Need testers for new editor

All units that should have advanced unit actions (see below) have them disabled, even when the "Show Advanced Unit Actions" option is checked in the in-game preferences.

Goto City
Built Road To
Build Colony To
Automate Build Trade Network
Automate Clear Forests
Automate Clear Wetland
Automate This City Only
Automate No Terrain Modification
etc.
I think it's also corrected... But I'm not sure... Should I link it to the standard order (if Clear Forests is on, then Automate Clear Forests is on, as it is the case for regular editor, or should I make this flags independant?)

I also get the following error when clicking on the last two resources in the resource list, without fail, no matter how many resources there are.
I cannot reproduce this one. Can you email me the biq that causes it?

One other bug: When a worker is set as less or more efficient than 100 Worker Strength, every time you select the unit, the WS goes down by one for no reason. This is a bug which is present in the Conquests editor as well, though it would be nice if you found a way to fix it in yours, Steph. :)
I have corrected it in my editor, but I'm not sure it works in game... Instead of storing the value in the file as an it (like 70), it's stored as a float (ie 0.7), and then it's multiplied by 100 to be displayed in the regular editor;
However, 0.7 * 100 is not 70. It's 69.9999999, and when converted to an it it's 69. This time, throw the tomatoes at Pentium!

So, in my editor I've rounded it properply to 70, meaning if you select it several times the value remains correct. But it's possible in game it uses 69, I have no way to tell for sure.
 
I apologize if this has already been found. I didn't see it mentioned in the thread. :)

If I click on the filter for the units columns and choose "bombard strength = 0" and "bombard range = 0" so that they are checked it seems to filter out everything EXEPT units with bombard strength and range of GREATER than 0.

In other words I want to call up all units which DO NOT have bombard ability but it seems to be doing the exact opposite of what it should do.

I've been doing a bunch of filters recently and this is the only one I've run into so far that doesn't seem to work correctly.
 
I was placing some resources on the map today and wondering if it would be possible to have multiple resources in one location?

Crop Rotation—The practice of alternating the annual crops grown on a specific field in a planned pattern or sequence in successive crop years so that crops of the same species or family are not grown without interruption on the same field.

I found that definition online.

I wonder if this might be possible to set up?
 
Version 0.4.3 is up

- Scenario properties added
- Correction of a bug where the worker strength was decrease by 1 everytime you selected it
- Support of advanced order as "automate", that was not saved in the previous version.
- Name of tabs changed to the 4 letters code, so they all fit with the scenario properties added (and there's still room for the plagues, alliances, victory points).
- Correction of the filter on bombard strength and range for units.
 
I was placing some resources on the map today and wondering if it would be possible to have multiple resources in one location?

Crop Rotation—The practice of alternating the annual crops grown on a specific field in a planned pattern or sequence in successive crop years so that crops of the same species or family are not grown without interruption on the same field.

I found that definition online.

I wonder if this might be possible to set up?

Not possible without source code. A tile can have only one resource.
 
God I wish they would release the source code! I bet you could really make some cool modifications! I still wish they had brought back the pikeman vs. cavalry bonus feature which was in Civ 2. :(

In the meantime, though, this editor is truly a powerful tool and has helped me enormously! Thank you again for all your work on it! :goodjob:
 
Very useful tool and great work! Might I suggest a nice little option for the targets of a unit's Stealth attack, e.g. "All Sea units" for submarines or "All Foot Units" for snipers? It's so tiresome to select the targets all by hand with 1400+ units in the editor... Maybe you could add an "all biological units" function as well? I think one could just set an unit as "biological" as you can set it as "foot unit". Think of marksmen, crossbowman or similar units that then easily could stealth attack biological units in a stack, but not vehicles ...
 
.4.3 fixed most of my issues.

The resource bug I remedied by importing the resources from a file that worked, then putting mine in again. I don't know what was causing that.

EDIT: On second thought, maybe not.

I added a building to the file, saved, and started up Conquests. I clicked on CivContent and the game crashed.

I tried to open up my most recent file in the conquests editor, and the program would either freeze or give a "Error- Seek Failed for: *FILEPATH TO BIQ FILE*" message.

I had a backup that was saved with .4.1. That file opened fine in Civ3QEdit.

Thinking it was merely a bug involving adding a building, I tried resaving the file that failed from .4.3 with the .4.1, but that didn't help. So, I opened up my backup in your .4.3 again, changed nothing, and saved under a new file name. It worked. This tells me it had something to do with the building I added, as that was the only difference between them.

Following that line of thought, I tried to use .4.1 to save over the corrupted file and "fix" it. Again, upon trying to open in in the editor, it crashed. I compared the filesizes of the backup and (basically renamed) new file, and found that they differed by nearly 200 kb (with the corrupt one the larger), even though they have the same data in them!

I think it may be a bug from the implementation of the adding and re-ordering in the governments and buildings from .4.2, which I did not download. Of course, I am not a programmer, and am probably way off the mark there, but that is my guess.
 
Very useful tool and great work! Might I suggest a nice little option for the targets of a unit's Stealth attack, e.g. "All Sea units" for submarines or "All Foot Units" for snipers? It's so tiresome to select the targets all by hand with 1400+ units in the editor... Maybe you could add an "all biological units" function as well? I think one could just set an unit as "biological" as you can set it as "foot unit". Think of marksmen, crossbowman or similar units that then easily could stealth attack biological units in a stack, but not vehicles ...
I've not done the stealth attack yet, because such problems have already crossed my mind, and I've not yet decided how it will work.
I may do something with the unit filters.
For the "biological", I could add a few flags, there's still some room in the file format. However, they would work only in my editor, would be disabled by the regular editor.
 
.4.3 fixed most of my issues.
The resource bug I remedied by importing the resources from a file that worked, then putting mine in again. I don't know what was causing that.
Don't forget, if you see such a bug, send me the biq!

I added a building to the file, saved, and started up Conquests. I clicked on CivContent and the game crashed.
...
Thinking it was merely a bug involving adding a building, I tried resaving the file that failed from .4.3 with the .4.1, but that didn't help. So, I opened up my backup in your .4.3 again, changed nothing, and saved under a new file name. It worked. This tells me it had something to do with the building I added, as that was the only difference between them.


I think it may be a bug from the implementation of the adding and re-ordering in the governments and buildings from .4.2, which I did not download. Of course, I am not a programmer, and am probably way off the mark there, but that is my guess.
Send me the biq (the backup from 4.1), and describe what you are doing to add the building (if possible with screenshots of the different steps), so I can try to reproduce and correct it.
 
I've not done the stealth attack yet, because such problems have already crossed my mind, and I've not yet decided how it will work.
I may do something with the unit filters.
For the "biological", I could add a few flags, there's still some room in the file format. However, they would work only in my editor, would be disabled by the regular editor.
That would be very useful in my opinion. I've got units broken down into various types in my mind (and on a spreadsheet), but it would be really useful to be able to flag them a certain way in the editor. Even if it was just 'flag 1', 'flag 2' etc..
 
I have two ways to do that.
First is just to use some "empty" space in the file format to store some additional info.

It wouldn't have any effect in game, and would be "replaced" by the regular editor.

But my editor could use it to help organize things (ie use it as filters).

Another option would be to use a small external file, that would be created by my editor as the same time as the biq, and would contain these extra info. This wouldn't be overwritten by the regular editor. However, if you add/delete something with the regular editor, then the indexes would be screwed, and you couldn't open it back :(

Conclusion: I'll probably add it only after the editor is finished and tested, and the regular editor becomes USELESS
 
This may be unrealistic. I don't know. Something that would be very useful IMO is the ability to export editor data to a spreadsheet and then be able to import the spreadsheet back into the biq file again.

For instance be able to export the information from the units tab into a spreadsheet and then be able to change data that way and then have an "import" option to import the spread sheet data back into the biq file.

When working with large numbers of units it would be nice to be able to run down columns to check certain values such as Attack strength or something.

Just a thought. :)
 
Possibilities are endless... But time and money is not.

I think I will finish the editor as it is now, finishing all the pages + filters, and add a tech tree.

And then I will expand it further if:
- I need something for my own mod
- I really have time to waste, but with my other project it's unlikely
- We manage to get the source code, and so it's worth it
- I got enough donationn to justify doing extra.

I don't want to seem obsessed by money, but so far I' got 5$ donation, and I've been working on the editor most of my evenings, a good part of my weekend and vacation, for the last 2 months.

I cannot maintain this working rate very long without a good reason, as my game is starting to suffer a serious delay.
 
Hey Steph, you may have already answered this in the past 16 pages, but are there any plans of making the editor work for Vanilla civ scenarios? I keep getting requests to build a Vanilla mod...
 
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