Originally posted by dutcheese
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
It's good to here that somethings work as intended
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.
This is most likely related to a few bug and incompability that were created when support for v1.17f were added, and some fields of the units that are unknown, that seem to be improtant for Settlers and Wrokers. I'd be interested in saves the error you describes.
+ 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.
The city structure is complex, and I don't even know where the tradenetwork is saved yet. That was a thing I didn't know didn't update by itself. However, I knew about some other problems with moving cities.
+ deleting cities -- delete enough and it throws the game date off and game date cannot be reset.
Can you describe that a little more. I'm not sure exactly what you try to say.
+ 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.
That is a known problem which I'm working on. It doesn't give the effect of the wonder to any other civs then itself either.
misc items
+ adding multiple units one after another without changing location crashes editor.
Strange... How many units did you add just two of many?
+ dropdown lists have duplicate items... complete list then complete list. pick item from second complete list and editor crashes.
I mots likely misses to clear the list t some point(s) when does this happen, is it just one list, or is ti all lists or all lists with a specific thing listed?
+ changing civ owner in units tab -- pressing r goes to russia rather than rome first.
Is it just the character? In that case I think it is because the list is unsorted, and appear in the way the civs are in the game. Windows handles thet click.
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.
I belive both things are possible, and quite easy changes. I will try to change it for the next version
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
No, not at all. I like getting feedback. It's good to know if features work as intended or not. Somethings might work with the limited testing I make, but doesn't work in all occations. Without any feedback I wouldn't have been this far in any part right now, maybe even given up before I created the sge