.xml - source: n/a
- This patch excludes City Walls from possible targets of Diplomat sabotage
CIV1_SKIP_AQUEDUCT - Skips the aqueduct requirement for city size 10+ - patch034_no_aqueduct.xml - source: n/a
- This patch discards the requirement for a city to have an aqueduct for growing above size 10
CIV1_CUSTOM_SETTINGS - Changes the default game settings - patch035_settings.xml - source: n/a
- This patch makes it possible to modify the default game settings: auto advice, sound off, animations, palace, end of turn, ...
CIV1_STARTING_POSITIONS - Changes the EARTH starting positions - patch036_startpos.xml - source: n/a
- This patch allows to modify the starting positions for Civs on EARTH map(MAP.PIC)
CIV1_PRESERVE_IMPR_ON_BUILD_CITY - Preserves terrain improvements when a city is built (mining, fortress) - patch037_build_city_keeps_impr.xml - source: n/a
- This patch keeps improvements on a square when a city is built on it, This only applies to fortress and mining, which are the only improvements forcefully destroyed as part of the Build City routine
CIV1_PRESERVE_IMPR_ON_DESTROY_CITY - Preserves terrain improvements when a city is destroyed - patch038_destroy_city_keeps_impr.xml - source: n/a
- This patch keeps improvements on a square when a city is destroyed
CIV1_UNLIMITED_ADD_SETTLERS - Settlers can be added to a city regardless the size - patch039_unlimited_add_settler.xml - source: n/a
- This patch removes the city population limit which prevents adding settlers to a city of size 10 or more (it actually sets the limit to 127 instead of 10)
CIV1_PILLAGE_MAKES_ARCTIC - Pillaging transform lands to arctic - patch040_pillage_makes_arctic.xml - source: n/a
- This patch replaces the action occuring when pressing SHIFT+P: instead of pillaging, units tranform the land into Arctic
CIV1_F2_LOAD_GAME - Rewires F2 shortcut key to load saved game from within CIV - patch041_F2_load.xml - source:
- After applying this patch, pressing F2 key will open the "Load Saved Game" screen and allow the player to directly load a previously saved game; the World Map can still be shown by using the menu item from the WORLD menu; note: some side effects have been noticed, this functionality is not guaranteed
CIV1_REPLAY_LOWER_CASE - Replay text is lower case for all Civs, including player - patch042_lowercase_replay.xml - source:
- After applying this patch, replay text for the player is written in lower case just like for all other civs
CIV1_REPLAY_ESPANOL_PLURAL_2 - Plural for Mongol set to "Mongoles", chinese translated to Chino - patch044_plural_espanol_POC2.xml - source: https://forums.civfanatics.com/threads/edit-tribes.674240/page-2#post-16235770
- Plural for Mongol set to "Mongoles", Chinese translated to Chino as a proof-of-concept for Spanish port
CIV1_REPLAY_poc_espanol_civ_leader_names - Multiple changes to Civ names and leaders - patch045_mod_espanol_POC3.xml - source: https://forums.civfanatics.com/threads/edit-tribes.674240/page-2#post-16235770
- Multiple changes to Civ names and leaders
CIV1_gameover_lower_case - Multiple changes to Civ names and leaders - patch046_lower_case_leader_gameover.xml - source: https://forums.civfanatics.com/threads/edit-caps-defeated-leader.675854/#post-16242419
- Multiple changes to Civ names and leaders
CIV1_BUGFIX_ARCTIC_ANOMALY - Fixes "arctic anomaly" - patch050_bugfix_arctic_anomaly.xml - source: https://forums.civfanatics.com/threads/arctic-anomaly.510277/
- This patch fixes "arctic anomaly" by removing wonder icons from score screen
CIV1_CUSTOM_AUDIO_VIDEO - Replaces default A/V setup - patch051_custom_av.xml - source: n/a
- This patch allows to replace the default audio/video values when used in combination with SKIP A/V patch
CIV1_DISABLE_SPECIAL_CIV_COLORS - Disable special Civ colors (white and grey) - patch052_disable_sepcial_civ_colors.xml - source:
- This patch disables special processing of white and grey Civ colors
CIV1_SPECIAL_RES_RAND - Random special resources - patch101_sepcial_res.xml - source: http://forums.civfanatics.com/showthread.php?p=13224157#post13224157
- This patch rewrites the "CheckSpecialResource" routine that checks whether a map square should be have a special resource or not: the original CIV routine follows a well known pattern, this patch makes it much more random
CIV1_DEBUG_SWITCH - Restore debug cheat - patch201_debug_rev2.xml - source: https://forums.civfanatics.com/threads/shift-5-6-cheat-for-5-version-of-civ-restored-kinda.658262/
- This patch allows you to toggle debug flag ON and OFF (shift+5,6 in original) with Alt+V
CIV1_POWERGRAPH_ANYTIME - Rewrites F10 shortcut key to show Civilization PowerGraph screen - patch204_powergraph_anytime.xml - source:
- After applying this patch, pressing F10 key will open the "CIVILIZATION POWERGraph" screen. The World Map can still be shown by using the menu item from the WORLD menu.
- PIC image editor
- Open PIC image files, export them as GIFs, edit their color palettes on the fly
- Convert custom image files to PIC images, import native PIC's palette and overwrite or remap your custom's image colors
- And with all the above mod you CivDOS PICs at will
- Font editor
- Open CivDOS native fonts, export them as GIFs, import modified or original fonts and convert them back to CivDOS-compliant FONTS.CV
- CIV.EXE patch utility
Requirements:
- Java 7 must be installed on your system; note: later versions of Java may be supported as well, but are untested
- Successfully tested on Windows XP, Windows 7 and Linux (Ubuntu); assumed to work on all OS's with Java 7 support
- To enable edition of savegames, an original copy of Sid Meier's Civiliation for MS-DOS must be installed on your system; supported versions are listed below (other versions may be supported too, but are untested):
- English 474.01
- English 474.03 (not fully tested)
- English 474.04 (not fully tested)
- English 474.05
- English 475.01
- French 474.05
How to install and use:
- Unzip the package file JCivED-0.0.23a.zip on your disk
- Double-click jcived.bat (Windows) or jcived.jar to launch JCivED
- For legacy reasons, PIC conversion functions are available from the command line, by running piced_cmd.bat (Windows only), with the following parameters:
Spoiler :
Code:Usage: piced_cmd x -pic <source> -gif <target> [ -pal <palette> ] Extracts a PIC-compatible image file, converting it to a 256-color GIF image file: -pic <source> specifies the input PIC-compatible file -gif <target> specifies the target GIF file -pal <palette> an optional palette file If no palette is specified, the program will attempt to use the palette included in the input file <source>. If <source> does not contain a palette information, then a default palette is used. If the file <palette> contains valid palette information, it supersedes any palette information contained in the <source> file. Otherwise the program proceeds as if no palette was specified.
Release notes:
version 0.0.23a (latest)
- PIC editor:
- Small hack to support DarkLands PIC files
- Background changes:
- Preparatory work for city screen update
Spoiler :
version 0.0.22a
- GameSave editor:
- Fixed default save file names
- Fixed graphic bug when editing terrain
version 0.0.21a
- GameSave editor:
- Split "Save as" in two separate menu items for DOS and Win versions
- bug fix: Loading a Win SAV file will auto-populate unit type names using English defaults (previously left blank)
- bug fix: #7 Added checkboxes to hide/show special resources and huts - https://sourceforge.net/p/jcived/tickets/7/
- CIV.EXE modding:
- Some patches to tinker with strings for rhaul's spanish translation
- Added a patch to modify default audio/video setup when skipping config screen
- Fixed starting positions patch to display current data from EXE rather than default patch values
- Added a patch to fix the "Arctic anomaly" bug (why wasn't it done before ??? XD)
- Added a patch to disable special color processing for white and gray Civs
version 0.0.20a
- GameSave editor:
- bug fix: #2 Added initial support for CivWin (still requires CivDOS for graphics) - https://sourceforge.net/p/jcived/tickets/2/
- CIV.EXE modding:
- Added a patch to help Spanish translation (tinkled with limited repacking and Civ names changes)
version 0.0.19a
- CIV.EXE modding:
- Added a patch to replace pillaging by terraforming (SHIFT+P changes land to Arctic)
- Improved patch panel decoration
- Added experimental patch to load game with F2
- Minor patch updates
- Minor refactoring of patch and EXE handling code
- GameSave editor:
- bug fix: new units have correct "remaining moves" (i.e. 3x total moves)
- bug fix: Oracle and Great Wall swapped in Wonders tab
- bug fix: space ship parts helper text corrected (swapped 3 and 4)
- bug fix: #1 Cannot load saves after changing player to Barbs - https://sourceforge.net/p/jcived/tickets/1/
- bug fix: #3 Bug: JCivEd crashed wen CIV dir not available - https://sourceforge.net/p/jcived/tickets/3/
- bug fix: #4 Consistent exception trying to decode specific MAP file - https://sourceforge.net/p/jcived/tickets/4/
- bug fix: #5 Unable to load save game if future tech was discovered - https://sourceforge.net/p/jcived/tickets/5/
- bug fix: #6 In unit screen, unlock/obsolete tech "127" means NONE: https://sourceforge.net/p/jcived/tickets/6/
- Added prompt to save changes before closing
- Background changes:
- Major split in graphics code, between generic and Civ-specific
- Initial split in game logic code, preparing for proper city screen rendering
version 0.0.18a
- Map editor:
- Added feature to select/copy/cut/paste land areas:
- Only land and improvements are copied, not including cities, units or other layer values (land values, continents, ...)
- Selection tool supports brush sizes bust is very slow for big brushes (not optimized); avoid if possible
- Hold SHIFT down while selecting to *add* to selection
- Hold CTRL down while selecting to *remove* from selection
- Added feature to select/copy/cut/paste land areas:
- CIV.EXE modding:
- Minor bug fix for Starting Positions patch UI
version 0.0.17a
- CIV.EXE modding:
- Added new patches:
- Enable Settlers to build RailRoad in cities
- Enable SETI effect when discovering Writing (proof of concept)
- Speed up the "random pixel" intro logo cross-fading (speeds up CIV startup)
- Speed up all palette cross-fading transitions
- Skip opening credits entirely for accelerated start-up
- Disable in-game technology quiz
- Disable Barbarians entirely
- Skip pre-game audio/video selection screens
- Protect City Walls from sabotage by Diplomats (proof of concept)
- Modify default game settings to your preferences
- Modify EARTH starting positions
- Fixed minor bugs related to binary search and mappings between packed EXE and disassembly
- Various bug fixes in CIV.EXE patch management code
- Added new patches:
- Background changes:
- CityProcess routine (biggest in CIV.EXE) is now completely ported
- Major architecture changes; most notably, multiple generic functions split to separate "dd-commons.jar"
- Minor bug fixes (unit stack error detection, map generation)
version 0.0.16a
- Map editor:
- enhancement: when using the "improvement removal" brush, CITY flags will be set to 0 as well if there is no City on the square
- bug fix: when creating a Barbarian city, an exception would occur because of invalid city name IDs; this is now fixed by using city name IDs starting at 192 (Mecca) for Barbarian cities
- bug fix: when creating a city, the trade cities were incorrectly set to '0'; this is now fixed by setting them to '255' (0xFF) as per CIV logic
- Standalone map editor:
- bug fix: layer drop-down list did not appear disabled by default (only on mouseover); it is now disabled by default
- bug fix: the "civ view" and "show all" radio buttons are now disabled, since there is no civ data available (only MAP)
- bug fix: the city and unit creation buttons are now all disabled, since there is no city/unit data available (only MAP)
version 0.0.15a
- Map editor:
- Fixed a bug where editions to map layers would not show in the editor (except terrain and improvements)
version 0.0.14a
- Map editor:
- Added support for importing maps from plain text format (Gowron format) or arbitrary pictures (native MAP color codes)
- CIV.EXE modding:
- Added patch to replace special resource pattern with more random pattern
version 0.0.13a
- GameSave editor:
- Added initial support for Undo/Redo (experimental)
- Map GUI: cities and units can be created through toolbar buttons, and deleted or edited through right-click contextual menu
- Map GUI: map can be translated ("earth rotation") to re-center the view
- Map GUI: units' GoTo destinations can be shown as overlaid arrows
- Map GUI: general toolbar layout rework
- Map GUI: multiple rendering improvements matching original CIV.EXE logic
- Data UI: several drop-down lists added for user-friendliness (unit's type, unit type's enabling/disabling techs, etc.); more to come...
- CIV.EXE modding:
- New patches available (see above for full patch list)
- Added support for dynamically configured patches: 2 patches feature dynamic user configuration, Custom Civ Colors, and Custom Earth Map
- General updates:
- Background loading of files opened in JCivED with non-blocking progress bar
- Heavy rework of Civ data model and logic (work in progress)
- Ported several original Civ routines (work in progress)
version 0.0.12.1a
- Fixed an Image-to-PIC conversion bug that made converted images completely black
version 0.0.12a
- Added CIV.EXE patching support: individual patches are standalone XML files that can be added/customized/deleted at will (static patching only)
- Added support for modifiying individual colors in color palettes in PIC files
- Added gamesave map view switch "Player/Absolute" to avoid revealing unknown information; Player view shown by default
- Minor updates to Gamesave panel toolbar layout
version 0.0.11.2a - maintenance version
- Fixed a regression bug preventing proper handling of savegames: when editing the City data of savegames for EN versions of the game, a Java exception occurs: java.lang.NullPointerException: data element definition not found for id 'game.city4.buildings_flag3'
version 0.0.11a
- Added land value computation algorithm for custom maps using original CivDOS logic (see this thread)
- Added random map generation feature, using original CivDOS logic (see this thread)
- Added support for standalone map edition, with import/export function to Earth map format (MAP.PIC)
- Added possibility to import Earth-format compliant map or random map into an existing gamesave
- Various modifications of the Map editor UI: brush size, zoom, and per-Civ visibility are now button-selectable instead of drop-down lists; toolbars slightly re-arranged as well
- Default directory for open/save dialogs is now set to Civ's root directory (if available)
- Bug fix: map properly redrawn when random seed is changed
version 0.0.10a
- Updated SVE data support to latest findings available here (89% of SVE content covered)
- Updated MAP rendering to display CivDOS-like accurate coasts
- Added support for Font modding (FONTS.CV)
- Basic support for displaying PIC per-pixel color information
- Known issue in version 0.0.10a:
- Map 'land values' are not updated automatically, so in order for AI Civs to settle properly on customized land masses, land values must be either manually edited or trick-generated by CIV itself (both methods explained in this post)
version 0.0.9a
- Added SVE data support for spaceship, palace, lost units, diplomacy, city status, wonders ...
- Added MAP edition support for all layers (geography, improvements, land value, minimap, ...)
- Added zoom-support when editing maps
- Added minimap navigation support
- Added native Civ fonts (FONTS.CV) support for improved MAP rendering
- Improved unit rendering on MAP (unit status, multi-unit stacks, action letter, etc.)
- Fixed MAP rendering missing railroads in cities
- Added savegame window icon as the leader portrait (very tiny, though...)
- Fixed a SVE data editing that required to press "Enter" to commit values
- SVE data fields focus selects all text by default, making it easier to edit
version 0.0.8a2
- Fixed a bug that prevented the edition of savegames from Civ English versions
version 0.0.8a
- Fixed a bug whereby menu actions remained disabled when editing PIC files
- Fixed hotkey for action "Convert to PIC" (CTRL+C)
version 0.0.7a
- Merged PIC editor function into JCivEditor
- Added function to export maps as Earth format (MAP.PIC)
- Added formula to render special resources and tribal huts (full credits to Dack for the formulas)
version 0.0.6a
- MDI interface to open multiple files at the same time
- Added function to convert image files to PIC format
- Added function to import 256-color palettes (color substitution or color casting)
- Minor changes to palette display
- (commons) Fixed a bug where some custom MAP formats could not be open (EOF exception)
version 0.0.5a
- Overhauled version, now showing color palettes alongside PIC images; re-packaged in JCivED toolbox
version 0.0.4a
- Fixed a bug that would crash the command line when '-pal' parameter is not provided (thanks to jarvisc for finding it)
version 0.0.3a
- (PICED)
- GUI now displays PIC in both 256 colors an 16 colors (when palette is available)
- Option to save the 256 or 16 color image to a GIF file
- (SAVED)
- Added variable brush sizes (1x, 3x, ... 15x) for easier map editing
- rendering of fortified units, city walls
- data edition of World Wonders
- regression: saving map as a picture only painted units and cities, no terrain
- a bug where a city's food/shield count could not be set to more than 255
version 0.0.2a
- (PICED)
- Added a GUI to open and preview PIC files
- Possibility to save PIC files to GIFs from the GUI
- (SAVED)
- Added game settings support (end of turn, auto-save, etc.)
- Added support of tax rate and science rate
- Added support of Civ government
- Added support of city workers: location in city surroundings
- Added support of terrain improvements: irrigation, mining, road, railroad, fortress, pollution
- Added map view by civ visibility (or All), and modification of visibility (hide or show)
- Added support for unit status: fortified, sleep, veteran, go-to
- Complete overhaul of UI mechanism: more generic, more config-based flexibility
- Fixed string termination for city names, unit names, etc.
- Fixed correct charset usage for strings (IBM437)
- Fixed event trigger to apply input values with no need to press "Enter" in input fields
- Fixed JVM not stopping even after exiting the GameSave Editor
- (commons) Fixed a bug where some custom MAP formats could not be open (EOF exception)
version 0.0.1a
- (PICED)
- First release: command line tool to convert a PIC file into a 256-color GIF
- Possibility to select a palette file (PAL) to override the palette contained in the PIC file
- (SAVED)
- Initial release
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