Cross-Platform Civ3 Editor

Cross-Platform Editor for Conquests now available! 1.51

Yes, I thought about this method too but resource will be visible within other faction borders. Hmm, maybe not the resource then but something else?
If set properly, that resource can only be seen and used by the civs that have the tech for that resource. Such a resource can appear with the set chance of appearing on every allowed terrain tile on the map. A tile that holds such a resource can hold no other resource and therefore reduces the chance for other civs, that don´t have the needed tech, for tiles with containing other resources.

Since CCM 2 this can be seen with the two Nazca resources (spider and colibri), that Pounder thankfully created on my request and that are only allowed for mesoamerican civs in CCM.
 
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Virtual resource produced by improvement? So it would be an unit?
Virtual resources in C3X can be set to be used in all cities connected to the tradenet or only in the city where the building is located, that produces this virtual resource. The last methode is especially great to allow different buildings as an alternative prerequisite for a building or a unit. Per example in CCM 3 (the first mod released with this and other new options allowed by C3X) there exist mosques, churches, wats, mandirs and so on as different religious buildings, that all produce the virtual strategic resource faith in the city where they are located and that resource is the prerequisite for the building Religious Center (= Cathedral).
 
can someone tell me how to add custom civilizations to this editor as well as custom units, i need a bit of help creating a scenario where a far right group in Germany brings back the NSDAP to power, and the federal republic of germany has to stop them.
 
churchill47477, welcome at CFC! :band:[party]

Here is the link to the Civ 3 tutorial and guides forum at CFC: https://forums.civfanatics.com/forums/civ3-tutorials-reference-guides.57/

In the Civ 3 tutorial and guides forum you can find several tutorials and guides to help you in starting modding Civ 3, among them the following:

 
thanks for the help civinator, im trying to use the "download units" button on cross platform editor, but the unit i choose, a cuban il-28 isnt downloading for some reason.
 
Than load the units directly at CFC without the Quintillus editor and add them to your mod as shown in the tutorials.
 
7zip, WinRAR and so on are software that must be installed to decompress the downloaded files. 7zip is free and, as far as I know, WinRAR is still free in a certain trial periode. You have to look for them in the internet and to install them at your pc.
 
You don't need to use the command line, just go to the compressed file that you downloaded, and extract it.
 
ok, either i'm really stupid, or i'm doing it the wrong way. this is what im trying to do. im using this part of the interface to try and download my units
1735998696541.png
 
thanks for the help civinator, im trying to use the "download units" button on cross platform editor, but the unit i choose, a cuban il-28 isnt downloading for some reason.
Unfortunately that button hasn't been operational since the most recent forum upgrade, which changed some parts of the download section. I've been considering either removing the button or upgrading the download process to be compatible with the most recent forum upgrades, with one of the debates being if enough people were using the button for it to be worth putting in the higher effort of upgrading it. I think you are the first person to have mentioned trying to use it since the forum upgrade.

The traditional process of downloading via a web browser, putting the file in the proper location, renaming (if need be), and adding a unit via right-click on the units list --> Add Unit is still viable. The in-editor option, prior to the forum upgrade, would have done the parts after "downloading via a web browser" for you, with a prompt for what you wanted the unit to be named.
 
If I remember correctly your editor allows to add 33 or 34 factions, is that correct still or this option was removed? I tried to do that but I only read a pop-up messeage abour incompattbility with the game.
 
If I remember correctly your editor allows to add 33 or 34 factions, is that correct still or this option was removed? I tried to do that but I only read a pop-up messeage abour incompattbility with the game.
It's still possible. You should get a pop-up like the following:
1736391402277.png

I added that a few versions ago to make it more difficult to accidentally add too many civs and thus render a BIQ unplayable, while still allowing it for cases where someone wants to experiment with it, or add a 33rd or 34th prior to removing an existing one.
 
Ok, it's working, nice. So what is the maximum number of factions I can add and not have a crash later?
In Player options when I add 41 civs I see pop-up like this

/edit? ok, I think I know now how it works. I can probably add more civs in editor to be available in the game but only 31 can be on the map during the game at once.
 

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There seems to be an issue with adding new resources and having the terrain allow them to appear. The editor refuses to save that change. And when I open stock game editor all the resources in that editor has been messed up. What could have caused this? And then the next day I can't even open stock game's editor, having run into the good ole "could not locate".
 
I have had a similar issue. A couple of times now I have had to completely recreate my BIQ from scratch because of adding a resource.
 
That sounds like you're actually working on your un-copied / un-backed-up original. That part at least should be easy to avoid in future; I'd say with absolutely everything you do.
It doesn't fix the problem at issue here, of course, but at least it minimises any potential damage - and it's pretty easy to effect.

Those of us who work in IT have this drummed into us regularly over the years but we can forget there are still those either younger or who have a different set of experiences, such that they haven't been quite so exposed to this 'hack'. Good luck :)

I'm also interested to see the response from @Quintillus when it comes. I've often been impressed by the quality of his product (That wasn't supposed to make him sound like a drug dealer :-D I mean his Civ Editor of course ;-)).
 
I read other posts from the past about using nuke's negative effect set on units which are not necessary nukes but let's say riders. I want to make one building to have the same bad diplomatic effect like Manhattan Project and use this building to auto-produce rides with ICBM setting. In vanilla editor this unit is not even visible in the when I set this like that. I wonder if someone experimented with Quintillus editor.
 
I read other posts from the past about using nuke's negative effect set on units which are not necessary nukes but let's say riders. I want to make one building to have the same bad diplomatic effect like Manhattan Project and use this building to auto-produce rides with ICBM setting. In vanilla editor this unit is not even visible in the when I set this like that. I wonder if someone experimented with Quintillus editor.
Giving a unit the nuclear ability only affects the buildability process, not what the AI thinks about it. It's the AI strategy that determines that. I assume your riders have the offensive AI strat. Then the AI still treats them like they're normal offensive units.

When I tried giving naval aircrafts the tactical nuke AI strat and carriers the missile carrier AI strat the AI would load them on to their carriers, not rebase away, float up to my shores but never bombed me because they think it's a nuclear weapon despite the bombers being conventional. So I nuked them for real and then they started bombing.
 
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