Moding and Editor Question Thread:

I get the issue with the 'pink' every now and then when edit or paste another graphic into it, find when reset palette (load one created from a civ3 specific graphic that does work) it goes away ... somehow the 'pink+green' gets messed over when edit every now and then.
 
I tried following the tutorial, but I couldn't get it to work. It was a bit confusing to me.

JSnider - could you clarify what you mean by the palette reset?
 
I would go to the tutorial and references part of the forum and look around there for a tutorial on how. i'm not exactl the guy you should be asking.
 
Issue with palettes (in Paint shop Pro) is that when edit and existing civ graphic the magenta gets shewed and for some reason lets the base terrain come through. What I normally do is say for forest (et al) is insure i have a palette saved from a good pcx into PSP then mod the file and then load the palette back in before save ... has worked every time.
 
Thank you for the help everyone! I figured out how to fix the graphics! (Not exactly through the tutorials, but the pointed me in the right direction. The key in Photoshop seemed to be defining the first two spots on the color table during the conversion to Indexed colors - not after.)

Sharing the product below for anyone who wants to use these cities. I'll also post this on the original thread.
 
Ahh, good work (do you mind if i just call you wizard?). Those tutorials are helping me out as well. I am finally being allowed to post new UNITS!!! *cackles softly*
 
I want to make a some Flag Leaderheads, for that I need to modify pcx and flc Files.

I will use GIMP to modify the pcx's, but I'll need to use a diffrent Program for the flc files.

Can some one suggest a good Program that can read, modifiy and create flc's?

Preferably, one ;) thats Freeware or Shareware.
 
Is it possible for an improvement to produce negative production or culture?
I have it in my mind that it is, but since I can't actually recall any instances in which I've seen this, I thought I'd double-check.

Also, while I'm here:
Say a city has a building that increases luxury output by 50%. A second building is built in the city; it's also supposed to increase luxury output by 50%. The two buildings now exist side by side. Is the result cumulative? Or does the second building's function cancel out the first?
 
hi, newb here. can i ask you guys a question? how do i add a new civ to my scenario?

I only have civ III and i noticed that theres an add button in the civilizations category so i created new civs. it worked fine and i can also pick out the civs i recently created but as i start the game, only 16 players are there. how do I expand it to 17+ players in-game?
 
When you say you have only civIII do you mean only vanilla?
I opened the vanilla editor and it is the same as the conquests one concerning increasing the number of Civilizations available.
Go to rules / edit / world sizes. There you can adjust the number of starting civilizations world size and distance between civs. Remember unless you want a crowded world you should also adjust world sizes if increasing the number of available civs.
 
I have more questions already:

Untradeable Tech Y requires untradeable hidden (no era) Tech Z. Civ A begins the game with Tech Z, while Civ B does not. Without Tech Y, will Civ B be able to advance to the next era?

Given the above, assume Tech Y is in Era 2. Civ B has the 'Scientific' civ trait. Upon entering Era 2, could Civ B have been given Tech Y for free?

Also, assume Civ B builds the Great Library. If either Tech Y or Tech Z are owned by two other civs, could Civ B be given Tech Y or Tech Z for free?
 
Is there any way to mod diplomatic actions? I'd like to create a "poacher" unit (or tech) that allows you to steal food from enemy cities.
 
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