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Modmakers Tutorial: Add new units, improvements, wonders, technologys, and Resources!

Does anyone know how to add an extra era for tech? I have like 300 units for a mod and not enough tech eras to go with them. I read a lot of posts here with lots of usful information but havent come accross anything about adding eras. Im sure that info is here somewhere..mabye I missed a page when I was reading through the posts.....I would appreciate any help or a point in the right direction. Thanks :)
 
Originally posted by Sleepy Eyes
Does anyone know how to add an extra era for tech? I have like 300 units for a mod and not enough tech eras to go with them. I read a lot of posts here with lots of usful information but havent come accross anything about adding eras. Im sure that info is here somewhere..mabye I missed a page when I was reading through the posts.....I would appreciate any help or a point in the right direction. Thanks :)

Unfortunately you cannot have more than 4 eras. You can either expand the current eras or eliminate on and add another (Eliminate ancient and add future or something along those lines).
 
Hi, folks!
Is there a nice neat tutorial/guide for taking an old vanilla Civ3 mod with lotsa new units, governments, resources, improvements/wonders, civilopedia entries (ack!), rules, etc and safely converting/pasting it all to play in C3C with all the various files, directories, and .txt entries working properly?

OR...would anyone care to write up a nice neat (or sloppy too is fine at this point, I don't care) post about this subject which is so very critical for those of us who've spent decades making the mod of our dreams only to buy C3C and find it much better than vanilla civ3, (especially those cool new editor options)?

I'm not much interested in keeping the C3C basic game compatible with the new files, but would like to be able to play the conquests scenarios without conflicts. So if, for instance, the tech tree arrows are now wrong in the default C3C game because they've been edited to accomadate the new tech tree in the old civ3 mod being converted to C3C, that's fine with me, but if there's a way to avoid more serious conflicts like not being able to play the conquests scenarios, I'd love some insight into "how-to".

Thanks for reading my post! Hope someone replies to it! :)
 
OOPS!

Forgot to mention that I'd like to also include all the new C3C units, improvements, etc in the old vanilla Civ3 mod I mentioned in my last post when I convert it, in theory, to play with C3C. :)
How does one place them all in the newly converted (mymodname).biq file without pulling all one's hair out from error messages from Hades?

thanks!
 
Alright, that's f--kin' it.

I've been following this f--kin' thing for the better part of the f--king day and the f--king thing just don't seem to work.

How the f--k are you supposed to get the the resources to show up as an icon option?

I've followed this as best I could with no f--king sucsess, I've done the same f--king steps for f--k how f--king long with no-f--king-thing to show for it except an extreme urge to drive my f--king fist through the f--king screen.

There is only one resource option, that's resources.

I've put all kinds of extra icons in those blank pink squares just to have them not show up when I need to use them, just to have them stay f--king pink and empty.

Hell, I've only used the icons that are in the program itself, stone is the one I'm working on right now.
 
I have the same problem. There is no icon for my new resource on the map or the advsior screen but it is there if i look at the terane info and it is there on my advisor just w/o an icon. I have added icon to <Art\resources.pcx>. The resource are in the civilopedia. ~thax for an help
 
Khan said:
Great work on the tutorial! It will really help.

I have been playing around with the editors with the thought of turning some of my research on the 19th century into a scenario. Civ2 was not able to support what I wanted to do. However, I have not been able to discover how to place cities (not starting locations) on the map, as well as units for each country. Any ideas would be appreciated, sorry if the answer is really obvious - I'm new to scenario creation.

Thanks,

Khan

I think you can only do that on :c3c:.
 
I'm getting a strange (but serious) crash on the mod I'm working on. I had originally mod-ed warrior to require warrior code. So that meant that civs without warrior code couldnt begin the game with a warrior in their build queue. So when you built your first city there was nothing in the queue. If I built settler the game was fine. If I chose temple, the game crashed when the temple was built. Hmmm????? Since I was play testing the mod I simply avoided the problem and built settler first.

After a few more refinements I'm starting a game on emperor. Now I need to build temple because of the unhappiness but cant cos the game crashes.

I thought it was a problem with the pediaicons since I've used temple icons as 'placeholders' for a couple of other buildings. I've checked and double checked for errors, but I still get the crash.

I thought maybe the game needed a warrior with no requirements. So I added an improved unit to come in with warrior code allowing me to re-set warrior back to default settings. Religious civs can build warrior but the build queue is empty with first city, if I choose to build temple the game still crashes but if I build a unit I can then build a temple. Civs with warrior code can build the better unit so no problems with that.

After that experiment I thought the problem was something to do with the build queue itself. So I added build defensive and offensive units to the egyptians build preferences for the governor. When I build my first city the queue shows warrior and I can build temple first without a crash.

I'm at a loss to understand this. I dont want to change the build preferences for the non-militaristic civs. I dont see why I should need to, since I've re-established warrior back to default settings.
 
I found the answer. At the start of the game there must be a unit (other than settler and worker) present for the default build queue. You dont have to build it, you can change the queue once in the city screen, but it must be there for the first city screen. In addition, the unit must be marked 'offense'. I had labelled the 'default' warrior (that required no tech) that I had replaced as 'explorer'. When I changed that to offense the build queue worked perfectly.

Now I can test an emperor level game to see how the AI handles the changes. The monarch level game worked fine that way except that the AI doesnt use ship to ship naval bombardment and so is at a disadvantage.
 
Okay, I posted a question on the C3C faq forum and they suggested I post my question here instead. If I had a clue as to how to make a link direct to my post I'd do so, but I don't have a clue, so here's the cliff notes version.

I have a Black Ops unit in my little mod. It's a land unit with no nationality markings and it's invisible. In vanilla Civ3 it worked fine. You could do anything with it against friend or enemy without instigating a war, since it has no nationality markings. Now in C3C I noticed that you no longer can attack foreign cities or units in foreign cities with the Black Op. You can do everything else, though.

I thought this would be fine, since taking over a city with a small band of specialized soldiers seemed a little far fetched anyway. BUT, I was playing a game (C3C, v.1.20) and the satanistic AI players apparently figured out how to use the Black Ops during peacetime to attack and take over my cities, even while I still cannot return the favor.

My question is, "Why??" I mean, everything is the same in the C3C editor for Black Ops no matter what civ is using the unit. Is there perhaps some kinda hotkey command I'm missing that the AI players don't need to use cuz they don't use keyboards, usually? All I know is when I move the Black Ops to attack a foreign city during peacetime in the normal "attack" manner, (click and drag to the adjacent tile with the big juicy city on it), no popup window comes up saying, "Are you sure? This will start a war with the ::civname::!" Nothing at all happens, like when you try to move a land unit onto a sea tile, or a sea unit on to a land tile...nuthin!

Any help or ideas?

Did I say this was going to be the "cliff notes version"? Silly me...
 
@Worshipwillow:

Good news and bad news. Good news is, you're not doing anything wrong or missing a hotkey.
Bad news is, it's a bug.

It was reported here for the Sengoku scenario, but it's the same bug you're experiencing. Sorry. :(
 
I got a question I am trying to add a strategic resource from one mod to my scenario. I opened the file that shows the resources used resources.pcx. Lots of pink boxes with the resources in them. How do I copy them into my scenario???!!! I cant copy and paste it so i dont know what else to do.
 
Isak, thank you much for the answer! Now I can at least keep some of my hair, as I've pulled out quite a bit already. Bummer that one is. Well, maybe I'll give the black op unit a real weak attack, so they can kill units without guns, like pikemen, but not much chance of attacking a city successfully (especially the way the AI uses them.)


Isak said:
@Worshipwillow:

Good news and bad news. Good news is, you're not doing anything wrong or missing a hotkey.
Bad news is, it's a bug.
 
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