Civ3MultiTool - Now at Civfanatics

Status
Not open for further replies.
Originally posted by Gramphos

The icons at the bottom are most likely added during testing of the tool (I didn't even know they were there). The file fixes a one pixel offset error somewhere (the game has it as well).

Oh, okay, I understand. So I can paste the icons for the buildings in my mod into your buildings-small.pcx and use it?

Nait6: There are so many excellent tutorials in the appropriate forum :D
 
Originally posted by Gramphos
v0.90
- A Civilopedia editor has been added (started with /pedia)
- Some crash bugs fixed

(I'm still working on fixing minor bugs with the sge, but in most cases this file should work)

First of all I must explain that I haven't read whole topic and my question may have repeated. I also dont know what have you fixed in new version of your tool.

Last weekend I tried to use previous version (0.84) of Game Editor to add another settlers on the beginning of new game. I started new game then I saved it and opened it within Game Editor. I add new settlers and then I saved it as new game. Finaly I load it in my Civ3. It looked ok since I saved that game after few tours and tried to load it. While loading (always on 57%) I received error about invalid unit. I tried to load it a lot of time but I couldn't.
Have you heard about this behaviour?

Best regards,
Mariusz Janczak
 
When I try to change the x/y-coordinates of a city then the program always bring an error-messgae "Invalid" and I can't change the other coordinate so the position isn't invalid or I can change the value back. :(
 
Originally posted by guest
When I try to change the x/y-coordinates of a city then the program always bring an error-messgae "Invalid" and I can't change the other coordinate so the position isn't invalid or I can change the value back. :(
Make sure they are odd-odd or even-even. When you get invalid message you shall be take to the other coordinate.
 
Originally posted by stainz
This is a very usefull function. But i wish/hope that future versions will have the copy/paste function.
Well, you can use the default shourcuts to copy and paste (Ctrl+C or Ctrl + Insert = Copy, Ctrl+V or Shift + Insert = Paste), however, it dosn't copy any fromatting, as I had problems with the links in that case.
 
Originally posted by MarsJan
First of all I must explain that I haven't read whole topic and my question may have repeated. I also dont know what have you fixed in new version of your tool.

Last weekend I tried to use previous version (0.84) of Game Editor to add another settlers on the beginning of new game. I started new game then I saved it and opened it within Game Editor. I add new settlers and then I saved it as new game. Finaly I load it in my Civ3. It looked ok since I saved that game after few tours and tried to load it. While loading (always on 57%) I received error about invalid unit. I tried to load it a lot of time but I couldn't.
Have you heard about this behaviour?

Best regards,
Mariusz Janczak
Could you attach the save (zipped) if you have it both before and after the edit were done. Also if you use any custom civ3mod.bic, include it, and tell me what gameversion you use.
 
Originally posted by Razorwing
Oh, okay, I understand. So I can paste the icons for the buildings in my mod into your buildings-small.pcx and use it?

Nait6: There are so many excellent tutorials in the appropriate forum :D
You should be able too use your file. Just look for tahat extra high row. (I think it is around Wealth IIRC), and move up everything after one pixel.
 
Originally posted by Gramphos

Well, you can use the default shourcuts to copy and paste (Ctrl+C or Ctrl + Insert = Copy, Ctrl+V or Shift + Insert = Paste), however, it dosn't copy any fromatting, as I had problems with the links in that case.

Works like magik ((-:

But why do my additions show up like this?
question.jpg
 
Originally posted by stainz


Works like magik ((-:

But why do my additions show up like this?
...
I'm not 100% sure, but if it can't match the entry to an entry in the BIC currently loaded (if any (it asks to load civ3mod.bic if no loded, but you can tell it not to do)) it will sow the key. So try to start the copytool first and from there load your custom BIC, and then start the Civilopedia Editor from the CopyTool. That should keep the BIC loaded. I might add ability to select a BIC file in the Civilopedia editor later, but I don't see that as a very important change, but it isn't very hard to do.
 
And BTW, it shall be DESC_PRTO, not PRTO_DESC, in that case it will load them as two entries.
 
Originally posted by Gramphos
And BTW, it shall be DESC_PRTO, not PRTO_DESC, in that case it will load them as two entries.

That was the original entry from LWC EPR6. Now has been changed. It my copy anyway.

And thanx for the great services you provide the the civ community. And i,m sure i speak (type) for a lot of people that come here (-:


PLUS, this is an excellent tool for fixing up that messed up civlopedia text file. I changed a few things in the text, and it shows up properly in your civlopedia editor. And in the game ((((((-:

This thing is great.

But.... i did find ONE bug )-: It deletes a few of the entries in the civlopedia. I,m going to try a game and see what happens.
This is something you might look at?

Here are the original civlopedia and the one altered after editing an entry and saving it.

(photo gone)


Just tried the game with the modded civlopedia, and the only problem i have is with the very buggy F4 key. But i guess that,s not a new bug.
 
I was playing a game on my laptop which runs XP, and I did a small edit to my cities with the save game editor (both versions 0.84.001 and 0.90) then continued playing, and the game crashed after building a new city.

I added barracks and a temple to two cities, in the edit, and basically narrowed the error to happening after I build a new city. I've included the basic instructions of what's needed to do to reproduce the bug as well as a zip of the mod I was using at the time (with all necessary files included).

Anyways, hope this helps. So for the time being I guess I'll be doing all my edits on Win98 =/

Click here for files
 
Originally posted by stainz
But.... i did find ONE bug )-: It deletes a few of the entries in the civlopedia. I,m going to try a game and see what happens.
This is something you might look at?

Here are the original civlopedia and the one altered after editing an entry and saving it.
- CUT-
I believe only a comment is missing, and it has to do with the way comments are taken care of. (I plan to improve that later) Right now they are printed back in the file after the same entry that they ere loaded after, and andy blank rows are deleted (I plan to at least get the rows to be put back in some way.

If entries were deleted (not just the comments (which should be possible to find somewhere else in the file :rolleyes:, tell me and I'll look into it.))
 
Originally posted by Maleficence
I was playing a game on my laptop which runs XP, and I did a small edit to my cities with the save game editor (both versions 0.84.001 and 0.90) then continued playing, and the game crashed after building a new city.

I added barracks and a temple to two cities, in the edit, and basically narrowed the error to happening after I build a new city. I've included the basic instructions of what's needed to do to reproduce the bug as well as a zip of the mod I was using at the time (with all necessary files included).

Anyways, hope this helps. So for the time being I guess I'll be doing all my edits on Win98 =/

Click here for files
I'm supposed to get a new computer with XP this week, so if it is XP specific I'll probably won't be able to do anything until I get it.
 
Originally posted by Gramphos

If entries were deleted (not just the comments (which should be possible to find somewhere else in the file :rolleyes:, tell me and I'll look into it.))

It doesn,t remove the entries, but it does remove anything that looks like this:

; End Units______________________________________________________________________________End Units

















; City Improvements______________________________________________________________________________City Improvements


I,ve attached my civlopedia for you to cross reference to see what the problem is. But the game still runs without this text in the civlopedia.
 
Originally posted by stainz


It doesn,t remove the entries, but it does remove anything that looks like this:

; End Units______________________________________________________________________________End Units

















; City Improvements______________________________________________________________________________City Improvements


I,ve attached my civlopedia for you to cross reference to see what the problem is. But the game still runs without this text in the civlopedia.
Yes, at least they are edited. As I said the program does not currently have a very good way of dealing with comments (lines that start with ; ) They are supposed to stay after the same entry as they were found while loading, but the linebrakes between the comments are not preserved. I don't know why that part is totally deleted, but you might have done something to the entry that is should be after. I can take a look at it, but those comments have no effect on the game, but makes the file a little easier to read.
 
Cool util. I just downloaded it today (relatively new to the Utility scene). I like the map statistics. Kinda wish it broke down the water number into coast, sea, & ocean for help with my territory counts but it does already help me a lot. Can the map statistics become part of the save game editor too (rather than doing an export)?
 
Originally posted by Gramphos
:but those comments have no effect on the game, but makes the file a little easier to read.

At least it doesn,t crash the game.

This is a very usefull tool.
A lot easier than searching through the text files from the game manually. And a lot easier to edit them. (-:
 
Originally posted by chiefpaco
Can the map statistics become part of the save game editor too (rather than doing an export)?
Probably, will try to add it for later versions.
 
cool tool Gramphos. i'm sure you've spent much time on this project.

have some input on the save game editor after taking it for a test drive.

somethings worked really well.
- moving unit locations.
- changing a unit type
- filtering worked great for units and cities.
- adding buildings to cities
- adding production shields to cities
- adding food to cities
- adding pop to cities

somethings did not work
+ adding units (settlers at least) -- seems to work but when you play save and load a dataio unit error is generated but game still loads... when you edit the saved game and look at units a bunch of barbarian settlers are created all labled as ID 0 loaded onto ID 0 at location 0,0. When you say every barbarian settler is loaded on none and change location their is only one settler. kill settler and save, inspect and barbarian settlers are back with same settings of ID 0 at location 0,0 loaded on 0.
+ deleting units -- causes dataio unit error similar to above after playing saving and loading save game.
+ moving cities -- cities moved near resource do not enable access to resource even if harbor or airport is in city with proper tech enabling access to distant resources. doesn't matter if harbor or airport is bought with cash or added via the city tab.
+ deleting cities -- delete enough and it throws the game date off and game date cannot be reset.
+ adding wonders to a city works but does not set the flag telling the wonder was built so someone else can build the wonder too.

misc items
+ adding multiple units one after another without changing location crashes editor.
+ dropdown lists have duplicate items... complete list then complete list. pick item from second complete list and editor crashes.
+ changing civ owner in units tab -- pressing r goes to russia rather than rome first.

suggested functional modifications
+ When using tab key to change text edit boxes the text in the box should be highlighted ready for change enabling quick batch edits. now you have to tab then backspace then enter change
+ Unit tab -- tab order is currently unit, city, position, position, add delete, civowner. suggest changing to add, delete, unit, city, position, position, civowner... save a couple of tabs when doing quick batch changes.

hope you don't mind my comments. i used your tool and it is very cool. thanks for making it. i almost didn't post these but thought that you really wanted feedback.

dutcheese
 
Status
Not open for further replies.
Back
Top Bottom