Modding Q&A

Apologies if this question was asked before, I did not want to read through 50 pages. I'm working on a scenario where I added the alternative tech tree with new technologies for simplified AI factions. It is working fine when I start the game as simplified AI civ for a test. I can only see the alternative technology tree and that's what I wanted. However, when I launch the game as regular civ with default tech tree I can see alt technologies also and new added technologies covering those from default research tree. Is there a way to hide alt tech tree from a game is played by human players or regular civ?
 
Assuming that the simplified tech-tree has to be visible to all possible nations(?), you'd need to tweak the (X,Y) positioning of all the tech-boxes which overlap, so that they don't overlap anymore.

OTOH, if the simplified tech-tree is intended to be exclusive to non-playable (i.e. AI-only) factions, then giving it an Era=None prerequisite tech that only the non-playable factions start with, should make that branch invisible to all the potentially human-controlled factions.
 
register... If I am understanding what you are wanting, you need to use the Techs to separate the Civs (AI included) rather than try to use a separate named Tech Tree.

In EFZI2 Complete, each Faction "Civ" has their own Tech Tree that the Player sees when each of them are played. The Factions are separated by the separate Techs each starts with and that are used as prerequisites.
This allows the Tech Trees to show separately, Not by using a different name for the Tech Tree.

If you are only wanting one AI CIV to use a different Tech Tree, that is easier.

If none of the Techs that the AI Civ uses are Not used by any other CIV, that is also easier.

If you take a look at the Biq for EFZI2 Complete, you will see how the separate Techs for each Faction were done.
 
Thanks Vuldacon, I will have a look. Yes, I wanted to separate playable factions from these non-playable and give both groups completely different tech trees.

/edit/ I had a look and see you have separate tech tree just for Zombies called Zombification and from that you added separate, completely new tech tree for this faction.
Yes, I understand the idea. It is working on yours but I had done the same in my mod and it worked for non-playable faction however it was also visible on playable factions tech tree. I can't find anything in Civilopedia under TECH_Zombification, so I'm guessing it is just an empty advancement which works as a root for a new tech tree.
BTW, I'm just curious, why did you put you files in Scenario folder, what is the advantage of launching a game from Scenario folder over Conquest folder?
 
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register... OK, that is very easy because if each Tech Tree is totally different for the Other CIVs, you do not have to "worry" about setting the same tech for other CIVs.
That can be a bit of a chore because the same Tech will have to show in the same place on each of the Tech Trees and because other CIVs will have some different Techs, setting any Tech in the same place is a Chore to work out.
I had to do that in EFZI2 Complete.
The Tech Trees are posted on the Thread so you can see the Techs that some of the "Factions" have that are the same along with the techs that each have that are different.
 
I had done the same in my mod and it worked for non-playable faction however it was also visible on playable factions tech tree.
Are you playtesting your mod in Debug mode? Could that have something to do with the problem you're seeing?
BTW, I'm just curious, why did you put you files in Scenario folder, what is the advantage of launching a game from Scenario folder over Conquest folder?
That is how the game-directory structure was designed and intended to be used:
...Civ3/Conquests/Conquests/ is just for the Firaxis-created Conquests.
...Civ3/Conquests/Scenarios/ is where Firaxis intended all other (user-created) mods to be stored.
 
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register... there are many tutorials to use FastStone Photo Resizer... just type a search in Google.

Example: https://www.media.io/compressor-tips/faststone-photo-resizer.html

If you make a Scenario, the Scenario Game Folder should be placed in the Scenario Folder.
The Game Folders from the original Game are duplicated (Just the Names of the Folders) and you place those Folders inside your Game Folder in Scenarios that you name for your Game.
You place any Files that you modify inside the Game Folders in your Scenario. The Civ Game will use any missing files from the Original Game.
 
Are you playtesting your mod in Debug mode? Could that have something to do with the problem you're seeing?
No, it is not in debug mode. Just found out what is causing that. I want to have the playable factions starting a game from the second era and non-playable AI starting in first era and until the end of the game keep them there, so the tech development is as slow as possible. There reason for that is I can have 5 more city sets in the game all the time even if we do not have an option to add more cultural groups. It looks like playable civs when have first era finished they taking a credit for tech tree from AI civs. I do know know how to go over this, so I created AI tech tree and made sure all techs are located in away they do not cover the other techs. Just filled in empty space with alt techs and will leave it that way.

Thank you both for the explanation about Conquest and Scenario folders.
 
For some reason I can't find the link to the blank numbered buildings templates that have a bunch of extra spots for buildings at the end. Anybody have the link handy?
 
I've been editing a number of units (resizing mainly, some minor edits to unit color, etc.), most of this has worked out fine. . . except for units with 1 or two frames per direction. For those units Civ3FlcEdit (what I'm using to resize) crashes (closes).

Any suggestions? Alternate software which can handle this?

Thanks!
Messed around with Civ3FlcEdit, was able to get it to resize those 1 and 2 frame per direction units. Would crash a few times before it would work, no idea why. (Seemed to help if I cleared the Storyboard folder).
 
Might not be the best place to ask this, but. . . I'm using Gimp to edit PCX files, I'm having difficulty rearranging the color order on the pallet. I'm not sure if it is the latest version of Gimp, or my operating system windows 11. I have read somewhere that the new windows interferes with the UI for some segments of Gimp.

To be clear, I'm comfortable with changing pallet color order and have done so numerous times. So, it is 100% software related.

Anyone know a fix? I can't be the only one.
 
Might not be the best place to ask this, but. . . I'm using Gimp to edit PCX files, I'm having difficulty rearranging the color order on the pallet. I'm not sure if it is the latest version of Gimp, or my operating system windows 11. I have read somewhere that the new windows interferes with the UI for some segments of Gimp.

To be clear, I'm comfortable with changing pallet color order and have done so numerous times. So, it is 100% software related.

Anyone know a fix? I can't be the only one.
I am not sure about changing pallet order, but the quick way I make sure to have green and magenta at the end is to convert a jpg to index with 254 Mac colors, then simply click on the last two boxes in the pallet and change to green and magenta.

Actually I just poked around. I right-clicked on the pallet, chose rearrange color map, and drag and dropped colors. I am on a Mac though so it may be different.
 
I am not sure about changing pallet order, but the quick way I make sure to have green and magenta at the end is to convert a jpg to index with 254 Mac colors, then simply click on the last two boxes in the pallet and change to green and magenta.

Actually I just poked around. I right-clicked on the pallet, chose rearrange color map, and drag and dropped colors. I am on a Mac though so it may be different.
Appreciate the response, I didn't clearly state my issue. I meant I am aware of how to do what you said. It seems to be a UI issue caused by Mocrosoft. . . getting really fed up with their stuff.

Thanks again for the response though!
 
In an unmodded game the airport allows for airlifts and airdrops. Is the "veteran air" flag the one that sets this capability or is it hardcoded some other way to only be the airport? I am planning to have an Airport and an Air Force Base. The Airport will increase trade per tile and the AFB will build veteran air units. So, would the AFB then be required for airdrops and airlifts?
 
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