Quick Answers / 'Newbie' Questions

Hi! I was hoping that someone smarter than myself could help me out. Though a newbie to the world of Civilization, I certainly am not computer illiterate, have had experience adding mods to other games, and am not an idiot. I was trying to add some new units to Civ 3 (Conquests, BTW), and I followed the wonderful tutorial Colonel Kraken provided. I double-, triple-, quadruple-, and quintuple-checked to make sure all my file names matched, I did the Civilopedia entries, I put the folders containing graphics and text into the appropriate folders, I entered text correctly in the pediaicons text document (and other such programming files), modified the units_32 file, and used the same .ini as specified, etc. I found my new units in the Civilopedia and I find the icons in the build new unit section in Rules, but whenever I try to build them, the error message reads, "Missing entry in text 'pediaicons.txt' ANIMNAME_Seraphim." I looked at that text, and the _PRTO is in place. I tried doing all of the stuff in the My Mods folder, then subsequently every pre-existing folder for Art and Text. I see literally no problems in the way I've entered the data, and I have tried multiple different downloads, none of which I have been able to build. Any suggestions as to what I am missing here, or am I just %@$*ing it up with my brainwaves?
Thanks for your time.
1: there's a Creation & Customization subforum http://forums.civfanatics.com/forumdisplay.php?f=46 - I think you'll get more and better answers there.
2: welcome to the forums! :D
3: sorry I don't know, not a modder
 
Hi! I was hoping that someone smarter than myself could help me out. Though a newbie to the world of Civilization, I certainly am not computer illiterate, have had experience adding mods to other games, and am not an idiot. I was trying to add some new units to Civ 3 (Conquests, BTW), and I followed the wonderful tutorial Colonel Kraken provided. I double-, triple-, quadruple-, and quintuple-checked to make sure all my file names matched, I did the Civilopedia entries, I put the folders containing graphics and text into the appropriate folders, I entered text correctly in the pediaicons text document (and other such programming files), modified the units_32 file, and used the same .ini as specified, etc. I found my new units in the Civilopedia and I find the icons in the build new unit section in Rules, but whenever I try to build them, the error message reads, "Missing entry in text 'pediaicons.txt' ANIMNAME_Seraphim." I looked at that text, and the _PRTO is in place. I tried doing all of the stuff in the My Mods folder, then subsequently every pre-existing folder for Art and Text. I see literally no problems in the way I've entered the data, and I have tried multiple different downloads, none of which I have been able to build. Any suggestions as to what I am missing here, or am I just %@$*ing it up with my brainwaves?
Thanks for your time.

Have you checked the PRTO_ANIMNAME_ entry in Pediaicons.txt ? There are several sections in the pediaicons.txt file that have to be modified, not just the PRTO_ section for the civilopedia icon but also the PRTO_ANIMNAME_ section for the actual unit animation. Your problem, in my experience, is almost certainly to do with either that bit of the txt file, or to do with the .biq itself; other problems (like the units_32 or the PRTO_ section in the .txt or the civilopedia article) tend to cause problems later rather than when you first open the game. So I suggest checking the PRTO_ANIMNAME_ section, and making doubly sure that the PRTO_ANIMNAME_SERAPHIM entry is actually there.
 
Wow! Thank you all for your quick replies and advice. I'll go ahead and post my question on the other forum, and of course, keep fiddling around to see if I can make it work.
 
Hail o All =)))
Got some question. There are too many nice and beautiful town palettes, but we have anly 5 civilization types. Example: American, European, Asian etc.
Is there any chance to add my own civilization type and assign a new city graphic to it?
 
Thank You! That's bad news...

One more night question. I made my scenario, nearest future, all tech known to all Nations. Some barbarian camps near.
But barbarians didn't respawn. They didn't build fleet of corsaors or produce wandering raiders. Why? How their behavior\AI works? What is trigger that makes barbarian camps respawn?
 
They should be out of the sight of any player and -obviously- in unclaimed land.
 
Barbarian camps always spawn in any unclaimed land that is out of players' sight, and this cannot be stopped, apart from by building cities everywhere. The best thing to do is to incorporate it into your scenario somehow, for example by changing the barbarian units to guerillas or something like that. Alternatively, you can choose "Sedentary" as the barbarian setting when you start the game, which means that there are no hostile barbarians except the ones that come out of goody huts occasionally.
 
It doesn't matter what the prerequisites are: the barbarians will use the units listed on the General Settings tab as barbarian unit 1 and barbarian unit 2, regardless of the requirements or other properties of the units you choose there.
 
If I increase the game length from 540 turns to 600 does that make the number of turns it would take to research something or build a unit go up? It would be nice to know before I raise it too much.
 
If I increase the game length from 540 turns to 600 does that make the number of turns it would take to research something or build a unit go up? It would be nice to know before I raise it too much.

No. You can increase that for each tech, and by going to the map sizes--> techrate thing. You can only increase unit build times by increasing the shields required.
 
I hate to bother the tech section for this but it is annoying me. I was playing an epic CCM game which does tend to bog down the movement of units. i quit that game and started a standard game but the play is as if I had that huge map and 31 civs.

I have quit the game twice and went back hoping it would be up to speed :mischief: so to speak is there something simple I can do to get it moving normally? it is difficult to care what you have to do next when everything is in slow motion.
 
Turn on caps lock. That will move units around very quickly.
 
the way this is playing out - that wouldn't even make it to normal speed.
 
Turn off animations and only show enemy moves. Do not try to expose all the map as fast as you can. Read a few pages, while you wait.
 
Yeah, on EFZI, once the turns started lasting literally five minutes for Zombie movement, I read a lot of interesting books.
 
Are there any good articles about the location of resources and luxuries both under CSC and Vanilla/PTW?
 
Are there any good articles about the location of resources and luxuries both under CSC and Vanilla/PTW?

I'm not sure about any articles but I can tell you that in C3C the number of luxuries on a continent is directly related to the number of civs present. On a standard map with 8 players, if you have one continent with 3 players and one with 5, one will have 3/8 luxes and the other will have the other 5/8. On larger or smaller maps it will be slightly different, if you have more than 8 civs you will have less lux types per civ on a continent, etc.

Strategic resources are based on the number of players to an extent, but their location is more random. I think there are usually a few less of each than there are civs, to promote competition for them.
 
I was looking to where resources are located

i.e

Horses - Plains, Grassland
Iron - Hills, Mountains
Coal - Jungle
Saltpeter Hills, Deserts, Mountains
Oil - Tundra
Aluminium ??
Uranium ??

Wines - Plains, Hills, Grassland
Furs - Forests
Silks - Jungle
Spices - Mountains
Incensce Hills, Desetrs


etc.
 
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