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

BTW, if anyone wants any new improvement/wonder/unit ideas, these are some that I have incorporated...

Improvements
Hockey Arena
Fast Food Restaurant
Night Club
Brothel

Unit
Suicide Bomber

Wonders
Temple of Batu the Goat God
Expo
 
Sounds too cool not to try...er...as soon as I find a job!:mad:
 
Originally posted by Deerhoof
Has anyone figured out how to get it so you can have your created buildings in the city overview screen?

Thanks.

Hello, Deerhoof,
pesoloco started a thread about adding new buildings to the city aerial view. The thread is in this Tutorials forum, and it's name is self-explanatory. However, I believe the method involves using existing buildings in aerial view with new links to your modded improvements/wonders. Meaning, if you add a new wonder, you'd have to use a pre-existing building, removing the improvement/wonder linked to that graphic, then replacing the old improvement/wonder with your own.
Check out the thread, I might be wrong about this.

welcome to civfanatics.com! :)
 
How come nobody ever has a tutorial on adding new goverments to the game. I don't mean typing a name of a new government into the editor and not having a history, or a picture of the government flag. I want to know how to add a complete new government to the whole game. A government with a whole new flag, new cyclopedia entry, and a tech advance to achieve the new government. Can anyone help please.:confused:
 
i know this sounds simple, but im green to these things. im wanting to use some of the resources ive downloaded in a scenario im making, and i need to know what program to open up the resources.pcx with. any help you could give me would be lovely!
 
Most people do all the graphic editing in Paint shop pro 7, or Photoshop7.

You can get a demo of PSP7 here : http://www.jasc.com/download_4.asp?

It lasts thirty days as far as I know.
You can open up the .pcx files in these programs, do your editing, and they will allow you to resave the file as a .pcx.

Don't know if this was what you were looking for.
 
I have added the luxury icons file to the city view folder so as to have the icons show up in the luxury box in the city view. I am off on something though as the new luxury item I added to the game shows a different icon in the city view. That is I added sugar to the mod I'm working on.. it displays on the map just fine but when roads are built and sugar is added to the luxury box of the city view screen it displays the cofee icon.

I used a resorces .pcx from Teturkhan's mods and the city resouce .pcx from Kal-el, both of which sre great..thanks for the work.

I'm confused from what I read in the threads, is this just the way it is or is there something else I can edit to get the sugar icon to show up in the city view screen.

Any thoughts and ideas would be appreciated.
 
@Jim:

You also need to edit the 'luxuryicons_small.pcx' which is found in the Art\City Screen folder.

That file has two rows of luxury icons - note that the second row doesn't seem to have any effect.

The icons are supposed to be in the order they appear in the BIX/BIC file, starting with the first luxury icons, as far as I know.

Kal-el is the real hot-shot with this file though - he can probably elaborate when he gets to a computer this weekend :)
 
I had put the luxuryicons_small.pcx in the city screen folder. I have done some testing this morning, the original luxiry icons appear correctly. The sugar luxury was the first luxury I added to the mod.. I have added copper as a strategic resource.

Isak I do not understand what you mean by "the order they appear" in the bic/bix file. Is that the file that one is changing when you open the editor? If so then do I need to "add" the new items to the natural resource page in the order they appear in the luxuryicons_small.pcx?

thanks for the reply. I'm going to keep tinkering and see if I swerve into doing this right:D
 
Yep, the BIC (for regular Civ3) or BIX (for Play The World) is the file you tinker with when you open the editor.

About the order: When the game looks for an icon for a luxury, it starts the search from the first luxury in the BIC/BIX file, and then starts counting all resources afterwards. So if the next luxury resource in your BIX file is 6 places after the first, you will need a gap of 5 blank squares horizontally and then add in the next luxury icon in the 6th square.

Take a look at the Luxuryicons_small file from the DyP mod. Kal-el numbered the first row when he was figuring out how this works. (the second row has letters, but that was just to test if the game used the 2nd row at all)

Our first luxury is Wine, so the Grapes icon is the first in the PCX file. Then, in the order they appear in the Double Your Pleasure BIC file we have:

Furs (Lux)
Dyes (Lux)
Incense (Not lux, but we have been too lazy to remove the icon)
Spices (Lux)
Elephants (Not lux, same reason as Incense)
Silks (Lux)
Gems (Lux)
Whales (Not lux - would be using the square numbered 17 if it was a luxury)
Game (Not Lux, would be #18)
Fish (Not Lux, #19)
Cattle (Not Lux, #20)
Wheat (Not Lux, #21)
Gold (Not Lux, #22)
Cotton (Luxury, so there is an icon in that spot)
.. and luxuries all the way to Wool (Sheep Icon) and then we don't have anymore luxuries in the file.

I hope that helps a bit more :)
 

Attachments

I made most of the changes yesterday. Finished the text files today and did several test runs.

You are correct about the placement of those icons in the resources.pcx file in relation to their set up location in the .BIX file. Once I deleted the strat resources I had set up and began putting in the 8 luxury resources right after the original game resources( gold I think it is at 21) they began showing up in the city view screen correctly.
One thing I did notice during testing is that since the game is coded for 8 luxury resources only, once you collect over 8 resources it will show the original 8 in preference to the added 8 resources. That is if you collect all 16 luxury resources lets say, and no matter what order you collect them in, the game will always display the the original 8 in the city view screen. No biggie really just an interesting bit of info.
All 16 do show up in the trade advisor screen and are available for trade when you enter into diplomatic negotiations, which I think is a good thing.

Thank you much for the input and help it is much appreciated.
 
No problem :)

And yes, the game does have some problems displaying the icons. That also happens with strategic resources, if you add too many. They begin cluttering up the info box at the top of the city screen :D

But heck, who ever said modding was supposed to be easy as peach. I guess without these little quirks, we would get bored with modding very soon. As long as it's only cosmetic quirks, I can live with them too. :cool:
 
well, i wanted to make a new tech: Armor. I put it instead of Gunpowder. I changed it in the editor & adjusted the pedialcons.

Since the editor askes for a civilopedia entry (i typed TECH_Armor), i added this to the civilopedia.txt (under advances):

#TECH_Armor
^
^
^
#DESC_TECH_Armor
^
^
^New weaponry emerged during the Middle Ages. Essential for the soldiers was the thick armor that had to protect them from the blows of the enemy. Not everyone could afford these expensive armors, it was mainly reserved for the wealthy.


But the problem is: i can't save it. The compu always says that the access to civilopedia.txt is denied. So, what am i doing wrong? Do i need to delete another advance first (if theirs a max# advances)? Do i need to alter the civilopedia at all? Maybe i should just write in the editor: TECH_Gunpowder & just change the name in the editor to Armor & then alter the pcx's?
 
@Ossric:

I assume you're using regular Civ3 v.1.29f.

The civilopedia.txt file was just write protected by mistake in that patch. All you need to do is right-click it in Windows Explorer, select properties, and remove the check in "Write-protected". Then you should be able to modify it all you want.
 
I need some explanation on what the correct way to proper way to write in the scenario properties to tell the scenario to look in another folder for units, etc. in a scenario sub-folder. There is a blank in the "Search for...." line, but what is the format to assure proper compliance?
 
I'm not sure if it's the better place to put it, but I'd like to mod PTW the way only workers can cross Mountains untill they build roads. Does anyone know how to do that ? The better I could get was change Mountains to "impassable", but no way to make workers go there and build roads... Any suggestions ?
 
So the "wheeled" information is just to be used by "impassable to wheeled" terrains ?? Hasn't it any other function ??

Tks !
 
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