I'm at work, so I'm not 100% sure if I remember right, but... I think that the cracked editor allowed you to add things like this, but then they would not work in the game. I think we all assumed that it was just a mis-match between the structure of the editor and that of the game engine itself. However, if you can get it to work then I know a few people will be very happy.I tried to make it possible to add some other items, such as combat experience, but it's ignored when you load them in the regular editor
I'll make some further testing to see if it can work in game.
Also, I can currently add more than 256 buildings, but when you load it int he regular editor, only 256 are loaded.
I also need to check in game if it works.
Exciting stuff. Before I forget, remove options for resources, units, cities, terraformations, etc. on pre-made maps would save me a lot of time in many instances (of say, using a map from a different mod or downloading one that came with resources already). IIRC, redistribute options are the only ones that exist at the moment.
Edit: Oh oh... Looking at the screenshots, it seems there is a problem. It seems the city of Rome already start with the extra building in it. However, it's still possible to build them. I'm eagerly waiting for more tests!
I deleted all the buildings save the palace, then added 300 identical building, all with the BLDG_Palace civpedia entry, save the scenario, and start it.Looking at the screenshots I do not see any duplicates, rather, buildings seemingly randomly added to the Improvements section while buildings 294-299 appear in the queue. Did you build anything in the test?
You can start gathering tomatoes for Firaxis...
I have done some additional testing. I added building to reach the 256 limits. Then I added 300 more buildings.
I started a few games as Rome. In my initial city, and every city I build after, some of the extra buildings are already built (like extra 03, extra 04, extra 06...).
I tried to add only 100 extra buildings, and then I have also some of them initially there, but it's not the same. However, it seems that with the same number of extra buildings, the "built at start" are the same. I didn't see any logic there.
So then I tried to get rid of them. I give them a tech requirement. It doesn't work, they are built at start. I give them a tech requirement which is non era. It doesn't work.
I tried to make them obsolete with bronze working. The idea was to make an extra tech "start game", inexpensive, that would make all the extra builidng at start. It worked for my initial city, but then when I build a new city, it started with the obsolete buildings...
So... The only solution I see is to have a bunch of "unused" building, make them completly useless, perhaps give them some construction cost, so they are worth selling.
If anyone has a better idea, I'll take it!
The main problem is I can't understand what are the buildings which are "autobuild", so it requires testing mod by mod to find them...What do the earliest towns/capitals start with besides the palace? A stable? A gathering/meeting place? Just throwing a couple of thoughts out there. If that is what it takes to get extra buildings into the game, then I would be willing to live with that. Or perhaps they could be just homes with no production value?
For the moment, I did not implement the restriction that you can find in the regular editor. So you could have strategies, or attack/defense for army, which is normally not possible. However, I have no idea if using a "extra" combination can crash the game, or if it can have an effect in game, you'll have to test it.On the Units page, is it at all possible to enable units with the Army flag to have attack and defense values?
I think the "red" can appear when you are using uppercase in the pedia entry in the editor, and lower case in the pediaicons.One thing I did notice in adding extra 'factory' to the biq, I wanted to like you, differentiate them. I noticed that in the Civopedia that some of the names were highlighted in red, even though they were spelled exactly the same as the other entries for the other 7 extra 'factory' entries. I received the fatal entry on start up and until I deleted those 3 or 4 additional buildings, I couldn't start Civ III. It took a moment to realize what the problem was as the spelling was correct.
So far, I couldn't understand the logicNow the problem would be to figure out which ones get pre-built to name them something like 'house'. There does seem to be a correlation between the number of additional building over 256 and the number of buildings that get added to the city at startup? I had 2 pre-built on 7 extras. You seemed to have 7 pre-built on 100 extra buildings. It would be nice if the extra buildings would be easily identifiable that way they could be named something meaningful when they get pre-built.
Is there a correlation with the number of cities you have on the map?
I did a few more testing. I started a normal conquest game, except I've added 300 more buildings.
When a settlers build a new city, it starts with about a dozen buildings already build.
I think it requires more testing. If they are always the same, it may be possible to go around the problem by making them useless, or obsolete quickly, or not available to this civ, etc.