[C3C] Initial biq clean slate set up for a mod? What do you do?

nick0515

C7 Fanatic
Joined
Jan 5, 2008
Messages
2,546
Location
New Zealand
I'm wondering what first steps everyone takes in the editor when setting up a new mod in terms of creating a clean slate. This is assuming the mod will change all/most aspects of the game such as an Epic mod or a scenario set in one time period or in space or whatever.

I tend to delete all buildings except the palace, all techs, all units except leader units, worker, settler, warrior, scout.

I'm not very satisfied with this though and I'm always worried I'm going to break the game in someway. I'm never sure what is safe to delete or what has to be replaced with something else before it can be deleted.

Does anyone have a mod template biq or a standard process they use?

Keen to hear what others do.
 
The first steps for a mod /scenario to change "everything" in my eyes are not doing changes in the editor. This in short is my way:

1. Drawing the new techtrees on paper

2. Using the original C3C files as a base:

a) Doing the pediaicons text file

- The original pediaicons BLDG_entries are not replaced, as the city view graphics seem to be fixed to those entries
- The building entries should be created before using the editor, as the editor needs the BLDG_entries in the pediaicons file (other than the units entries)
- all other pediaicons entries (here combined with the work of units and buildings graphics and units sounds and units_32 mainfile)

b) Doing the other graphics work.

3. Work with the editor in 'blocks':

a) Techs: These first as they are needed as a perequisite for many other entries (units, buildings, resources, worker jobs)

b) Resources: They are the perequisites for many other entries

c) Civilizations: They are needed for the setting of units
List the civs with the longer names in the left column of the civs and the civs with the shorter names in the right column of the civs in the start-menue to avoid the nasty collisions between the names of civs in the later starting menue of the game. Changing this later can be a big amount of additional work, as you have to readjust hundreds or thousands of unit entries in the editor.

d) Units: They are shown in the techboxes, before other features (like buildings) tied to a tech. Here especially working in blocs has advantages when doing the upgrade chains and setting the stealth attack targets.

e) All other settings in the editor

4. Creating a biq in DEBUG mode and testing the settings of the mod/scenario (especially the performance of units on the map)

5. Doing the other textfiles (especially the civilopedia entries)

6. Fixing errors, adjusting and refining settings.
 
Last edited:
Wow thanks @Civinator ! ! That is very helpful and exactly the kind of information I was hoping for. I have many mods mostly just in the planning stages and when I actually start implementing them. I will follow your method!

I've always had problems when I start trying to build a mod and this will help a lot.
 
Thank you for your kind words. :) Please note that I had to add civilizations as top 3c and renumber units to 3d in that list.
 
c) Civilizations: They are needed for the setting of units
List the civs with the longer names in the left column of the civs and the civs with the shorter names in the right column of the civs in the start-menue to avoid the nasty collisions between the names of civs in the later starting menue of the game. Changing this later can be a big amount of additional work, as you have to readjust hundreds or thousands of unit entries in the editor.

d) Units: They are shown in the techboxes, before other features (like buildings) tied to a tech. Here especially working in blocs has advantages when doing the upgrade chains and setting the stealth attack targets.

Don't forget about Steph's Editor. With it, you are able to re-arrange or delete civilizations, technologies, resources, units, etc. at will without negatively affecting any connected items. You can also ctrl-select and shift-select multiple items, make duplicates, and make mass changes as well. I tend to rotate through the editors as each can do certain tasks more efficiently.
 
Back
Top Bottom