Civ III Diplomacy Editor

Here is a ver 3.30 patch for those who have already installed the program. Unzip it into your Diplomacy Editor directory.
 
Well, I made one more patch. This will probably be the last patch for a while.

CHANGES:
When you change the number of random choices, entries that are already entered will stay associated with their previous civ,mood, or power.
For example:
BEFORE:
(with random = 1)
Civ 1 - R1 hello
Civ 2 - R1 hi there

AFTER:
(with random = 2)
Civ 1 - R1 hello
- R2 (blank)
Civ 2 - R1 hi there
- R2 (blank)

Download Ver 3.41 patch (attached file)
or click HERE for full install.
 
Has anybody edited their diplomacy file using this program and would like to post it so people can compare (and compete)?

Make sure it's funny :D
 
Originally posted by Brocky
Has anybody edited their diplomacy file using this program and would like to post it so people can compare (and compete)?

Make sure it's funny :D

I have added over 1000 messages to mine. I will post it when I finish it up.
 
Found a REALLY small bug.

Load the regular file, and change the civ number from 16 to say, 31. Notice that the last coupe of civs in teh first section are blank. The "copy" should be looped as to get all the civs so no typing is required.


Most people wont add that many civs (well, I did . . .) but I thought I would bring it up anyway. My mod has 11 additional civs since I have the leaderheads and units to do so (if you didnt unerstand that last sentence, visit my website)

Other than that, thanks for the tool pesoloco!!! Modmaker's appreciate your work.

GIDustin

Hmm. Both you and Gramphos use VB to make tools. All i know is web based programming. I guess I am off to find some tutorials on VB then :D
 
Originally posted by GIDustin
Found a REALLY small bug.

Load the regular file, and change the civ number from 16 to say, 31. Notice that the last coupe of civs in teh first section are blank. The "copy" should be looped as to get all the civs so no typing is required.

:D

I have already been working at fixing this, but thanks for bringing it up. I was also working on (and have already completed some of them) looping the text for when sort by civ, power, mood, and random are changed.

I am also fixing a bug that causes quotation marks (") to be repeated like this """"""""""Hello"""""""""

Expect a new patch soon.
 
I used 1.29 to add a new civ. It works when I play as the new civ but that game crashes if I have the AI play as new civ and I try to engage in the new civ in some diplomatic interaction. Could it be that the problem is that my diplomacy.txt file is set for 16 civs and thus the computer doesn't know how to dialog on behalf of the 17th? If so, it looks like this utility will really help out.
 
Originally posted by JBearIt
I used 1.29 to add a new civ. It works when I play as the new civ but that game crashes if I have the AI play as new civ and I try to engage in the new civ in some diplomatic interaction. Could it be that the problem is that my diplomacy.txt file is set for 16 civs and thus the computer doesn't know how to dialog on behalf of the 17th? If so, it looks like this utility will really help out.

Yes, you WILL need to add dialogs for each message that is sorted by civ for each new civilization you add.

I have a new version ready with a few interface bug fixes:
The attached file is the version 3.52 Patch
 
Pesoloco,

Thanks for the great work on the diploeditor. Unfortunately, there seem to be some bugs. When I added a 17th civ, it worked pretty smoothly. However, after adding diplo text for an 18th civ, I started to run into the problem of disappearing text. After playing for awhile, I started to notice that many of the responses from the 18th civ were blank. Eventually the game crashed. At first I thought maybe I just missed a few entering a few lines in the editor. However, when I went back into the diploeditor I noticed that about half the text that I had previously entered had disappeared for no reason! I re-entered the text, saving regularly and tried playing again. It seemed to work fine. I next entered in complete diplo text for a 19th civ. Once again, at first it seemed ok but after interacting with that civ for awhile, many of the responses were blank. Back into the diploeditor and indeed, about half the text that I entered for the 19th civ had disappeared. Any idea what's happening? Possible fixes?

Thanks
 
Originally posted by JBearIt
Pesoloco,

Thanks for the great work on the diploeditor. Unfortunately, there seem to be some bugs. When I added a 17th civ, it worked pretty smoothly. However, after adding diplo text for an 18th civ, I started to run into the problem of disappearing text. After playing for awhile, I started to notice that many of the responses from the 18th civ were blank. Eventually the game crashed. At first I thought maybe I just missed a few entering a few lines in the editor. However, when I went back into the diploeditor I noticed that about half the text that I had previously entered had disappeared for no reason! I re-entered the text, saving regularly and tried playing again. It seemed to work fine. I next entered in complete diplo text for a 19th civ. Once again, at first it seemed ok but after interacting with that civ for awhile, many of the responses were blank. Back into the diploeditor and indeed, about half the text that I entered for the 19th civ had disappeared. Any idea what's happening? Possible fixes?

Thanks

I apologize for the trouble. I will look into it. It probably is a problem in the save file loop. There seem to still be some problems when adding new civs. I am on vacation right now, but when i get back to my computer I will debug it right away.
 
I can't wait until this problem is fixed. I'll then be able to make nice texts for my 15 new Civs :D.

This utility rocks!
 
I have an idea for a future release, but it may take awhile to code.

Have the ability to open a bic, and base the civ names on that.

I have 31 civs in my mod, and after "Eng", i get civ 17, civ18, etc. What I would like to see is it have the ability to open a bic and get the three first letters from the civs in the bic and use those. I am having problems remembering which civ is what number.

Just an idea

GIDustin
 
Originally posted by GIDustin
I have an idea for a future release, but it may take awhile to code.

Have the ability to open a bic, and base the civ names on that.

I have 31 civs in my mod, and after "Eng", i get civ 17, civ18, etc. What I would like to see is it have the ability to open a bic and get the three first letters from the civs in the bic and use those. I am having problems remembering which civ is what number.

Just an idea

GIDustin
I just got back from vacation. That's a good idea, GIDustin, I will see what I can do.

Tommorrow I will begin massive debugging on this program. This will take precedence over the units I am working on.
 
Originally posted by pesoloco

Tommorrow I will begin massive debugging on this program. This will take precedence over the units I am working on.

Kal-el is gonna be mad. :p

Thanks for listening to my proposal.

GIdustin
 
Quick question:

Will there be an option when you are done to add a Always at war clause between all civs, or all vs. one?
 
Originally posted by GIDustin


Kal-el is gonna be mad. :p

Thanks for listening to my proposal.

GIdustin

hee hee. shhh. don't tell. ;)

Kal, if you're listening, the moving van will be done soon - very soon. I just want to get this fixed first.

Originally posted by bnmac3:

Quick question:

Will there be an option when you are done to add a Always at war clause between all civs, or all vs. one?

I do not know if that option will be included in the expansion pack or not. I had suggested it in the Expansion Pack Ideas thread so maybe Firaxis might have seen it.
 
I have finsihed Ver. 3.61
This version fixes the bug that caused only the text for the first 16 civs to be saved to the diplomacy file.

here is the patch
 
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