Hacked 1.16f editor

Originally posted by Xaranthu
There are countess ways to implement this; we just have to find one that can work with CIV III & the editor the way it stands, for they won't be making a new EXE just to make it a bit more customizable for us rabble. I know this would be behond EMACS, and its is just magic to me that you got this far without even having CIV III.

From what I understand, this isn't a limitation with the editor so much as the format of the .bic file itself - it just plain doesn't support have the properies of a unit or improvement simply 'change' based on what's happened in the game.

I think there may be a way to solve this with the existing situation, however (well, not Railroads, but at least units and improvements). Simply create a unit or improvement that is identical to the one you're trying to fix, except that it requires the new advancement (Synthetics, in your example) instead of the original one, and not the resource. Then set the original unit to be obsoleted by the advancement.

It might not be easy or pretty, but I think it would work.
 
Originally posted by Maugan
Erm, I'm a total newbie at this so Im sure i'm missing something obvious. (didnt bother attempting a mod even till I saw this improvement) I added a 'mounted archer' unit for the chinese, but it crashes when I switch to it in production. Am I missing some other file I have to manualy insert or edit?

You're having a problem with the graphics files. There has to be a special unit folder in Art/Units, and a valid .ini file inside pointing to the animations etc. or the game will crash everytime you select it. Use the Civ3MultiTool for copying units, the hacked editor just adds a name, not the required graphics files.
 
Originally posted by Dreifels
Big problem. I tried to add some small wonders as workaround for the distance corruption factor.
I set 5 "State Governments" (1-5) with the same settings as the Forbidden Palace. But set for all a different research prerequest (pribting press, radio, democracy etc.)
At first it seemed that it works fine: I took a huge map of terra, started in Europe, built the FB in Spain, then I built the State Government-I in Afrika.
It worked excellent.
But: then I built the State Government-II in South America, and just when the building was ready and the message should come, the game crashes.

I tried it again with different settings, now without prerequests (for testing to find why it crashed not at the 1st SG but at the 2nd), so that all had same settings as the Forbidden Palace.
Then I built the SP-I in Africa, not yet having the FB. And it again crashed when it was ready.

CIVILIZATION3 verursachte einen Fehler durch eine ungültige Seite in Modul CIVILIZATION3.EXE bei 017f:0054bf50.
Register:
EAX=00870d0c CS=017f EIP=0054bf50 EFLGS=00010216
EBX=00870a98 SS=0187 ESP=00abf01c EBP=00870d0c
ECX=00000000 DS=0187 ESI=008725e8 FS=258f
EDX=0000006d ES=0187 EDI=00871098 GS=0000
Bytes bei CS:EIP:
8b 41 08 56 85 c0 74 09 b8 18 00 00 00 5e c2 18
Stapelwerte:
0052f4b7 00870d0c 0000015f 0000006d 00000000 00000000 00000000 00871098 00870a98 00000000 00871000 00000000 0055885e 00871098 00870a98 00871014

Any ideas? :confused:

The problem is with the splash screen graphic that pops up when the wonder is complete. If you go to pediaicons.txt to almost the bottom of the page, you will see a number of entries like this:

#WON_SPLASH_54

The number corresponds to where in the list the building appears in the Bic file, as well as in the editor. If the number of the Wonder doesn't correspond correctly, the game will crash. The last in the list is Battlefield medicine at 63. After that comes the spaceship parts, so any improvements/wonders you add has to start at 74. If you used an early version of the CopyTool, the numbering was wrong, Gramphos started it at 75. Just grab the latest version and it will come out correctly.
 
HA HA I have made the effort put into this program completely worthless if you'll read the news thing HA HA

kidding, of course, I just had to release my sugar-high somehow :D :lol:
 
Originally posted by skywalker
HA HA I have made the effort put into this program completely worthless if you'll read the news thing HA HA

kidding, of course, I just had to release my sugar-high somehow :D :lol:

Yes, your post was extremly productive. Any more useful information you'd like to share?

I'm new here, is there an ignore list like they have at 'Poly?
 
Hey guys and dolls,

I am new to the Civfanatics board, but am pretty impressed with what Ive seen so far.

But alas! Ive encountered a problem with using the 1.16f Hacked Editor. It may just be sheer ignorance on my part, but here it goes.

Problem: I have added one simple tech, Copper Working in the Ancient Times era. (Tech Chain: Copper Working -> Warrior Code -> Bronze Working). When I start my scenario, the tech icons appear to be scrambled and they dont match up with what they are supposed to. I can research up to the point where I have completed Writing. . and then the game crashes. . . every single time!

What am I doing wrong? Could it be a problem with were to place the Copper Working in the Civilopedia? What settings should I use (Coordinate wise X,Y)? Help help!
 
I just realized I started a new thread where one wasnt nescessary TPTB!

Hey guys and dolls,

I am new to the Civfanatics board, but am pretty impressed with what Ive seen so far.

But alas! Ive encountered a problem with using the 1.16f Hacked Editor. It may just be sheer ignorance on my part, but here it goes.

Problem: I have added one simple tech, Copper Working in the Ancient Times era. (Tech Chain: Copper Working -> Warrior Code -> Bronze Working). When I start my scenario, the tech icons appear to be scrambled and they dont match up with what they are supposed to. I can research up to the point where I have completed Writing. . and then the game crashes. . . every single time!

What am I doing wrong? Could it be a problem with were to place the Copper Working in the Civilopedia? What settings should I use (Coordinate wise X,Y)? Help help!
 
:confused:

Anyone know if there is a way to print out all the rules...or if someone could add this feature?

Example: I download a MOD someone else made. I want to edit some of the rules to make them the same as another mod and I don't want to constantly write them down first or switch back and forth. Would be nice to print out all the rules with their individual parameters.

Ideas Anyone???
 
:confused:

Anyone know if there is a way to print out all the rules...or if someone could add this feature?

Example: I download a MOD someone else made. I want to edit some of the rules to make them the same as another mod and I don't want to constantly write them down first or switch back and forth. Would be nice to print out all the rules with their individual parameters.

Ideas Anyone???
 
i get the same problem as Atlantis.....

what would be kewl would be more options in the Editor, for instance you can build the Collosus to double commerce and thus double commerce is a wonder option... but what about sheilds... or anything else. there were a lot of other things that would be kewl that i was thinking of but i forgot
 
Originally posted by sealman
If I use the hacked 1.16f editor to edit bic files, can they still be used in 1.17 without crashing? I thought that the 1.17 patch came with a fixed editor but I no longer have the "add/delete" buttons on some of the tabs.


Some constatations that could save your time...

The hacked civilization tool work perfectly but if you don't modify your civ.bic file with the editor from the version 1.17.

Since I've installed the 1.17 patch I've got an error when I play my mod and exit from civilization III. But no other effects on the game so it is playable (Windows 2000). I think the civ.bic file have been modified (see the new options avalaibles in the editor of the version 1.17) and it is not compatible with the hacked civedit 1.16.

If we resume:
_ If you want to make your mod or modifiy a civ.bic file you must use only the Hacked civedit 1.16 and do not modify it with the civedit from the 1.17 patch.
_ Mods that have been created with the hacked civedit 1.16 work with the patch 1.17.
_ Civ.bic from 1.16 and civ.bic from 1.17 are differents (some options have been adding) so I don't know the effect of modifying a civ.bic file with the hacked civedit 1.16 from a civilization patched with the version 1.17 but I think it wouldn't work.
 
hey hey, just a teaser...well, I wasn't able to find a hacked v1.17f editor on here (well, v1.15 of the editor, it was what was shipped with the patch, anyway...) so I decided I'd have a go and see if I could hack it myself, which was surprisingly easy, even considering my limited programming knowledge (I took an intro to VB class one quarter at the local community college, I only went to the community college 'cause it was free, part of a high school program, but you don't want to hear a novel of my life, do you?). I went and got a resource script 'editor' (it says it's a hacker, but I don't kid myself, I'm not a hacker :) ). (about 30 minutes of right-clicking later) this is kind of boring, but soon will be done...'course I dunno how I'm going to make this file 500k, but we'll deal with that when I get there....well, some of the add and delete (in particular: combat experience, difficulty levels, diplomats and spies, eras, world sizes, worker jobs, and terrain) buttons wouldn't appear, it seems they're locked out or something (excuse the improper? terminology ;p ), anyway....I'm going to find somewhere to ul this, should be up somewhere around tomorrow evening
 
huh, forgot I had winace on here, anyway, here it is, sorry to double post, and no novel this time :)
 

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Cazovi you have made a good work. Thanks to you. All works perfectly. It is all I have to say.
 
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