Civ3MultiTool - Now at Civfanatics

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I'm trying to just use the unit organizer to move two units I just got and added from the bottom of the list to right after riflemen. Ok I start up the C3MT from the start menu on windows, I click on the copy tool, I load up my bic, by clicking select bic file, I click on Civ3MutliTools, I click on Unit Organizer, I click move the unit up and up to where I want it, then I try to save, and I get that error,
Run time error 76, path not found. I had an earlier version of this program before, and this is how I did it, and it worked just right, so I don;t know what the deal is. :(
 
New version has been postred on polyton. I don't want to post it here before I know it's working. (As the attachment limit makes it so I can't update it as easy here.)
 
v0.96
- Option to not specify animation files in the UCW added.
- The Filter Menu system has been reworked to give more options to the ways of enabnling and disabling filter, and not give strange results. Checkboxes now marks when the filter is being edited.
- Bug with Custom Nationality in saves corrected. (Not all nationallities are the same)
- Mixup of custom Nationality parts onm read corrected.
- Changed race adjectives (and not the default adjectives) are now displayed in the unitlist after the unitname.
- Batch edit has been implemented for units as a part of the filter system.
- Batch delete has been implemented for units as a part of the batch edit system.
- The BIC-export of MAPs now work correctly with 1.29f saves. (After two failed fixes)
- Extended the functionallity of the about box.
- Autocheck for new versions added.
 
Great tool! Thanks for the work. A few "issues":

* I accidentally started a game at a new level with Space Race on. When I used MT to turn it off, the Germans still built pieces and the "S" button remains on.
* I wanted to swap their built parts for MA or something as a sheilds spent swap, but the SS parts never show as checked in any city.
* I was testing some stuff and wanted to delay the Germans defeat of the Iriquois. So, I gave back some conquered cities. After reassigning all the garrisoned units to the Iriquois, restarted the turn. Those cities had the Iriquois color for the pop label, but a German border. When the Germans attacked _A_ city, all of the Iriquois cities *disappeared* even the ones not under attack. Tried quitting and restarting to let the game recalc the borders, but no dice...seems there is something else that attaches a city to an empire.
* After THAT there were 30 Barbarian settlers with ID 0 and Civ wouldnt load the game. Used MT .96 to delete them and it ran fine. These were probably all the Iriquois units and a result of the prev item, but there it is.
* Finally, "Nationality" is spelled wrong on the units screen.
 
I installed the newest CMT, but when I try to use it I get the error message: "Run Time error 9". How do I correct this? If it involves installing the VB library files you posted at the bottom of the first post in the thread on the Apolyton forum, I've tried to install them, but they don't auto-install like the instructions claim.
 
Does the Export Civ part of the Copy Tool work?

Whenever I try to export one, it causes the program to crash (exporting units works fine). It doesn't seem to matter whether its a new Civ or one of the originals, it still always crashes with:

error in MSVBVM50.DLL

Any thoughts?
 
Originally posted by Tweedledum
Does the Export Civ part of the Copy Tool work?

Whenever I try to export one, it causes the program to crash (exporting units works fine). It doesn't seem to matter whether its a new Civ or one of the originals, it still always crashes with:

error in MSVBVM50.DLL

Any thoughts?

I've the same problem when I used language file c3mt.ru.txt file.
After I changed to c3mt.en.txt - I can export.
 
When importing a map into another bic file, a start location "appeared" and became linked to one of my old ones. If I changed the civ that uses that start location, the other one would change to that as well. If i try to delete either, civ3edit crashes.

I got around it by deleting the start location that the new one was being linked to, importing the map, and then deleting the new random one and putting my old one back in. Even though there is a work-around for this, it may be something to investigate. Not urgent though.

GIDustin
 
Maybe it is mentioned somewhere, and I just cannot find it:

Can I change the total number of natural resources that will appear in the game on default. Or is this limited to a certain number depending on the map size. I could not find such a switch. Maybe somebody can help me. Thanks be yours !!
 
The natural resources are dependent on the number of players. (8 players so you have every resource 5-11 times but in a balance) If you like to have more resources so you should created a random map with the editor and put more resources manually on it.
 
Yeah, I could do and have done so. But then I know the map, which makes the game less fun. Is there any chance to increase the ratio ?
 
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