Cross-Platform Civ3 Editor

Cross-Platform Editor for Conquests now available! 1.51

Hello I am new to using this game editor, can someone walk me through the steps to set it up on civ 3 steam?
 
I don’t think there are any special measures for using this editor for steam games. As far as I’m aware, you just need the conquests/complete version of Civ 3 (steam or disk).
Use the launcher.jar the first time you use the editor then use the Conquests Editor.jar from then on.
If you get any problems, you’ll have to wait for Quintillus. I’m still trying to figure-out all of its features.
 
Thanks again for the feed back guys, I am still having a hard time figuring out what I need to do to get this editor to work, if anybody could give me a step by step it would greatly appreciated!
 
Well, once you open the editor, just use the editor to open the Civ 3 .BIQ file. That will allow you to make edits. You might need to locate where Steam has installed your Civilization 3 files.
Steam version requires you to patch the labels.txt file also. See https://forums.civfanatics.com/thre...dition-of-civ3-complete.608754/#post-14623236

To clarify, you are unable to open the "Conquests Editor.jar" file?
Or you are able to open this program (it will pop up), but then don't know what to do from there?
 
Just logged on for the first time since Sunday - I'm a little more intermittent in my CFC visits than a few years ago.

If you are unable to open the JAR file, the most likely cause is not having Java installed, or having an out-of-date version of Java. There's a Java Download Links section in the first post, but for convenience, if you are on Windows XP or later, or OS X 10.9 or later, this link will take you to the page to download the latest version from Oracle (you'll have to choose your operating system at the Oracle page). If you're on an older system than XP/10.9, you'll need version 0.98 (link in the first post, "Old Versions" section) and the older version of Java from the list of links in the first post's Java Download Links section.

I've updated the first post to replace its mention of launcher.jar (which is now obsolete) by the download link with a mention of the Java requirement, and added a section directly relating to this to the troubleshooting section. Having an too-old version of Java is probably a more common problem now than when the editor could run on an ancient version of Java a year or two ago.

Once the editor is started, it will ask where Civ III is installed so it can display the graphics (unless you are Windows XP, where it can auto-detect the location). If you aren't sure of where that is, you can right-click the game in Steam, choose Properties, go to the Local Files tab, and click Show Local tabs. The address that will show up in the Explorer window that opens will be what the editor needs to load the Civ III graphics.
 
Hey I want if this can add eras,add civilizations,add resources,add units,add improvements,add techs and to view icons
 
And what about extra civilizations

Edit:Can this work with a ptw scenario
 
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If the scenario has fewer than 31 civilizations, you can add new ones, but if there are already 31 you run into the limit Oni Ryuu mentioned. You can add a civ by going to the CIV tab, and right-clicking on the list of civs and choosing "Add". It's also necessary to make sure the civilopedia and animation files are valid; I'd recommend one of the guides to adding civs on CFC (in the Tutorials, References, and Guides section) for specific details on those requirements.

The editor can load PTW scenarios (and vanilla ones), and as far as I'm aware all versions of those. This was added a bit over a year and a half ago. However, it can only save scenarios as Conquests scenarios. I might eventually add the ability to save as PTW/Vanilla, but it's low priority as most people still playing Civ3 have Conquests/Complete, and Conquests also has the best scenario support.
 
The general list of backlogged items is here, with this list being ones that I'm currently working on (occasionally out of date). The latest thing I've been working on is allowing decreasing the number of players in the game, which is a continuation of the PLYR tab enhancements started in 1.07. To a large degree, I choose what to do next based on what seems interesting (either from a gameplay/modding/new capability, or code writing perspective) after finishing the previous item. I place a slight priority on anything that doesn't match up with the Firaxis editor's capabilities yet (which used to be a large list, but isn't a whole lot anymore), but ultimately I wouldn't keep writing the editor if I wasn't enjoying it, so what seems interesting is the main consideration.

There probably are a few ideas earlier in the thread that I didn't remember by the time I started the more formal list, so if anyone can't find their favorite idea in the list, re-mention it and I'll add it (and I'm adding save-to-PTW currently). But remember that there are certainly more ideas than time to implement them.
 
Version 1.08

Version 1.08 is now available, and can be downloaded here. Changes include:

  • Allows deletion of players (from the PLYR tab)
  • Shows how many instances of each resource are on the map on the GOOD tab
  • Fixes a bug where in specific circumstances, tiles could still appear to be owned by a civilization even when the cities responsible for the ownership had been deleted.

To see how many instances of a resource are available, simply click it on the GOOD tab, and that information is now visible below all the standard resource information. The idea is that this can provide a check for whether there is an appropriate ratio of resources to civs (or to other resources) for your scenario.

Note that player deletion will remove all cities/units/colonies/etc. owned by that player, but will not delete any cities/units/colonies owned by the civilization which the player was assigned (if any).

Also of note is that while this update allows deleting players for all scenarios, including those with custom maps, deleting civs when there is a custom map is not yet possible (though you can delete civs when there is no custom map). I decided to go ahead and release what is available as I'm not sure I'll be working on the editor much if at all in the next couple weeks, but the work done for deleting players should help that progress more smoothly.
 
Note that player deletion will remove all cities/units/colonies/etc. owned by that player, but will not delete any cities/units/colonies owned by the civilization which the player was assigned (if any).
I'm not sure what this distinction means. could you describe a specific example where some would be deleted but not all?
 
I'm not sure what this distinction means. could you describe a specific example where some would be deleted but not all?
I don't know if it is different in this editor, but in the regular editor, the distinction between player and civilization is that, if you place things for player1, it will be owned by the first player/human player in all situations, while if you place a unit for Rome, Rome will always own it regardless of which player.

It's useful if you want players to start in certain locations, as opposed to civilizations starting in certain positions. For example, if you have an arena style scenario where you want the human player to defend a VP location against hordes of AI units, and you don't really care what civ they play, as the different bonuses of each civ can change the playstyle.

While I'm pretty sure scenarios can't set ownership to both player 1 and a particular civ, (disambiguation error, as if player 1 is playing as France, and player 2 is playing as Rome, who owns a unit owned by Player 1 and Rome?) I don't know if that is the case here. Maybe you can configure units to be owned by Player 1, and then restrict Player 1 to playing as Rome, so that the units are functionally Roman units, but only because Player 1 is restricted to Rome, while other units are explicitly Roman units.
 
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Thanks, Bluemofia. I follow what you are saying so far. It' about setting up initial conditions specific to players rather than to any particular civ. Which provokes a further question. I'm imagining a set up where every civ has a starting location and there is also a starting location designated for Player 1. Would Player 1 thus receive the starting city/unit/etc. for whatever civ they choose, plus those designated for Player 1?
 
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