Cross-Platform Civ3 Editor

Cross-Platform Editor for Conquests now available! 1.51

Thanks for your time Quintillus.
I hace a question yo You: Theres a way i could to create a building with a negative production Bonus, perhaps, a -1000 production with which i had a city almost improductive? I don't know if i am explaning myself. I need a specific city with no units production.

That is possible, via the production bonus on the BLDG tab:

No%20Production.png


It's in increments of 25%, due to how Civ3 is programmed by Firaxis. -4 means -100% production, and I just tested this and sure enough, my city's production became 0% of the usual after building the Barracks. That is all production in the city, not just units, so it should be used carefully, but negative modifiers here seem to work.
 
Ah. I didn't know that. Cheers.

Can I just confirm I understand you correctly :
I have notes that indicate a double-word value at position 0x00D0 from the start of the BLDG entry (Which is always length of the entry. The name of the entry is thus at offset 0x0044.) is known as [Production]. Can you confirm this value indicates a production bonus to the CITY of n x 25% rounded down (where n is the value found therein and this result is applied to the original value from the TILEs)?

Actually, I just looked through one of my SAVE files and confirmed that's exactly how the values should be interpreted. That has been added to my notes. Thank you once again :-)

PS. Even knowing that, I'm not sure I would have considered the possibility that negative numbers could be used to cancel them out. One thought does occur though. The bonuses are applied to the original amount produced from the tiles. -4 (in Barracks for instance) would cancel out all those but wouldn't be expected to stop any additions from the standard Factory / Solar Plant / Nuclear Plant / Mfg Plant etc improvements.

I've just checked that and -4 (FC FF FF FF) does indeed cancel the original production from the tiles but not the other bonuses. EG. For a city with ten production shields from the tiles and Barracks, Factory, Nuclear Plant & Mfg Plant we see 20 where before we saw 30 - but we don't see 0. This can be catered for obviously, but only if you know how much needs to be cancelled out.

I expect Haladwin is working on a Scenario so will have to adjust as necessary. I'm thinking along the lines of creating multiple new buildings that range from -4 to -12 in steps of 2. That way they can select the appropriate building to add to a city originally. Or perhaps I'm over thinking it. Just bear in mind it's not always going to be a simple -4 :-(
 
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Everything you have posted is accurate. My point of reference is the Factory in the standard game, which has a value of 2 there, and gives +50% production.

I also have not explored the effect of citizens who affect production/corruption, i.e. Civil Engineer and Policeman in the standard Conquests scenario. I would expect a city with -100% production, but a Policeman, would actually produce one shield, and am less sure about the Civil Engineer. Similarly, I am not sure what will happen if the production is less than -100%; would Civ III handle a -125% well?

If you or haladwin delve into this more deeply, I would encourage starting a thread to share your results. It could spur some creativity, and would reach a wider audience than that which reads this thread.
 
All makes good sense.

I'll leave that to Haladwin if the interest is there. My exploration was simply that I was intrigued by your clever idea, and that it explained something I hadn't realised before - even though I had knowledge of the address and the basic knowledge that it pertained to production somehow.
 
I also have not explored the effect of citizens who affect production/corruption, i.e. Civil Engineer and Policeman in the standard Conquests scenario. I would expect a city with -100% production, but a Policeman, would actually produce one shield, and am less sure about the Civil Engineer. Similarly, I am not sure what will happen if the production is less than -100%; would Civ III handle a -125% well?.
Steph made a multi-era mod where he used citizen specialists with negative production. This caused the game to crash to desktop when a city's production became zero AND it was building an improvement. When building a unit, no crashing occured. Might have been a "division with zero"-error when calculating the "turns to complete". Here is the thread where we discussed it.
 
Version 1.34

Version 1.34 is now available! Changes:

  • The TECH and GOOD tabs now show small civilopedia icons (32x32) in the tech/resource lists.
  • The Tech tab now shows a 96x96 view of the large civilopedia icon (where it used to show the 32x32 small icon), and the good tab shows a full-size (128x128) view of the large civilopedia icon)
  • Fixed a bug where dragging-and-dropping a tech or resource onto itself could overwrite the following tech/resource
  • Clicking on the large Civilopedia Icon for techs will open your default PCX editor/viewer (in that order of preference) so you can edit the icon.
  • Added an "Import map from BIQ" tip in the "Editor Feature Spotlight" area; updated a few others to reflect changes in the last few updates.

Feedback is welcome. Initial reception to the idea of showing more civilopedia icons was positive, but it hasn't been used in the wild yet. I'm particularly curious if the "click to modify PCX" functionality is useful; if so that could be rolled out more widely. I've tested it with the GIMP (for editing) and IrfanView (for viewing); theoretically it should work so long as you have a default PCX program set (i.e. you can double-click on a PCX in Explorer/Finder/Nautilus and it will open). Unfortunately, modifying the UI is a slow process as most of the tabs are 10+ year-old code written by a GUI builder (and thus very tricky to modify), so it isn't easy to roll out more icons... but not impossible either.
 
I´ll see if i can find something else. I´m not sure if i´m qualified to do it. It´s my first mod and in fact, my first time editing a game and i dont know almost anything about programing. But i have a big curiosity!!!
Thanks for everything
 
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Hi Haladwin.

What is it that you're looking for? Whatever it is may be better taken out of this thread unless it's specifically related to the topic in here - which is Quintillus' editor. Only you can really know that but you know you can open your own thread with a question if you want others to do what they can to help. Obviously clarity of question is very important when you do, and everything's in English so that can be tough for some, but I know there are people here who'd want to help you if they can understand what you're saying. Care before posting, especially if you struggle with English, is always recommended.

Good luck.
 
If you or haladwin delve into this more deeply, I would encourage starting a thread to share your results. It could spur some creativity, and would reach a wider audience than that which reads this thread.
I was aswering Quintillus´ question about deepest investigation. i´m so sorry for my english, i just finished that stuff, when i can i will stay in England to perfect the language.
Thanks again.
 
No need to apologise for your English. It's better than I can do in any other language (with maybe the exception of French but even that would take a lot of effort).
As long as you have what you need for now all seems good :-)
 
Version 1.35

Version 1.35 is now available! Changes:

  • The CIV tab now allows you to set the units available to a civilization all at once.
  • The editor will now auto-detect the Civ III install location on 64-bit Windows when run with 64-bit Java.
  • The GOOD tab will no longer complain about fields having unsafe values by default.

The first change is by far the largest. You've always been able to set which civs a unit is available to - but with a unit-centric viewpoint. If you add a new unit, that's great. But what if you want to revamp the units available at a civ level? The new feature, accessible via a button on the lower-left part of the CIV tab, allows you to take this Civ-centric view. Do you want the Aztecs to have a significant different unit roster than they do currently? That's now much easier to achieve.

The second change is complements of @Puppeteer mentioning how to do this a few weeks ago. 64-bit systems are much more common now than when auto-detect was first introduced. Auto-detect also still works with 32-bit Java on 64-bit Windows, as well as on 32-bit Windows.
 
I have tested the new 1.35 and I really like the new civ-to-unit feature.

I have two suggestions with no idea how easy it can be added. ;)

- Could it be possible in the new civ-to-unit-menu to search units via its first letter (type "S" for Settler, Swordman, Spearman usw.)?
- When renaming a unit or building could the old name apear in the editing line? This would be easier if one has to correct a small typo particularly in long names.

Thanks and please continue your good work!
 
I have tested the new 1.35 and I really like the new civ-to-unit feature.

I have two suggestions with no idea how easy it can be added. ;)

- Could it be possible in the new civ-to-unit-menu to search units via its first letter (type "S" for Settler, Swordman, Spearman usw.)?
- When renaming a unit or building could the old name apear in the editing line? This would be easier if one has to correct a small typo particularly in long names.

Thanks and please continue your good work!

Those are both possible. No promises on their arrival, but the second is one I have pondered in terms of, "would this be a good idea", and I already have filtering on lists on some tabs, so it shouldn't be rocket science to add the first one.

Thanks for the feedback, and I'm glad you're enjoying the new feature!
 
Quintillus, I imported an old 180x180 earthmap, done by Kal-EL to the new RARR 1.7 biq. The resources in the biq of the imported map and the biq of the mod had partly different names and different slots. It was enough to adapt the names in the new RARR biq (per example rename cereals1 to wheat in the RARR 1.7 biq) so the placed resources on the map were imported at the correct places. It was not necessairy, to change the pediaicons entries of those renamed resources for that operation. Your editor worked like charm and is a wonderful tool for testing, what kind of map fits best for a mod. It makes tests about fitting maps for existing mods so much easier! I gave you and your editor the proper credit for it in the rewritten introduction page 1 of this mod.

The imported old 180x180 map had the specialty, that there are a lot of tiles of coastal terrain directly bordering to ocean terrain with no sea terrain between the coastal and the ocean terrain. Your editor handeled that speciality of the map without any problems. Here is a screenshot of the imported map with the RARR 1.7 biq (I did this screenshot with the old Firaxis editor, so everybody, who is not used to your great editor, can understand this screenshot, too). Quintillus, your editor really is a great work! :clap:

rarr-earthmap-jpg.551292
 

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Hi Quintillus,

Previously, I had several ideas about in civilization 3 that I couldn’t implement with my previous maps with the Firaxis editor.
(Earth Mod, Earth Globalism Mod)
I was intrigued by your editor because I saw some very positive things about him in some of your games.
I have downloaded the editor, now i am a beginner in using your editor, the java problem has been solved (Win XP), so it works.
My previous, unrealized ideas on the map:
For example, can climate elements be imported as non-units?
atmospheric events that affect the gameplay a bit would usually not be visible, just a text message would come that 'the storm has damaged our units at sea',
or if so, they would appear in a way like a volcano animation, e.g clouds would gather that lightning.
There could also be a drought which occasionally weighs the squares next to the desert: -1 production
Better production in the rainforest area: +1 production
Would appear randomly on the map, similar to volcanic eruptions

I had an idea before that, for example, a sea storm would give -1 life to the naval units if it broke out in the waiting circle.
An earthquake would also damage 1-1 buildings in cities if it were built on terrain where this setting is common.
favorable winds or (ocean, sea) currents can be included in this game, (when ships move in a certain direction, they would get a better point of movement than would otherwise be the case, they would take their point of movement if they moved in the opposite direction. if you move in the opposite direction, you could move less.

Another..., I like the fact that barbarians are able to develop their units, this is a very good opportunity, as later pirates, they are always able to evolve.
Can it be solved that a barbarian camp assigned to a certain people gives a kind of unity that I have set up for that barbarian residence.
e.g. African barbarian residences in Earth mode only give African units (which I assign there), American Native ‘barbarian’ residences give Native units, etc.?
Since this was not allowed by the basic editor of Firaxis, no units were produced by the barbarian villages in my mods, they were only units placed there.

Can the image of cultures be expanded into the editor, instead of the Mediterranean peoples, African cultures had to be set up in Earth and Earth Globalism mode (this, unfortunately, if I guess correctly, cannot be solved)?
so it is not added to the 5 basic cultures (American (Native), European, Mediterranean, Asian, Middle Eastern) even more,
for example, this is South American (native), it would not be so important anyway, African and Oceanic, etc. Which appear on the city screen like any other ethnic group.
 
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On the climate/weather questions:
  • you can have landmark terrain that looks identical to the base terrain. You can also make an overlay terrain (forest, jungle, or etc.) that is invisible. Those are two ways to have terrains that affect movement, production, etc without giving visual clues.
  • One unique thing you can do is make one tile invisible oases in the desert. The standard Flood Plains use the desert as a base terrain. A one tile Flood Plain adds nothing visual, but has all the values of Flood terrain.
  • AFAIK terrain cannot damage units. OTOH you can have completely invisible unit by making a flc that just is empty background. Make them immobile & assign them to the barbarians to create a negative effect caused by a particular terrain. Or assign one civ to "Nature" - there are nature units such as storms already made, and ways to make such a civ are discussed in other threads.
 
Is there a way to load a sav and convert it to a BIQ?
The documentation makes it seem like you can but I cannot for the life of me figure it out.

Edit: I see the extract BIQ from Sav function but the option to extract the map and the cities etc are grayed out.
 
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