Need testers for new editor

I should add soon (june?) and interesting request from Tom2050.

Idea:
open scenario A.
Use new function "append", select scenario B.
The units, buildings, techs, etc from scenario B are added at the end of the list of the units, buildings, etc. of scenario A.
The relative links are kept.
So if ib scenario B, unit 1 upgrades to unit 4, it will still do so in scenario A (although there name will change). Required resources, techs, will also be kept (as an option).

So at the end, in scenario A, you will have tow groups of items, old and appended, all working perfectly inside own group. You can then edit the items to delete some of them, reorder, modify links etc.

Before I start that, feedback, request and suggestion are welcomed.
 
If you ever have the chance, could you add an "export rules to (list of files)" function? :)
 
For buildings, would it be able to add above the 256 limit? I know over 256 doesn't work in game, but I would guess it shouldn't cause problems. It sounds perfect here.

This would make BIQ's able to be merged in a way. If you have a BIQ that you need to get some units into another BIQ, now you would need to manual enter them all. This way you could just append them (import/export). In my case, I need to append 1300+, which would take ages.

And your editor Steph, makes it easy to delete any units 'appended' that are not needed in 1 fellow swoop.
 
If you ever have the chance, could you add an "export rules to (list of files)" function? :)
Can you give more details?

For buildings, would it be able to add above the 256 limit? I know over 256 doesn't work in game, but I would guess it shouldn't cause problems. It sounds perfect here.[/
It's already possible. My expanded game needs that, so you could have more than 256 buildings in the total game, but no more than 256 at one time.
 
Hey Steph,

I was wondering if it was possible to put a higher value than 100 for 'Unit produced every X turn' or if the way the value was stored in the BIQ forbad it. Classic editor and your editor currently set the maximum to 100.
 
I usually use the same limitation as the regular editor, so you could open the biq with it (for map editing for instance) without risk of problem.

The save format would allow a higher value, but I cannot guarantee the game will actually use it.
 
Or, worse, that the AI would change it's behaviour to cope with such a thing.
 
I usually use the same limitation as the regular editor, so you could open the biq with it (for map editing for instance) without risk of problem.

The save format would allow a higher value, but I cannot guarantee the game will actually use it.

Would you mind allowing it in a future version of S.E.E. ? I'll take upon myself to test it and give a feedback to you.
 
I prefer to send you a test version, rather than releasing it to everyone and risk some problem.

Email at stephane dot f dot david @ free dot fr.

I'll send you the version, and if your tests are conclusive I will include it for the next release.
 
Hey Steph,

I've just installed the latest version (0.8.2) and an unhandled exception comes everytime I try to open anything with it. I'm not selecting any file yet, clicking on "File>Open Scenario" brings up the error.

Spoiler :
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.MissingMethodException: Method not found: 'System.String System.Windows.Forms.OpenFileDialog.get_SafeFileName()'.
at Steph_CivIII_ExpandedEditor.Forms.MainEditor.OpenScenario(Boolean Expanded)
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: 2.0.50727.42 (RTM.050727-4200)
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:///G:/Jeux/-=%20Civilization%203%20=-/Outils/Steph's%20Expanded%20Editor/version%200.8.2/Steph_CivIII_ExpandedEditor.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
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: 2.0.50727.42 (RTM.050727-4200)
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: 2.0.50727.42 (RTM.050727-4200)
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.


SEE is installed in G:\Jeux\-= Civilization 3 =-\Outils\Steph's Expanded Editor\version 0.8.2 folder and Civ3 is in G:\Jeux\-= Civilization 3 =-\Installation. Register entries point to the right locations. Version 0.7.10 works fine on my computer.

If Steph, Ares or anyone else is still wondering about this error, it's because S.E.E. 0.8.1 or higher requires Microsoft Framework 3.5

Or, at least, it started working again when I upgraded my Framework from 2.0 to 3.5
 
Hi Steph, I've been working with an older version of your editor (0.7.10) that has always worked fine for me in the past, but I've had a problem. I deleted a bunch of resources I didn't want anymore and then immediately used the feature to add multiple new resources with a number suffix. I then saved the scenario and came back a bit later to work with it, but I opened it with the Firaxis editor instead, and it said something like "seek for the file failed." I opened it with your editor and tried to delete the new resources, but received the following error:

Spoiler :
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
at System.ThrowHelper.ThrowArgumentOutOfRangeException()
at System.Collections.Generic.List`1.RemoveAt(Int32 index)
at Steph_CivIII_ExpandedEditor.Objects.WorldMapSection.UpdateForDeletedResource(Int32 ResourceIndex)
at Steph_CivIII_ExpandedEditor.Objects.Scenario.Delete(NaturalResource resource)
at Steph_CivIII_ExpandedEditor.Forms.MainEditor.Good_DeleteSelectedGoods()
at Steph_CivIII_ExpandedEditor.Forms.MainEditor.toolStripMenuItemGOOD_DeleteSelection_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: 2.0.50727.3603 (GDR.050727-3600)
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:/Documents%20and%20Settings/Owner/Desktop/Junk/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.

I know this is an old version of the editor, but I was hoping that since it was older maybe this problem has been seen before and a solution exists. I noticed that it seems to be related to the index value and I tried to change that, but the change doesn't seem to stay after I select another resource. Thanks for all your work Steph!
 
I was not able to repeat the error with the most recent version, however I didn't have an exact copy of the bic to test with, so it could be that something else contributed to my problem, or that it has simply been fixed. I did manage to fix the scenario however. I used your editor to delete ALL the resources, which didn't give me a problem, and then saved it as a separate file. It now opens with both the Firaxis editor and Civ3 itself. Thanks!
 
Steph received the following error

editorerror.jpg
editorerror.jpg
editorerror.jpg



Also can you include a sort command in the resources screen to sort the resources by type? ie: B, L, S. and/or perhaps the ability to click on a resource and move it up or down in the list. In this paerticular scenario I have 46 resources and am thinking of adding mor, and I need to adjust the list to avoid the ghost resource problem.
 
Steph received the following error
With what scenario do you get it? Custom biq? Can you email it to me?

Also can you include a sort command in the resources screen to sort the resources by type? ie: B, L, S. and/or perhaps the ability to click on a resource and move it up or down in the list. In this paerticular scenario I have 46 resources and am thinking of adding mor, and I need to adjust the list to avoid the ghost resource problem.
Right click in the list of resources, and see what you can do with the menus there.

Like "Set insertion point" and "move selection after insertion point"
 
With what scenario do you get it? Custom biq? Can you email it to me?
Yes Steph custom biq. I will send it to you.


Right click in the list of resources, and see what you can do with the menus there.

Like "Set insertion point" and "move selection after insertion point"
Thanks I will try that.
 
I know you mentioned this in reference to the telepad issue. If there is any other tests or info you may need in reference to this let me know. It's really horrible to even enable this in the regular Firaxis editor, because you have to do it for each unit one at a time. If you believe that you have figured out the issue, then I can say thanks and you are genius! I don't like to use Firaxis editor anymore whatsoever :lol:

I think I know where is the problem.

To confirm it, can you try to make a biq with telepad or charm on, but with the "legal unit telepad" or "legal building telepad" empty, by this I mean nothing selected inside.

This should work.

Then, try to select one item. Then I suppose it will not work.

My editor is more stable than the regular editor.

Normallly, in the file you have something like
- number of legal telepads
- for each legal telepad, a integer = index of the unit (or building).

This is enough to read and save.

But for the regular editor, you also have at the beginning "total size of the data for this unit". I forgot to update the computation of this part when I added the telepads.
In my editor, it doesn't matter... But in the regular editor, if it's not correct, it shouldn't work.

If you can confirm the symptom, I have already corrected it. I should release the correction a bit later, with the expanded game settings enabled, and I walso want to improve a bit the pediaicons checking.

Because now, I'm looking for the entry in only one file, but I think civIII is checking each file one by one?
 
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