Civ3MultiTool - Now at Civfanatics

Status
Not open for further replies.
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.
 
Thanks, if you get an answer, let me know. I can get two of the three civs to work, if the third is selected it will crash the game.


I've tried adding anywhere from 1 to 10 new civs. The problem is always in the ninth civ position on the left, which is always the last civ created. The name of the civ does not appear, and what ever you do don't click on the button or CRASH. This bug is either in the .bic or copy tool. I'll restore my system to 1.16 and see if the bug is still there.
 
Please look at that 1.17f patch size for me anyway, so I can use the information to work out these problems. Is is 7,705,244 or 7,705,200?
 
I have read multiple treads and pieced waht I know together. I have seen other threads that discribe how to add units. It would be nice if someone would write a reference on hoe to add civs. I've been able to add civs, but one will always cause the game to crash. I use adobe photoshop for pcx files, Aninmation pro for flc files. and a text editor for the text files. Has anyone been sucessful with the 1.17f patch. My copy tool is verion 0.90. Is this the latest?
 
First off, the civilization images are hard coded into the .exe (dont believe me? open it in notepad!)

This means that only the top 15-16 can be played BY THE PLAYER in any game. Not only will you have to re-order your civs so the ones you want to play as are at the top, but you also must make sure that the top 16 retain their prefixes (Ab_???, Lz_???). I.E. If you dont want to play as the americans, you can move them to the botoom of the list but all the Ab_??? files must be renamed, and the civ that replaced the americans on the top will now use the Ab_??? setup.

The bottom ones can be played against if you get the extra palette files ( http://forums.civfanatics.com/showthread.php?s=&threadid=19611 ). I was able to have 31 civs in my game as long I was playing as a civ in the top 16 using one of the default prefixes (Ab_???, etc).

The only bugs I have found with this do not affect gameplay too much. If you meet a civ that lies in the 16+ area of the civ list, the diplomacy may be alittle messed up (i.e. When in diplomatic conversations, they may say something like "#AIWHATEVER2") Also their pic will not appear correctly on the foreign advisor, but the game will not crash.

It is very hard for me to explain things, and I hope you understood all that. Ask any questions you may have and I will try to answer.

GIDustin
 
Hint: I'll release the next version when I have the time to do.

I've not been able to do mush changes since 0.90, and the changes made are mostly to make it easier for me to work with popupmessages in the future. (To reuse more of them.)

Hopefully I'll be able to get out something within another ten days, but I'm not sure. Somethings might pop up.
 
Reordering buildings requires big changes. One of them is that sush a change would need the PCX handler to be very mush improved in speed. I have some code from Moeniir (Creator of Flicster) that I might be able to use, if I teke the time I need to adjust it to work with the rest of my program. However, I think that is a step that will have to wait for a while. More thingst that has to be changed is the way Pediaicons.txt is handled. It needs to be changed to be fully loaded and rewritten everytime, and be read in the way the game reads it, so that the Wondersplashes gets sorted to the correct building. That should just take some time to change, but shouldn't be any big problems to solve.
 
It still requires improvements on the editing of pediaicons.txt. I'll see what I can do...
 
Well, I guess I just lurk too mush around here right now, so I don't get the things I have to do before I can focus on C3MT done.
 
Gramphos,

Please add feature for editing diplomacy.txt by dependency of number extra civs.

By the way, Your feature for adding extra civs works wrong for v1.17f. For no crashes need set RACE_ID for extras from 17 to 31,
not -1. And in *cpf need set same IDs
Second, offset of bytes for begin extra civs body in *.bic is wrong. Civ3Edit.Exe really is good for adding.

Sorry for my spelling...
 
Man this multi tool is really great. I am still figuring out how to work it, like you say in da readme. It isnt very user friendly.

But anyway i am trying to create a new worker type unit, do you think you can give me the "step by step?"

Anyway thanks for the great mod!
Great Mod
:goodjob:
 
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. 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.
 
Status
Not open for further replies.
Back
Top Bottom