Need testers for new editor

I downloaded this, but was unable to use it. It didn't matter whether it was in my Civilisation folder or not, or where the biq was. I clicked on 'Steph_CivIII_ExpandedEditor', then 'Scenario editor'. File, Open Scenario, then whatever I chose I got the message:

erroryf.jpg


The details say:

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

************** Exception Text **************
System.UnauthorizedAccessException: Access to the path 'C:\EpicMod.biq' is denied.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.File.InternalCopy(String sourceFileName, String destFileName, Boolean overwrite)
at Steph_CivIII_ExpandedEditor.Objects.Scenario.Read(String FilePath, String FileName)
at Steph_CivIII_ExpandedEditor.Forms.MainEditor.OpenScenario(String FilePath, String FileName)
at Steph_CivIII_ExpandedEditor.Forms.MainEditor.OpenScenario(Boolean Expanded)
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: 2.0.50727.4206 (VistaSP2GDR.050727-4200)
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:/Users/Christopher/Documents/civ%20stuff/Steph_CivIII_ExpandedEditor.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
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: 2.0.50727.4205 (VistaSP2GDR.050727-4200)
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: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
Accessibility
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.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.

The solution to this may be here already, but I don't want to have to toil through 44 pages looking for it!
 
Hey Steph, I ran into an issue testing my editor today, and noticed the BIQ was version 12.06 in the hex editor. After fixing the bug, I tested it in your editor, and received the same basic error that I had (screenshot attached) - just detected at a different place.

The issue is that version 12.06 of the BIQ does not have the MP Base Time, MP City Time, or MP Unit Time variables that version 12.08 (and apparently version 12.07, based on my testing), has. Thus your editor is trying to read "LEAD" into the MP Base Time, and the value of 1.145 billion (little-endian) is not within the acceptable values. My solution was to emulate the Firaxis editor's behavior on that file - not trying to read in those values in version 12.06, and setting them to the default values of 24, 3, and 1.

I don't know how prevalent version 12.06 BIQs are - I first ran into it with El Justo's The Cold War, and later noticed that several of the Firaxis scenario BIQs also are version 12.06 (although not all of them). I'm also not sure that there aren't any other differences, but fixing that one difference was enough for my editor to accept the few version 12.06 BIQs I had.

Testing done with version 0.8.2 of your editor.
 
Okay first of all I know there is a pop-up box warning that removing difficulty levels is not recommended. I just want to share, and possibly get a fix for what I've been experiencing.

Using version 0.8.2 (the latest)

Early in my mod I deleted 5 difficulty levels on the assumptions that I was going to just use 3, and that if I needed more they could be added again. Recently though I decided to use 7, and have been experiencing a bug.

When any game is started higher than the initial 3 "original" difficulties, the AI always receives an extra defender in every city. In both editors (C3C and Steph's) the additional starting units is 0 for all difficulties. This leads me to believe that there may be other "phantom" difficulty changes that may be happening unknown to me as well, meaning using more than the "original" 3 difficulties not an option.

I've tried several different things to fix this...adding more difficulties, trying different number combinations of difficulties (7,8,9, etc.), deleting all and re-adding (with both editors), importing from a new C3C .biq, disabling custom player data, etc., nothing has worked so far.

(In some tests the AI got 1 offensive unit as well)
 
Although the biq format would lead to believe that difficulties, experience levels, world size, eras, etc could be added/removed, I have the impression it is somehow hardcoded, and trying to change it will either crash the game or give some random effects.
 
I have just added a nice little feature.

In the civilization pages, there's a list showing all the units, buildings, etc which have the selected tech as prerequesite.

Very useful to check if a tech is useless in the tech tree.
 
Would it be possible to have different units of time? I would like to use a simple Turn 1, Turn 2, Turn 17, Turn 238, etc..
 
You can do Turn 1, Turn 2, etc... I use Day 1, Day 2, Day 3.... in CoMM3.

IIRC, I set Base unit of time to Years... Start Date 1 AD. Time Scale all in 1 unit each. Then modified the labels.txt and replaced BC and AD with Day. I think I did something else also; but it shows up as "Day #".

EDIT: I also changed the place of the variable in the labels.txt so the BC/AD (which you can change to Turn) shows up after the number. Like this:

Find the $NUM0 $BCAD0 line and replace it with:
$BCAD0 $NUM0

This will get you what you want.
 
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