Civ3MultiTool - Now at Civfanatics

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I'd like to add my 2 cents, sorry if it's already been said:

Don't use the tool to edit ownership of a city to your civ. Simply put, if there's Athens and you want it back b/c the Americans took it, and you're at war with them, don't use the tool to change ownership of it.

Just look at this screenshot, I'm green as the Babyloians and the French are pink. They retook Marsilles and I used C3MT to get it back. b/c I was at war with them it was re-captured.
 

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You also have to change ownership of the units inside the city (or destroy them).
 
Originally posted by sumthinelse


I don't think it will work the way you think. The problem is that once a game is created it uses the difficulty level to calculate lots of other fields in the saved game (citizens "born content", AI to AI trade rate, etc. etc.) If you change the difficulty level in C3MT I think it only changes the "Difficulty Level:...." screen displayed when you load a game and not all the other factors associated with difficulty level.

For example, I had a chieftain level game and I used C3MT to change the difficulty to deity. When I loaded the game it said "Difficulty Level: Deity" but in a size 3 city all 3 citizens were "born content" (none unhappy, luxury tax=0%, no luxuries, temples, no garrison). In a real deity game only one would have been content and the other 2 unhappy.
As far as I've figured out there are a global setting for difficulty level, which affects the AI-cost and AI-AI trade rate, and all the other things that affect all players. Then there is also a local difficulty for each player (AI's always play on Regent, and it's the level controlling the citizens born content) I'm still looking into where the local difficulty level is stored, and what settings are affected by it.
 
Originally posted by Gramphos

As far as I've figured out there are a global setting for difficulty level, which affects the AI-cost and AI-AI trade rate, and all the other things that affect all players. Then there is also a local difficulty for each player (AI's always play on Regent, and it's the level controlling the citizens born content) I'm still looking into where the local difficulty level is stored, and what settings are affected by it.

Yes. I don't think it's a particularly easy problem.
 
Gramphos, I do have one question:

Why does C3MT.exe attempt to access the internet? There is no reason for it to do so. It appears to be attempting to reach my ISP. Strange.

Here is the revelant info from my ZoneAlarm Log:

ZoneAlarm Logging Client v3.1.395
Windows 98-4.10.1998- -SP
type date time source destination transport
PE 2003/01/08 01:50:28 -5:00 GMT Civ3MultiTool 216.90.48.65:53 N/A
PE 2003/01/08 01:54:12 -5:00 GMT Civ3MultiTool 216.90.48.65:53 N/A
PE 2003/01/08 02:02:18 -5:00 GMT Civ3MultiTool 216.90.48.65:53 N/A
PE 2003/01/08 02:02:50 -5:00 GMT Civ3MultiTool 216.90.48.65:53 N/A
PE 2003/01/08 02:03:20 -5:00 GMT Civ3MultiTool 216.90.48.65:53 N/A

Can you provide a reason for this? I'm assuming there is a good one. :crazyeye: :scan: :lol:
 
hi !

#@DJ54 : have you read the thread properly ? there are numerous ppl asking the exact same thing, CIV3Multitool is looking for a newer version than the one you have ?!
Just an update function, nothing to be alarmed about !? :D

Cheers

BTW : sure hope this proggie gets PTW compatible soon ! :D :D
 
IIRC I added the Internet access question to the FAQ in the readme with version 0.98.

If you don't want the tool to check for a new version you can disable it in the settings.
 
Originally posted by RonO
You also have to change ownership of the units inside the city (or destroy them).

How?

Is it by luck that you find the unit in the "units" tab? Or do you go into the city tab and be able to destroy them right there?
 
Originally posted by Gramphos
IIRC I added the Internet access question to the FAQ in the readme with version 0.98.

If you don't want the tool to check for a new version you can disable it in the settings.

Oh. Should have read the read me, then. Sorry! :rolleyes: :ack: :blush:
 
Originally posted by hbdragon88


How?

Is it by luck that you find the unit in the "units" tab? Or do you go into the city tab and be able to destroy them right there?
Use the Filter on the units tab and select to filter by the city's position.
 
Originally posted by sumthinelse


Yes. I don't think it's a particularly easy problem.
Well, I've found the player specific difficulty variable, so I'll make it editable for the next version. (Among Government, Mobilization and Transition time as of now)

Don't have a date for it yet.


Oh and if anyone with PTW out there could send me saves with the other base time units (not years but weeks and months) used I might actually be able to make a simple PTW save support. But I'm not even going to try more before I figure out how dates are stored.
 
Originally posted by Gramphos

Well, I've found the player specific difficulty variable, so I'll make it editable for the next version. (Among Government, Mobilization and Transition time as of now)

Don't have a date for it yet.


Oh and if anyone with PTW out there could send me saves with the other base time units (not years but weeks and months) used I might actually be able to make a simple PTW save support. But I'm not even going to try more before I figure out how dates are stored.

Great that you found the variable, but I believe that is only going to help us to see what the difficulty levels are, but it won't affect the number of citizens "born content, " AI cost, etc. if you change them.

It's easy to create a game with months as the time unit, but what I think you really need is a save where the number of time units in a turn changes from X months/turn to Y months/turn, for example, 1 save in the last 50-month turn and another in the next turn, where the turn represents 40 months. Easier to create the saves in a scenario where only the 1st turn represents 50 months and the 2nd turn represents 40 months, because then I have to play only 2 turns. I'll try to do something like that.
 
Well, changing the global variable affects the AI cost. (I did so when I investigated the beakers required for a science formula). So I see no reason why the local variable won't effect citizens born content.
 
Viktor, you are a real "civ fanatic." And that's a good thing. Your dedication to the game is admirable. :goodjob:

In civ3 I found that the "AI-to-AI tade rate" was stored as a separate value in the save file, and that I would have to change that value (via a hex editor) to affect the AI trade rate. It seems strange that firaxis would recalculate "the number of citizens born content" and "AI cost," based on the difficulty factor, on every turn. But maybe that's one reason why the game is so slow. ;) ;) ;)
 
Well, the AI-AI trade rate existed before it got tied to the difficulty levels, and maybe was saved in the save then. I'm not sure...
 
Originally posted by Gramphos
Oh, and do you mind telling where that AI-AI trade rate value is?

I remember I decomressed a deity game, used a hex editor to find the value, but I can't remember if I searched for a0, a000, or a0000000 (160 decimal).

The trouble is that was civ3 and I don't usually set civ3 up any more.

I honestly believe that changing only the difficulty level does not change all the related values, but I can't remember exactly where everything is now.

I'll work on it.
 
I'll keep an eye open for those valuers then, but It's not the highest priority right now.

(Actully I currenttyl have three active development project, and C3MT is not the one in heighest priority there either.)
 
fyi - minor bug in the Unit Creation wizard area.

May have already been reported, but just in case it has not - here are rthe details.

If a new unit is 'inserted' before the Leader unit then when the "Leader" is commanded to create an "Army" unit , the wrong unit will be created .

(After inserting 2 units before Leader I suddenly found that every time I tried to create an army instead a Stealth Bomber appeared.)

I would suggest that there must be a counter as to the location of the "Army" unit. If a unit is deleted via Civ3Edit the counter is decremented correctly, but if a unit is added via C3MT Unit Creation Wizard before the "Leader" unit then this counter is not being incremented correctly and so the Leader-> Army function points to the wrong unit.

Moral : Don't insert units before Leader in your scenario bic file until this is fixed.
 
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