Need testers for new editor

Sure, here we go.

Spoiler :


1) Adding an unit via the menu.

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2) The new unit shows correctly at the bottom of the list.

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3) Copying stats from another unit.

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4 & 5) Pasting them to the new unit.
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6) Editor jumps back to top, instead of allowing to continue adjusting the new unit.

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Now I understand. The problem is not in "Add" or "Add a copy", but in the "Paste". That's what get me confused.

I refill the list in case the name changes...

I've change it a bit in version 0.5 to rescroll the list to where it was when using the paste function.

BTW, why don't you use "Add copies of selected unit..." instead of creating a new one, and then pasting a unit on it?
 
Because I add in whole sets of units first, and add the stats in the next step.

Thanks for your work!
 
Version 0.5.0 is up.

Just in time for the montly competition! But I'm not sure entering my editor in the "best utility" catagory would really be fair...

- In the general settings, the Spaceship parts and culture levels have been added
- The filters have been added to the remaining pages
- The Add copy and copy for Buildings and Citizens have been added
- The Stealth targets has been added to the unit page.

Some screenies for the last feature:

By default, in the "list" mod, only the actual targets are listed. So if you have few targets, they are easier to see.

Stealth_1.jpg


If you switch to edit mod, you see all the units, with a checkbox for the units which are stealth targets. Click/unclick to add/remove them.
Stealth_4.jpg


To go faster, you can use a contextual menu. It will open the unit filter box, and will then add the corresponding units to the list of target units.
Stealth_2.jpg


Here, I have added all the units of the "sea class"
Stealth_3.jpg


You can use the same filter to remove units from the stealth units list, or replace the list at once.

And it works for a multi selection.

Example:
- Add 10 submarines units. They have the "Invisible flag"
- Add 5 ASW planes (like the S-3 viking). Give them the "See invisible" flag.
- In the main unit list, filter to get only the planes, with the "See invisible" flag on.
- You should get your ASW planes. Select all of them
- Right click in the stealth target list, select the "Add from filter" menu.
- In the filter, select "sea class" and "invisible flag".

Et voila! Your ASW planes can stealth attack your submarines!
 
I've started to work on version 0.6.

Here is a first glimpse at the "Scenario Extractor" TM...

Imagine there's a mod out there, with many civs, many techs, and hundreds of units. You'd like to play it, but you want to use only some of the civs, or only some eras, and you don't want to wait so long for the mod to load, or to spend hours browsing the civpedia for units/buildings you will never see in the game...

So, select some civilizations and the starting / ending era. My editor will now list all the items that should be included for this settings.

So it will include only :
-the tech which are available to at least one of the select civ, and for the select eras
- The resources and governments that given by one of the selected techs
- The buildings that are given by one the selected techs, requires an included resources or governments, etc.

In my example, "Battlefield medicine" wonder is not included, although it requires no tech, because it requires "hopsital", which in turn requires a tech that is not in the selected era.

I will also include in this tool the possibility to play in "advanced era". So you could start my mod directly in the modern age. It will simply remove the techs which are from the first eras, and remove it as requirement for buildings / units (so you can build these).

I will also check that obsolete buildings and update units are properly removed from the list when playing an advanced era.

Note: in the preview area, the numbers incidate how many items of each type are included / excluded

Extractor1.jpg
 
Wow fantastic idea, Steph
I don't know if you can read information in a save file, but perhaps would it be possible to make linked scenarios with 8 eras for example?
 
Wow fantastic idea, Steph
I don't know if you can read information in a save file, but perhaps would it be possible to make linked scenarios with 8 eras for example?
It's not so simple. I've had the idea that you could save a game when you reach era 1, then go through a tool to "port" your save to the next era, thus enable more than 4 eras...

But you have to be sure that every civs have moved to the next era, and it may require some tricky work to properly modify the indexes of all the items (ie the index of the units, buildings, techs, etc would be completly different between the two saves).

I mean, if in save one (era 1-4) you have
Tech A, index 7, second era
Tech B, index 37, fourth era

and then you have second save (era 3-6), and a third save (era 5-8), in the second save, Tech A should disappear, and so what happens to the units/building? and tech B should be modified to the same tech B, same name, same effect, but a different index that needs to be modified in every reference...

That may be really difficult.
 
Wow! On the down side I lost all the work I was doing on my WWII mod with the last fresh install I did on my computer. On the plus side I'm not worried because this editor is making it so much easier to edit the game. Thanks for all your work on this Steph! :worship:

This editor has got my vote for the category "Best Thing Ever Made by a Civ Fantic"!!
 
howdy steph,

civ = civ 3 complete/conquests
patch = 1.22
steph's editor = 0.5.0
donated = yes [*grin*]
biq = uncompressed, 12.8

btw, i searched for an answer in this thread, but found nothing. that's pro'ly my search mojo failing. [*sigh ...*] if there is already an answer posted to this, please point me at it ...

i think i may have found a glitch. it _aint_ one if the BLDG tab is not finished, tho. [*grin*]

reproduce by ...
1- load a biq file [i loaded an uncompressed but otherwise unchanged copy of the default "conquests.biq" file]
2- flip to the BLDG tab
3- select the "mass transit system" building in the left hand list

at this point i see an error. the pollution section shows "reduces building" checked. shouldn't that be "removes population"?

take care,
lee

-ps
changes to that setting don't stick - which is why i figure the tab is not finished yet.
lee-

-pps
if, in the standard c3c editor, i change the setting for courthouse or police station to "reduces building pollution", then 0.5.0 shows "remove population". perhaps the program is misreading the value?

lee-
 
This page is supposed to be finished. I will check that this evening, I may have mixed both parameters. That's what I need testers for :).

Another important notice : I received some news today that may have an impact on the future of this tool.

I need confirmation before I tell you more.
 
This page is supposed to be finished. I will check that this evening, I may have mixed both parameters. That's what I need testers for :).

Another important notice : I received some news today that may have an impact on the future of this tool.

I need confirmation before I tell you more.

howdy Steph,

kool dude! thanks for the util and for the quick response. hopefully, the important news is not negative ...

take care,
lee
 
Hi Steph, would it be possible to sort the "upgrade to" list alphabetically?
It would definitly be possible. For instance by right clicking on the "upgrade to" list, and select "Sort by alphabetical order".
You can even go back to Creation order if you want.

Steph, who does things before you known you want them.
 
Something today made me remember that the "no corruption" flag was broken IIRC in C3C 1.22. Is this something that could be altered with the new app?
 
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