Mac Creation

Sid

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This is an invitation for someone knowledgeable to share…

I have had lots of fun downloading some of the modpacks around to change my Civ3. There's a terrific set of irrigation tiles which look more realistic; the 'happy faces' mod puts some cartoon characters on my city screens; the 'Elvis' domestic advisor reminds me of a much-loved aspect of Civ2 (I would like Star Trek's Seven of Nine or--even better, Counsellor Troi--as my Foreign Advisor, but that's just me).

I have downloaded some really cool units--a special ops team and a coracle for early water crossings, etc. I guess that they can't be used until I can activate them with the Editor. Even so, they have been an enjoyable and stimulating part of my 'civving' recently.

What I'm really seeking is a Mac OS X-savvy person to explain what would be needed to more fully participate in the Civ3 mod-creation process. What programs are needed to create units? or modify files? (mostly just TextEdit, I imagine) or to provide new sounds? I believe that it would then be possible to extend the life of this wonderful game indefinitely. I'd be happy to host some downloads at my iDisk Public site if there was some interest. http://homepage.mac.com/s_starr/FileSharing4.html (This link doesn't work--you have to paste the URL into your browser) The pre-1.21f patch Marla Singer Earth map is there at the moment.
 
Been to both and I'm very grateful for your work, front. Will you have a version of your mod for the 1.21 patch, which I guess some of us are playing at the moment?

I tried the Hex edit method a month ago, but found myself shy of making changes in binary code--let's face it, I didn't have a clue.

There could be some fun in modifying the various '.txt' files, but I'm really interested in being able to create my own units and just tweaking things a bit. The Editor will help with some of that.

Would it help to learn some programming in C++?
 
Howdy

"Been to both and I'm very grateful for your work, front. Will you have a version of your mod for the 1.21 patch, which I guess some of us are playing at the moment?"

No... not really. People can make up their own. I guess if there was a demand I'd do it. :-)

"I tried the Hex edit method a month ago, but found myself shy of making changes in binary code--let's face it, I didn't have a clue."

I know what you mean :-)

I too was hoping for an editor but I'll be using OS 9 for the rest of this year myself. Plus I wanted to get "creating" right away... HexEdit was the only way.

It's the same process for 1.21 (and future versions). One thing that you do need is a legend. You need to know which offsets correspond to which attribute.

"Would it help to learn some programming in C++?"

No need for this kind of thing.

Below is a small pic of the hex for the Warrior unit:

WarriorHex01.gif


It starts at A4.

Here is my list of the attributes which I found. It's a little long but can give you some idea of how you can change the flavour of the units in the game to suit yourself. I have not discovered all of the attributes and have just made a guess at some (still in the slow process of figuring them out). It take a little deduction and a lot of trial and error.

I'll use the pic of the Warrior above as an example:


Offset:

00 : A4 Start of Unit code

04 : Multiple attack [01 is ON... multiple attack for the Cossack and Chinese Rider etc]

48 : Bombard points [Ship/Artillery attribute]

4C : Range of bombard points [Ship attribute]

50 : Transport only unit number [Ship/Helicopter attribute... number of units it can carry. You can set this to the Frigate/Destroyer etc too]

54 : Cost in shields [01 is one shield... 0A is ten shields etc]

58 : Defense points [01 here in Warrior is one point]

5C : Catalogue number [Individual unit number in the game... used in offset 78 below. Warrior is the 6th unit]

60 : Attack points [01 again for Warrior]

64 : Air movement range

68: [I don't know]

6C : Rate of fire [Ship attribute]

70 : Number of moves

74 : Required tech

78 : Upgrades to [Catalogue number from 5C... here the Warrior is supposed to upgrade to the Swordsman who is 09]

7C : Required resource 1 [All FF FF FF FF here as the Warrior does not need Iron etc]

80 : Required resource 2

84 : Required resource 3

88 : Rough terrain (00 Normal/01 Need road/02 Can enter -1 move/04 ?/42 Marine ability) [Not sure about these... still exploring. Set the Warrior to 42 in this attribute and he'll attack off of shipping like a Marine]

89 : Civ specific Unit (80/0A)

8A : Neutral unit (02) [Attribute on the Privateer... set any unit to 02 in here and they act like the Privateer]

8B : shipping [Ship attribute I think... might be that it can only be built in a coastal city... I'm guessing]

8C : Attacker 01/Defender 02/Explore 08/ Army 10 (Land AI commands) [I think]

8D : Attacker 01/Defender 02/Transport 04/Worker 10/Settler 20 (AI commands) [I think]

8E : [I don't know]

98 : [I don't know]

9C : Land based 01/Sea based 02/Air based 03 [I think]


Here is an idea... Set all the Civ specific units to "Neutral" [Offest 8A to 02]. It'll keep you on your toes as the enemy civs begin to fight all around them with their elite units. Chinese riders nearly elimanted me in one game. They just stymied my expansion north towards China once and then pushed south... with Çhairman Mao smiling at me all the time. "Plausible deniability". :-)

cheers

front
 
Thanks front, I'll have another look. I guess that the Editor will be delayed until the next PC patch can be incorporated into the work that Brad's doing.

I may find it easier to wait now that SW: GB is in Australia and Warcraft III is arriving--sad to say, but I do play other games.
 
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