Differences between official editor versions?

Nanuk

Warlord
Joined
Jan 12, 2017
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I know that using the most recent editors, that the scientific leaders and improvement rushing is broken. I can't remember where, but I recall using an older version of the editor that didn't break scientific leaders and rushing improvements to open and save the mod last will fix that issue.

Is anything compromised if this is done since I assume the most recent editor version adds some things that the older didn't have?

I'm contemplating what to do with SGLs since they're useless in the most recent editor, since they won't spawn as SGLs under normal conditions.

I'm not interested in using community-made editors because I want to keep bugs to a minimum and allow people to edit the mod without too many problems.
 
@Solborn , SGLs not working is not due to the editor breaking, but rather a bug with the base game that causes the Scientific Golden Age to not gain the effects of an actually increased science boost.

I recall being able to use SGLs to rush GWs in The Playground Mod 3.0, and I used the Cracked Editor, which only enabled disabled options found in the original editor, such as Teleportation and Charm, but didn't modify any of the base restrictions like no negative maintenance, and locking down AI strategy to specific combinations of flags, etc.
 
Thanks for the response. I will check out the Cracked Editor and see if it creates any issues once the mod is completed in the 1.03 Conquests editor. That way if I need to backtrack the changes, I won't have to redo everything again. I also remember being able to rush wonders when I first played a PTW custom game way back in the time before time.
 
The situation about SGLs in C3C editor 1.03 and 1.00 is somewhat different, as there must be distinguished between the fact that a SGL is simply not available in a mod or scenario and the bug in C3C, that the Scientific Golden Age is broken in C3C.

a) With editor 1.03 SGLs are simply not available due to a bug in the editor. With editor 1.00 you have SGLs in the game.

b) Neither editor 1.00 nor 1.03 can fix the bug that spoils the scientific golden age in C3C. This is an error in the programming done by Firaxis. Antal 1987 explained and fixed that error. To fix that error you need to start the game with the Antal1987 exe. This is one of the reasons why in CCM2 that exe is attached (another one is the fix of a graphical glitch done by Firaxis in the civilopedia).

Concerning the SGLs you can simply switch between working on a biq with editor 1.00 and editor 1.03. If you work on the biq with editor 1.03 and than open and save the biq with editor 1.00 you have SGLs in your mod or scenario, if you open and save the biq with editor 1.03, SGLs are not available in the game (even if they are set in the units registry of editor 1.03).

Quintillus fixed the bug in the editor 1,03 about the SGLs in his Quintillus editor and therefore I think he can explain it best, why the SGL in editor 1.03 is broken. For fixing the bug in the scientific golden age in C3C you need the Antal1987 exe.
 
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Thanks for explaining, Civinator. I am avoiding Antal's patch for now because I do not want city distance to be 0. In fact, I wish I could make it 3 or 4 tiles. I will have to test saving the biq with 1.00 editor after I am all done and see if it breaks anything. If it does, and I don't have any luck with the Cracked Editor, then I will probably turn SGLs off, unfortunately. I spent a lot of time writing up SGL names for all of the civs, some civs having 20+ names. I'll keep that in there just in case something changes in the future.
 
Solborn, you can do that test even now, when not all is finished in your mod. Open your current biq done by using editor 1.03 with editor 1.00 and save it with another name. You will see that it is working, when starting a game with the biq that was opened and saved with editor 1.00. I did it several times with my mods and it was always working.
 
Yes. But I want to wait until I'm finished so that if any issues occur, I can switch back without having to redo everything, and test to make sure it's not 1.00 that's the problem.
 
Quintillus fixed the bug in the editor 1,03 about the SGLs in his Quintillus editor and therefore I think he can explain it best, why the SGL in editor 1.03 is broken. For fixing the bug in the scientific golden age in C3C you need the Antal1987 exe.

The short version is that version 1.03 doesn't save the "Scientific Leaders" flag in the BIQ properly, whereas 1.00 does. If you want the really long version, which I no longer think is entirely accurate, I found this post that I wrote in the CCM thread 10 years ago, which helped lead to scientific editor support in Steph's editor. Looking at the code I added to my editor in 2012 (version 0.79) to add scientific leader support, it's actually far less complex than that post makes it sound - the problem in 1.03 was that the 18th bit in "victory conditions and rules" was never set - but that post was written when I had less than two weeks of experience exploring the BIQ file.

(For those wondering, no, I didn't have that link bookmarked. First I searched my code commit messages for "scientific", which showed when I'd added support, then I correlated it to the version and release date with a change log document, then I searched a plain-text archive of my editor thread that I downloaded with the vBulletin thread download feature a few years ago, and found a post shortly before that version written by Lee_Dailey linking to that original post, and requesting scientific leader support. Remarkably the link still worked, despite the move to XenForo, and all the hops combined only took a few minutes)

Yes. But I want to wait until I'm finished so that if any issues occur, I can switch back without having to redo everything, and test to make sure it's not 1.00 that's the problem.

Doing a quick check of my editor code, the only thing I see in BIQ version 12.08 (corresponding to editor 1.03) that isn't in 12.06 (editor 1.00) are a few multiplayer properties, namely base turn time, city time, and unit time. So switching back to 1.00 for the final scientific leader change should not change a significant part of your scenario.
 
Quintillus, thank you very much for that explanation. :)

I found this post that I wrote in the CCM thread 10 years ago

It is crazy, how quick time is passing by. :old:


a quick check of my editor code, the only thing I see in BIQ version 12.08 (corresponding to editor 1.03) that isn't in 12.06 (editor 1.00) are a few multiplayer properties, namely base turn time, city time, and unit time. So switching back to 1.00 for the final scientific leader change should not change a significant part of your scenario.

This fits to the explanations in the readme file of CivComplete about the last changes in the editor :yup: :

* Editor: Added MP timer values to the Scenario Properties. There are 3 values: Base, Per Unit, and Per City (with defaults of 24, 1, and 3, respectively). They represent the Base amount of time per turn + the amount of time Per Unit + the amount of time Per City (number of units/cities used each turn are based on the player with the most units and the player with the most cities on that turn). The values can range from 0-100. The higher the number, the more time per turn. The scenario MPFastCiv3Conquests was added to demonstrate this change. You may not notice much of a difference initially but the turns quickly become faster as you get more cities and units.

and:

* Editor: Added Flavors to the Import dialog.
 
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