Cross-Platform Civ3 Editor

Cross-Platform Editor for Conquests now available! 1.51

I have a couple of large maps I've been working on - at the graphics stage, prior to converting them to biqs. If this is a problem you still need testing on let me know. Even if the maps are not ready for posting/uploading to the db I can still run them through the mill. Even multiple times with variations in size if needed.

It would be interesting to hear how someone else's experience goes with it, and that way if there is an issue I can optimize that area before you're ready to do it for real. I have imported large maps, but I have generally had plenty of memory.

The PC is old and slow. Systemsteuerung (sorry, no idea how it is labeled in the english version of Windows) says that it has 2,0 GB of RAM.

The Editor allways runs out of memory, when I swapped the unit/building list from old (fixed) to new (swing) listing. After restarting the editor, it runs without memory warnings (except that I do not check the logfile each time ;) ).

This is what your editor says with my huge BIQ-file open:

30992073pt.jpg


PS: I have added in the mean time two new units (one air, one land) with the new version: Both are lacking the "Go to City X" button in game (as the Porsche Tiger pictured on the previous page of this thread).

I will have to think about the always-running-out-of-memory thing. The dialog does indicate it should be able to use up to 250 MB or so - and that Java already has permission for that - and as long as you don't zoom out, it looks like you are probably okay - at the least, you are well below the limit at the time of that screenshot. I'd been afraid perhaps it only had 64 MB or so, but while 250 MB is quite a bit lower than the limit on newer systems, it isn't super-low.

But that does let me know what to test it with - I can set up my system to simulate only having 250 MB available.

I'm also somewhat familiar with old systems - the laptop I typically use is from 2007, although it does have 3.5 GB of memory. It's amazing how much I can still do on a system from 2007 with an operating system from 2001, though, even considering a couple hardware upgrades over the years. But that being my laptop, as well as being on XP as a main OS until last year, is why I'd like to keep things working on older systems.

---------------

As for the crash, I have verified that something in the switch from Java 1.8.0_131 to 1.8.0_151 caused the issue, testing back and forth with both. Still investigating what I can do from a code standpoint to work around it - but in the meantime, I found a somewhat clunky workaround. When I copied the glass.dll file, which the Java crash indicated was where the issue occurred, from my _131 install into my _151 install folder, it fixed the problem.

To work around the issue locally, go to C:\Programme\Java\jre1.8.0_151\bin\, and rename glass.dll to something like glass_backup.dll. Then download the update 131 version I uploaded here (on my e-mail's file storage system), and save it as glass.dll in the same folder. The new lists should now work properly - at least, it did when I followed the process locally. If it works worse than before, there's still the backup.

I'm investigating the interim Java updates to see where exactly it broke, and may file a bug report or think of a way to work around it from an editor standpoint, as opposed to overwriting a DLL file (which may have to be repeated when Java updates itself). But that should get it working for now.

I'll take another look at the go-to-city issue and see if I can reproduce that.

------------

Update: Investigated the crash more, it was update 151 that introduced the issue. I was also able to reproduce it with almost the simplest possible JavaFX code, so I'm now confident that it is a bug in Java and not in the editor's use of Java. There is an update 152, but it doesn't solve the issue.

The downside is that as almost the simplest possible JavaFX code triggers this issue, it is very unlikely that I could work around it. However, the copy-pasting of the older glass.dll does seem to work. The upside is that as this can be reproduced using very simple code, there is a chance that it might be fixed in a future Java update.

Whether it will be fixed after I submit a bug report, I don't know. XP isn't officially supported, but Java 8 has run on it for years and I know they've fixed some XP-specific issues in the past. It also seems to be a fairly noticeable bug.

I'm currently trying to install Windows Vista on my laptop so I can see if the issue occurs there (it does not occur on 8.1, with the same update of Java). Vista is officially supported for Windows 8, so if it happens there it's more likely that it will be fixed. I don't have Windows 7 to test with, but if it happens there the chances of it being fixed would be much higher. If anyone has 7, testing the new "Add"/"Rename" buttons for units would be appreciated!
 
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Ok, I have tried the glass.dll exchange, but it did not work on my PC. Once I select a BIQ for loading, the editor hangs up and could only be forcefully ended.

After changing back to the 151er glass.dll, the editor works normal again.

I will have to use the old style for now (it could be worse ;) ).
 
Hmm, maybe there's something slightly different with the glass.dll in the German and English versions, or maybe it's because I have the developer install of Java. :(

I have submitted a bug report to Oracle, with review ID 9051646 (including here so I can find it easily). I somewhat doubt that it will wind up being fixed, since it doesn't occur on Vista and thus doesn't occur on an officially supported configuration, but there's a chance. If I do wind up hearing that it's fixed, I'll be sure to post here. The one good thing is the timing - it's a new bug, and there are still 10 months of Java 8 support remaining, so if they decide it's serious enough, it might be addressed.

It does make me glad I left the old style option there. In 1.11 I'll add a check to make it always enabled in the specific case of update 151+ and XP, and if the Java bug is fixed, I'll narrow that down later to only be 151 through the last update affected.
 
Version 1.11

Version 1.11 is now available. This update focuses on reordering units and technologies with custom player data, but has a couple of other fixes as well. You can download it here.

Changes:

  • You can now reorder units when there is custom player data
  • Fix a few issues relating to custom player's starting technologies, and reordering techs. They should now always be accurate after a reorder.
  • Fix Go To City and Sentry (Enemy Only) advanced unit actions not being present on new units, even when Go To/Sentry are checked
  • The tech icon will be cleared out if a tech that doesn't have a valid icon (based on its Civilopedia entry) is selected
  • The tech icon will no longer show up on other tabs when save/autosave occur
  • Enforce using the old list type on Windows XP with the latest Java update (and call it "old lists" in preferences)
  • Slightly nicer output from the BIQC tab for starting units for custom players

The third item is rather interesting, and is what Kirejara reported on pages 45 and 46 in this thread. It turns out that these were missing because the PTW Actions Mix, which I had thought was no longer used in Conquests, contains the data for Go To City and Sentry (Enemy Only). However, only one toggle in the Firaxis editor controls both Go To, and Go To City; and similarly for Sentry and Sentry (Enemy Only). I have replicated the Firaxis editor behavior to address the issue. However, it does lead to a couple follow-up questions. The first being, are other advanced unit icons also affected (which I will be investigating). The second is, what would happen if we add separate toggles for the Action Mix? Could we have a unit that could Go To City, but not Go To just any tile on the map? Although you could perhaps stop the unit between cities and fortify it, it's still a potentially interesting middle group between immobile city guards, teleportable city guards, and regular defenders that can escort units or guard chokepoints. I will also be investigating whether this option works in practice, as well as other potentially interesting PTW Action Mix items.

For units that you already added and don't have Go To City or Sentry (Enemy Only), viewing them in the editor and then saving the BIQ should be sufficient to restore those advanced unit actions.
 
It works for me.

While I have not entered new units yet, I screened through the newer units in my mod to reactivate "go to city X" and played some of them on a testmap.

Both "go to city X" and "Sentry (enemy only)" are now available (and I admit, that I did not see the second missing button :blush: ).

The new listing option is greyed out in the editor settings (as planned by Quintillus ;) ).

Thanks for your excellent work! :thumbsup:
 
Hi Quintillus, I need your help.
I can’t load the mod I’m working on. I just updated some stats and now I can’t access my game.
I suspect that I’ve made an error in the upgrade path or something equally simple.
This is the log
Spoiler Log :
33162 [AWT-EventQueue-0] INFO Main - Successful exit
27897 [AWT-EventQueue-0] INFO com.civfanatics.civ3.xplatformeditor.MapPanel - Got new buffer width
27898 [AWT-EventQueue-0] INFO com.civfanatics.civ3.xplatformeditor.MapTab - Weight of 0.2403846153846154 with 1040 pixels in width
36056 [AWT-EventQueue-0] INFO Main - Input file: C:\Users\Ste\Desktop\Civilisation III\New TLC Mercantile.biq
36064 [AWT-EventQueue-0] INFO com.civfanatics.civ3.biqFile.IO - Number of available processors: 1; using 1 processors
36067 [AWT-EventQueue-0] INFO com.civfanatics.civ3.biqFile.IO - major ver: 12, minorVer: 8
36068 [AWT-EventQueue-0] INFO com.civfanatics.civ3.biqFile.IO - About to go into the various input processors; has been 2 milliseconds.
36489 [AWT-EventQueue-0] ERROR com.civfanatics.civ3.biqFile.IO - Error in PRTO:
java.lang.IndexOutOfBoundsException: Index: 511, Size: 483
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at com.civfanatics.civ3.biqFile.IO.inputPRTO(IO.java:1994)
at com.civfanatics.civ3.biqFile.IO.inputBIQ(IO.java:377)
at com.civfanatics.civ3.biqFile.IO.inputBIQ(IO.java:229)
at com.civfanatics.civ3.biqFile.IO.inputBIQ(IO.java:197)
at com.civfanatics.civ3.xplatformeditor.Main.openBIQ(Main.java:1304)
at com.civfanatics.civ3.xplatformeditor.Main.openFile(Main.java:1104)
at com.civfanatics.civ3.xplatformeditor.Main.cmdOpenActionPerformed(Main.java:1077)
at com.civfanatics.civ3.xplatformeditor.Main.access$500(Main.java:169)
at com.civfanatics.civ3.xplatformeditor.Main$26.actionPerformed(Main.java:978)
at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
at javax.swing.AbstractButton.doClick(Unknown Source)
at javax.swing.plaf.basic.BasicMenuItemUI.doClick(Unknown Source)
at javax.swing.plaf.basic.BasicMenuItemUI$Handler.mouseReleased(Unknown Source)
at java.awt.Component.processMouseEvent(Unknown Source)
at javax.swing.JComponent.processMouseEvent(Unknown Source)
at java.awt.Component.processEvent(Unknown Source)
at java.awt.Container.processEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Window.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$500(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)
at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue$4.run(Unknown Source)
at java.awt.EventQueue$4.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
36503 [AWT-EventQueue-0] ERROR com.civfanatics.civ3.biqFile.IO - Bytes inputted: 181453
36504 [AWT-EventQueue-0] ERROR com.civfanatics.civ3.biqFile.IO - Unit affected: Shipping Container, index: 526
36505 [AWT-EventQueue-0] ERROR com.civfanatics.civ3.biqFile.IO - num legal unit telepads: 0
36505 [AWT-EventQueue-0] ERROR com.civfanatics.civ3.biqFile.IO - num legal building telepads: 0
36506 [AWT-EventQueue-0] ERROR com.civfanatics.civ3.biqFile.IO - Could not input file - failed at RACE header. Header is ÿ ; bytes inputted: 181457
36506 [AWT-EventQueue-0] ERROR com.civfanatics.civ3.biqFile.IO - Could not input file - failed at TECH header. Header is ; bytes inputted: 181461
36507 [AWT-EventQueue-0] ERROR com.civfanatics.civ3.biqFile.IO - Could not input file - failed at TFRM header. Header is Ligh; bytes inputted: 181465
36508 [AWT-EventQueue-0] ERROR com.civfanatics.civ3.biqFile.IO - Could not input file - failed at TERR header. Header is tnin; bytes inputted: 181469
36508 [AWT-EventQueue-0] ERROR com.civfanatics.civ3.biqFile.IO - Could not input file - failed at WSIZ header. Header is g ; bytes inputted: 181473
36510 [AWT-EventQueue-0] ERROR com.civfanatics.civ3.biqFile.IO - Could not input file - failed at FLAV header. Header is ; bytes inputted: 181477
36513 [AWT-EventQueue-0] INFO com.civfanatics.civ3.biqFile.IO - At end of custom rules; time taken = 447 ms
36513 [AWT-EventQueue-0] ERROR com.civfanatics.civ3.biqFile.IO - Failed to input at GAME header - header was
36514 [AWT-EventQueue-0] INFO Main - Time to input file: 455 milliseconds.

EDIT: I found a working backup file, so the problem’s fixed.
I think I caused the problem by deleting the placeholder-units.
 
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It works for me.

While I have not entered new units yet, I screened through the newer units in my mod to reactivate "go to city X" and played some of them on a testmap.

Both "go to city X" and "Sentry (enemy only)" are now available (and I admit, that I did not see the second missing button :blush: ).

The new listing option is greyed out in the editor settings (as planned by Quintillus ;) ).

Thanks for your excellent work! :thumbsup:

Glad to hear it's working as expected!

Hi Quintillus, I need your help.
I can’t load the mod I’m working on. I just updated some stats and now I can’t access my game.
I suspect that I’ve made an error in the upgrade path or something equally simple.
This is the log
Spoiler Log :
33162 [AWT-EventQueue-0] INFO Main - Successful exit
27897 [AWT-EventQueue-0] INFO com.civfanatics.civ3.xplatformeditor.MapPanel - Got new buffer width
27898 [AWT-EventQueue-0] INFO com.civfanatics.civ3.xplatformeditor.MapTab - Weight of 0.2403846153846154 with 1040 pixels in width
36056 [AWT-EventQueue-0] INFO Main - Input file: C:\Users\Ste\Desktop\Civilisation III\New TLC Mercantile.biq
36064 [AWT-EventQueue-0] INFO com.civfanatics.civ3.biqFile.IO - Number of available processors: 1; using 1 processors
36067 [AWT-EventQueue-0] INFO com.civfanatics.civ3.biqFile.IO - major ver: 12, minorVer: 8
36068 [AWT-EventQueue-0] INFO com.civfanatics.civ3.biqFile.IO - About to go into the various input processors; has been 2 milliseconds.
36489 [AWT-EventQueue-0] ERROR com.civfanatics.civ3.biqFile.IO - Error in PRTO:
java.lang.IndexOutOfBoundsException: Index: 511, Size: 483
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at com.civfanatics.civ3.biqFile.IO.inputPRTO(IO.java:1994)
at com.civfanatics.civ3.biqFile.IO.inputBIQ(IO.java:377)
at com.civfanatics.civ3.biqFile.IO.inputBIQ(IO.java:229)
at com.civfanatics.civ3.biqFile.IO.inputBIQ(IO.java:197)
at com.civfanatics.civ3.xplatformeditor.Main.openBIQ(Main.java:1304)
at com.civfanatics.civ3.xplatformeditor.Main.openFile(Main.java:1104)
at com.civfanatics.civ3.xplatformeditor.Main.cmdOpenActionPerformed(Main.java:1077)
at com.civfanatics.civ3.xplatformeditor.Main.access$500(Main.java:169)
at com.civfanatics.civ3.xplatformeditor.Main$26.actionPerformed(Main.java:978)
at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
at javax.swing.AbstractButton.doClick(Unknown Source)
at javax.swing.plaf.basic.BasicMenuItemUI.doClick(Unknown Source)
at javax.swing.plaf.basic.BasicMenuItemUI$Handler.mouseReleased(Unknown Source)
at java.awt.Component.processMouseEvent(Unknown Source)
at javax.swing.JComponent.processMouseEvent(Unknown Source)
at java.awt.Component.processEvent(Unknown Source)
at java.awt.Container.processEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Window.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$500(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)
at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue$4.run(Unknown Source)
at java.awt.EventQueue$4.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
36503 [AWT-EventQueue-0] ERROR com.civfanatics.civ3.biqFile.IO - Bytes inputted: 181453
36504 [AWT-EventQueue-0] ERROR com.civfanatics.civ3.biqFile.IO - Unit affected: Shipping Container, index: 526
36505 [AWT-EventQueue-0] ERROR com.civfanatics.civ3.biqFile.IO - num legal unit telepads: 0
36505 [AWT-EventQueue-0] ERROR com.civfanatics.civ3.biqFile.IO - num legal building telepads: 0
36506 [AWT-EventQueue-0] ERROR com.civfanatics.civ3.biqFile.IO - Could not input file - failed at RACE header. Header is ÿ ; bytes inputted: 181457
36506 [AWT-EventQueue-0] ERROR com.civfanatics.civ3.biqFile.IO - Could not input file - failed at TECH header. Header is ; bytes inputted: 181461
36507 [AWT-EventQueue-0] ERROR com.civfanatics.civ3.biqFile.IO - Could not input file - failed at TFRM header. Header is Ligh; bytes inputted: 181465
36508 [AWT-EventQueue-0] ERROR com.civfanatics.civ3.biqFile.IO - Could not input file - failed at TERR header. Header is tnin; bytes inputted: 181469
36508 [AWT-EventQueue-0] ERROR com.civfanatics.civ3.biqFile.IO - Could not input file - failed at WSIZ header. Header is g ; bytes inputted: 181473
36510 [AWT-EventQueue-0] ERROR com.civfanatics.civ3.biqFile.IO - Could not input file - failed at FLAV header. Header is ; bytes inputted: 181477
36513 [AWT-EventQueue-0] INFO com.civfanatics.civ3.biqFile.IO - At end of custom rules; time taken = 447 ms
36513 [AWT-EventQueue-0] ERROR com.civfanatics.civ3.biqFile.IO - Failed to input at GAME header - header was
36514 [AWT-EventQueue-0] INFO Main - Time to input file: 455 milliseconds.

EDIT: I found a working backup file, so the problem’s fixed.
I think I caused the problem by deleting the placeholder-units.

Do you still have the BIQ that had this issue? That may be helpful in debugging the issue.

Also, I'm guessing this was with version 1.09 of the editor? The line numbers where the error occurred wouldn't make sense in 1.11 or 1.10, but they do match up with 1.09 (and possibly a few versions prior to that). Based on the 1.09 code, it looks like the issue may have been related to strategy maps (by chance did you add or remove AI strategies to a unit?). However, the release notes for 1.10 also note that it fixed:

Save will no longer fail when you delete a unit which is a player's start unit (in Custom Player Rules)

I'm not sure that's what was going on here - the code suggests it may be something else - but if a deleted unit was a start unit for a custom player, that would have caused issues prior to 1.10.

Regardless, thanks for reporting, and including the log information. When it isn't 2 AM I'll see if I can think of what may have caused it, or reproduce it via a combination of adding/removing strategies and deleting units.
 
The “go to city” command can be used as an alternative to using “rebase” for train units.
It has its pros and cons but it might appeal to more people.
  • Train units can only go to cities or be halted during transit (after it exhausts its moves) so can’t use train stations (airfields).
  • You would need a pair of tunnel/bridge telepad unit to cross even the narrowest water channels.
  • You can cross allied land with a rite of passage agreement.
  • Only one command needs to be given to send the train to its destination.
  • Trains become vulnerable during transit.
 
Took awhile to reproduce, but I was able to by deleting all the placeholders in the Retyped.biq file in 1.06. However, I was having trouble figuring out why it might be happening when looking at the code. So I tried it in 1.09, 1.10, and 1.11 as well. The same issue occurred in 1.09, but did not in 1.10 or 1.11. Looking at the changelog, I don't see a fix that was made for this specific sort of bug, but there were some fairly extensive behind-the-scenes changes to support unit reordering. Thus one of these changes in 1.10 likely fixed the issue you ran into in 1.06. Upgrading to the latest version should avoid that happening again in the future.

I like the train ideas. Could be nice for a railgun type unit, or a land transport.
 
Version 1.09 Legacy

This is an update to the "Legacy" line, which will run on Java 5, and thus older systems such as Windows 98, ME, and 2000, and OS X 10.4 through 10.7 (including PowerPC). If you are on a newer system, you should stick with 1.11, but this is available for older systems.

This brings the Legacy to parity with 1.09, other than the CFC Workshop, which allows unit downloading within the editor. In other words, all changes from versions 1.05 through 1.09 are incorporated into this update.

You can download 1.09 Legacy here.

Changes since 1.04 Legacy are below. I've included all the changes from 1.05 through 1.09, but re-grouped them by feature/bugfix and relative importance.

Features/Functionality/Enhancements

  • You can now paint nearly all overlays on the map with a brush
  • You can now paint rivers directly on the map
  • You can now visually select unit icons rather than having to manually calculate a position and entering a number.
  • You can now rename cities, military leaders, and scientific leaders for a civilization by double-clicking on them.
  • The player-owner dropdown on the map tab will now indicate which civ a player is assigned to, for quick reference. This will update if the player's assigned civ changes.
  • Allows deletion of players (from the PLYR tab)
  • Shows how many instances of each resource are on the map on the GOOD tab
  • Starting locations now support the "None" option as the owner properly
  • There is now a button on the PLYR tab for updating the number of players
  • Improved instructions for adjusting civ colors.

Bug Fixes

  • The map will no longer stop rendering if a player-owned start location is encountered when there is no custom player data
  • Fix an old (but newly-discovered) bug where if a city's owner was a player whose civ was Any or Random, the map could stop rendering and display only a white screen
  • The Explore strategy and AI order will now both be updated correctly when changed.
  • Changing which civs are playable will no longer set all players' civs to "Any"; only a player whose civ is no longer playable will be set to "Any"
  • If additional players are added on the PLYR tab, they are now added to the player-owner dropdown on the map tab without needing to restart
  • 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.
  • Fixed an error where comparing two scenarios (BIQ Compare) where the number of starting locations differed and starting locations were chosen to export would fail.

There likely will be an update to the Legacy past 1.09 at some point, but 1.10 has a lot of changes that cannot be moved to 1.09 - most notably, the reorderable lists - and thus creating a 1.10 Legacy will not be as straightforward as previous Legacy releases.

@timerover51 - Tagging you in this post as you are my only known user of the Legacy releases, and so you can be aware of it, although there may be others who use Legacy but haven't mentioned it in this thread.
 
Thanks for the update, Quintillus. Right now, the laptop with the Legacy editor is down, so I am strictly using the game editor and Steph's.
 
Took awhile to reproduce, but I was able to by deleting all the placeholders in the Retyped.biq file in 1.06. However, I was having trouble figuring out why it might be happening when looking at the code. So I tried it in 1.09, 1.10, and 1.11 as well. The same issue occurred in 1.09, but did not in 1.10 or 1.11. Looking at the changelog, I don't see a fix that was made for this specific sort of bug, but there were some fairly extensive behind-the-scenes changes to support unit reordering. Thus one of these changes in 1.10 likely fixed the issue you ran into in 1.06. Upgrading to the latest version should avoid that happening again in the future.
Thanks for looking into it.
I’ve updated the editor and noticed that I forgot to include custom player data. How do I activate it in your editor?
I like the train ideas. Could be nice for a railgun type unit, or a land transport.
This is my list of train units. I’d like one or two more but there aren’t many graphics in that area.

Spoiler :
Tram (Foot + missile)
Metro Tram (Foot + missile)

Steam Train (Foot + Missile)
Diesel Train (Foot + Missile)
Train (Foot + Missile)
Canal Barge (None)
HET Train (None)
NVE Transport Train (Missile)

Leopold Railway Gun
Dora Railway Gun

Foot + Missile = Infantry
Missile = Naval Vessel Enhancement
Foot = Cavalry & Light Armour
None = Heavy Armour

It allows for an intermediate weight class in addition to archers, TOW, helicopters etc. being able to bombard from aboard ship.

Can the rules of a saved game be updated to the rules of a new (compatible) BIQ?
 
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The “go to city” command can be used as an alternative to using “rebase” for train units.
It has its pros and cons but it might appeal to more people.
  • Train units can only go to cities or be halted during transit (after it exhausts its moves) so can’t use train stations (airfields).
  • You would need a pair of tunnel/bridge telepad unit to cross even the narrowest water channels.
  • You can cross allied land with a rite of passage agreement.
  • Only one command needs to be given to send the train to its destination.
  • Trains become vulnerable during transit.
Foot + Missile = Infantry
Missile = Naval Vessel Enhancement
Foot = Cavalry & Light Armour
None = Heavy Armour

It allows for an intermediate weight class in addition to archers, TOW, helicopters etc. being able to bombard from aboard ship.

Very clever! I like it.
This is my list of train units. I’d like one or two more but there aren’t many graphics in that area.
What are you looking for? No guarantees, but in the process of tracking down things for the steampunk project might have come across a unit or two you missed.
 
Hi Blue Monkey.

I’d really appreciate any help I can get finding the last few graphics I need. All of my rail units (except the railway guns) use the maglev steam train graphics by Tom2050. There are two other train graphics available but the quality is so poor that they’re unusable. I’m hoping that a unit designer will help if enough people show interest.

I think this will help show the advantages of the new unit-class system.
Spoiler :
Foot + Tactical Missile = I
Tactical Missile = V
Foot = C
None = M
None (Can’t Load) = H
Naval = N
Air = A
Air (Can’t Load) = B

I transport loads I units
V transport loads V & I units
C transport loads C units
M transport loads M & C units
A transport loads A units

V & I units can bombard from aboard ship so I use V units to enhance my navy.
VTOL (Harrier)
Rotor-wing (Attack Helicopter)
Flak/SAM
Auxiliary Guns
ROVs
UAVs
Drones (Cruise Missile/UAV)
Cruise Missiles (Harpoon)
Ballistic Missiles (SCUD-D)
Chemical Missiles (VX nervegas = 1 B Strength, 999 ROF)
Tactical Nuclear Missiles

Quintillus
I’m now fairly sure that my main problem is caused by a conflict with previously deleted dysfunctional BIQ’s with the same file name as the new one. If that’s the case I’m going to need a unique designation every time I save the mod.
Uninstalling the game has no effect. Does anyone Know how to total purge Civ3 from my computer.
 
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Oni Ryuu... When Saving changes to your BIQ, it is best to save it as a different name such as placing a "1_" in front of the original name. Then after saving it, you can rename it to the Original Name by removing the "1_".
Reason, I have experienced many times where the BIQ did not save changes correctly. Usually, this was when I made simple changes such as changing the Auto-production, etc...

I was going to make a Train for the Old West MOD but there are many problems. The AI will not use Land Transports, if the Train Track is made from Water and the Graphics are changed to look like Land with Tracks, Units cannot cross the Tracks because it is water.
There are some work around ways but just did not seem worth while other than for the Human player.

An example is the Transcontinental Railroad... It is Not a Straight Track the track would have many angles. The Train cuts straight through the angles as it moves, appearing as going across land and off track. That and the AI won't use it to transport units.

Always something to work around eh?
 
When they moved the site the search system became maddeningly snafu'd. I know there are more out there but the only one I could find was Wyrmshadow's Land Ironclad. & I could have sworn he made more than one (different colors & details) but just this is in the downloads. Just don't use the attack animations & you've got what might pass for either a steam or early diesel train.

Apologies, Quintillus, for a temporary thread hijack.
 
Always something to work around eh?
You can’t paint a parsnip orange in place of a carrot; sometimes you’re stuck reshaping a goldfish.
The compromises and duct tape are maddening.
When they moved the site the search system became maddeningly snafu'd. I know there are more out there but the only one I could find was Wyrmshadow's Land Ironclad. & I could have sworn he made more than one (different colors & details) but just this is in the downloads. Just don't use the attack animations & you've got what might pass for either a steam or early diesel train.
I forgot about that one. It looks too strange to replace the stream train. It would just be swapping one placeholder for another.

Does anyone know how activate custom player data with this editor?
 
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