Modding Q&A

It has been like this since I have made this mod.
I dont think it is the unit amount. There really arent that many units. And its in a small map.
I dont think thats it.
Maybe its my mod that does it somehow. It is just this unit. And its not that the flc is corrupt.
????

Yes, I think we can rule out "too many units", then. Also, it's not the flc. Could you maybe post the .biq so some of the master modders in here could take look? I agree with you - I suspect it can be some strange problem with the .biq. Did you use Quintillus' or Firaxis' editor when you were making your mod?
 
Yes, I think we can rule out "too many units", then. Also, it's not the flc. Could you maybe post the .biq so some of the master modders in here could take look? I agree with you - I suspect it can be some strange problem with the .biq. Did you use Quintillus' or Firaxis' editor when you were making your mod?
the standard editor - I haven't used any outside editors.
biq attached
 

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There is one odd setting in the biq, but I doubt it can cause this invisibility-behaviour; In the settings for the Elephant Cavalry the "Ignore movement cost" list includes "Sea". I have never heard before that this could cause problem - even when the unit is a land unit being built in a non-coastal city. Everything else looks OK as far as I'm concerned. If you uncheck "Sea" from "Ignore movement cost" list, I believe it will not take effect on an ongoing game - you'll need to start a new one to test it. Maybe you could remove the "sea" from the list, and also the tech- and resource prerequisite for the Elephant Cavalry and then start a new game to confirm it doesn't matter? Just to eliminate it as a possible cause, I mean.
 
Theov... I checked the Palette and it is Good.
I made the smallest Frames that would accommodate the images in all directions and made an Offset to lower the Unit in the Right Game Window Box and it is only a little above the Window now.
The Unit had Tears in the SE and NW directions and that causes a blink in the animation .../ I corrected that while I was at it.

I think the Large size is about right for an Elephant compared to Biped Units at Civ Scale.

See if this works for you. If you still do not see the Unit in your Production Button, it is due to something other than the Default Flc.
 

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  • Default Flc.zip
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There is one odd setting in the biq, but I doubt it can cause this invisibility-behaviour; In the settings for the Elephant Cavalry the "Ignore movement cost" list includes "Sea". I have never heard before that this could cause problem - even when the unit is a land unit being built in a non-coastal city. Everything else looks OK as far as I'm concerned. If you uncheck "Sea" from "Ignore movement cost" list, I believe it will not take effect on an ongoing game - you'll need to start a new one to test it. Maybe you could remove the "sea" from the list, and also the tech- and resource prerequisite for the Elephant Cavalry and then start a new game to confirm it doesn't matter? Just to eliminate it as a possible cause, I mean.
that's actually selected for all units, even for the Firaxis made ones. It could be that it's done for units jumping from ship to ship. I don't know actually why, but it's not abnormal.
Theov... I checked the Palette and it is Good.
I made the smallest Frames that would accommodate the images in all directions and made an Offset to lower the Unit in the Right Game Window Box and it is only a little above the Window now.
The Unit had Tears in the SE and NW directions and that causes a blink in the animation .../ I corrected that while I was at it.

I think the Large size is about right for an Elephant compared to Biped Units at Civ Scale.

See if this works for you. If you still do not see the Unit in your Production Button, it is due to something other than the Default Flc.
thank you very much!
However, it didn't fix the issue.
The issue is not in the FLC - because using another unit's FLC doesn't solve the problem.
 
Theov... I assume the elephant shows in the Production Queue to select it but if it is the only Unit that does not show in the Production Button when building it, check All factors concerning the Unit installation and settings in the biq.

That is a strange problem I have not seen. As a test, place the Default Flc of another Unit in the Folder for this elephant Unit... see if it show in the Production Button. If it does, it is probably a setting for the Unit in the Biq causing the problem.
 
that's actually selected for all units, even for the Firaxis made ones. It could be that it's done for units jumping from ship to ship. I don't know actually why, but it's not abnormal.
Yes, you're right. I have it deselected in my own mod, and some of the units in your biq also had "sea" deselected - that's why I noticed it.
I opened the biq with Quintillus' editor, but could not find anything - apart from some garbage letter where the selected icon should appear. This must be caused by the editor trying to access a missing entry in the units_32.pcx file (other units are also affected).

Assuming there is something wrong with the biq itself.
Have you tried to open the biq, made an edit on the elephant cavalry settings like removing the tech and resource prerequisites, saved the file and then started a new game to see if it still is invisible? Just in case some data in the biq got corrupted during the previous save and a new save can restore it. Maybe removing the unit from the mod, saving, and then add it again could fix it? I'm really kind of lost here. Rewriting the biq all over again is probably not an option.
 
I have said many times that when adjusting a Biq, it is always best to save it with a new name ... such as placing a 1_ in front of the Name you call it... then after saving, change the name back by removing the 1_

I have seen the Biq Not save some adjustments such as how often a Wonder or Improvement Auto-Produces a Unit, etc... After saving the Biq and checking it, the adjustment was not there.
 
Ok - so I tried to change another unit, the Elephant Rider with a recently size-reduced unit by Woltan49.
But it came back without an icon in the box either - so I changed the entire unit back to the original and it did work (left part in the screenshot below).
Then I thought "well, then the 'new' unit should work, if I just give it the original default.flc but that came back without an icon. (right part)

So (icon in box or not):
old unit: works
new unit: doesn't work
new unit with old default.flc: doesn't work

So there must be more going on than just the .flc

So... I thought it could be that it's not the dafult.flc that's looked at.
Then I took the Elephant Cavalry and replaced all .flc s to one I know works, but still that doesn't work.

This mystery continues...

buildboxerrorwtf2.png
 
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Just a side note regarding where the image in production box and Active unit box comes from:
I added numbers (1 and 2) to the two first frames of the SE direction in a random unit's default.flc. This shows that it is the first frame that is fetched by the program (in both places). Just to make sure we're looking in the right place...

Theov:
Exactly which version of Civ3 are you using? In case different version behaves in a different way (not very likely, I admit). Very strange that it's also affecting that other unit too. But only with the resized version. If I understood you correctly - with the default.flc in original size and the rest in resized version, it didn't show up - while all flc were original size it DID show up? Could you replace the other flc-files with resized ones - one by one - and see if it is a particular flc that triggers the disapperance? Since default.flc from other units in Elephant Cavalry's place also disappears, could it be that it is actually another flc that is causing this? When I tested the elephant cavalry on my computer, I only replaced the default.flc (and everything looked OK). I'll try to replace all flc with the files you provided and see what happens.
 

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Theov:
the Default.flc should be reduced to a minimum at the top and bottom without reducing the size of the unit!!!!

CWEDefault.jpg


is in the file for you.

salute
Wotan49
:old:
 
Theov:
UPDATE:
I was able to re-produce the problem with the invisible unit. First I copied all the elephant's flc's to an existing unit, and renamed them according to that unit's .ini-file. Everything was OK. Next, I used the elephant's flc-files without renaming them - and also used the elephant's .ini-file (which you provided). Now the unit disappeared in the production box, but not anywhere else (just like in your game).
I checked the elephant's ini file and found that the "Version" entry were missing. I added the following at the end of the file:

[Version]
VERSION=1

Suddenly, the unit was visible in all places! Also, a new error message that had begun to appear when I closed the game, disappeared.

Try this, and see if it works.
 
Theov:
UPDATE:
I was able to re-produce the problem with the invisible unit. First I copied all the elephant's flc's to an existing unit, and renamed them according to that unit's .ini-file. Everything was OK. Next, I used the elephant's flc-files without renaming them - and also used the elephant's .ini-file (which you provided). Now the unit disappeared in the production box, but not anywhere else (just like in your game).
I checked the elephant's ini file and found that the "Version" entry were missing. I added the following at the end of the file:

[Version]
VERSION=1

Suddenly, the unit was visible in all places! Also, a new error message that had begun to appear when I closed the game, disappeared.

Try this, and see if it works.
I looked in the .ini files to see if there was something weird, but didn't find this discrepancy.

Thanks! It does work now.
 
How do you get the sound effects of a unit to work? I'm trying to get Wyrm's AC-119 Gunship unit to adopt the running and death sounds of the stock game bomber, the victory sound of the M163 VADS' "Gun". The "Gun" wav file has been copied into the AC-119 folder, which is being tested in the WW2 Pacific Conquest unit folder.

So I typed into the configuration setting the following:

[Speed]
Normal Speed=225
Fast Speed=225

[Animations]
BLANK=
DEFAULT=Run.flc
WALK=
RUN=Strafe.flc
ATTACK1=Strafe.flc
ATTACK2=
ATTACK3=
DEFEND=
DEATH=Death.flc
DEAD=
FORTIFY=
FORTIFYHOLD=
FIDGET=
VICTORY=Combine.flc
TURNLEFT=
TURNRIGHT=
BUILD=
ROAD=
MINE=
IRRIGATE=
FORTRESS=
CAPTURE=
STOP_AT_LAST_FRAME=

[Timing]
BLANK=0.500000
DEFAULT=0.500000
WALK=0.500000
RUN=0.500000
ATTACK1=0.500000
ATTACK2=0.500000
ATTACK3=0.500000
DEFEND=0.500000
DEATH=0.500000
DEAD=0.500000
FORTIFY=0.500000
FORTIFYHOLD=0.500000
FIDGET=0.500000
VICTORY=0.500000
TURNLEFT=0.500000
TURNRIGHT=0.500000
BUILD=0.500000
ROAD=0.500000
MINE=0.500000
IRRIGATE=0.500000
FORTRESS=0.500000
CAPTURE=0.500000
STOP_AT_LAST_FRAME=0.500000

[Sound Effects]
BLANK=
DEFAULT=
WALK=
RUN=..\Bomber\BomberRun.wav
ATTACK1=Gun.wav
ATTACK2=
ATTACK3=
DEFEND=
DEATH=..\Bomber\BomberDeath.wav
DEAD=
FORTIFY=
FORTIFYHOLD=
FIDGET=
VICTORY=Gun.wav
TURNLEFT=
TURNRIGHT=
BUILD=
ROAD=
MINE=
IRRIGATE=
FORTRESS=
CAPTURE=
STOP_AT_LAST_FRAME=
[Version]
VERSION=1
[Palette]
PALETTE=

But the unit makes no sounds, be it trying to access to bomber folder or its own folder. This is my first time modding sounds. I usually play without combat animation so I never paid much attention that aspect.
 
Sorry if this is answered somewhere else, I searched but didn't see anything specific. There are single and era improvement types with wonders in the default pediaicon file being single and improvements being era. Then in the buildings files, the wonders have a single image corresponding to the single line in the pediaicon file and improvements have four images corresponding to the four lines in the pediaicons file. For improvements, it is often the SAME icon pasted four times in a row if the building doesn't have era-specific graphics.

If an improvement doesn't have multi-era graphics, can you make it a "single" building type so you don't have to copy the icon four times or does it have to be an "era" building type?
 
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By giving terrain zero commerce roads can't be built, correct? But if terraforming gives a commerce bonus to the terrain then roads can be built, correct?. Are there any other methods for limiting/unlocking roads on terrain? For example, not allowing Mountains to be roaded until Engineering.
 
By giving terrain zero commerce roads can't be built, correct? But if terraforming gives a commerce bonus to the terrain then roads can be built, correct?
Not exactly.

You can give any base-commerce value you choose, to any terrain, prior to tile-improvements, and that has no bearing on what jobs might be allowed on that terrain.

(e.g. in the epic game, Coast gives 2 commerce, Sea gives 1 commerce, but since no Worker-jobs are set for either of them, these outputs can only be affected by buildings — the Harbour, Commercial Dock, and Offshore Platform)

But yes, if you want to prevent a road from ever being buildable on a given terrain (e.g. Volcanoes in the epic game), then you need to set the "Increases commerce by"-value to zero for the "Road"-job for that terrain.
Are there any other methods for limiting/unlocking roads on terrain? For example, not allowing Mountains to be roaded until Engineering.
The only way I can think of to delay the ability to build roads over Mountains until a later stage of game, would be to exploit the "Impassable to Wheeled"-flag (attached to Mountains, Volcanoes, Marsh, and Jungle by default).

Then, make the basic Workers Wheeled, but have them upgrade to a non-Wheeled version with your chosen tech, to give them access to those previously Impassable terrains (and any Resources on them).

It would then really kinda suck if your nearest/only Iron turned out to be on a Mountain (or Lux in a Jungle), though...
 
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What are the functional differences between SWs and GWs? Now that the SWs can place buildings like GWs, besides GWs being able to be built by only one Civ and SW being able to be built once by each Civ, what other differences are there? I know there is something I am forgetting.
 
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