Steph's crazy (?) idea to expand the game without the source code.

What do you think of the idea?


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And as you have units / buildings/ etc. that could be deleted when they become obsolete, and appear only when needed, it means the save game will be in fact smaller.

Instead of working with 1000 techs and 3,000 units, you have 50 techs and 200 units at the same time.

It should probably increase the overall loading time.

About 64-bits, I cannot guarantee anything yet as I have a 32-bit system, but I may upgrade to 64.

However... Does civIII works on 64-bits? I cannot do anything about this if it doesn't
 
So at present I also don´t have a 64 bit-system (but I will have it in about one month), I think Civ 3 runs, because Vuldacon in a post to me today stated, that Civ3FlcEdit wouldn´t run on his 64-bit system - and for me this means Civ 3 does run (but I will ask him about that) :).
 
As soon as you have a 64-bits system, tell me.

You could try me editor, and if it doesn't work I could compile it for 64-bits.

So I think I can make my editor work. I never tried that, but I suspect it can already work, although it would of course not take benefits of a 64-bits system.
 
I will do that. :)
 
:badcomp: Yesterday was my 64-bit Vista Ultimate
after an update no longer available with Civ3FlcEdit cooperation
Update withdraw , it went again!

Greetings :coffee:
Wotan49
 
:badcomp: Yesterday was my 64-bit Vista Ultimate
after an update no longer available with Civ3FlcEdit cooperation
Update withdraw , it went again!

Greetings :coffee:
Wotan49

I would also worry about backward-compatability with XP.

-Oz
 
Windows 7 and even further away!

good if for C3c,:p
There are 64bit program for Vista64 and Windows7

:)
With best wishes
Wotan49
 
I'm wondering if there are several version of the framework, one for 32-bits, one for 64-bits.

Have you installed a framework version that you are sure is working on your system? Perhaps with another program requiring it?

When you say it doesn't work... Does it start and gives some error, or does is just not run at all?

You say CIV runs on a 64 bits system. Do you mean Civ IV? And does CivIII runs?
 
I have net framework for 64 bit systems and yes it works.

I can Open the Editor just on Screen but cannot do anything with it.
Just does not work... no error message I remember when I tried it several times.

I do not have CIV IV... yes CIV III/Conquest Runs Great.
 
Did you try to load a biq, from the menu?

All the pages are "frozen" until you load a biq. So normally, the menu is the only part of the Editor screen where you can do something when it's just opened.
 
Steph.... :lol: I believe it would be a good Idea to have others try it with their 64 bit systems because there could be some difference for my system.

Regardless, I want to use your Editor so when it is known what is needed for it to run on a 64 bit system or it is compiled for a 64 bit system, I would like to know :)
 
I suppose the best would be to wait a little until I can change my computer, as I plan to have a new 64-bits system. And I will still have some 32-bits on older computers in the house, so I can easily test it myself and understand better.
 
I have net framework for 64 bit systems and yes it works.

I can Open the Editor just on Screen but cannot do anything with it.
Just does not work... no error message I remember when I tried it several times.

I do not have CIV IV... yes CIV III/Conquest Runs Great.

I also have XP Professional x64 Edition, and unfortunately ran into a similar problem. It takes about 10 seconds for your editor to load (compared to instantaneous on regular XP), and it uses up to about 320 MB of memory in the process, shrinking to 90 MB-ish after it loads (regular XP it stays below 50 MB throughout). At that point, everything looks okay, but trying to open a file which works on regular XP fails. I got an error message "The current max icon index for units is 1471. But the current Unit32.pcx file contains only 0 images." I've checked and the file seems to be there and not have no size, although it is called units_32.pcx instead of unit32.pcx (not sure if that has anything to do with the problem, but probably not as it opened fine on XP 32-bit).

Civ3 does work on XP x64, and seems to work well. My initial speed tests showed it taking about 40% longer for the AI turn on my usual test save file, but I am not certain I didn't make an error when setting up the test (i.e. forgetting to turn off a setting I usually turn off). As for 64-bit Vista and Win7, my sister has had no problems running Civ3 on Vista 64-bit. I can't get it to agree with any Vista or Win7 installation I put on my laptop, but it is possible to have a Vista/Win7 64-bit installation that will like Civ3 and play it just fine.

It would be nice to know if Vista/7 64-bit run the current version well. If they do, it probably isn't worth creating two versions.

Somewhat more on topic, I was playing around with a hex editor and changing Civ3's memory space as it was running last week, with some success. I wonder if such an approach would be at all feasible? I see two major pitfalls, one being that I suspect it would be much more difficult to program, and two that graphics may present a major issue when it comes to dynamically changing them (not counting the documentation issue). But for changing information that was stored in the copy of the BIQ in memory, it did work quite well (ex. changing the cost of a Barracks from 40 to 100 shields showed up as soon as I saved my changes and moved the cursor in Civ3).
 
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