The years go by - is any idea for a community Civ3-clone utterly dead? :)

I've been following CivOne in the Civ1 forum here since not too long after it started. The two things that really stood out are that it is open source (and has been since early on), and that while development is definitely bursty, as expected from a side project, SWY (the author) has continued to come back and make updates to it, even when real life has interceded for several months. The latter has led to its impressive progress. At first it was pretty barebones, but as I understand it (as someone who never played Civ1 back in the day), it now replicates Civ1 pretty faithfully, from a functional and graphics perspective. AI, I'm not sure about, but it's nonetheless impressive.

I agree that part of the appeal is being able to keep the style and reuse existing work. I could see using Civ4's engine potentially working well for an epic game without limitations, but indeed you'd lose a lot by not being able to re-use graphics or import existing scenarios, particularly any with maps. From a programming perspective, it's a less interesting problem than writing a Civ III-ish game from scratch (although writing a program that translated Civ3 rules into Civ4 mods could be interesting). But I've wondered how much could be done simply with XML files. There are some mechanics such as bombardment that differ in Civ3 from the Civ4 default (though there are Civ4 mods that introduce many of them, including that one), but I suspect you could get a lot of the way there simply by using a few existing Civ4 Python mods as a base for some functionality, and then editing/writing a lot of XML files and using a few custom graphics for cases where, e.g. Civ4 doesn't have a unit built in that maps nicely to a Civ3 one.

Also, good point on copyright vs trademark. IANAL either, and sometimes get those confused. Although I'm not the only one. My employer has also been confused over patents versus trademarks. You don't patent games, either, but that hasn't stopped management from thinking that maybe they should try the equivalent with the non-game software we write.

I agree that non-developers can definitely contribute. For testing, attention to detail can be a great asset, and not all developers have enough of that. And in a side project, even those who do likely don't have the time to test as much as they really should (speaking from experience on that one). The other roles WildWeazel mentions are also valuable.

Writers in particular are underappreciated. The glory may not be in writing, but I've come across too many projects with hardly-existant documentation, and if there's an alternative with good documentation, nine times out of ten I'll choose the one with good documentation.

User experience feedback can also be useful. Sometimes developers focus too much on a small area and forget to make it easy to use, perhaps because since they wrote it, they already know how it works and don't realize it isn't intuitive to others; sometimes designers make something overcomplicated. I saved a small part of a project at work from one of the latter last week. The intuitive way to do something was not working, and there was a proposed solution adding some new UI elements and code. But by thinking about what the user was really trying to do, I realized that a couple small changes to the existing code would allow the intuitive way to work as expected. But when you're in the weeds, it's easy to forget to take a step back and think about how the software would naturally be used, and to go with what comes to mind first instead. And I've done that myself more times than I can count - I've introduced a number of editor changes over the past year or two after realizing I'd made it difficult to do things that should be easy - sometimes myself, sometimes after someone pointed it out. So that's another sub-area of testing that is useful and often underappreciated in open-source projects. A great project will have both the detailed testing that will catch bugs, and the higher level, more user experienced focused testing.

@Nathiri I'm also biased, but also recommend having some programming knowledge. Even if you never write a lot, having an awareness of what can be done can be useful. As an example, one of my friends is a doctor, but when he was in med school the administration made some changes to their calendar program (which is important as a med student, as your schedule changes a lot) that were pretty inconvenient. The other students grumbled about it, but because he'd learned a bit about programming, he realized that it might be possible to write a program to process the clunky calendar their new system had, and convert it into something more annoying. He didn't have the expertise to write it himself, but told me about the problem, and I came over one afternoon and together we were able to work around the problem with a quick, if somewhat dirty, program.

Though I can sympathize with not wanting to do it as a career. Indeed, I think I'd enjoy it more as a hobby than as a career, though I've become better at it due to it being a career. But there are a lot of potential careers where I suspect I'd enjoy them more as a hobby than as a full-time job. Teaching, for example. I really enjoy the opportunities I get to teach people, whether how to use software or how to write software, in my job. But would I enjoy it as much if I were teaching courses, often over the same material, semester after semester? Probably not.
 
Maybe sometime I will get around to learning how to program.... I do have a bit of experience with it from modding and a couple courses on the internet however. I find I can detect what a few lines of code do, but I cant write it from scratch. I have done a few websites, so I also know some CSS and HTML. My abilites to quickly recall in order to write it, are not good, but I can go into the code and change and add a few bits of code as I need to. Because I did some mapping for CodWaw, I had to look and get information on .gsc files to get my map to work. I didnt write really any scripts, but I had to implement scripts that others wrote correctly. I did see how it was done. I also edited some of the MENU files myself. Modding gets you to learn bits of things here and there. It also taught me how to work with image files, to do various tweaks; and how to edit music tracks. While they are rather simple things, because there was no reason to learn before, I wouldnt of known the exact process; but because I wanted to do it for my mod, I then found the exact methods.
 
So, that's why I suggested petition and talks with Firaxis because these conversations always going to dead end. I sent them a message on Twitter maybe if there be more people interested in remastered version then eventually something will move in this case. Until 20th anniversary they have three years, so now it's a right moment to make an arrangement.
 
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Unfortunately in my eyes there is no realistic way to convince Firaxis. 100.000 dollars and excellent connections were not enough and the offer to do the work for them also was not enough. The argument with the nearing 20th birthday of Civ 3 in my eyes isn´t very convincing, too. Civ 2 has this age (and more), but there was no Civ 2 update by Firaxis. In my eyes, Firaxis is afraid of an even more powerful Civ 3. They had a brilliant idea in Civ 2 to make this game suited for easy modding and followed this idea in Civ 3 and to a slightly lesser degree in Civ 4.

The setback in moddability of the Civ series in my eyes started with Civ 5 and in Civ 6 the civers are still waiting for their modding tools, so Civ 6 now is published for more than a year. Firaxis seems to be cought in their 'modding trap'. They must say, they want to support modders, to convince old fans of the civ series to buy their new products, but in reality it seems they don´t want a prolonged lifetime of their old products by modding, as they think they can make much more money by selling new, more expensive products.

More realistic is to search new ways in the settings of Civ 3. The Quintillus editor here is a very interesting tool and there are still a lot of combinations of flags in that editor that are not tested well and even the hope that a genius like Antal1987 will appear again in my eyes is even greater than the chance to convince Firaxis about an update of Civ 3.
 
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So, that's why I suggested petition and talks with Firaxis because these conversations always going to dead end. I sent them a message on Twitter maybe if there be more people interested in remastered version then eventually something will move in this case. Until 20th anniversary they have three years, so now it's a right moment to make an arrangement.
Don't want to be a wet blanket, but I would be amazed if you received any kind of positive response from them. All Firaxis' resources right now are focused on Civ VI, especially with a new expansion coming next month. However, I'm still surprised that the Civ III source code was never released. After modding VI for awhile and seeing all the amazing things I can do with the SDK even without the dll, I feel sad that that capability will never be available for Civ III.
 
Unfortunately in my eyes there is no realistic way to convince Firaxis. 100.000 dollars and excellent connections were not enough and the offer to do the work for them also was not enough. The argument with the nearing 20th birthday of Civ 3 in my eyes isn´t very convincing, too. Civ 2 has this age (and more), but there was no Civ 2 update by Firaxis. In my eyes, Firaxis is afraid of an even more powerful Civ 3. They had a brilliant idea in Civ 2 to make this game suited for easy modding and followed this idea in Civ 3 and to a slightly lesser degree in Civ 4.

The setback in moddability of the Civ series in my eyes started with Civ 5 and in Civ 6 the civers are still waiting for their modding tools, so Civ 6 now is published for more than a year. Firaxis seems to be cought in their 'modding trap'. They must say, they want to support modders, to convince old fans of the civ series to buy their new products, but in reality it seems they don´t want a prolonged lifetime of their old products by modding, as they think they can make much more money by selling new, more expensive products.

More realistic is to search new ways in the settings of Civ 3. The Quintillus editor here is a very interesting tool and there are still a lot of combinations of flags in that editor that are not tested well and even the hope that a genius like Antal1987 will appear again in my eyes is even greater than the chance to convince Firaxis about an update of Civ 3.

Events and animated terrain are the two main things i would like to see in an improved civ3. Does the editor by Quintillus potentially provide for something that would allow this?
 
Events and animated terrain are the two main things i would like to see in an improved civ3.

All these features are included in Civ 2 ToT and additionally Civ 2 ToT can handle several connected maps in a game. I made great use of these connected maps in my space mod I did long ago for Civ 2 ToT. For Civ 3 I additionally would like a zoom-in option as it is in Civ 2 ToT.

Some time ago the modder NamelessOne started his 'Test Of Time Patch Project' for Civ 2 ToT, including: Lua scripting, increased limits for cities, units, map size, money and population; 127 unit types; 16 terrain types; Unlimited event memory; No stack kills; Custom resources; Extra cosmic parameters; 64-bit compatibility; AI hostility fix and DirectX support. City and unit limits now have new, configurable limits up to 32,000. The number of different unit categories that can be handled by the game was increased from 81 to 127.

May be there is somebody here that can do such a work for Civ 3, too. Unfortunately I´m not able to do this. Yesterday the NamelessOne reappeared at CFC again and this would be a good opportunity to ask him about his work.

Many years ago I made some conversions from Civ 3 units to animated Civ 2 ToT units. For normal land- and airunits these conversions worked astonishing well, problematic was only to reduce big modern ships to the 64x64 size that is needed for Civ 2 ToT sprites. The big disadvantage with these animated Civ 3 units in Civ 2 ToT is, that Firaxis only included attack animations for the attacking unit and forgot to include the animations of the defending unit, meaning the defending unit does nothing while the attacking unit uses its full Civ 3 attack animations. Yesterday I asked the Nameless One if he can fix this problem. You can see some of my animated Civ 2 ToT units here. Most of them were done many, many years ago (long before sandris appeared in Civ 3, that´s why my animated swordsman uses very old Civ 3 unit graphics).

If the problem with the defending unit animations in Civ 2 ToT can be solved, may be it could be another realistic option to return to Civ 2 ToT again. I don´t like the 3D graphics and their awful table top-presentation in Civ 4- Civ 6.
 
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It would be nice if patches could be done for civ3, as it was done civ2, and partially done already by Antal. Perhaps those patches could open up a bit of mod scripting?
 
Without knowing anything about coding would using the FreeCiv code as a starting place work at all and then enhancing it into something more like Civ 3?

FreeCiv is actually a pretty great game. I play it on my phone as a substitute for Civ3 which I don't have time to play anymore. It's not the same but it has that classic Civ feel that post Civ 3 games lack, IMO.
 
That's a very informative post, Civinator. I'd heard of the ToT Patch Project in passing, but had no idea it encompassed so much. That sounds like a lot of what we want in Civ3. I might have to dust off that copy of Civ2 I picked up a couple years ago, and perhaps also pick up a copy of ToT.

You are also correct that there is room for exploring more in the existing BIQ settings. While we may not find a lot, we don't know until we try. It turns out that negative-maintenance buildings work despite not being enabled in Firaxis's editor; perhaps negative-production buildings will too. Or maybe there can be terrain that produces shields, but has a negative food effect. While I don't have time to test everything (at least if I still want to make updates to the editor itself), and it's less glamorous than entirely new functionality, it wouldn't surprise me if there are still a few new options that work and could be incorporated into mods in a useful way.

Also interesting idea on starting with FreeCiv, nick0515. I haven't examined it from a technical standpoint, but it does seem like it might be a good starting point, or at least worth investigating whether that is the case.

Events and animated terrain are the two main things i would like to see in an improved civ3. Does the editor by Quintillus potentially provide for something that would allow this?

It doesn't support events, although I have some far-fetched (and difficult, and not as smooth as ideal) ideas around that. In short, adding a component to the editor to support events, but since Civ3 doesn't support them directly, what you would have to do is have a companion program that read the enhanced biq-with-events, and also scanned autosaves, saw when an event trigger was true, gave a CAII-style popup to alert the user, the user would exit, the companion program would apply the changes to the autosave file, and the user would reload the autosave file. The reloading and it only being at turn-end being why it as smooth as ideal, and the difficulty being both the required support of .sav files (which doesn't exist to a meaningful degree at this point), and the event editor component itself.

Steph explored that general concept, albeit with a focus on switching out eras rather than general-purpose events, in the last couple updates to his editor. It's technically feasible, just a lot of work, and while the clunkiness of reloading may not be a big deal for an era change every hundred turns or so, I can see it being a lot more inconvenient if we're talking every turn or two. Still, it could be compelling in cases where there are only a few, but major, events, such as the Mongol invasion or the American entry into WWII in Europe.

Even more far-fetched would be having the companion program directly update the Civ III memory structures, which would allow bypassing the reload component and intra-turn updates. However, that is far more fraught with technical challenges, and while I have a proof-of-concept C++ program that can update very specific parts of the Civ III memory in near-real-time, at that point we're getting into the territory where it would probably be easier and less dangerous (from a crash perspective) to go with the clone route. The amount of new knowledge required for me to implement that reliably and in a general-purpose way may well also be better spent learning things required for progress towards a clone.

I'm not sure exactly what you mean by animated terrain, but that means the answer to that one is almost certainly no.
 
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That's a very informative post, Civinator. I'd heard of the ToT Patch Project in passing, but had no idea it encompassed so much. That sounds like a lot of what we want in Civ3. I might have to dust off that copy of Civ2 I picked up a couple years ago, and perhaps also pick up a copy of ToT.

Yes, it´s amazing what the NamelessOne achieved :yup: , but it´s only for Civ 2 ToT. So it´s of no use to dust off a copy of normal Civ 2. It must be Civ 2 ToT.

I'm not sure exactly what you mean by animated terrain, but that means the answer to that one is almost certainly no.

Please don´t forget, that in C3C we still have one kind of animated terrain: Volcanos. So animated terrain in C3C seems to be doable. On the other side for science fiction mods and scenarios this feature could be very interesting, thinking of neutrino stars, black holes and wormholes. Standard Civ 2 ToT is holding full sets of animated terrain, but most of them are not very useful and additionally ugly (like most graphics used in standard Civ 2 ToT). Fishs would be swimming in the sea, other animals moving around their terrain and may be -so not in Civ 2 ToT- rivers could be animated. Tom2050 did many 'small' graphics that could be useful in animating terrain.
 
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Yes, it´s amazing what the NamelessOne achieved :yup: , but it´s only for Civ 2 ToT. So it´s of no use to dust off a copy of normal Civ 2. It must be Civ 2 ToT.



Please don´t forget, that in C3C we still have one kind of animated terrain: Volcanos. So animated terrain in C3C seems to be doable. On the other side for science fiction mods and scenarios this feature could be very interesting, thinking of neutrino stars, black holes and wormholes. Standard Civ 2 ToT is holding full sets of animated terrain, but most of them are not very useful and additionally ugly (like most graphics used in standard Civ 2 ToT). Fishs would be swimming in the sea, other animals moving around their terrain and may be -so not in Civ 2 ToT- rivers could be animated. Tom2050 did many 'small' graphics that could be useful in animating terrain.

Iirc that isn't actually animated in a way which has to allow for animation of terrain concurrent with the player doing stuff, no? Ie (iirc) the volcano explodes, but you can't do anything while the animation plays, so while it might be possible to use that for regular animation, it isn't evident if it is.
That said, instead of theorizing, we should look at the horse's mouth ^^
 
Iirc that isn't actually animated in a way which has to allow for animation of terrain concurrent with the player doing stuff, no? Ie (iirc) the volcano explodes, but you can't do anything while the animation plays, so while it might be possible to use that for regular animation, it isn't evident if it is.
That said, instead of theorizing, we should look at the horse's mouth ^^

For the next version of the WW II scenarios SOE and WW2 Global Gold I consider to use Volcano terrain as minefields.
 
Yes, it´s amazing what the NamelessOne achieved :yup: , but it´s only for Civ 2 ToT. So it´s of no use to dust off a copy of normal Civ 2. It must be Civ 2 ToT.

Please don´t forget, that in C3C we still have one kind of animated terrain: Volcanos. So animated terrain in C3C seems to be doable. On the other side for science fiction mods and scenarios this feature could be very interesting, thinking of neutrino stars, black holes and wormholes. Standard Civ 2 ToT is holding full sets of animated terrain, but most of them are not very useful and additionally ugly (like most graphics used in standard Civ 2 ToT). Fishs would be swimming in the sea, other animals moving around their terrain and may be -so not in Civ 2 ToT- rivers could be animated. Tom2050 did many 'small' graphics that could be useful in animating terrain.

Ahh, now animated terrain makes sense. It wouldn't surprise me, though, if Civ3 Conquests just has code that looks at the 11th terrain, and has special behavior for that terrain, considering that it is not possible to add or remove terrains. Unfortunately none of the unknown terrain values are unique to volcanos, either - the unique value that varies by terrain has a shared value for deserts, plains, hills, and volcanoes. Thus I suspect there is no way to add behavior for other terrains where they might change or cause events over time.

Adding more fish to the sea has long been a goal of mine, however - albeit not animated fish. In short, the seas and oceans are drawn by the wSSS and wOOO files. There are 81 graphics (9x9) for each of those, IIRC, and by default they are the same. This is similar to the other terrain files, in which case you need those combos to account for other possible bordering terrain. On the all-sea and all-ocean ones, however, you don't. Thus the idea - if the user can draw anything they want - fish, sea monsters, dragons flying overhead - on the various tiles of wSSS and wOOO, all of a sudden you can have a huge variety of creatures in the ocean, and without having to use any resource slots on them. And since the BIQ files does store which of the terrain graphics slots is used there, it is possible to allow the user to choose a different one. Currently, that choice is meaningless, but it doesn't have to be.

I might get to adding that to my editor this year. It is true that having no limit on resources would be even better, but it would in effect allow a scenario maker to increase the current limit of 255 significantly, assuming they are okay with many of the sea/ocean ones being decorative.
 
The Contaminated Beaches by the Nuclear Power Plant in EFZI2 has the Radioactive Resource Sign on the lxdgc.pcx Terrain file. The xdgc.pcx Terrain file does not have it and is used when the Beach is cleaned.
This works but one has to test to see exactly where the tiles are placed on the map.
Also, the same tiles are placed several times in various places so being specific about placement is a chore.

If resources were placed in the water, a random scattering would be OK.

I use a Blank Terrain file with Numbers to see exactly where terrain tiles are placed to be able to place the graphics where wanted.
 
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