• Our friends from AlphaCentauri2.info are in need of technical assistance. If you have experience with the LAMP stack and some hours to spare, please help them out and post here.
C3MT v1.12.6 installer

C3MT - Civ3MultiTool (Second CFC Thread) 2016-10-05

Originally posted by Gramphos
Do you have the unedited and edited save?

Also what patch version are you palying with and any mod you are using. The C3C add delete unit code is still considered experimental, but has been proven to work during my tests.

Of course I have the save, the unedited as well as the edited save. Should I send you the saves by email or should I post them here?

The patch version I am playing is 1.15 and I don`t use a mod.
 
Is there a way to export the map with the units and cities?
 
I tryed that nothing happend, I tryed exporting a PTW save and a C3C save neither worked:( Verison 1.12 for C3C, verison 1.27 for PTW, and version 1.08 for the C3MT.
 
It might have been broken with the additon of C3C support. I'll take a look into it once I have time.
 
cant seem to get it to load a edited save in C3C w/o getting a unit i/o error at 38% of the reload?

"C3C saves won't load, why?
A: Since v1.06 C3C saves up to patch 1.15 beta shall load and save, but the feature is flagged untested, and has to be enabled in the settings."

can some describe where the flag is that needs to be checked?

thx! I think what you have done is very impressive
 
Some parts of saveediting with C3C saves might be waorking bad. Howver, since 1.08 it's no longer flagged as untested as I sucessfully was able to edit a save. However, it has only heen tested with standard rules so far, so any save that isn't working might be haelpful in making it more stable.
 
But my saves were stable, I think. Then why nethertheless it was not able to add units in the savegame editor?
 
Well, your saves aren't stable with my utility. They might contain sometinh new for C3C that I've not encounted yet in my tests.
 
Aaaaaaaaahhhhhaaaaaaaaaaaaaaaaaaaaaa interesting. :confused: ! If you need more saves for testing I can send you more, Gramphos.:goodjob:
 
Well, I would happily play more games myself, and use the saves for tests once the game is over, but it's a process that takes long time. I can also create some saves as scenarios, but it requires alos some time, and isn't as fun as playing. However I gat more on the general format from setup saves. But saves that somehow break the tool is hard to create, so they are intersting for me yes.
 
Next version will hopefully have the most stable player loading ever since I've just figured out everything that defines the size of variable sized data in that section. (which also mens I'll be able to delete resource trades (I should be able to add too, but right now I've no idea on where the game stores information on who you are connedted to on trade network))

Would anyone become unhappy if the automatic grapics editing, only working with vanilla Civ3, in C3CT got removed with the next version?
 
where could I send my saved games so you could check it out? Im running v1.15, and its of one of the conquest scenarios
 
Don't send in any more interesting saves. For some rreason almost all saves are interesting (according to my tool) I need to find a new way to give saves interesting points, and only ask for the if they have more than a specific number of interesting points.

If the save is a save related to a bug in the tool you may send it to gramphos@apolyton.net
 
I have encountered a couple problems with modifying C3C saves.
- a minor problem is that when I import a map the first city on the list belongs to barbarian cheifdom. It is easy to fix manually but would also probably be easy to program it not to do that
- all the modified games for some reason are at 1 AD, and when I retire and view the replay all the events happen at 1 AD too.
- sometimes the player's income becomes close to -900000 per turn. When I look in military advisor screen it says that unit support cost is 900000, or comething close to that depending on the actual number of units. I only tried to import a map and change the techs researched, but haven't added or removed ANY units at all.
 
I'll investigate that. The 1AD bug seems very strange. I must destroy the timescale somehow
 
The game doesn't just continue at 1AD, it stays at it even when a couple turns are played.
 
Yes, I think that destroying the timescale and somehow setting the units per tunr increament to 0 would have the said effect. But there could be other things happeing as well. I'm going to investigate it. But right now a new version is a little further away due to some internal changes being made to PCX handling that requires extended testcycles to avoid memory leaks and page faults.

(The reason for these changes are mostly spped issue, but also the fact that moving PCX hansdling to a dll means that the EXE gets smaller, and once the DLL is in a newer full install (sometime around Easter I think I'll be able to make a new installer)) I'll be able to make smaller patch zips, since the PCX functonality already is in the DLL, and not has to be included withe every patch that changes some other parts.
 
Back
Top Bottom