Need testers for new editor

This is for a new version which is not released yet. I'm using the editor for my own mod, correcting a few things, improving it... I'll release the latest version at the same time as next beta for my mod.
 
This is for a new version which is not released yet. I'm using the editor for my own mod, correcting a few things, improving it... I'll release the latest version at the same time as next beta for my mod.

OK, lol, I hope it's soon, I reeeeeally like this new feature. :D
 
I don't understand, can you elaborate?

So that the "Prerequisite for" box can be filtered by civilization, if it isn't already. :)


Another couple of (fairly minor) things:
-It always defaults to trying to save the scenario in "Scenarios", even if the scenario itself comes from another folder. It would be nice if it defaulted starting in the folder the scenario was loaded from. Although I run into this minor nuisance a lot more than most people because most of my own scenarios which I work on are in my "Conquests" folder, due to the fact that I have a smaller amount of scenarios in general there...

-I'm trying to sort out the resources for my scenario, which is in my Conquests folder, and I've noticed that it's using a scenario folder with the same name as is specified, but from my Scenarios folder. This is really just a minor cosmetic issue for now, although I guess it may affect things such as the pediaicons checker and whatnot...
 
Also, just found a bug with the resources window.

I can set the Appearance Ration and Disappearance Probability for Bonus resources, but not Strategic or Luxury. This should be reversed! :)
 
Hi steph, thank u for ur nice program! In fact, i was making such an utility program (but in VB 5) but i was on difficulty making visible flc on my prog. BUT i found ur own, hehe, so i dowloaded it. Just a small question before in install ur : u say it need tha last version of civconquest, also the 1.22 i guess. Me, for the civconquest, I have the deluxe edition of Atari (it's civ3 basic + ptw + conquest + goodies in one box). So, does ur program work for that version? or must I upgrad it to 1.22 (if possible)? Thank u for ur contribution.
 
Steph do you think you could add a feature to the editor that would allow to print a list of units, building, techs wonders etc, either with or without icons.. Add if possible maybe with the stats, prerequisites, upgrades etc. Whatever you can do would be helpful.
 
Hi Steph and Winter! OK! I will check my version of conquest and will update it if not 1.22. Gosh! I just noticed the Guardian is from the Philipinnes, my gf is from Santiago Isabela, sorry i don't speak tagalog. Also it's off topic, sorry. Ingat Lagi, Salut, Bye.
 
Hi Steph and Winter! OK! I will check my version of conquest and will update it if not 1.22. Gosh! I just noticed the Guardian is from the Philipinnes, my gf is from Santiago Isabela, sorry i don't speak tagalog. Also it's off topic, sorry. Ingat Lagi, Salut, Bye.

Not exactly, I am from the US, but I retired to the Philippines. :D
I don't speak Tagalog either. I do speak a little Visayan.
 
U speak some Visayan? mean u're near Cebu, right? Nice place there! I project to settle in the PH within 3 years for business creation, probably near Laguna, when my gf will be back from Saudi. Right now i'm in France. (sorry for that offtopic again) Also about the expander editor of civ3 from Steph, i checked my own version : it's 1.00 for conquest and my biq file are 12.06. So I will update it with the 1.22, hope it work cozz my civconquest version is the ones sold with PTW and Civ3 full (that's the full package called "Deluxe Edition"). Any backup welcome if anyone experienced that update already. Thanks
 
Steph's Editor to the rescue! I made 10,000 copies of the Warrior unit and other than the initial load of the terrain and map selection screen taking about 20 seconds, it loaded up fine. :D

10K.png
 
I think the limit is high enough that should practically not encounter it.

But it doesn't mean in civ III there won't be a problem at some point.

In the "evolutive civ" version of my mod, I can have thousands of units in the main mod, but as only a part of it is available at the same time, it allows greatly reducing the loading time in Civ, and make it much more manageable.
 
You can have thousands of sorts of units in your mod but at every moment on the map you can have only 8196 (?) units
 
No, I can have thousands because each civ as only flavour units, with for the moment 9 eras, and a "weak" and "full strength" version.
But a unit will actually be in game (in the civpedia) only when its civilization is in the proper era.
For instance, if you play France, initially you have Gaul units in the civpedia, and you don't see AT ALL the Frankish units.
And when you reach the dark ages, the Frankish units are added to the civpedia, and the Gaul units removed.

This way, I have a lot of flavour units, evolving with time, but the game remains fast
 
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