Need testers for new editor

Damn, I uploaded the zip, but forget the html page...

Ozymandias, the custom maps are already working, except for the Extract function.

It means if you have a unit pre placed on the map, but it cannot be build (it's normally not available to CivA, but it has been placed and the owner is CivA), then the extract function will consider it has to be deleted (as CivA can't build it), and it will be removed from the map.
 
Ozymandias, the custom maps are already working, except for the Extract function.

It means if you have a unit pre placed on the map, but it cannot be build (it's normally not available to CivA, but it has been placed and the owner is CivA), then the extract function will consider it has to be deleted (as CivA can't build it), and it will be removed from the map.

Ah! Excellent, and thank you for all the work you've put into this.

Best,

Oz
 
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.
Well, I added them via the add multiple resource action, but I also gave them individual pedia entries ("GOOD_Pearls"), changed their stats, and changed what terrain they could be found on from the GOOD page.
 
Version 0.5.2 is up, and it corrects (I hope) the very nasty bug discovered by Underpaid (many thanks to you!).
It was more serious than I thought and could indeed screw a file if you add a resource or a tech...

When reading each item in the file, Civilization reads first a "length of data" info, and then when reading the item, it stops when it reached this length, and move to the next one.

My editor is a bit smarter, and instead of that it reads the actual fields, and it doesn't use this length of data.

But I forgot to initialize the field when saving new resources or techs... So with me editor, you could still load it, but when using the regular editor, it considered the data as "0", and so stop reading the new resource and moved to the next one... except the next info in the file wasn't the next resource.

The bug was serious enough for an immediate correction.
 
It seems, your download link is still pointing to version 0.5.0

Sorry it works (i needed to refresh your web page)
 
Thanks guys.
 
Nice editor. Certainly a bit more handy than the default one, which always was a bit unwieldy. But I found a bug. It's in the terrain section - you've got the "Allow cities" and "Allow colonies" flags switched. When you save a scenario in your editor so that only colonies are allowed, and load it up in Civ3QEdit, it shows it as only cities being allowed, and vice versa.

The attached .biq (which currently has .txt extension since .biq can't be uploaded; just change the extension and it'll work as an uncompressed .biq) demonstrates this; only Colonies are allowed in deserts according to Civ3QEdit, and if you load it up in Civ3Conquests and try to build a City in a desert, you will see this to be the case. But your editor will tell you that only Cities are allowed in deserts in this scenario.

I noticed this when I went to the terrain tab and noticed that Mountains allowed only cities, not colonies. Seemed a bit suspect since I hadn't modified the terrain at all yet, and sure enough it was.

While I'm on bug reporting, you have "suppoprt" rather than "support" in the Rules tab for "Cities required to support an army". Not really important, but no reason to leave it in.

I'm not sure I understand what the "edit mode" in the PRTO tab does. If I take all air units and give them Blitz, for instance, and then switch back to Display Mode and go to the F-15, it doesn't have Blitz. What's this supposed to do? :confused:

My one suggestion at this point is to add some sort of box to change "Available to" in the PRTO tab to All or None immediately, rather than clicking on 31 (or howevermany) boxes to make a unit available to all civs. The regular editor still has a definite leg up in that regard, unless I'm missing a way in which Edit Mode allows me to do this more easily.
 
The Edit mod in the PRTO tab is for the stealth attack only.

If display mod is selected, the list of Stealth target shows only the currently selected units, but you can't change it.

In edit mod, all the units are listed, and you can select which one are valid target using the checkboxes.

I will correct the reported bugs tomorrow, and add a contextual menu to the list with checkboxes, with a "All/none" option.
 
Ah, okay, Edit mode makes sense now. Thanks!

One other question: on the Name lists in the Race tab, how exactly are you supposed to edit city names/leader names/etc.? The Click to Add New City works great, but the city name is by default City and not selected to change, and I can't seem to find any keystroke that automatically lets me edit the name (I've tried Ctrl+R, F2, del, double-clicking on the name). Occasionally I'll get lucky and one of those methods will work, but none seem to consistently, so I'm just doing that part of editing in the regular editor. The same applies for renaming civilizatons - sometimes it works, sometimes nothing happens. It seems like it works more often towards the top of these lists, but that could just be an illusion.
 
The same as to rename a file with Windows explorer. Click once to select the line, and then a second time to enter edit mode (do NOT double click!).
When finish, hit the enter key, or just click somewhere else.

Renaming an item in the main lists (on the left) is done the same way.

For the civilization page, you can select or enter edit mode only by clicking on the text, while in the other pages you can do it by clicking anywhere in the line.

That's because the civilization colors are also displayed in the civilization page, and if I make the whole line selectable, then the colors would not be visible for the selected lines.
 
Version 0.5.3 is up.

- Correction og the bug with the inversion of "Allow cities" and "allow colonies" flags in the terrain page
- Contextual menu (right click) with "All" and "None" added for the most important lists with checkboxes, so it's faster to select all of them or none. Done for Good/Terrain, Unit/Civilization, Unit/Ignore Terrain cost, Playable civs.

What is the difference between a Steph's made tool and a tool made by professional?

For one of them, you get correction of anomalies and update from suggestion within a few days, and you don't have to pay (well, donation are always welcome, but it's not required)
And for the other, anomalies are seldom corrected, suggestions are not taken into account or very poorly done, when they are it takes months, and if you want them, you need to pay for an expansion.
 
Wow, that was quick! :wow: I didn't expect "tomorrow" to mean 8 AM local time tomorrow!

I get the renaming now. For some reason I never really grasped that method in Windows Explorer - I always either right-click, Renamed, or hit F2. It's working now though! :thumbsup:

Now it's back to editing...
 
howdy steph,

got 0.5.3! thanks, dude. i _appear_ have found a bug, tho. [*grin*]

i opened an uncompressed version of the standard conquests BIQ file and went to ...

game tab/map options/barbarian activity droplist

it's blank - showing no default value - and there is NOTHING in the droplist. i tried another BIQ file that i had used the c3c editor to set the barbs to "sedentary" and then opened in 0.5.3 - again no default value and a blank droplist.

i presume it's just a field that got missed. [*grin*]

again, thanks for the nifty editor!

take care,
lee
 
It's not a bug. The barbarian activity is not stored in the game part of the file, but in the map part, and the editor doesn't propose map editing yet.

It just allows updating preplaced units, cities, buildings and resources if you reorder, delete or add something in the rules.

When I have some time, I need to finish the custom players and custom maps, but that will be after I finished the scenario extractor.
 
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