Need testers for new editor

According to the Civ Help file, the 'may trigger peaceful golden age' under Improvements and Wonders tab can be selected under the 'Other Characteristics' portion for the Civ type (scientific, etc). It says that this is the flag that causes peaceful golden ages for the regular editor.

Tom

Yes, but it's not limited to military. In my editor, it is in the "type" section of the BLDG page.

Ok, thanks, guys. You've been helpful. :)
 
I noticed tonight last night that Gramphos's BIQ documentation doesn't actually specify that there is a limit of seven flavors. So I decided to see what happened with more than seven flavors, just on the off chance that it would work. There's no option to add flavors in the regular editor, your editor, or even the cracked editor, so I didn't expect much. But, after adding an eighth flavor through hex editing, the regular editor loaded up the file with no complaints, and showed all eight flavors in the flavor, building, and technology tabs. Civ3 Conquests itself also loaded up the scenario just fine, with no apparent ill effects in the first turn. So my early testing is showing that having more than seven flavors is, at worst, not causing any harm. At best, the game is actually taking advantage of having all those flavors, although it would take a lot more testing to be reasonably sure of that.

So I was wondering if you'd experimented at all with adding flavors when building your editor. It loads up the eight-flavor file just fine, saves modifications I make properly, and shows all eight flavors in the selector list of the FLAV tab, but only shows the first seven flavors everywhere else that flavors appear (including flavor-flavor relations). The regular editor had a similar problem of only displaying seven flavors on the civilization tab, where it uses check boxes for flavors - everywhere else it uses lists and it properly displays all eight flavors. It does seem to properly modify all eight flavors where you can see all of them (tech, bldg, and flav tabs).

I also tried a 6-flavor hex-edited BIQ. It loaded up fine in the regular editor (showing 6 flavors everywhere except the Civilizations tab, where it showed a second "Flavor 7"), and seems to work fine in Civ3. However, it brought up an error when I tried to load it in your editor:

Spoiler Error Message :
Steph's Expanded Editor for Civilization III - version 0.7.1 - C:\... said:
Unhanbled exception has occured in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quite, the application will close immediately.

Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index.

Details said:
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
at System.ThrowHelper.ThrowArgumentOutOfRangeException()
at System.Collections.Generic.List`1.get_Item(Int32 index)
at Steph_CivIII_ExpandedEditor.Forms.MainEditor.UpdateBuilding()
at Steph_CivIII_ExpandedEditor.Forms.MainEditor.UpdateForm()
at Steph_CivIII_ExpandedEditor.Forms.MainEditor.openToolStripMenuItem_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3082 (QFE.050727-3000)
CodeBase: file:///c:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
Steph_CivIII_ExpandedEditor
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/DOCUME~1/Andrew/LOCALS~1/Temp/Temporary%20Directory%201%20for%20Steph_CivIII_ExpandedEditor_v0-7-1.zip/Steph_CivIII_ExpandedEditor.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

I clicked Continue, and it did correctly load and seemed to be working. However, whenever I selected a flavor/building/civilization/technology (anything that had flavor variables) I got a similar (identical?) error about an index being out of range. The good news is only six check boxes ever appeared for flavors. The bad news is that it only seemed to be working. A test change, changing the cost of the Colosseum, was not reflected when I loaded the .biq up in Civ3ConquestsEdit. Such a change Civ3ConquestsEdit was properly reflected when I loaded the .biq up again.

See the attachment for the BIQ's with 8 and 6 flavors. I don't know how interested you are in adding more/less than 7 flavor functionality - I'm not planning to use it anytime soon even if it does work perfectly, so I'm not in any hurry to see it - but I figured someone might be interested in it, and the ability to easily add/remove flavors won't be showing up in the regular editor anytime soon.
 
howdy Steph,

seefc3 version = 0.7.2

dunno if i've found an error or if i just don't understand what is _supposed_ to be happening. [*grin*] anyway, here's what i'm doing ...

- open uncompressed BIQ
- go to BLDG tab
- select "iron works"
- rt-clk and select "add copies of selected buildings"
- set the following options ...
--- copies = 2
--- naming = add suffix
--- civilopedia = keep original
--- order = group by selected
- hit "ok"

it generates the two buildings with 00 and 01 suffixed to the building name [as expected].

when i select one of the new buildings, tho, the "civilopedia entry" shows "BLDG_" instead of the _expected "BLDG_Great_Ironworks".

so, what did i do wrong? or did i misunderstand the meaning of "keep original" in this context?

take care,
lee
 
Hi! I'm sorry if this is a very basic or stupid question, and I did try to read through as much of this thread as I could, (Great work btw...!) but I don't know anything about how this forum is laid out and it is pretty big actually.

I have no idea what to do about this compression of biq file and how to make them load into the editor. I found this through the mod wiki, and there isn't any kind of basic readme that I could find for downloading or that is posted anywhere obvious. I know this information is here somewhere I just can't figure out where. I'm sure you know what n00bs are good for by now, right?

Anyway, thanks in advance for any description of what to do or for linking me to an explanation!

And thanks again for this editor, I can do most of the modding already (at least enough for me) but I was having a little trouble with some of the advanced funtions that it looks like you've built into this baby! I appreciate that greatly!
 
Open your scenario / mod with the regular editor.

In the editor, use the View / Options menu. It opens a small window. There, be sure the "Compress bic file" option is NOT checked. Click on OK.

Save the scenario / mod.

You should notice the file size increases, as it is now uncompress.

You can open the scenario with my editor now.
 
It correts the bug with the civpedia entry for copied buildings, and I have added a new feature that may be very useful for those who wants to auto produce units via improvement.

In the units page, add all the units you need.

Then, select then, right click, in the contextual menu select

"Add improvments to auto produce the selected units"

This will automatically add a new improvment in the building page for each selected unit, set up to autoproduce it.

The name of the building will be the same as the name of the unit, and all the other parameters have to be set manually, but at least you will not forget an improvment.

Useful if you have many units in your mod.
 
Thank you for the quick replies!

Unfortunately I have two more questions.

The first is bad, I admit...:(

How do I recompress the file so I can see it again in the old editor? Or will the game play it uncompressed anyway?

Secondly, I had thought this would allow me to edit civolopedia entries as for now, I'm only ambitious enough to be replacing certain units and resources. However, I'm not finding that ability to edit civo. entries. Does the editor do that?

If not, is there a mod tool out there that does? I found all the text files in game, but none of them actually seem to contain the entries themselves, and so far the editors I've found only let you change pictures or things like that, no direct text editing. :(

Again, thanks in advance for any help offered, and thanks for the hard work in making this tool. It really does help! (and sorry if any of this is considered OT).
 
Unfortunately I have two more questions.

The first is bad, I admit...:(

How do I recompress the file so I can see it again in the old editor? Or will the game play it uncompressed anyway?
You don't have to recompress them. Both the regular editor and the game can read uncompress files.

Secondly, I had thought this would allow me to edit civolopedia entries as for now, I'm only ambitious enough to be replacing certain units and resources. However, I'm not finding that ability to edit civo. entries. Does the editor do that?

If not, is there a mod tool out there that does? I found all the text files in game, but none of them actually seem to contain the entries themselves, and so far the editors I've found only let you change pictures or things like that, no direct text editing. :(

Again, thanks in advance for any help offered, and thanks for the hard work in making this tool. It really does help! (and sorry if any of this is considered OT).
I made CEC, an civpedia editor. You can download it from my website. But in fact, I think simply using the notepad is faster.

My editor can help with the icons, as it can detect if there is an error in the name of the files, or if an entry is missing.
 
Steph, I've come across a little error:

EditorError.jpg


After I click "OK", I'm able to use the editor without any problems. Is it possible to disable this warning or remove it entirely?

Several other people I know on another forum have mentioned they've encountered the same issue.
 
Ah...Thanks so much, I actually tried to get CEC from a different link than the one in your sig, but it hung forever and never connected. I think it was from somewhere on this site, and I think I found it from the modding wiki.

Umm...which file do I load into CEC? I haven't found a folder containing the Civolopedia...(sorry for being such a dunce)

Again, thanks so much for all this work!

I've modded a couple other games before, and it's really nice to be able to step right in and do what you want!:)

As for the regular editor, It wouldn't pull it up, I'll try again though, probably just something I missed or other.
 
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