Need testers for new editor

OK folks, expect an update soon, perhaps this evening, or tomorrow at the latest.

I have finished the main commands in the remaining pages.
You can now add, delete, sort and reorder builidngs, governments... and add / delete some other items.

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.

So, what's next?
- I still have to add a few options in the pages, like the filters. but it's not urgent, I'll finish that later.
- I want to add next the Scenario properties, plagues, alliances, etc. That will be the next step.
- Custom player data are not done yet, although I think you should be able to use it provived you don't add/delete/reorder civilizations once you started to work with Player Data (i.e. prepare the civ first, and then add player data).
- The custom map should work. Later, I'll add some tools to edit cities and pre placed units directly in the editor.
- A nice tech tree editor. Actually, I'll probably work on that right after scenario properties.
 
I checked with my GF, and she says that she's not married. You have made me suspicious now though... Anyway, I'm glad to hear a new toy might be on its way soon.

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.
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. :D
 
While we're making lists I would still appreciate having this funcion.
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.
 
Ok guys, version 0.4.2 is up, with the main commands done for all pages...

And I did some quick in game testings...

Could you please try it further and check if it really works as this quick test seems to show... And if it is, you can come back here and call me God. Mouaawww!!!
If it doesn't, you can throw the tomatoes... at Firaxis! It's not my fault. And if it works, throw them tomatoes as well, as I couldn't understand how they whould have made it possible in game, but not in the editor!

I'm wondering if I should let this feature available to all, or keep it for my own mod :mischief:

CityView.jpg


CivPedia_Bldg.jpg


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!
 
Wow! This would indeed be useful!

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!

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?
 
Steph,

I had downloaded it before the holidays and discovered that the resources were no longer visable. Talk about a major frustration. I just got back into this thread and saw that you fixed this. Thank you very much for that. I didn't look at what tabs had been worked on before opening up the biq file that I was working on but I should have realized that resources would be effected. My fault for using an active biq instead of a backup.

Thank you also for increasing the 256 building limit. I look around to cities in areas that I have visited and notice that there are lots with populations over 100,000 that had more than 1 factory/manufacturing building inside the limits. Same for schools etc. I remember before knowing about the limitation going through the yellow pages and writing down the major headings and working toward creating businesses of those type for Civ III. And those yellow pages were for a city of 60,000. That would equate to what a Civ III city of 9? It only made sense to have things like gas stations, convenience stores (Seven 11) etc. in the modern times. Having a MacDonalds and a Burger King might seem like overkill, but where does that population of 1,000,000 work? Not all in the field like in pre-industrial ages.

What limit will you have then on buildings?
 
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?
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.

And then, the civpedia and building queue list properly the 300 buildings, but it seems the existing city has them already build :(
 
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.
 
I've briefly tested this, added 300 hundred buildings in a similar way to you. They appeared on the build queue and in the civilopedia, but get cut off in the standard editor. I also had some of the new buildings appearing in each of my cities - they seemed at first glance to be the same ones in each city, so there may be a pattern you could work out. They were not consequent though, I had something like building 256, 257 and 258, then a gap until number 262.

It sorta reminds me of the ghost resource problem.

Also, and this may have been a coincidence, but the game also crashed on the second turn after I built one of the new buildings. It would also require a bit more testing to establish if it's consistent. It's worth me saying that I'm testing this on a vista laptop (:mad:) rather than my lovely XP desktop, so that may not have helped.

We will be hailing you a genius if it ever works. :king:
 
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!
 
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!

Steph,

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?
 
Steph, I have a (probably dumb) question:

On the Units page, is it at all possible to enable units with the Army flag to have attack and defense values?
 
I added only 7 extra buildings ending up with 261 total buildings in my system.

There were 2 buildings in the city at start up. When I built the additional 5, I did not experience any crashes. I am using XP, not Vista.

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.

Now 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.

At that point then all the extra buildings could have their correct appearances with tech and/or resource.
 
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?
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...
I was thinking they could just be named "houses", do nothing and cost nothing.

On the Units page, is it at all possible to enable units with the Army flag to have attack and defense values?
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.

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.
I think the "red" can appear when you are using uppercase in the pedia entry in the editor, and lower case in the pediaicons.
Also, beware of the icon index... In my case, I reused existing entry.

Now 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.
So far, I couldn't understand the logic
With 100 extra building, I had the following extra auto built:
3,6,7,9,33,34,36,38,68,69,77,80,82,83,86,87
 
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.

I have restarted the game with only 7 additional buildings. I renamed them individual names to track them better. I always get the same two buildings created in each city (I have 50 on the map at the start of the game for America). The plan to make them obsolete after 1 turn may be the way to go.

Add the number of buildings for the particular scenario, then determine which ones appear at start and simply change those to an obsolete nul building. It would then appear to make it so that additional buildings can be added over the 256 coding limit.
 
Sorry to interrupt the little building conundrum, but Steph I can't get this to work. I'll download this newest one but so far I get this error message when I try loading any kind of scenario. I can't even click on different tabs when it first starts up. Could be I downloaded the wrong Microsoft download, as I wasn't quite sure what you meant by the Microsoft framework. Here's the error message, if you need it.
Spoiler :
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.EndOfStreamException: Unable to read beyond the end of the stream.
at System.IO.__Error.EndOfFile()
at System.IO.BinaryReader.FillBuffer(Int32 numBytes)
at System.IO.BinaryReader.ReadInt32()
at Steph_CivIII_ExpandedEditor.Objects.Version.Read(BinaryReader reader, Stream stream)
at Steph_CivIII_ExpandedEditor.Objects.VersionSection.Read(BinaryReader reader, Stream stream)
at Steph_CivIII_ExpandedEditor.Objects.Scenario.Read(String FilePath)
at Steph_CivIII_ExpandedEditor.Forms.MainEditor.openToolStripMenuItem_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
Steph_CivIII_ExpandedEditor
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Mr.%20Ninja/Documents/civ%20iii%20stuff/assembly%20line/Steph_CivIII_ExpandedEditor_v0-4-1/Steph_CivIII_ExpandedEditor.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

EDIT: yeah, your new build does the same thing.
 
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