Cross-Platform Civ3 Editor

Cross-Platform Editor for Conquests now available! 1.51

Hi, I'm a total noob who has yet to even test play his first modded scenario. I was using the Editor well until suddenly I couldn't load my BIQ that has the Scenario Properties reading off my main folder called "My Mod". The editor can still load other BIQs just fine as long as they don't read off My Mod. But as soon as I set up a dummy BIQ and set Scenario Properties to My Mod the editor freezes when I open that BIQ.

I have no clue what causes it. But it happened after I've used the Firaxis Conquest Editor to alter terrain such as giving hills and mountain tiles +1 food when irrigated. I've also noticed that the Unit Osman in the Firaxis Conquest Editor has somehow migrated down to where it's among the new added units.

So what can be done? I've tried removing the editor and then extracting it back again but the problem persists.
 
Hi Predator.

It's generally too late to give this advice in order to be as helpful as possible but with any such work based on computers it's imperative to keep copies of whatever work you're doing. As I say, generally this comes too late for the current situation but certainly worth baring in mind.

Hopefully Quintillus will be able to jump in with some more specific advice for you as all I can really do is hopefully help you to avoid repeating the situation.

Anyway - good luck.
 
Hi Predator145
I’ve had similar problems more than once.
Continually changing the parameters of your game and saving over the same file each time knackers your mod. Regularly save your mod under a new file name to prevent that issue. Though, that might not be your problem.

I can only think of two options.

A) An unpopular option would be to rewrite your game in a new .BIQ. I do that once a year or so anyway because I don’t stop tweaking my games.
B) If you can load your .BIQ on the Firaxis editor, delete an area of your mod and save it as a separate file. Test to see if you can load it; if not, try a different area of your game. Keep stripping things back until it loads then you can isolate the problem.

keep backups and test frequently.
 
Quintillus, it would be a very interesting feature, if units with a different nationality compared to the nationality of a civ can be produced, as it is reported, that enslaved units, that can be upgraded to artillery or directly enslaved to artillery are used offensively by the AI.

In the last version of your great editor I found some unknown boxes, marked with a 3, in the units and the civ rules pages. Could this be the setting for the nationality of the units and citizens of a civ and can this be changed?

nationality1-jpg.557809


nationality2-jpg.557810


In the general general settings page of your editor, there is a button 'Update'. What can there be updated?

update-jpg.557811
 

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I know that it's not exactly what you want, but there is another way to make "foreign" units: make troops cost population. The created unit will take the nationality of the used pop, and be free of maintenance in the process.

Not related, but the editor allows me to place barbarian units directly into cities. At least, on those with no other garrison. Surprisingly, it didn't crash immediately upon load. The normal editor doesn't show them, and you can't really tell with this one. I only realized when doing a bug hunt for unrelated reasons. I attach a test file.

With further testing, this is what I found:
- The barbarian unit won't sack the city, but rather fortify in place.
- Attempts to create units on that city units fail.
- Buildings are created normally.
- If done with units of another civilization, the city will be destroyed with no warning. No ruins either.
- In this case, the normal editor tries to change ownership of the city.
- Changing the ownership of the city on the editor fixes the mismatch.
- Destroying the barbarian city allows a return to normalcy.
- Renaming cities can sometimes remove the anomalies in game, but not in the editor. Also, the game will star to ignore some setting, like debug and reveal map. (TEST_2)
- It tricky to set up. The city need to be a player, not a civ. Otherwise, it corrects itself in some way (either one is deleted, or it changes ownership)

As far as I can tell, if you try to place a unit of X nationality and then select a city and immediately add a unit, the nationality remains at whatever was chosen before. It seems true for both Player and civilization mode.
Test_1 has a city with a barbarian garrison
Test_2 has a partially corrupted file due to the weird interaction this causes.
 

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Hi Arcangelus.

Military units from population is a good use of foreign citizens in your captured cities. Nice idea. Another is to create Workers & Settlers from them - BUT - beware if ever you Build a foreign Worker or Settler into one of your cities they go in as a citizen of the foreign population and they NEVER convert.
 
Does anyone know which one of the building effects stack up? We know that science and commerce multipliers as well as production bonuses stack up with multiple wonders and improvements. However 'stores food' only happens once. +1 gold per gold producing tile does stack once you get out of despot. What about '+5% interest', 'More Leaders', 'Stronger Armies', 'Half cost upgrades', 'Increase water trade', '+1 food in water'?

And if I were to add a new building that already performs an unstackable function like 'storing food' would the AI still then build a redundant granary?
 
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Predator145... Here is a Buildings Flag Chart and the AI doesn't tend to Build Redundant Buildings, of course I have seen the AI do many things it is not suppose to do :)

Buildings Flags Chart

* = Cumulative Building name Must be near Water Must be near River Replaces all with this flag Req. goods must be within city Radius
Center of Empire
Veteran Ground Units
Veteran Air Units
* Doubles sacrifice
* +50% Research
* +50% Luxury
* +50% Tax
* Resistant to Propaganda
* Reduces corruption
* Reduces War Weariness
Allows city size 2
Allows city size 3
Doubles city growth
Stealth Attack Barrier
Capitalization
Removes Pop pollution
Removes Bldg pollution
Increases Luxury Trade
* Increases Trade in Water
* Increases Food in water
* Increases Shields in water
Can Explode or Meltdown

*5% is up to 50 per turn
Settings such as Increases Chance of Gaining a Great Leader, Half Cost Upgrades, etc.. can be different for multiple Civs but only one per Civ is used.
 
Been a while...and its now 2020 (saw my earlier post...)! Looks like I'm going to be doing some modding again on one of the mods I had 95% finished back in 2017. An issue I never fixed was one relating to how I incorporated my "events" and I needed a hacked editor for the method I was using. But I can't seem to open my mod into your editor. Seems to be the Java issue, but the link you provided doesnt seem to be working anymore? I looked back at posts and I havent seen an update on the status, so I assume Java 11 is still a major issue for the editor?

I'm currently using the most updated java for my Java classes at college, so don't think I can downgrade though.
 
Hi Nathiri.

Would a virtual machine be something you could work with? You could configure it differently from your main one with its own version of Java. Just a thought.
 
Been a while...and its now 2020 (saw my earlier post...)! Looks like I'm going to be doing some modding again on one of the mods I had 95% finished back in 2017. An issue I never fixed was one relating to how I incorporated my "events" and I needed a hacked editor for the method I was using. But I can't seem to open my mod into your editor. Seems to be the Java issue, but the link you provided doesnt seem to be working anymore? I looked back at posts and I havent seen an update on the status, so I assume Java 11 is still a major issue for the editor?

I'm currently using the most updated java for my Java classes at college, so don't think I can downgrade though.

Unfortunately, I think that Java 8 is the magic number.
 
Hi Nathiri.

Would a virtual machine be something you could work with? You could configure it differently from your main one with its own version of Java. Just a thought.

Don't think I'd go through all that trouble just for Java in order to edit a small setting in my mod :). I'll probably just figure out something else.
 
What do flags like Culture, Growth, Trade, Happiness and Production in the 'build often' section of civilizations do? So Culture would encompass both science and happiness buildings? Could Growth be things like aqueducts and hospitals? Trade be Markets, Banks, Stocks, Commercial Docks? Production be Factories and Powerplants?
 
I would expect Culture to cover all buildings that give rise to culture. Growth would be Aqueducts & Hospitals as you say, but also Harbors maybe. Actually, I'd say your ideas of what's involved for each are pretty much on the money.

Essentially, any building that affects the specified area would be included in the list of those given precedence.
 
What do flags like Culture, Growth, Trade, Happiness and Production in the 'build often' section of civilizations do? So Culture would encompass both science and happiness buildings? Could Growth be things like aqueducts and hospitals? Trade be Markets, Banks, Stocks, Commercial Docks? Production be Factories and Powerplants?

Many years ago alexman, along with others over at Apolyton, were trying to make the AI play better by changing different things in the biq, and among some of my notes from back then was this-

Trade= harbors/marketplaces/airports
Wealth= marketplaces/banks/workers, not just 'wealth'

Unfortunately my notes don't say exactly what culture, growth and production cover, but I'm sure your assumptions are pretty close. Also I don't know how accurate this info is cause I never saw how their changes actually worked out.:(
 
Since we're on the topic of using the editor to improve AI performance how do flavors work? I've read some of Alexman's threads but don't quite understand them. Apparently it's more complex than just assigning a building/tech to a flavor and then give a civ that flavor.
 
Since we're on the topic of using the editor to improve AI performance how do flavors work? I've read some of Alexman's threads but don't quite understand them. Apparently it's more complex than just assigning a building/tech to a flavor and then give a civ that flavor.

Bluemofia explained how it should work here; but I think you should delve through this thread - and it ain't pretty. Also, be aware that there some confusions there, conflating "Favorite/Shunned" Gov type with flavors.

Please post any insights/discoveries you might uncover.
 
Has anyone tried putting Settler into the advanced barbarian unit slot? Would that result in barbarian cities producing certain units that the player makes available to barbarian chiefdoms?
 
Hello again! I hadn't exactly planned to take a break from CFC, but after an initial burst of energy in late March/early April, isolation started taking its toll, and continuing old habits from the previous world was no longer comforting. So I took refuge in cooking, movies, and hanging with my friend who caught the coronavirus in early March and had since recovered. Add in some instability at work, which had been brewing since mid-2019, but hadn't really manifested itself much until January/February, and CFC fell out of my regular habits. But between resolving the instability at work, and finding a better balance of hermitage/socialization, things are going better for now, and I started dabbling in the editor's code again starting in late July.

There will probably be an update soon, as a few small features have been added, and at least one two bugs fixed. But it looks like I have a few posts to catch up on. Pardon if there's a double/triple post; I'd rather not reply to 15 posts in one, and have a mega post.

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

I just noticed this; one "word" - :clap:

Thank you both! Cinvinator, I'm glad that worked well; that is the sort of thing I was hoping would become significantly easier when I was working on that piece of functionality. Having more custom maps using popular scenarios' rule sets always seemed like such an opportunity.

Ozymandias, I am glad you are back, and happy to see that you've been posting quite a few threads in the C&C forum! Looks like I have some things to read!

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.

One of the unfinished features is reading enough of the SAV to read where cities/units/etc. based on where they are in the SAV (versus where they were in the original BIQ). Alas, until that is completed (and it isn't an quick step), those options can't be enabled.

I solved the problem by removing a dummy resource I set up in the pediacon.

Interesting. Relatively recently, I started reading the pedia icons for resources and displaying them. If I understand it correctly, the problem was related to a new resource entry in the pedia, not a new resource in the BIQ? It's quite possible that I may need to add more error handling for syntax issues or edge cases in the pedia files.

Quintillus, it would be a very interesting feature, if units with a different nationality compared to the nationality of a civ can be produced, as it is reported, that enslaved units, that can be upgraded to artillery or directly enslaved to artillery are used offensively by the AI.

In the last version of your great editor I found some unknown boxes, marked with a 3, in the units and the civ rules pages. Could this be the setting for the nationality of the units and citizens of a civ and can this be changed?

nationality1-jpg.557809


nationality2-jpg.557810


In the general general settings page of your editor, there is a button 'Update'. What can there be updated?

update-jpg.557811

Those boxes that have "Unknown", ?3, or no label, are fields that are unknown according to the Apolyton BIX/BIQ Documentation, and for which I have never found their purpose anywhere else, either. For ?3 in particular, the Apolyton documentation lists:

Code:
    4   long        require support
    4   long        ???
    4   long        ???
    4   long        ???
    4   long        ???
    4   long        enslave results

The first question mark is now known to be the useExactCost variable; which controls whether "8" in the unit cost means 8 shields, or 80, for example. A value of 7 means "use the cost literally"; I don't remember what value means "multiply it by 10", but have seen old BIQ (or maybe BIX/BIC) files with that value. The second question mark is telepad range, which is more self-explanatory. The next one is the one labeled ?3, as it was the third question mark in the documentation; there are 8 question marks overall, plus one unknown short, among the Apolyton docs. We've also since learned that question mark 4 is the number of legal unit telepads, and 7 is the number of legal building telepads; the others remain unknown.

So from top down, those fields along the right of the unit tab are unknowns 3, 5, 6, and 8 - the ones we don't know yet. Back in the day, one of my goals was that by allowing those to be modified, it might help us discover the functionality of some of them. I don't know if that has ever happened, but it's there to be experimented with. It may be that none of them have been implemented in Civ3, or perhaps some have. It's also noteworthy that two of the ones we did figure out where a "number of items in a list" variable, and if the value was greater than zero, then additional variables would be in the BIQ. So simply setting them to non-zero would have caused Civ to crash when loading the BIQ... I suppose that means it's a hint that if setting the last one (the only non-zero one) to a non-zero value causes Civ to crash, it may well be a "number of items of some type" variable.

I don't expect that they would correspond to nationality, because that would mean that all units of that PRTO type would be of a particular nationality. However, there are those four unknowns, plus the unknown short, which isn't visible in the editor (after the initial build-out, I stopped being as enthusiastic about adding every variable that could make it easy to create non-working BIQs). As such I can't rule it out entirely.

Good question about the "Update" button, too. It dates since time immemorial - it is present in the very first code commit I have, from April of 2010 (although actual development started in 2009). In early prototypes, switching between items in a list of e.g. civs or units, would cause the editor to take the values in the text fields, drop-downs, etc., and update its local in-memory copy of the BIQ; this still happens. There was no map tab then. But the rule tab didn't have a list of rules to choose from. So instead, I added an "Update" button that would do the same functionality of updating the local copy of the BIQ. That way, if you saved it to disk, your updates would appear in the saved copy.

For a very long time now, probably since before the first public release, the editor has also updated its local copy upon switching tabs, and then also added a request to the tabs to make sure all their states were saved before writing to disk. So while it still updates the in-memory copy of the BIQ when pressed, that no longer has any real purpose, and it's obsolete. It should probably be removed.[/CODE]
 
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