Civ3MultiTool - Now at Civfanatics

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For me it works perfectly and it is a good job by Gramphos. Again. :goodjob:

Sorry ! My saves are decompressed correctly moreover I use it for my mod (so it is not original game' saves)
 
Originally posted by Ralendil
For me it works perfectly and it is a good job by Gramphos. Again. :goodjob:

Sorry ! My saves are decompressed correctly moreover I use it for my mod (so it is not original game' saves)
Do you run SAVexpnd like this:

savexpnd file1.save file1.out

if you are trying to decompress save game file "file1.sav"?

Also, would you mind posting a .sav file that works with your SAVexpnd here?
I'd like to find out if the problem is with my .sav files or with my copy of SAVexpnd.exe.

Thanks.
 
Originally posted by CCJ39
If you are using the newest version (0.92) then you should be able to open the savegames.

Please forgive the dumb question. OK, I downloaded the full version 0.91, tried to load a saved game (saved game editor), and it said it doesn't work with 1.21f.

So after I install 0.91, the full install, then I should unzip 0.92 and install it on top of 0.91, and after that it should work on 1.21f saved games? I have never used the multitool before.

But even if I do that, I am not sure it will do what I want it to do. What I want is to see is the internal flags that individual units have. If I have a stack of elite units, some of them may have created a leader already and (as I found out through research) once an elite creates a leader, it becomes "impotent," i. e. its probability of creating a leader is zero. The problem is, the game graphics still display these "impotent" units exactly like the ones that have not created a leader. Does the saved game editor display the internal flags of an individual unit? Will it show the HEX offset of the unit's properties in the .SAV file?

Can somebody help me to understand a little of the internal structure of a .SAV file?
 
Originally posted by Illuminated

Do you run SAVexpnd like this:

savexpnd file1.save file1.out

if you are trying to decompress save game file "file1.sav"?

Also, would you mind posting a .sav file that works with your SAVexpnd here?
I'd like to find out if the problem is with my .sav files or with my copy of SAVexpnd.exe.

Thanks.

No need to use SAVExpnd.exe with a command line or other. It is just the program used by the save game editor to decompress the saved game.

So you just have to select the save in the tool.

And why do you want a save?
It is unuseless for u. It is only a save as other save, yes modified but no things to tell you there was modifications.
So, unuseless.

I hope u will understand my poor english :).
 
Time for a teaser of the new tool member. It isn't working yet, but I hope to have it ready this weekend or during the next week.

The translaters have a version with all strings to translate, so I hope to have the translations ready by release this time. I've also fixed some bugs while working with this. More info later...
 

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you better hurry with that tool. You cant just go around making people jealous of things they dont have!!!

You should know better!!

GIDustin
 
Originally posted by GIDustin
you better hurry with that tool. You cant just go around making people jealous of things they dont have!!!

You should know better!!

GIDustin
Well, the reason why I post it is mostly because I sent the textfiles, and a non working version, to the translators. And rather then letting it show up by rumors I make it official right now. ;)
 
I'm almost done now. As for the unit creation everything but multiple strategies works perfectly. Multiple strategies tend to give incorrect resuilt some times, but I don't think I'll delay the release if i can't solve that. it should be easy enough to check those units in the editor and see if they got wrong.


Now what is left before release, which I hope will be this weekend. Is just the normal bug fixes of the othertools, and fixing some settings to work as intended and so on. No more big changes before release. Oh, and yes, I have to rewrite the readme.


Well, while you are waiting: Here is another screenshot from the unit wizzard.
 

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One of the translators has had problems with the UCW. To be able to finish v0.93 as soon as possible I now have this beta version out.


As it is a beta is it only posted on Apolyton.

The faster the bug is found the faster can I be ready with the real 0.93.

Oh, and take time to read the list of changes:
v0.93 Beta
- Unit Creation Wizzard Added
- Civilopedia Editor now allows editing Civilopedia Icons
- The Description and Text field of the Civilopedia editor can be resized
- The CopyTool now has an option to Open a map window similar to the one earlier only in the SGE
- The MapWindow in the SGE now has a little flashing ellipse where the selected Unit/City is.
- The Map resizes (scaled, not redrawn) to fit the MapWindow when window is resized
- SplashScreen is now showed (with or without progressbar) while loading the terrain graphics.
- Bug with one of the terrainsets being wrong file in Map Window fixed.
- The Export/Import function for Units and Civs (which won't work, as the game crashes when civs are added) has been updated to unce again work. (I don't think they have worked since 1.07f)
- The Unit Organizer support for Multiple strategies has been extended
- Bug which made pre 1.21f maps unloadable corrected.
- Problem with default values when loading pre 1.21f Units fixed.
- Option to always backup files added
- Option to load civ3mod.bic if no rules are in the BIC loaded when starting the Civilopedia editor added.
- Crash bug when caceling the start of the Civilopedia editor from the CopyTool corrected
- All main toolparts now show up in the taskbar. No matter from what command they were started.
- Problems with not being able to start some tools in certain orders has been corrected.
- Crash at first startup if 0-length textfile existed in the C3MT dierctory (Input past end of file error) fixed.
 
Originally posted by CCJ39
Is there a way to edit the rules of an existing savegame in one of the next versions?
It depends on if I have time to rewrite the cort of SGE to not mix up the civ3mod.bic with the rules in the save.
 
Originally posted by Gramphos

It depends on if I have time to rewrite the cort of SGE to not mix up the civ3mod.bic with the rules in the save.
It would be awesome if you had time to include that! :)
 
Gramphos,

Is there a way I can change the way an individual unit is displayed after the game is already started *without* changing the unit's other properties? I know I can use the editor to change the unit type but that is not what I want to do. I want to display some horsemen using one graphic and others using another graphic.

Actually, it would be sufficient to put something in the status field that displays text in the lower right hand corner of the CIV3 game screen where it says

Horseman
2.1.2/2

If I could add one field per unit that would work....

I have already successfully changed some of the internal flags in individual units using a hex editor. It seems like the unit prototypes are tricky to change once the game is created, though.
 
Originally posted by JS CivIII
Where can I download teh newest version???
The newest version is a betaversion only aailiable on Apolyton. I'll soon release that version non beta with a few corrections, and then it will be here as well. I'm just doing some final tests.
 
Time for the non-beta release.

Some fixes and optimizations since the beta has been made. But no additions.

v0.93
- Unit Creation Wizzard Added
- Civilopedia Editor now allows editing Civilopedia Icons
- The Description and Text field of the Civilopedia editor can be resized
- The CopyTool now has an option to Open a map window similar to the one earlier only in the SGE
- The MapWindow in the SGE now has a little flashing ellipse where the selected Unit/City is.
- The Map resizes (scaled, not redrawn) to fit the MapWindow when window is resized
- SplashScreen is now showed (with or without progressbar) while loading the terrain graphics.
- Bug with one of the terrainsets being wrong file in Map Window fixed.
- The Export/Import function for Units and Civs (which won't work, as the game crashes when civs are added) has been updated to unce again work. (I don't think they have worked since 1.07f)
- The Unit Organizer support for Multiple strategies has been extended
- Bug which made pre 1.21f maps unloadable corrected.
- Problem with default values when loading pre 1.21f Units fixed.
- Option to always backup files added
- Option to load civ3mod.bic if no rules are in the BIC loaded when starting the Civilopedia editor added.
- Crash bug when caceling the start of the Civilopedia editor from the CopyTool corrected
- All main toolparts now show up in the taskbar. No matter from what command they were started.
- Problems with not being able to start some tools in certain orders has been corrected.
- Crash at first startup if 0-length textfile existed in the C3MT dierctory (Input past end of file error) fixed
***Fixes after the beta release***
- Index crash bug in SGE fixed
- The Civilopediaeditor now stays the same size even with multiple additions being made.

Removed after 353 downloads.
 
Hi,

I tested the SaveGamedEditor. But When I run via Explorer the SaveGameEditor.bat I get the error message: "Out of Memory" this also happen when I try to run via the Civ3 Copy Tool I also get the error message: Run time Error "7", Out of Memory.

I had this problem 0.91, 0.92.5 still with 0.93.
I'm running it from Dell Laptop, 256Mb memory, 13 Gbyte harddisk, 1GHz processor, under Windows 2000.

Does anyone have idea what I'm doing wrong, or what I'm missing.

Thanks.
 
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