Need testers for new editor

Alright, I downloaded it yesterday, but whenever I try to open anything with it

Exception Text **************
System.IO.EndOfStreamException: Unable to read beyond the end of the stream.

That happens. Did I download the wrong version of MS Framework, or do I need to download the editor again?
Yes, uncompress the biq with the regular editor before you try to open it with mine.

I need to know. Does this work on a mac OS X? Will this streamline the making of a mod? Or just modify regular gameplay?
It requires MS framework, so it won't work on mac. It's to help making of a mod, it cannot chance the gameplay, as this would require access to the source code.
 
I've been using your editor, version 0.5. It's very helpful in streamlining my modmaking process, which is especially useful considering my limited time. However, recently, every time I try to load up the .biq, the game crashes. :mad:The file's rule changes are also unreadable by the standard editor.:cry: Can you help me find the problem? Attached is the file, in a .rar archive.
 

Attachments

Yes, you can open the file. But, if you open it with your editor, you can view all of the rule changes that I've made so far, whereas if you open it with the standard editor, my alterations will be replaced with the standard rules (the resources part will have some glitches though). Also, the game will crash when you try to load the scenario file.
 
Oh... Can you give me some example of changes that you did, that are visible in my editor, but not in the regular editor?

About the crash: as 2k games refused any access to the source code, even a confidential access just to debug my editor (ie no public release or alteration of the existing CivIII in anyway), I cannot debug it.

The only thing I can do is see what changes are not saved in the regular editor.
 
Hi Steph, any comments on my last post? Maybe you missed them or I failed to make an useful comment.
 
1) A small thing that might be comfortable would be a recent files list to save time when working on the same biq over several weeks.
I may do this. Perhaps.

2) I saw that your filters are working very well, especially when selecting stealth attack targets. The "requires resource" tab could be refined, though. What about the possibility to select a certain resource? That way, you could give, for example, marksmen the stealth attack against all biological units in just two clicks (Add from filter, select foot units - Add from filter, select all units needing horses to be built). Or you could give AT Infantry the chance to directly attack all machinery in a stack (Select Land class, Select Needs Oil).
This could be possible as well.
 
Oh... Can you give me some example of changes that you did, that are visible in my editor, but not in the regular editor?

About the crash: as 2k games refused any access to the source code, even a confidential access just to debug my editor (ie no public release or alteration of the existing CivIII in anyway), I cannot debug it.

The only thing I can do is see what changes are not saved in the regular editor.
All of the changes I did (ie changed the ancient tech tree completely, added culture specific settlers and workers, began adding some ancient units, altered resources) aren't visible in the standard editor. You can see for yourself, if you want specifics. In the regular editor, however, my added resources are replaced with glitched ones (that have no pedia entries, and have an icon index of -1).
 
Indeed, in my editor the first tech is chariots, and in the regular editor it is bronze working.

Any one else with a similar bug?

I'll try to cehck it, but without the source code of the regular editor it may be difficult to understand where is the problem.

You wouldn't have a biq just before the problem appears, with a reproducible step by step of what you did, so I can try to do exactly what you did and try to see what causes the problem?
 
I've isolated the problem. I've recently added new resources to the scenario, and since then, the .biq has crashed and was unreadable in the original editor. After deleting my added resources, the .biq is good again.
 
Something like this:

- Here is a biq that works with the regular editor and in game
- Open it with the expanded editor
- Do this, this and this. Save
- The result loads with the expanded editor, but if loaded with regular editor, changes are lost.

Then I can try to do the same, follow it in debug mode, and try to see what causes the problem to prevent it.
 
Okay! If you take this attached file, and add 6 resources via the "Add Resources...", and save, it should corrupt the file. You can also do this in reverse, by taking the file I uploaded previously, and deleting the last 6 resources.
 

Attachments

I just tried to open this biq, add 6 resources at once, all name "Good Name", save and open, and in the regular editor the techs are correct, the units are correct.

How did you add the resources? All at once? One by one? Did you change something else? Like make one strategic?

I can't reproduce the problem yet.
 
Version 0.5.1 is up.

First, I have added more options and details for filtering units using resource as filter criteria.

PRTO_Filter.jpg


Second, you can start testing the "Extract scenario" function. It's started from the file menu.

Extractor.jpg


Select some civilizations, the start and end era, click on preview.

Then, click in one of the yellow field with the numbers, to see the list of buildings, units, techs, etc.

Normally, it should list everything that your scenario should include to work properly, and exclude everything that you will not see in your game because you can't build it.

So for instance auto produced units will be included.

Custom maps and custom players are not yet supported for this tool, it's made for random games.

Also, there is an option to include the units that no one can build; That's because in my mod, I have "template" units with a full civpedia explanation, and then flavour units.

For instance, there is a "swordsman" unit, that no one can build, with some description, and then 20 flavour version, where the civpedia just say "flavour unit of the swordsman", with a link to the swordsman.
 
Perhaps, but I'm not really comfortable with it.
If you import units, what happen to all the requirements? They would get lost in the process, unless you import the tech at the same time.

And when you import, should it replace the existing elements, or add to the existing elements? What if there are some redundancy?
 
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