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

I've been following willow's problem with interest because I've tried to add my own wonder. One question I do have is: how does the game determine when you get a wonder if there is no entry under pre-req tech?

I wanted to test my wonder at the very beginning of the game just to see if it would work, and even though I had no pre-reqs for the wonder, I couldn't build it. Well, all it is is a copy of Forbidden City for effects. Hmmm . . .

Oh, yeah, one more question: how do you get the game to know what icons to use for the city build queue? When I test my wonder, it's just a blank. The name's there, but no picture.

Thanks for your help guys!
 
Colonel Kraken:

The Forbidden City uses the flag "Reduces Corruption" in the Small Wonders section. This flag has the side effect of making the Small Wonder require you to have 8 cities, before the Small Wonder becomes available.

So you won't be able to build it, before you have established 8 cities, I'm afraid.

As for the Building List Icons, you need to add in rows to the files Buildings_large.pcx and Buildings_small.pcx, in the "Art\City Screen" directory, and then insert your picture in the first column of the new row. Buildings_large.pcx is used for the Build List Button and Buildings_small.pcx is used for the actual build list and the list of improvements already built (bottom-left of the City Screen)
 
Thanks, Isak! Can't you get the game to just use an icon that's already available? I don't have the tools (or know-how) to cut and paste or make new icons.

Thanks everyone for being so helpful. :D
 
Hello all,

I'm still hoping someone can give me a little help in diagnosing my unit/mod problem....
 
Traveller: If the mod works when starting a new game, but not when you load a save game, the most likely cause is that something was changed in your Civ3 directory which means that the savegame is now holding "old" info.

With a unit loading error, I guess it could be because after you started the game that now won't load, you may have renamed a unit (and thus a unit folder) so the savegame now looks for a folder that doesn't exist anymore.

If that's not it, try starting up a new game - let one turn pass and then save the game. What happens if you then load up that savegame?

Worshipwillow: Note that with the fix Kal-El gave you, your added buildings will be sharing civilopedia entries, images and wondersplashes. I am sure there was just some dumb little missing underscore or other comma somewhere ;)
 
Hi, folks!
Well, i got all wonders/city improvements to work, added the civilepedia (sp) entries without having a major stroke, and all seems to work fine, so.......I've been trying some new things out and found some brick walls.
1) Well, first, did you know that when you make the relatively worthless paratrooper unit into a mobile, invisible tacticle nuke he becomes really scary? But he can be loaded on nuke subs, because of the tact. nuke flag, but if you make him a foot unit, he should only be able to board regular ships.
2) Anyway, those railroads are just way too fast. Maybe three times as fast as regular roads would be better. Is there any way to change the movement value of railroads, or to add a new worker terrain improvement that you can assign a move value to?
I've upped the move vaue for roads to 5 from default 3, and made railroads require uranium and aluminum, take 20 turns to build/square and the last tech in the game, intergrated defence. That way, railroads may have teleport speeds, but shure not gonna be many of them around. :)
Also, I've been trying to get the warfare in the game less city-based, and throttle each other with as many modern armor and mech. infantry as you can stack up, and make the combat more strategic. I've tried this by making most units NOT upgradable (I mean, c'mon, you can transform a decrepit old spearman into mech. infantry for 120 or 160 gold?? not realistic), made the more advanced units much more expensive, (like would training and equipping an infantry unit really be only 20% or whatever cheaper than building a modern armor with radar, etc, etc? If infantry costs 120 shields, than modern armor should at least be 240). Not being able to upgrade many units (okay, okay, you can upgrade the freakin' musketman to a rifleman, just give him a better gun! :) ) should help to keep units from being outdated because of fast tech research and the time it takes to build them. Finally, very few railroads, and only late in the game, should keep the wartimes more real...you find 30 enemy units stacked and heading towards your westernmost cities, then you had better get a move on and send your troops there ahead of time; no more of this "this tank defends this city this turn, then next turn appears in battle halfway across the continent."
3) any other thoughts on making land battles more, uhm, engaging to the chessmaster in us all?
4) Oh yeah, and those battleships need to be able to carry at least cruise missiles, think what they were able to do during the Gulf War, for instance. Likewise, if nuke subs can carry tact. nukes, why not cruise missiles too? A bit of a waste that is, but you may as well have the option.
5) Finally, for now, I've been offline too long, helicoptors traditionally have been good for both insertion AND extractions, that's their primary functions in a war. Being able to pick up the wounded or blokes who need a lift outta Heck is possible in Civ3, and so I offer this suggestion:
In civ3edit make these changes to helicoptors:
its still an Air Unit,
give it all Stardard orders,
NO air missions should be checked unless you want a mega-helicoptor,
check Special Actions: Unload and Airdrop only,
AI Strategy should be: Air Transport,
suggested values: Moves: 5, Operation Range: 5, Attk: 4, Defence: 12 (see below), HP Bonus: +2,
finally, check the following Unit Abilities in the oh-so-annoying check box that erases all abilities already checked if you click it and forget to have the CTRL key pressed: Radar, Transprt only Foot Units, and UNCHECK Immobile.
The gameplay with this unit will be a mobile air unit that land units can kill if given the chance. Upping the HP Bonus and giving an ATT/DEF of 4/12 will help somewhat keep the bird up in the air if you are unable to get it out of enemy-swarming territory, but they will go down sometimes. They will be able to "land" on the square where the foot units are to be extracted, the foot units then Load on to the helicoptor, and then your off. Yea, unlimited fuel, true, not like in Civilization II, but then when was the last time you had to dock your battleships for refueling?
Take care, all! Hope to be back online again soon :)

Willow...know Her, love Her, WORSHIP HER!
 
What?? Did I kill this topic? Oh, I know! You all went and bought that Play The World game, leaving the rest of us (me) behind. Hmmph! Just wait till I get a consistant ISP...I'll Monty Zooma all your butts! :P
 
How do you add Luxuries to the game and have them show up in the Luixury Item box in the city view screen. The ones I add always show up as #32. Any help would be great.

Ninja
 
Originally posted by flyingninja57
How do you add Luxuries to the game and have them show up in the Luxury Item box in the city view screen. The ones I add always show up as #32. Any help would be great.

Ninja

Take a look at this.
luxuryicons_small1.gif


From this image you can see that I added 8 new Luxury Resources to the DyP mod, cotton, coffee, olive oil, sugar, tea, tobacco, tropical fruit, and wool. The key is in placement in the luxuryicons_small file which you can find in the ...\Civilization III\Art\City Screen folder.

Since I added the luxury resources immediately after the last resource in the standard bic, my 8 new luxury resources take up slots 23-30 in the luxuryicons_small image.* You can also see from the image that the I left the bottom row empty. After several games have been played with the Mod I have yet to hear anyone indicate that the letters i through P are showing up anywhere. This leads me to the conclusion that the images in the bottom row are not actually necessary.

*note: the original luxuryicons_small image does not have the extra boxes so I recommend copying this one.
 
WINTER and Kal-El,

Thanks for the insight. If I copy this to my ...\Civilization III\Art\City Screen folder and then add the luxury it should work. That sounds easy enough. I will try that.

Ninja
 
I just recently added resources to my mod and they show up on map, but I haven't playtested it to see if they show up in the city screen. I notice (as you mentioned) there is a luxury icon file for the city screen.

My question is whether or not there is a file you need to change in order to display new strategic resources in the city screen.

Thanks,

Colonel
 
I am making my own mod and noticed when I try ot add more than 8 luxeries the game will just remove one to make 8. I know how to add the graphics for more luxuries but how do I get the game to handle more than 8?

I am using the newest version of PTW.
 
So I can add more than 8 to the game, but any one city can only have 8 at once?

How do I get the little icons to match up then?
 
Remember way back in Civ2 when we could offer/trade military units to other civs? Is there any way to get non-workers units to appear as tradable? I see no "trade" flag in units section of civ3editor. Maybe the game recognizes only workers as being tradable because only they have terraform AI strategy? Anyone tried making maybe a new unit, a more advanced modern worker, that also has terraform AI strat, and been able to trade them with other civs?
If a unit must have terraform, that is, if the game determines if a unit can be traded thru diplomacy by whether or not it has terraform checked in civ3edit, I guess it might be a little steep price to have ravaging units of tanks and rabid infantry who also do really nice gardening work, but at least we can trade or sell military units like in Civ2. It's true to life, after all, selling planes and tanks and so forth.
Any thoughts or help on this, folks?
 
Hey. I just found this board. You guys rule.... I've been fooling around with the editor for a while now. I managed to figure out a lot of stuff on my own, but this sure answered some questions for me.

Has anyone figured out how to get it so you can have your created buildings in the city overview screen?

Thanks.
 
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