Need testers for new editor

Sorry, I worded that oddly. So then adding a 5th era doesn't work without needing to load the game a lot?
No, since civIII can allow only 4 eras at the same time. Added a 5th era means that when every civ have reached era 2, then era 1 is "deleted", era 2 becomes 1, 3 becomes 2, 4 becomes 3, and 5 if added as a new 4.
And this can work only by reloading the game.

This expanded game stuff is my attempt at allowing a lot more options to the game without access to the source code. Far from perfect, but that's all we have.


I understand the expanded editor box needs to be checked. I wasn't sure if the expanded editor worked. Wasn't sure what "expanded game manager" meant in the following line:
"Warning : saved game and expanded game management are work in progress, do not try to use them yet!."
If you check it, you'll get access to the new options, like the possibility to have a different name for each era for a civ (to have Roman then Italian).
And you have to save as an expanded scenario.
Then to start you need to use Start an expanded game.
The disclaimer was there because I worked a lot on my own mod, testing, correcting the editor at the same time, and the public version is old and not stable, compared to my own version.


On Another Note:
I just opened up the Age of Discovery scenario and noticed it says Portugal starts the game with a Golden Age. I haven't seen this option in your program. Pointing this out in case you ever do more with this program; so you're aware it may be addable to scenarios in the future.
I need to check were it can be stored. I know where it is in a saved game, I'm not sure for a scenario.
 
Originally Posted by just bob said:
On Another Note:
I just opened up the Age of Discovery scenario and noticed it says Portugal starts the game with a Golden Age. I haven't seen this option in your program. Pointing this out in case you ever do more with this program; so you're aware it may be addable to scenarios in the future.

I need to check were it can be stored. I know where it is in a saved game, I'm not sure for a scenario.

I think they start in a golden age because they have a Wonder (Dias's Voyage) already built that matches both of their traits (Seafaring and Religious). I don't recall ever having seen an explicit option to start in a Golden Age either in Firaxis's editor or the BIQ documentation.
 
Yes, they do have the wonder. No one can start in a Golden Age without a wonder AFAIK.
 
Hello, Steph. Error is reported as following:

I select an entry on the unit list and then the error is reported as the figure shows. I can continue editing by click "Continue" to ignore the error, but when I choose any unit again, the error remains.

I guess it is caused by the amount of units I added, which exceeds some limit of your editor? :)

Once again thank you for your work on this excellent editor.
 

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Has anyone successfully gotten this editor to work with teleportation? I'm pretty new to using that feature and it works fine for me on the hacked editor, but on this one when I check the valid telepad targets on a teleporting unit, the file causes Civ 3 to crash when the .biq is selected.
 
Has anyone successfully gotten this editor to work with teleportation? I'm pretty new to using that feature and it works fine for me on the hacked editor, but on this one when I check the valid telepad targets on a teleporting unit, the file causes Civ 3 to crash when the .biq is selected.

Doesn't work IIRC with more than 1 teleport unit. Steph a while back mentioned that he might know what is causing it. Quintillus editor has same issue I believe.

For CoMM3, I still used Steph's editor, and I left teleportation out until the very end, then I had to switch to the regular hacked Firaxis editor in order to add teleportation units (once everything else was complete). And before I did so, I had to make sure I removed all teleportation checkboxes from all units first from Steph's editor (sometimes Firaxis editor would crash if I did not).
 
Doesn't work IIRC with more than 1 teleport unit. Steph a while back mentioned that he might know what is causing it. Quintillus editor has same issue I believe.

For CoMM3, I still used Steph's editor, and I left teleportation out until the very end, then I had to switch to the regular hacked Firaxis editor in order to add teleportation units (once everything else was complete). And before I did so, I had to make sure I removed all teleportation checkboxes from all units first from Steph's editor (sometimes Firaxis editor would crash if I did not).

That's very important information to me. Thank you. Someone might leave a note in the teleportation thread about that.
 
I noticed the editor "forgets" the PRTO_ entry sometimes.

It happens when you add a copy of an existing unit and edit the copy. After selecting another unit on the list, the PRTO entry is lost (returns to the PRTO entry of the original unit).
 
Yep, it sometimes has trouble linking the right prto. Also noticed it when adding multiple flavour units. In one instance my firaxian editor then couldn't open the file anymore. Said there was no such file in the folder. Luckily I was able to import the whole thing to a new map, no sweat.
 
Is there any way to add more than 32 Civilizations? If not, how come?

Would be a dream come true if we can increase more. Give another new life to this old game I think.
 
Since I have a few days vacation and my Napoleon Total War mod is on hold, my partner in crime being also in vacation, I'm working on my CivIII mod again.
I'm changing the way the units are recruited, with mostly autoproduced units, and complex upgrade chain.
Which are boring and tedious to do with 1500 units and growing....
So...

I've justed added a new command in the unit menu.
When designing a mod, place the units in the correct order.
For instance
British Bronze Swordsman,
British Iron Swordsman,
British Medieval Swordsman,
French Bronze Swordsman,
French Iron Swordsman,
French Medieval Swordsman,
German Bronze Swordsman,
German Iron Swordsman,
German Medieval Swordsman,

Then select all of them, right click, select "Create upgrade path"
and you will automatically get

British Bronze Swordsman --> British Iron Swordsman --> British Medieval Swordsman --> French Bronze Swordsman --> French Iron Swordsman --> French Medieval Swordsman --> German Bronze Swordsman --> German Iron Swordsman --> German Medieval Swordsman

Very useful if you want to make a lot of flavour units
 
Hey um... do you have a tab for editing the 'pedia? I saw that you have a unit icon editor for it... Also what's Microsoft framework and where can I get it?
 
No. Pedia is edited with notepad. But I have a tool to read the pedia and check it, to be sure you did not make a mistake in an entry for pcx or flc.
And it also checks the ini.

Microsoft framework is a prerequesite you need to install.
 
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