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Cross-Platform Civ3 Editor

Cross-Platform Editor for Conquests now available! 1.51

Can't get this thing properly running on anything, finally I got it kinda running on a win7 VM with the liberica jdk.... but I can't see anything because it has a refresh problem and the text don't display or displays garbled.

I have tried Linux native, winxp VM and win10 VM with various java versions.

I consistently get a message that it depends on components removed in a version of Java 11 so no clue how it's supposed to run on later versions.
 
Hello,

The Firaxis editor can be used to take up to 512 cities per map. Quintilos's editor overrides this restriction?
I work on a map of 360x360 as it seems to be quite a ventilation so...
 

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The Quintillus editor is not overriding the 512 cities limit. Flintlock is working in C3X to expand that limit in one of his future versions of C3X.

The Quintillus editor has other great advantages. :)
 
Does the negative value for bonus resources work in game? An improvement generated bonus resource that causes negative food in exchange for shields could benefit food rich but shield poor cities and of course the AI that would just over irrigate late game.
 
@Predator145
Yes, it does work. The mod Rise and Fall of the Roman Empire used that to simulate the effects of "overfarming". What I do not know is what happens if the final value is negative. I think it caps at 0, but I haven't tested that.

@Quintillus
I found a scenario that can not be properly loaded with this editor yet you can with the base one. In particular, the map view breaks. This one: https://forums.civfanatics.com/threads/guerra-pacifico-1879-1884.447791/
I attach the log. The first 4 errors appear as soon as the map view is selected. The others error are logged as I click looking for the offending tiles tiles causing the error. While I can edit the rest of the rules, it seems no change on the map itself are possible with this editor (no apparent issues with the vanilla one). The tiles in question are to the left of "Puerto Vilamil".
 

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After adding a buncha bonus resources (I wanted strategic, but since that would trigger the phantom resource bug I ended up having them be bonus resources instead) that are meant to be C3X improvement generated only I now run into the problem of the Quintillus editor messing the terrain adding them up. But now I can't add any bonus resource to any terrain. What's the cause of this? Every time I save the editor undoes the bonus resource.

Can someone open the biq and check what's wrong please? I can't use Firaxis editor as my new computer can't seem to open it.
 

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@Quintillus While digging around inside the EXE, I found that there's an undocumented unit type special action (bit 0x80000 between enslave and sacrifice) that doubles gold from city capture. That bit is also referenced in the method to damage a city by bombardment and there it appears to skip the BOMBFAILED map message, not sure what that's about. It's something you might want to add a checkbox for in the editor.

Another thing I'd like to bring to your attention is that the bitbucket link for the Civ3 Shared Components is broken on the editor's sourcehut page.
 
@Quintillus While digging around inside the EXE, I found that there's an undocumented unit type special action (bit 0x80000 between enslave and sacrifice) that doubles gold from city capture. That bit is also referenced in the method to damage a city by bombardment and there it appears to skip the BOMBFAILED map message, not sure what that's about. It's something you might want to add a checkbox for in the editor.

Another thing I'd like to bring to your attention is that the bitbucket link for the Civ3 Shared Components is broken on the editor's sourcehut page.
Thanks for pointing out the broken link. I've now fixed that, as well as made a few formatting improvements.

Looking at the editor code, I'm pretty sure that's the same field that is referred to as "Causes Collateral Damage" in the Unit tab. In the complex binary parsing code that I thought of back in college, it's right in between the other two that you mentioned:

Code:
        divBy = PTWSpecialActionsCopy/(int)(Math.pow(2, 20));
        if (divBy == 1)
        {
            sacrifice = true;
            PTWSpecialActionsCopy-=1048576;
        }
        divBy = PTWSpecialActionsCopy/(int)(Math.pow(2, 19));
        if (divBy == 1)
        {
            collateralDamage = true;
            PTWSpecialActionsCopy-=524288;
        }
        divBy = PTWSpecialActionsCopy/(int)(Math.pow(2, 18));
        if (divBy == 1)
        {
            enslave = true;
            PTWSpecialActionsCopy-=262144;
        }

There are two commits from August 11, 2020, adding that support, the one for the block above noting, "Added initial extraction of the undocumented part of PTW Special Actions", and the UI part noting "Added field support for undocumented PTW Special Actions".

That happens to be 19 days before this thread was created, so unfortunately I cannot simply look for posts in this thread before this time to find out why I called it "Causes Collateral Damage", and I don't remember where I learned its purpose then (the Apolyton documentation does not mention the latter PTW Special Actions, hence the "undocumented" part, and that was my most common source back then).

I'll poke around the forum search a bit and see if I can find an answer to that, and update this post if so (or make a new one if it's over an hour later - if I don't post what I've found out now, I might close the browser without doing so later).

----------

Update: Found a few mentions in a 2023 thread, culminating in this post where Civinator screenshots the Firaxis editor's documentation on "Causes Collateral Damage". That is likely where the name in my editor comes from, most likely I compared two BIQs in a hex editor after enabling that flag in the Firaxis editor to figure out where it was set.

I'm wondering if this PTW Special Action field is the same one you are referring to. Both what you've noted and conventional knowledge have to do with bombardment, but I'm wondering about that doubling gold from city capture. Perhaps that hadn't been noticed because the average player isn't especially concerned about gold from city capture most of the time? In a regular game, about the only time I expect I'd be able to notice the difference is if I had opened the diplomacy screen prior to capturing a rival's final city, took note of their gold, decided to capture the city, won with that unit, and captured more gold than they had.

Additional quotes on Collateral Damage mechanics:

Rocoteh in 2004 (quoting Bob1475 on a suggested implementation of it)
WildWeazel in 2004 (noting it only uses excess bombard after a successful base bombard)
El Justo in 2004 (saying that it can cause improvements to be destroyed)
Pounder's thread in the topic in 2006

I have not verified the functionality described in those links. It will be interesting to see if you can confirm or deny some of the nuances described above.
 
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That screenshot in the linked post is from the Civ3ConquestsEdit. May be more interesting are the screenshots, that a bomber with the combination of precision bombing and collateral damage sometimes can take out two buildings with one bombing raid. Unfortunately that save file, where this situation can be reproduced, is not existing any longer.
 
Looking at the editor code, I'm pretty sure that's the same field that is referred to as "Causes Collateral Damage" in the Unit tab.
Ah, this is the code I was looking for when I ran into that broken link. I was wondering how you had handled that bit in the editor and if you'd left it as a placeholder or had it tied to something else. I'm still working off the BIQ format breakdown that I inherited from Antal1987, and he left a placeholder name for that bit. Now that I look for it, I see he also never identified the collateral damage flag, which I never would have guessed was related.

I'm wondering if this PTW Special Action field is the same one you are referring to.
It is, yes, the collateral damage flag that I found. That flag also doubles city capture gold. It's easy to test even with the Firaxis editor, that bit is controlled by the "Collateral Damage" checkbox on unit types. You just have to give land units a bit of bombard strength to enable it. It's odd that it works like that and I wonder if it was intentional. It feels like something left over or half finished, or maybe they just forgot to mention it in places like the Civilopedia. In those threads you linked, someone said that the Berserk in the Middle Ages scenario does collateral damage, it does have the flag set and its Civilopedia entry says "They may cause collateral damage (through looting and pillaging) when attacking a unit in a city." Maybe "looting" is supposed to mean double capture gold?

I looked around inside the EXE for how collateral damage was implemented because I wanted to see exactly what it does any why I missed it. Oddly and annoyingly, I don't see how it's implemented in the bombard logic, but that might just be because the decompiler does a poor job on that function. It leaves gotos all over the place so it's hard to follow what gets done when. I can see that there is a method to do collateral damage called by the main method that handles unit combat. An interesting little note, the method itself is able to cause damage to tile improvements underneath the defending unit when that unit is outside of a city, however the main method will never call it in that case so that functionality was presumably planned at some point then removed. I also read in those threads that units use their leftover bombard strength to do collateral damage and that defenders contribute to collateral damage, but I don't see evidence for either of those in the code.
 
I'm wondering if this PTW Special Action field is the same one you are referring to. Both what you've noted and conventional knowledge have to do with bombardment, but I'm wondering about that doubling gold from city capture. Perhaps that hadn't been noticed because the average player isn't especially concerned about gold from city capture most of the time? In a regular game, about the only time I expect I'd be able to notice the difference is if I had opened the diplomacy screen prior to capturing a rival's final city, took note of their gold, decided to capture the city, won with that unit, and captured more gold than they had.

Additional quotes on Collateral Damage mechanics:

Rocoteh in 2004 (quoting Bob1475 on a suggested implementation of it)
WildWeazel in 2004 (noting it only uses excess bombard after a successful base bombard)
El Justo in 2004 (saying that it can cause improvements to be destroyed)
Pounder's thread in the topic in 2006

I have not verified the functionality described in those links. It will be interesting to see if you can confirm or deny some of the nuances described above.
Hmmm, I will have to look at that. I always check for gold after capturing a city.
 
@Quintillus Any chance of adding ability to modify "prototype" data for builds and units for the "apply rule changes" for the SAV actions?
I've got a modded monstrosity marathon map game going that I've been playing slowly through for months, that I made a few mistakes with stats/flags of industrial era buildings/units originally but I'm too invested in the game to restart it with fresh and fixed rules. I'd want to fix those on my ongoing game before they become a problem, but currently your editor doesn't seem to update rules for those tabs in it - I've made an updated map with fixed rules, applied new rules through SAV actions which then said the operation was successful but values and flags for units/buildings don't get updated neither in-game, nor when I extract the map from updated SAV to check if the rules changed.
Or do you know perhaps any save editor that could do that? Thanks in advance.
 
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