Civ3MultiTool - Now at Civfanatics

Status
Not open for further replies.
first, the colorfix link is about 5-7 posts up.

Second, I started to go through all 20 pages of this thread, but gave up on my search to find an answer. My "import" doesnt work, or at least i dont think it does. When i press "import", it takes me to a screen with a few empy boxes. No where to enter the file from which I wish to import.

Any suggestions?

The greatest part of this tool IMHO is the unit re-order function. Thanks Gramphos for this awesome ability, and I would also like to see improvement re-order in the future if possible, not to rush you or anything. :P

GIDustin
 
(I don't read all previous posts and so I don't know if anybody have the problem at previous time.)

I've played a game and changed/added sometime units or buildings. But as 1 computerplayer has killed another and I've saved the game, so I can't load it later, because there came an error with unit. So I looked with the savegameeditor and find I new unit (barbarian settler as 0/0 ; but I don't activated barbarians). After I have removed this unit I was able to load the savegame correctly. But know I'm at a point, where I want to kill a player but ever when I try it the same error came. And at this time there is no barbarian unit on map and no other unit at 0/0 what can I do? It is because I used this editor?

thanks for any help
 
Originally posted by tcwonder3
Actually the -1 setting does work. If it doesn't for you, you probably do not have the colorfix for the Art/Units/Pallettes directory that adds the missing #17to #31 otp.pcx files.
Yes, I had it before adding. Extra civs works really after altering IDs from -1 to 17... 31 only. And altered diplomacy.txt. I'm simple copy lines in #AI sections with #civ=1 parameter from civ 1-16 to extras 17-31.

I've been using the settings changes to add civs above 16 since I found out about it. You can get the zip file somewhere here (I forget the location of the thread it's in). Not having them causes crashes in extra civs. You can still only actively play one of the 1st 16, though.

No! All 31 civs are playable for me, I can play as extra civ from bottom. But I have sometimes crashes on diplomacy popups when my rivals are civs with IDs 17, 20, 23. After reloading savefile and switching by engine lines in random list it works.
 
I am getting an error trying to run the Civilopedia Editor... it a missing *.OCX file error - i figured i needed an OCX, but where do i get it?
 
I'm really psyched about the possibility of adding more civs to the game, but as somewhat of a computer newbie, I was wondering if anyone had set up a tutorial as to how to do so. Do the new civs apply only to saved games, or to the game itself? (i.e., could I restart the game and have the new civs still appear?)

Also, what does this do to the graphics? If I added (for example) Spain, would there be slots for me to add a Spanish leaderhead?

Also also, if the graphics are affected, then will future versions allow changing governments? I can add new governments, but they all get the same graphics....

Thanks!
 
Originally posted by Exsanguination
I am getting an error trying to run the Civilopedia Editor... it a missing *.OCX file error - i figured i needed an OCX, but where do i get it?
If you have high bandwidth, and don't mind downloading a "big" (for modem users) file you can download the 0.90 setup which includes the RichText control. other wise you should be able to find it at Microsoft's webpage, I might have a link in the readme, check there first.
 
Originally posted by tcwonder3
The editor is right. The patch file has shown up with the same id number as BOTH file length sizes. No one can seem to tell me what might be different to have this discrepency. I am trying to get a poll of which one the people with crashes are using to see if there is a pattern.
the smaller patch is the one with the correct editor, and the one where you don't get armies from huts.
 
I have an idea for a new feature in the savegame-editor.
It is possible to change the barbarian-level in a savegame? I think this were a nice feature.
 
Originally posted by Gramphos

If you have high bandwidth, and don't mind downloading a "big" (for modem users) file you can download the 0.90 setup which includes the RichText control. other wise you should be able to find it at Microsoft's webpage, I might have a link in the readme, check there first.

i d/l the .OCX reccomended in the readme, didn't work.

It says:

Run-time Error '339'.

Component 'RICHTX32.OCX' not correctly registered: file is missing or invalid

I'm taking a guess thats somethig to do with the RichText control? What do I do? Where do i d/l the .90 setup? (If its the full install in the first post, thats what I d/l'ed and installed)
 
Can you update your utility to allow multiple units to be added all at one time instead of having to add them one at a time?

This would be supremely awesome.

I'm trying to create a game that starts out with several hundred units. I thought I could use the civ editor AI bonus units to add units, but it doesn't work for some reason. But that would only add units to the AI if it did work.

Looking forward to your next release :-)
 
- CopyTool upgraded to work with 1.21f.
- SaveGame Editor disabled for1.21f (should still work with earlier versions)'
- Civilopedia editor output improved to preserve new lines between comments
- Minor bugs fixed
- Length calculation bug in BIC output fixed
- Popup messages and string constants moved to textfile.

5 downloads
 
Originally posted by Montezuma


Means it then problem with adding new races fixed?
Nope, but maybe some problems (which I don't know of) was fixed. The length of the CONT sections were misscalculated while saven, which might have caused some gameplay issues on maps or corrupt maps, but nothing I've run into. I just saw that the baselength were to mush while updating the BIC-output for the patch.
 
Status
Not open for further replies.
Back
Top Bottom