Civ3MultiTool - Now at Civfanatics

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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
 
Great Gramphos,

Attached zip file contains some saves.

units-added-dataio-unit-error.SAV -- believe is has something to do with the map or mini-map, could be wrong though. load game then end turn (crashes game) and look at mini-map.. it shows wrong map and believe game thinks unit is dropping in ocean. doesn't load at all unless you either start a new game or load a good save first.

barbarian-settlers-error.SAV -- contains those funky barbarian settlers generating the unit error. end turn crashes game here too but the mini-map does not change like above. doesn't load at all unless you either start a new game or load a good save first.

deleted-city-date-error.sav -- open with editor and it says "the year must be at least 1146113872." you can reset the date on this one but if you delete another save, load, delete, repeat you'll eventually not be able to change the date right again.

before-city-deleted.sav -- original file used to delete city. delete first city save and load into editor. file is a real unedited game file. when a city is deleted the name never goes away from the dropdown list and the more cities you delete the more cities names are duplicated on the list.

Recreating the adding units editor crash... Load a saved game and while in the units tab press the add button twice once after the other. one time it crashed on the fourth add. (Found this by wanting to add 10 workers so I thought I'd just count off 10 adds then change unit types after the count.)

Repeated lists in the dropdown are in the Cities tab when the Improvement/Wonder radio button is selected. Sorry for not being clearer earlier.

On the Unit Nationality and Civ Owner and pressing the r and getting russia before rome is just a sorting thing like you say. For quick batch processing it would be nice if the Unit Nationality only contained the same options as the Civ Owner dropdown because if modifying a game with Russia and not Rome in play you would press r once on the Civ Owner dropdown and r twice on the Unit Nationality dropdown. No big deal really but would help if both dropdown lists were sorted if not reduced to listing only civs in play.

kind regards,
dutcheese
 
Hi Gramphos!

It would be very helpful if the rules could be replaced in a saved game file, because currently it is very difficult to change something in a mod, because for changes to take effect a new game must be started. Maybe this will only work if there are minor changes in the rules, like unit strengths, etc, but even that will be helpful!

Thanks a lot for your great contributions to the Civ3 community!

PS Also an option to view maps in bic files would be greatly appreciated, as it would compensate the lack of a mini-map in the editor!
 
Originally posted by Gramphos

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.

In attach there is an zip file with three files in it:
  • Lincoln of the Americans, 4000 BC.SAV.org
  • Lincoln of the Americans, 4000 BC.SAV
  • Lincoln of the Americans, 3500 BC.SAV
First one is the file saved immediately after generating new game (without any action exept save game command). Second one is the file modified by tool version 0.84. There were added four new settlers. And last one is the file saved after few tours.

My version of Civ3 is upgraded to 1.17f. This is an english version.

Best regards,
Mariusz Janczak
 
Originally posted by MarsJan


In attach there is an zip file with three files in it:
  • Lincoln of the Americans, 4000 BC.SAV.org
  • Lincoln of the Americans, 4000 BC.SAV
  • Lincoln of the Americans, 3500 BC.SAV
First one is the file saved immediately after generating new game (without any action exept save game command). Second one is the file modified by tool version 0.84. There were added four new settlers. And last one is the file saved after few tours.

My version of Civ3 is upgraded to 1.17f. This is an english version.

Best regards,
Mariusz Janczak

Sorry but I missed to attach zip file.
 
Gramphos this is an excellent program and it's utility is beyond compare.

I do have a questions however: Dutcheese mentions that he has tried to "move" cities and to "delete" cities, How is this done?



Using the MultiTool v. 0.90, I do not see how to even attempt to do this. I have been working with the "Saved Game Editor" function of the tool. Is this feature there or is it elsewhere. Alos, I turned on the "unfinished features" flag to see if it was there, but with no luck.

Any help?
 
Originally posted by ahenobarb
Gramphos this is an excellent program and it's utility is beyond compare.

I do have a questions however: Dutcheese mentions that he has tried to "move" cities and to "delete" cities, How is this done?



Using the MultiTool v. 0.90, I do not see how to even attempt to do this. I have been working with the "Saved Game Editor" function of the tool. Is this feature there or is it elsewhere. Alos, I turned on the "unfinished features" flag to see if it was there, but with no luck.

Any help?
It should be in the cities tab. Moving cities is simply supposed to be done by editing the x and y value, and I believe there is a delete button next to the city list. If not tell me yor system spec.
 
first off, excellent work, gramphos.

pertaining to a previous post, i have also experienced a problem with moving cities. i am using v.90 of the editor with v1.17f of civ3 in windows xp. this problem happens with any saved game. here is an example of the problem:

you have a city at x:47 y:47. if you try to edit the y coordinate field to 48, then hit 'tab' to move to the next field, you recieve an 'invalid' error pop-up and the cursor is moved back to the y coordinate field. however, if you instead click to the x coordinate field, you become stuck in a loop of 'invalid' error pop-ups, and the program can only be exited using task manager. also, if you try to edit the x coordinate field to 48, then try to click to any other field, you also get stuck in this loop. it looks like the cursor is moving back and forth between the fields, but the pop-ups make it impossible to edit the fields. because of this, it is impossible to change the position of a city from odd-odd to even-even or vice versa.

also, a similar pop-up loop happens if you edit the y coordinate field of the city and then click into the coordinate field of a worker that is now no longer within the 'new' city radius. again, the cursor seems to move between the two fields, but there is no way to edit them. task manager must again be used to shut down the editor.

i can also verify the problem with adding settlers. although the editing game can initially load, the data i/o error happens when you try to load a saved game in which more than one city has been built by added settlers.
 
All coordinates have to be expressed as even-even or odd-odd. You can have 47;47 or 48;48, but not 47;48. When I make this mistake I get a warning that tells me that I violated this rule. Some people may just get the generic warning. I don't know why. Also note that when you move a city the intrinsic railroad crossroads doesn't go with it, your units will treat the new city as if it didn't have roads. I used the map save feature, then civ3edit in order to put roads/railroads into the city.
 
Gramphos, thanks for the tip, I got it to work.

As Hyacinth mentions, I noticed that the editor will not allow you to have even and an odd number at the same time -- at all. I know that you can't have it in the game. But what this means is that you can't even change the value for a second.


So if a city starts on an odd tile you can't change it to an even one, only to another odd tile. And if a city is on an even tile, it has to stay on an even tile


If you try to change the even, even to odd,odd; you get an error when you change the first number to odd -- you never get the opportunity to change the second value.

At any rate, I did manage to move a city with no problem, but the above error checking in the multiTool could be relaxed a bit, then it would be perfect. Also, the ability to add cities would be nice (But you know that already)
 
I did a little test with the cilopediaeditor and found something terribly wrong with it.

For my test, i used the editor to make a new civlopedia and pediaicon.
nothing was changed (mostly copy/paste for the original). I save it with the editor and proceeded to play a new game. But it crashed hard. not sure what the problem is, but i,ve attached the 2 text files that crash the game so you can have a look.
 
What? the editor does not edit pediaicons.txt.......(yet (might be added later, but right now I don't have mush programming time))
 
Originally posted by Gramphos
Have you added civs to the game? The files doesn't look bad...

Yes, i have added civs (-:

And i didn,t know about the pediaicons )-: But i do now (-:

I,ll try it just using the altered civlopedia.txt, without using the altered pediaicons.txt.

I,ll post the results.

****************

I put back my altered civlopedia.txt into the game, and it works perfecly. But then i added the pediaicons.txt, and crashed hard.

Guess the pediaicons will have to be done the old fashioned way.
 
Well adding civs doesn't workm very well for two reasons:
1) the colors abouve #16 need some trick to be useable (crash at start)
2) the foreign advisor graphics aren't loaded from pediaicons.txt (crash at that screen)
 
Originally posted by Gramphos

1) the colors abouve #16 need some trick to be useable (crash at start)

It works fine with the colors i use. "And" i haven,t changed any of the original civ colors, nor are my additions any of the colors below # 16.
Now my main civ is using lime green ( 7th from the bottom in the editor ) as it,s default and unique colors. And a mix for the others i,ve added.

green.jpg



Originally posted by Gramphos

2) the foreign advisor graphics aren't loaded from pediaicons.txt (crash at that screen)

I know, but it only crashes about 20 -30 % of the time, the rest of the time it does work. I found that if you have met more than 4 other civs, F4 works fine most of the time. So i usually wait until i have met at least that many, hit the F4 and take my chances (-;
But like i said, only 20 - 30 % of the time do i crash back to the desktop.

I just wish this would be fixed. I have no problem at all with the game other that this. And i,m up to date with 1.16f and 1.17f installed over.
"All" the new keys work and i personally like the "shift J" and the Y keys
 
Could I extract all unit positions, city positions, etc... and add it to a new save file based on the same scenario, but a newer version.

Never version, except that the map is the same.


This would really help, might need that feuture in the future when making a scenario. I currently think of making a WW2 scenario for my WW2 Mod, and I could use that function. Adding cities would also be great.

Functions I look forward to in the Save-Game Editor (might become a Scenario Editor you know)

- Ability to add Units, Cities etc...
- Ability to export everything in the Map, to another sav.
- Ability to change the Turn lenght (what I mean is, change the 2 year turn to a 1 month turn etc)
- Ability to change the Year.

:p I want feutures that makes it possible to change everything.

P.S. Gramphos, the problem I wanted help with some days ago, I fixed it.. I had the wrong version of the editor...
 
Originally posted by Grey Fox
Could I extract all unit positions, city positions, etc... and add it to a new save file based on the same scenario, but a newer version.

Never version, except that the map is the same.
Would it be enough to allow new rules to be imported?

This would really help, might need that feuture in the future when making a scenario. I currently think of making a WW2 scenario for my WW2 Mod, and I could use that function. Adding cities would also be great.
I'm working on city additions, but my time is very limited until after Easter.

- Ability to add Units, Cities etc...
- Ability to export everything in the Map, to another sav.
- Ability to change the Turn lenght (what I mean is, change the 2 year turn to a 1 month turn etc)
- Ability to change the Year.
Change the turn length doesn't seep to let it be done by the save games. The year shall be changeble. Unit additions work in most cases, settlers and workers might be a problem...

:p I want feutures that makes it possible to change everything.
I have to do my school work first. ;)


P.S. Gramphos, the problem I wanted help with some days ago, I fixed it.. I had the wrong version of the editor...
I need to create a notepad of all files and errors I say that I'll look at. I've too mush to do, so I never get to the bottom of the stack...
 
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