Need testers for new editor

Yes, but only biq files saved with the latest version of the standard editor of Civilization 3 Conquest). I do not support previous version.

And you need to uncompress it first (ie in the standard editor, go to view option, be sure that the option for compressed file is off, and save again).

If you try to opened a compressed file, it will NOT work.
 
-Could double-clicking on the unit/building/what-have-you listed in the column on the left bring up the Pedia page that now needs to be accessed through the Tools menu? That would be very convenient.
-It is handy to have that Pedia page report what is included in the .txts and .inis, but do you plan to incorporate editor functions? Particularly for the PediaIcons and Civilopedia .txts? (e.g. the ability to 'Browse...' and select the large and small icons, the unit's .ini etc, and also to directly edit the descriptions for the unit in the Civilopedia)
-I know it's been said, but: it would be useful for the windows to be resizable with scroll bars. As is, it completely fills my 1024x768 screen, covering the task bar.
-An 'Export' or 'Save As...' button within the Export window would be intuitive, I think (unless I missed it?)

Closing statements...I find the Filters page to be extremely useful. And I'm thrilled that you've taken on this project. Thanks!
 
-Could double-clicking on the unit/building/what-have-you listed in the column on the left bring up the Pedia page that now needs to be accessed through the Tools menu? That would be very convenient.
You can keep the pedia windows opened. So you can just click on the list, and the pedia windows will update immediately. You can also just select something in the list, and then use the arrow key to quickly go through the list, and see the pedia windows.
Hmm... On a side note, my screen is 1900x1600, so I can easily have both windows on the screen at the same time.

-It is handy to have that Pedia page report what is included in the .txts and .inis, but do you plan to incorporate editor functions? Particularly for the PediaIcons and Civilopedia .txts? (e.g. the ability to 'Browse...' and select the large and small icons, the unit's .ini etc, and also to directly edit the descriptions for the unit in the Civilopedia)
Not planned. But if you edit the pediaicon.text, save, and then reselect the item in the editor, the pedia window will be updated immediately.
Usually when modding, I have my editor and the pediaicon opened at the same time, as well as the explorer.
If I see an error (red line in the pedia window), I look in this windows to see the error. Then I go to the pediaicon.txt, if necessary I locate the line (select the Pedia entry in my editor, copy and paste in the find of notepad), correct the error, and then just select again the item in my editor, and check in the pedia window that the text has been corrected.

-I know it's been said, but: it would be useful for the windows to be resizable with scroll bars. As is, it completely fills my 1024x768 screen, covering the task bar.
Buy a bigger screen ;)

-An 'Export' or 'Save As...' button within the Export window would be intuitive, I think (unless I missed it?)
There is an Export window??
 
There is an Export window??

I think he means the Extract window under File->Extract.... Taking a quick look at it, it does seem like there probably ought to be a Save/Extract/Export button of some sort under that when clicked would extract the scenario. I haven't used it myself, but that's what I'd expect, too. As it is I suppose I'd go to the online documentation if I wanted to find out how to get the Extracted scenario in lieu of there being such a button, as it doesn't seem to extract anything automatically or with the Preview button.
 
Oh that...

As I said, when you use the preview button it will go through the scenario, and displays how many items should be kept / removed.

Then, when you click where the number appears (for units for instance), it will list what should be kept, what should be removed.

I asked sometimes ago for testers. I'd like you to try this feature with different scenarios. And when it will be confirmed the lists are correct, then I will add the actual extract button.
 
This is great! :goodjob: Thank you very much. :)
 
It adds support for Scientific Leaders in the GAME (scenario properties) page

Yeah! but SGA's are still broken right?
 
Yes.

I did a quick test. If you place additional pcx files in the correct folder, like here ntp32.pcx, and you give a color index = 32 to the civilization, then in game this additional colour is available!

But the regular editor doesn't know how to use more than 32 colours. :rolleyes:
Sorry for bringing this up from such a long time ago, but how can we get more than 32 colours? What do we have to edit?
Thanks.:D
 
I don't have Civilization III at the office, so I can't check exactly, but you have a folder where you have ntpXXX.pcx file, with a number in the name. These are the PCX files containing the palettes.
Normally, you have ntp00.pcx to ntp31.pcx. If you create additional files, name them ntp32.pcx, ntp33.pcx, etc. the files will not be seen by the regular editor.... But will be seen by my editor AND will be used in game!
 
Silly silly me :blush:

I wrote a function to update the technology requirement for units when you move or delete a technology..

But I forgot to call the function after you do something with the tech!

So your technology requirement could get messy.

The last version fixes that.
 
Another bug: The editor sometimes fails to detect an unit's ini when working "on the fly" (adding unit files into the directories while keeping the editor open, then refreshing to check the files). Even after restarting the editor, one may keep getting the #ANIMNAME_PRTO_Unit entry not found in PediaIcons.text message even if the unit is working correctly.
 
Another bug: The editor sometimes fails to detect an unit's ini when working "on the fly" (adding unit files into the directories while keeping the editor open, then refreshing to check the files). Even after restarting the editor, one may keep getting the #ANIMNAME_PRTO_Unit entry not found in PediaIcons.text message even if the unit is working correctly.
That's because it check the case: lower case and upper case should be the same in the editor and the pediaicons. It's a small annoying thing that I'd like to fix.
 
Another thing on my wishlist: Batch exporting rules to several other *.biq files at a time. That would be fantastic.

In my mod, I have several sets of rules (for example, I have generic medieval, generic industrial etc) and it takes about 20 minutes to import updated rules (open every single file, import rules, save) to every biq. If you were able to add a feature "Export rules to", it would save so much time.
 
Another thing on my wishlist: Batch exporting rules to several other *.biq files at a time. That would be fantastic.

In my mod, I have several sets of rules (for example, I have generic medieval, generic industrial etc) and it takes about 20 minutes to import updated rules (open every single file, import rules, save) to every biq. If you were able to add a feature "Export rules to", it would save so much time.

That's planned, but it also takes time. It's difficult for me to add a ot of new stuff to the editor, as it's too big now, and when I change a little thing it can take quite a time to react... I need to change my computer, but I can't afford it... yet.
 
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