Mac Civ III Editor Help Questions

Originally posted by DiamondzAndGunz
You need to add the wonder splash screen. It is detailed a few posts later in the tutorial, since the guy forgot it and had the same problem you did until he figured it out.
A-ha. I will go check that out. Thank you, D&G, perhaps I don't need this funny white jacket afterall...
 
Okay, trying to figure out the hairball, I checked out the tutorial again and added wonder splash screens. The first time, I made the First Mistake, getting involved in a land war in Asia. No, that was different, sorry. I made the second mistake, numbering the Ironworks_1 as #WON_SPLASH_64 (forgetting that there are 10 spaceship parts intervening). As you might guess, Civ3 coughed up and died.

I checked the tutorial again and realized my mistake. I renumbered the additions to account for the space ship. I looks like this:
#WON_SPLASH_63
art\wonder splash\Battlefield Medicine.pcx
#WON_SPLASH_74
art\wonder splash\Great Ironworks.pcx
#WON_SPLASH_75
art\wonder splash\Great Ironworks.pcx

Guess what? The city completes the project and the screen flashes the prettiest shade of blue then lands me back in reality. No dice. Am I still forgetting something? Did I gloss over something in the tutorial? Does anyone see where I might've fouled something up? I would imagine this is an external problem, so it's not like I'd have to start a completely fresh scenario, right? (my trial and error with units was much easier) Could the problem be in the "1" of the "Ironworks_1"? That is, might Civ3 be choking a numeral there instead of a letter?

I am utterly confused. Brad? D&G? Dojo? Anyone?
 
Did you add any new city improvements before that? I BELIEVE (don't quote me on this, pretty good chance I am wrong) that if you add any regular improvements, you also have to skip a space for those. That's why the wonder splash list starts at 30, instead of 0. If that's not the problem, then- sorry, no idea.
 
Originally posted by DiamondzAndGunz
Did you add any new city improvements before that?
Nope, started fresh. No units, no nuthin' but that Ironworks wonders. Wondering if I should reinstall, reupgrade to 1.21g, and try again. Maybe something got corrupted...
 
I just tried adding a wonder- just copied the pyramids, and reduced the cost so I could test if the wondersplash worked. Indeed, I get the same thing- as soon as it is built, the game just crashes out.
Perhaps this is a flaw in the Mac version of Civ 3?
Brad...?
 
Hmm. I edited the PediaIcons.txt file to reference icons for the entries that I wrote for the new units I added, and started the game. So of course, the game began to crash at 20% load, even when I wasn't using the bic with the add-ons. So I delete my new entries, which followed the format to the letter, and the game started to work "correctly" again. I guess that means that this is another thing Civ 3 won't let me do. :sad:
 
Okay... so is this editor still a Beta? The first one that came out did not indicate that, or i did not see it, but the last update that Brad put up seemed to state that. i am just wondering because the bug that erases the first line of data is in full force in the updated version of the editor. This is quite a problem as closing the program and reopening it as earlier noted does not seem to work now. How can this problem be fixed?
 
Originally posted by Gottesfreunde
Okay... so is this editor still a Beta? The first one that came out did not indicate that, or i did not see it, but the last update that Brad put up seemed to state that. i am just wondering because the bug that erases the first line of data is in full force in the updated version of the editor. This is quite a problem as closing the program and reopening it as earlier noted does not seem to work now. How can this problem be fixed?

The builds that are labelled as "beta" in the Get Info string are the ones that I consider to be beta, and that have had minimal testing.

As for the bug you are seeing, can you describe it again in more detail, perhaps with steps to easily reproduce it? If I can easily reproduce any bug, I can usually fix it fairly quickly.
 
Having messed around with the Editor for several hours to build the Patch The World mod I posted here, perhaps I can shed some light.

There is a bug/feature in the editor such that you can only change/alter stuff in one Rules Group at a time. If you try to change things in two rule groups (say Civ Advancements and Governments) then parts of the data get "forgotten" and will henceforth be no longer accessible. This means needing to complete all interactions with a single Rules Group, Save, Quit and Relaunch every time you want to move on to a new Rules Group for editing. Failing to do this results in "null field" entries for the first item in various (if not all) Rules Groups, which if saved will become a Permanent Feature of the .bic file and cannot be corrected in edits.

One thing which I do find curious is that under no circumstances will the Palace Improvement data show up in the edit windows (no building references, no stats, nada). I suspect this has something to do with the "unique" status the Palace has with respect to the construction rules.

Another curious behavior I encountered involved the user interface "forgetting" to update the display. This has happened in two rather unusual places, the Civ Advances Screen and the Units screen. In the Civ Advances screen it was possible for individual checkboxes to stop updating their status when moving around through the Advances List. This meant that if I checked off Bridges followed by checking on Double Worker Rate (without first having checked off Double Worker for Replaceable Parts) that whenever I moved to a different Advance the Double Worker checkbox would stay checked on (whether it should be or not). I don't think the program itself believed that the checkbox had been globally checked for all Advances, but had instead "lost track" of that flag and was now simply not paying attention to to it and not updating the status to screen correctly. This behavior was also possible with the unit icons in the Units Rules, where the icons wouldn't track and update correctly when the up/down buttons were clicked. The number would change, but the icon shown wouldn't (with the first click) which in turn de-synced which icons were attached to which icon numbers.

The two behaviors were repeatable and could only by terminated (once begun) by quitting and relaunching the program. The Civ Advance checkbox problem seemed to have something to do with having boxes checked in multiple Advances when multiple Advances weren't supposed to give the same benfit (Double Workers by both Engineering and Replaceable Parts). However if the Double Workers was unchecked in Replaceable Parts then it could be checked elsewhere without causing a "hiccup" in the software.

And lastly, there appears to be a memory buffer limit to how many items can be altered in a single Rules Group at once. My mod has some rather extensive changes (nearly all units are affected in some way) and I'd nearly finished making all the changes when the response interactivity of the program started slowing. It was taking longer and longer to process changes, drop menus, etc. and just as I was almost finished the program essentially locked up entirely. I had to Force Quit to get out of it, and even then the Rules Editing Screen remained topmost (and opaque) such that I couldn't see the Force Quit screen behind it.

Right now I'd just be very happy to have Add Delete buttons added to the Units editing screen so I don't have to resort to iEditCiv for the job. This is not to say that iEditCiv is a bad piece of software, just that I'd like it to be part'n'parcel of the editor.

That and an automated Civilopedia/Pediaicons editor would be great (but that would be WORK so I'm not holding my breath for that one). :rolleyes:
 
The problem is worse in build 3, as even opening a file leaves the first field blank. For example, the settler does not have the link to the encyclopedia information and all the tasks are not checked.

Additionally, i can't seem to figure out how to change specific player properties (under the player properties button). If i attempt to change any of them, then it results in having only one civ in the game.

if i knew how to upload files to this site i would take a screen shot.
 
The problem is worse in build 3, as even opening a file leaves the first field blank. For example, the settler does not have the link to the encyclopedia information and all the tasks are not checked.

Additionally, i can't seem to figure out how to change specific player properties (under the player properties button). If i attempt to change any of them, then it results in having only one civ in the game.

Here is a screen shot... this is the first time this .bic file was opened in the editor and no other changes had been made... you will see that all the info is blank...
 

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Originally posted by Gottesfreunde

Here is a screen shot... this is the first time this .bic file was opened in the editor and no other changes had been made... you will see that all the info is blank...

Can you e-mail me the .bic file in question? It's possible that somehow the data was saved out incorrectly, which would be a slightly different problem.

Please e-mail it to bradman@pobox.com
 
Originally posted by DoubleTrouble
There is a bug/feature in the editor such that you can only change/alter stuff in one Rules Group at a time. If you try to change things in two rule groups (say Civ Advancements and Governments) then parts of the data get "forgotten" and will henceforth be no longer accessible. This means needing to complete all interactions with a single Rules Group, Save, Quit and Relaunch every time you want to move on to a new Rules Group for editing. Failing to do this results in "null field" entries for the first item in various (if not all) Rules Groups, which if saved will become a Permanent Feature of the .bic file and cannot be corrected in edits.

OK, that makes some amount of sense. I'll see if I can fix it.
 
The .bic file in question, Brad, is the original one that came with the game. i could e-mail it to you, but you probably already have it.
 
Anyone know what HP bonus does? It sounds familiar, but I can't remember what it does.
 
How does one edit the starting location for specific civs? I know how to set the generic starting locations, and how to read the coordinates, but I can't figure out how to assign civs to those coordinates or starting locations. My goal here is to place civs in the correct starting positions on a modified earth map scenario I've been working on. Any suggestions?
 
Sorry, in this version of Civ, and this version of the editor, you can't place specific start locations. Yech, it is a major inconvenience, but when (if?) we get patch 1.29, we will be able to place start locations.

@elpadrino- They give the unit a specific number of extra Hit Points. For instance, if you give a warrior 2 bonus HP, a regular warrior will start with 5 HP, veteran with 6, Elite with 7, etc.
 
Originally posted by elpadrino87
Anyone know what HP bonus does? It sounds familiar, but I can't remember what it does.

HP is the "combat energy" of your unit, the amount of damage they can handle before getting killed...
 
Here are some weird things I've encountered with the editor. Maybe someone can point me in the right direction. Note: I have the current patch for CIV III, and I'm pretty darn sure I have the newest editor with the new NIB files.

#1) Even with the new editor, it still "forgets" things

#2) At one point, the .bic file lost the ability to have anything be a transition government, which I couldn't change. I reinstalled which obviously fixed the problem, but was curious if anyone else had this problem.

#3) Started a new game last night and was doing really well untill it dawned on me why: other civs couldn't make more than one city. I checked the mod file and couldn't determine why this might be the case (Settler rules seemed fine, etc). That was a drag.

#4) If you start a game, then later on modify the bic file, and then load your old game, will those changes take effect? I would think so, but that doesn't seem to be the case.

#5) What can one do to add the delightful Squid unit from Carthage to the "regular" mod file... or the Commercial center, for that matter?

Thanks in advance for helping a brotha out.

- Ari
 
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