Meteor Man
Cylindropuntia imbricata
chatGPT can be used to assist the creation of new Civilization 3 mods. It's capabilities are not just limited to known coding languages, but all code.
Below is a transcript of a conversation I had with chatGPT. My messages are in bold italics.
as you can see, it only took a little prodding to remove the empty lines on its own. XD
I also had it create a civilopedia entry on its own:
ChatGPT can also be utilized to brainstorm for an entirely new mod:
Obviously this is going to immensely speed-up the process of modding, at least the text-editing and brainstorming portions!
Below is a transcript of a conversation I had with chatGPT. My messages are in bold italics.
Hello chatGPT. I'm going to give you an example of some code for the game Civilization 3. It's purpose is to connect a building in the game (for example, BLDG_Coal_Mine) to its corresponding art files (art\civilopedia\icons\buildings\coalminelg.pcx and art\civilopedia\icons\buildings\coalminesm.pcx).
#ICON_BLDG_Coal_Mine
SINGLE
149
art\civilopedia\icons\buildings\coalminelg.pcx
art\civilopedia\icons\buildings\coalminesm.pcx
Give me the same output, but for an Iron Mine.
Certainly! Here is an example of the code for connecting an Iron Mine building to its corresponding art files in Civilization 3:
#ICON_BLDG_Iron_Mine
SINGLE
149
art\civilopedia\icons\buildings\ironminelg.pcx
art\civilopedia\icons\buildings\ironminesm.pcx
I hope this helps! Let me know if you have any other questions.
The number 149 should be 150 instead. That number connects the building with its icon location in a .pcx file. For every new entry, increase that number by +1.
Thank you for the correction! Here is the updated code for the Iron Mine building with the correct icon index number:
#ICON_BLDG_Iron_Mine
SINGLE
150
art\civilopedia\icons\buildings\ironminelg.pcx
art\civilopedia\icons\buildings\ironminesm.pcx
As you mentioned, the icon index number should be incremented by 1 for each new entry to connect the building with its corresponding art files.
Now add an entry for a Nuclear Plant.
Certainly! Here is an example of the code for connecting a Nuclear Plant building to its corresponding art files in Civilization 3:
#ICON_BLDG_Nuclear_Plant
SINGLE
151
art\civilopedia\icons\buildings\nuclearplantlg.pcx
art\civilopedia\icons\buildings\nuclearplantsm.pcx
Note that the icon index number has been incremented by 1 from the previous entry to 151.
Always start with the previously created entries when adding another, please.
I apologize for the mistake in my previous response. Here are the entries for both the Iron Mine and Nuclear Plant buildings, starting with the previously created entry for the Coal Mine:
#ICON_BLDG_Coal_Mine
SINGLE
149
art\civilopedia\icons\buildings\coalminelg.pcx
art\civilopedia\icons\buildings\coalminesm.pcx
#ICON_BLDG_Iron_Mine
SINGLE
150
art\civilopedia\icons\buildings\ironminelg.pcx
art\civilopedia\icons\buildings\ironminesm.pcx
#ICON_BLDG_Nuclear_Plant
SINGLE
151
art\civilopedia\icons\buildings\nuclearplantlg.pcx
art\civilopedia\icons\buildings\nuclearplantsm.pcx
Please let me know if you have any additional questions or if you would like me to clarify anything.
There should be no empty line between entries.
You're right, my apologies for the confusion. Here are the entries for the Coal Mine, Iron Mine, and Nuclear Plant without any blank lines:
#ICON_BLDG_Coal_Mine
SINGLE
149
art\civilopedia\icons\buildings\coalminelg.pcx
art\civilopedia\icons\buildings\coalminesm.pcx
#ICON_BLDG_Iron_Mine
SINGLE
150
art\civilopedia\icons\buildings\ironminelg.pcx
art\civilopedia\icons\buildings\ironminesm.pcx
#ICON_BLDG_Nuclear_Plant
SINGLE
151
art\civilopedia\icons\buildings\nuclearplantlg.pcx
art\civilopedia\icons\buildings\nuclearplantsm.pcx
Thank you for your patience and attention to detail. Let me know if you have any other questions.
This looks perfect. I'm now going to give you a list of buildings to create new entries for, separated by commas: Brandenburgers, Assault Engineers, Sturmpioniere, Engineering School, Baseball Stadium.
Certainly, here are the entries for the new buildings you requested, following the previously created entries for the Coal Mine, Iron Mine, and Nuclear Plant:
#ICON_BLDG_Coal_Mine
SINGLE
149
art\civilopedia\icons\buildings\coalminelg.pcx
art\civilopedia\icons\buildings\coalminesm.pcx
#ICON_BLDG_Iron_Mine
SINGLE
150
art\civilopedia\icons\buildings\ironminelg.pcx
art\civilopedia\icons\buildings\ironminesm.pcx
#ICON_BLDG_Nuclear_Plant
SINGLE
151
art\civilopedia\icons\buildings\nuclearplantlg.pcx
art\civilopedia\icons\buildings\nuclearplantsm.pcx
#ICON_BLDG_Brandenburgers
SINGLE
152
art\civilopedia\icons\buildings\brandenburgerslg.pcx
art\civilopedia\icons\buildings\brandenburgerssm.pcx
#ICON_BLDG_Assault_Engineers
SINGLE
153
art\civilopedia\icons\buildings\assaultengineerslg
There should be no empty lines between entries.
My apologies for the mistake. Here are the entries for the new buildings without any blank lines:
#ICON_BLDG_Coal_Mine
SINGLE
149
art\civilopedia\icons\buildings\coalminelg.pcx
art\civilopedia\icons\buildings\coalminesm.pcx
#ICON_BLDG_Iron_Mine
SINGLE
150
art\civilopedia\icons\buildings\ironminelg.pcx
art\civilopedia\icons\buildings\ironminesm.pcx
#ICON_BLDG_Nuclear_Plant
SINGLE
151
art\civilopedia\icons\buildings\nuclearplantlg.pcx
art\civilopedia\icons\buildings\nuclearplantsm.pcx
#ICON_BLDG_Brandenburgers
SINGLE
152
art\civilopedia\icons\buildings\brandenburgerslg.pcx
art\civilopedia\icons\buildings\brandenburgerssm.pcx
#ICON_BLDG_Assault_Engineers
SINGLE
153
art\civilopedia\icons\buildings\assaultengineerslg.pcx
art\civilopedia\icons\buildings\assaultengineerssm.pcx
#ICON_BLDG_Sturmpioniere
SINGLE
154
art\civilopedia\icons\buildings\sturmpionierelg.pcx
art\civilopedia\icons\buildings\sturmpionieresm.pcx
#ICON_BLDG_Engineering_School
SINGLE
155
art\civilopedia\icons\buildings\engineeringschoollg.pcx
You are still adding blank lines between entries. Please remove the empty lines.
I apologize for the mistake. Here are the entries for the buildings you requested without any blank lines:
#ICON_BLDG_Coal_Mine
SINGLE
149
art\civilopedia\icons\buildings\coalminelg.pcx
art\civilopedia\icons\buildings\coalminesm.pcx
#ICON_BLDG_Iron_Mine
SINGLE
150
art\civilopedia\icons\buildings\ironminelg.pcx
art\civilopedia\icons\buildings\ironminesm.pcx
#ICON_BLDG_Nuclear_Plant
SINGLE
151
art\civilopedia\icons\buildings\nuclearplantlg.pcx
art\civilopedia\icons\buildings\nuclearplantsm.pcx
#ICON_BLDG_Brandenburgers
SINGLE
152
art\civilopedia\icons\buildings\brandenburgerslg.pcx
art\civilopedia\icons\buildings\brandenburgerssm.pcx
#ICON_BLDG_Assault_Engineers
SINGLE
153
art\civilopedia\icons\buildings\assaultengineerslg.pcx
art\civilopedia\icons\buildings\assaultengineerssm.pcx
#ICON_BLDG_Sturmpioniere
SINGLE
154
art\civilopedia\icons\buildings\sturmpionierelg.pcx
art\civilopedia\icons\buildings\sturmpionieresm.pcx
#ICON_BLDG_Engineering_School
SINGLE
155
art\civilopedia\icons\buildings\engineeringschoollg.pcx
art\civilopedia\icons\buildings\engineeringschoolsm.pcx
#ICON_BLDG_Baseball_Stadium
SINGLE
156
art\civilopedia\icons\buildings\baseballstadiumlg.pcx
art\civilopedia\icons\buildings\baseballstadiumsm.pcx
Please let me know if you have any other questions.
as you can see, it only took a little prodding to remove the empty lines on its own. XD
I also had it create a civilopedia entry on its own:
Thanks. I'm now going to give you an example of some different code. This code is for the in-game encyclopedia. The entry I'm giving you is for the Tiger IIH tank.
#PRTO_TigerIIH
^
^^{Type:} $LINK<SUPER HEAVY TANK=GCON_Super_Heavy_Armor>
^^{Operators:} Germany
^{Retrofitting:} Obsolescence
^
^{Requires:} Heavy Armor Factory
#DESC_PRTO_TigerIIH
^
^The {Tiger II} is a German heavy tank of the Second World War. The final official German designation was Panzerkampfwagen Tiger Ausf. B, often shortened to Tiger B. The ordnance inventory designation was Sd.Kfz. 182. It is also known under the informal name [Königstiger] (the German name for the Bengal tiger), often translated literally as Royal Tiger, or somewhat incorrectly as King Tiger by Allied soldiers, especially by American forces. The Tiger II was the successor to the Tiger I, combining the latter's thick armour with the armour sloping used on the Panther medium tank. The tank weighed almost 70 tonnes, and was protected by 100 to 185 mm (3.9 to 7.3 in) of armour to the front. It was armed with the long barrelled 8.8 cm KwK 43 L/71 anti-tank cannon. The chassis was also the basis for the Jagdtiger turretless Jagdpanzer anti-tank vehicle.
^
^The Tiger II was issued to heavy tank battalions of the Army and the Waffen-SS. It was first used in combat by 503rd Heavy Panzer Battalion during the Allied invasion of Normandy on 11 July 1944; on the Eastern Front, the first unit to be outfitted with the Tiger II was the 501st Heavy Panzer Battalion, which by 1 September 1944 listed 25 Tiger IIs operational.
^
^The heavy armour and powerful long-range gun gave the Tiger II an advantage against all opposing Western Allied and Soviet tanks attempting to engage it from head on. This was especially true on the Western Front where, until the arrival of the few M26 Pershings in 1945 and the few M4A3E2 Sherman "Jumbo"s that were scattered around Europe after D-Day, neither the British nor US forces brought heavy tanks into service. A Wa Prüf 1 report estimated that the Tiger II's frontal aspect was impervious to the 122 mm D-25T, the heaviest although not the best penetrating tank gun on the Allied side. On the other hand, an R.A.C 3.d. document of February 1945 estimated that the British QF 17-pounder (76.2 mm) gun, using armour-piercing discarding sabot shot was theoretically capable of penetrating the front of the Tiger II's turret and nose (lower front hull) at 1,100 and 1,200 yd (1,000 and 1,100 m) respectively although, given the lack of a stated angle, this is presumably at the ideal 90 degrees angle. Some sources claimed that there is no proof that the glacis armour of the Tiger II was ever penetrated in combat.
^
^As a result of its thick frontal armour, flanking manoeuvres were most often used against the Tiger II to attempt a shot at the thinner side and rear armour, giving a tactical advantage to the Tiger II in most engagements. Moreover, the main armament of the Tiger II was capable of knocking out any Allied tank frontally at ranges exceeding 2.5 kilometres (1.6 mi), well beyond the effective range of Allied tank guns.
Create an entry like this for the Panther tank, which is a HEAVY TANK rather than a SUPER HEAVY TANK.
#PRTO_Panther
^
^^{Type:} Heavy Tank
^^{Operators:} Germany
^{Retrofitting:} Obsolescence
^
^{Requires:} Heavy Armor Factory
#DESC_PRTO_Panther
^
^The {Panther} is a German medium tank of the Second World War. It was intended to counter the Soviet T-34 and to replace the Panzer III and Panzer IV. The Panther's excellent combination of firepower, mobility, and protection served as a benchmark for other nations' late war and immediate post-war tank designs and it is frequently regarded as one of the best tanks of World War II. It was produced in response to the Soviet T-34, and as a result the Panther had similar characteristics. It weighed 44.8 tonnes, was protected by 80 to 120 mm (3.1 to 4.7 in) of armour to the front, and was armed with the 7.5 cm KwK 42 L/70 anti-tank cannon.
^
^The Panther was first used during the Battle of Kursk in July 1943 and soon proved its worth. It was highly effective in long-range combat against Soviet tanks, but its high velocity gun also made it effective in infantry support. However, due to its mechanical complexity and its use of more advanced technologies such as interleaved road wheels, it was prone to certain technical problems.
^
^The Panther was manufactured from January 1943 until the end of the war in April 1945. During this time, 6,000 Panthers were produced. The Panther was also exported to Hungary, Romania, and Slovakia.
^
^The Panther's mobility and firepower made it a highly effective tank on the battlefield, especially in the hands of experienced crews. Although it was not invulnerable to enemy fire, its sloped armor provided good protection against most enemy anti-tank weapons. It was also highly regarded for its ease of maintenance and reliability, making it a favourite among its crews. Despite its mechanical problems, the Panther proved to be one of the most successful German tanks of World War II.
ChatGPT can also be utilized to brainstorm for an entirely new mod:
Hello, chatGPT. I want to start a new mod for the game Civilization 3. This mod is called "Pirates of the Caribbean" and is set in the Caribbean between about 1630 and 1700. There are 5 civilizations: the English, the French, the Spanish, the Dutch, and the Pirates.
Can you give me some ideas for units for this mod?
Certainly! Here are some ideas for units that you could consider adding to your "Pirates of the Caribbean" mod for Civilization 3:
Buccaneers: These units could be a unique unit for the Pirate civilization. Buccaneers were a type of pirate that was common in the Caribbean during the 17th century. They were known for their skill with firearms and their ability to raid and plunder ships.
Privateers: Privateers were privately owned ships that were licensed by governments to attack and capture enemy ships during times of war. These units could be a unique unit for the English, French, Spanish, and Dutch civilizations.
Galleons: Galleons were large, heavily armed ships that were used for transporting goods and treasure across the ocean. They could be a unique unit for the Spanish civilization.
Frigates: Frigates were fast, maneuverable ships that were used for both trade and warfare. They could be a unique unit for the English and Dutch civilizations.
Buccaneers with grappling hooks: Buccaneers were known for their ability to board and capture enemy ships. Adding a unit with grappling hooks could represent this aspect of their tactics.
Pirate flags: Adding pirate flags as a visual representation of the Pirate civilization could be a nice touch.
Pirates with parrots: Many pirates were known for keeping parrots as pets, so adding a unit with a parrot could be a fun nod to pirate lore.
Musketeers: These units could be a unique unit for the French civilization. Musketeers were highly trained soldiers who used muskets, a type of firearm that was becoming increasingly common during the time period in which your mod is set.
I hope these ideas are helpful in creating your "Pirates of the Caribbean" mod for Civilization 3. Good luck with your project!
These are good suggestions. I want there to be a lot of units in this mod and for the units to be as historically accurate as possible. Can you list some more units that are a bit more specific and historically accurate?
Sure! Here are some additional historically accurate unit suggestions for your "Pirates of the Caribbean" mod:
Man-of-War: A large, heavily-armed sailing ship with multiple gun decks. These ships were often used by the major European powers during the 17th and 18th centuries.
Ship-of-the-Line: A large, heavily-armed sailing ship with a single gun deck. These ships were the backbone of the European navies during the 17th and 18th centuries.
Galleys: These were long, low ships that were powered by oars and were commonly used in the Mediterranean. They were particularly effective in battles fought in shallow water.
Bomb Ketch: A type of ship used for bombardment, with a mortar mounted on its deck.
Sloop-of-War: A small, fast ship with a single gun deck that was used for patrolling and raiding.
Longboats: Smaller boats used for boarding or landing troops, often carried on larger ships.
Marines: Specialized soldiers who were trained to fight on board ships. They were typically equipped with muskets and bayonets.
Buccaneers with Cutlasses: Buccaneers were known for their use of cutlasses, which were short, curved swords that were particularly effective in close-quarters combat.
Pirates with Blunderbusses: A type of shotgun that was popular among pirates in the 17th and 18th centuries.
Merchant Ships: These ships, which were often lightly armed, were the primary targets of pirates in the Caribbean.
I hope these suggestions help you create a comprehensive and historically accurate mod for Civilization 3. Good luck with your project!
Great ideas! Could you list some merchant ship types as well? Just the name will do.
Certainly! Here are some types of merchant ships that were commonly used in the Caribbean during the 17th and 18th centuries:
Fluyt: A Dutch-designed cargo vessel with a large cargo capacity and a flat bottom that made it easy to navigate shallow waters.
Galleon: A large, heavily-armed cargo vessel that was used to transport treasure and other valuable goods across the ocean.
Carrack: A type of merchant ship that was commonly used by the Portuguese and Spanish. It was a large vessel with high sides and a square-rigged sail configuration.
East Indiaman: A large, heavily-armed ship that was used by the Dutch East India Company to transport goods between Europe and the Far East.
Brigantine: A small, two-masted ship that was commonly used in the Caribbean for trade and transport.
Schooner: A fast, maneuverable ship that was commonly used for coastal trade and smuggling.
Flute: A type of cargo ship that was commonly used by the English and Dutch. It was a long, narrow vessel with a flat bottom and a large cargo capacity.
Pinnace: A small, lightly-armed ship that was commonly used for coastal trade and transport.
Barque: A three-masted ship with a square-rigged sail configuration. It was commonly used for trade and transport in the 17th and 18th centuries.
I hope this list of merchant ship types is helpful for your mod!
Thank you! Now let's talk about technology. Could the era between 1630 and 1700 be broken-up into 4 distinct eras?
Yes, the period between 1630 and 1700 could be broken down into several distinct eras based on technological advancements and changes in the political and economic landscape of the Caribbean. Here are four possible eras that you could consider for your "Pirates of the Caribbean" mod:
Early Settlement Era (1630-1650): During this era, the major European powers (England, France, Spain, and the Netherlands) were establishing their colonies in the Caribbean. The technology of this era would be characterized by early modern sailing ships, such as the galleon and the carrack. Firearms of this era would include muskets and matchlock guns.
Buccaneer Era (1650-1680): During this era, privateers and buccaneers roamed the Caribbean, attacking merchant ships and rival European powers. Technological advancements during this time included the widespread use of flintlock muskets and the development of the blunderbuss. Ships during this era would have been smaller and faster than those of the Early Settlement Era, with sloops and frigates becoming popular.
Golden Age of Piracy (1680-1710): This era saw a proliferation of pirate activity in the Caribbean. The technology of this era saw the widespread adoption of the flintlock pistol, as well as the continued development of sailing ships with faster, sleeker designs. The pirate flag and the Jolly Roger became a common symbol of piracy during this time.
Age of Empire (1710-1730): This era saw the major European powers asserting their dominance in the Caribbean and suppressing piracy. The technology of this era saw the introduction of more advanced sailing ships, such as the ship-of-the-line and the frigate. Firearms during this era would have included more advanced flintlock designs, such as the Queen Anne musket.
Of course, you could also break down the era into more or fewer time periods depending on the focus and scope of your mod. I hope this helps!
This is very good, thank you. Let's think about ideas for individual technologies. Let's start by listing the names of some techs for the first era (1630-1650). Please include just the name of the tech, don't include a description.
Sure, here are some technology ideas for the Early Settlement Era (1630-1650) in the Caribbean:
Shipbuilding
Navigation
Cartography
Basic metallurgy
Carpentry
Masonry
Agriculture
Irrigation
Pottery
Textile production
Could you split the "Agriculture" tech into a few separate techs?
Sure, here are some possible ways to split the "Agriculture" tech into separate technologies for the Early Settlement Era (1630-1650) in the Caribbean:
Crop Rotation
Plow Technology
Irrigation Techniques
Seed Selection
Fertilization Techniques
Pest Control
Terracing
Animal Husbandry
Horticulture
Apiculture
Great, can you split the Navigation tech into at least 4 techs?
Sure, here are some possible ways to split the "Navigation" tech into separate technologies for the Early Settlement Era (1630-1650) in the Caribbean:
Celestial Navigation
Magnetic Compass
Nautical Charts
Sextant
Timekeeping
Rigging and Sail Configuration
Anchoring Techniques
Wind and Current Patterns
Knots and Rope-Making
Boatbuilding
Thank you. Can you list some names for techs from the second era?
Sure, here are some technology ideas for the Buccaneer Era (1650-1680) in the Caribbean:
Advanced Shipbuilding
Navigation Instruments
Gunpowder Manufacture
Ballistics
Cannon Casting
Small Arms Design
Blacksmithing
Metalworking
Medicine and Surgery
Brewing and Distilling
These are great ideas. I would like to include some techs that stand-in for historical developments during that time period. Can you provide some ideas?
Sure, here are some technology ideas for the Buccaneer Era (1650-1680) in the Caribbean that stand-in for historical developments during that time period:
Buccaneering: A technology that represents the tactics and strategies employed by privateers and buccaneers during the era of Buccaneering, including fast ships, surprise attacks, and hit-and-run tactics.
Privateering: A technology that represents the legal practice of privateering, which involved the authorization of private ships to attack enemy shipping during times of war. This technology could provide bonuses to privateers, such as increased speed and damage.
Gunpowder Revolution: A technology that represents the advancements in gunpowder technology during the 17th century, including more efficient production methods and improved explosive power. This technology could provide bonuses to artillery units.
Triangular Trade: A technology that represents the system of trade between Europe, Africa, and the Americas during the era of mercantilism. This technology could provide bonuses to trade routes and economic output.
Mercantilism: A technology that represents the economic philosophy of mercantilism, which held that a country's wealth was based on its holdings of precious metals and its balance of trade. This technology could provide bonuses to economic output and trade.
Scientific Revolution: A technology that represents the advancements in science and technology during the 17th century, including improved understanding of physics, astronomy, and biology. This technology could provide bonuses to research and development.
Absolute Monarchy: A technology that represents the political philosophy of absolute monarchy, which was dominant in Europe during the 17th century. This technology could provide bonuses to government stability and military strength.
Enlightenment: A technology that represents the philosophical movement of the Enlightenment, which emphasized reason, individualism, and the pursuit of knowledge. This technology could provide bonuses to culture and research.
Ok, now list some ideas for the names of techs from the third era.
Sure, here are some technology ideas for the Golden Age Era (1680-1715) in the Caribbean:
Advanced Artillery
Naval Tactics
Fortification Engineering
Gunpowder Refining
Infantry Drill
Cavalry Tactics
Naval Architecture
Cartography and Surveying
Glassmaking and Optics
Industrialization
Great. Finally, list some ideas for the names of techs from the fourth era.
Sure, here are some technology ideas for the Pirate Republic Era (1715-1725) in the Caribbean:
Pirate Tactics
Guerrilla Warfare
Smuggling Techniques
Advanced Navigation
Stealth Technology
Espionage
Pirate Code
Democracy and Republics
Free Trade
Outlawry and Extradition
I thought the fourth era was the Age of Empire (1710-1730)?
You are correct, I apologize for the mistake. Here are some technology ideas for the Age of Empire Era (1710-1730) in the Caribbean:
Colonial Administration
Trade Regulations
Naval Warfare Doctrine
Siegecraft
Military Intelligence
Diplomacy
Nationalism
Scientific Method
Enlightenment Ideas
Industrial Revolution
Ok. Back to the units. I'm going to give you an example of some code that directs the game where to look for the art files (for example, art\civilopedia\icons\units\FortLG.pcx and art\civilopedia\icons\units\FortSM.pcx) and the animation files (for example, Fort) for a unit (PRTO_Fort).
#ICON_PRTO_Fort
art\civilopedia\icons\units\FortLG.pcx
art\civilopedia\icons\units\FortSM.pcx
#ANIMNAME_PRTO_Fort
Fort
Create some entries like this, listed one below the other without empty lines, for these units: Man-of_War, Ship-of-the-Line, Galley, Bomb Ketch, Sloop-of-War, Marine, Buccaneer.
Sure, here are some example entries for the units you listed:
#ICON_PRTO_Man_of_War
art\civilopedia\icons\units\ManOfWarLG.pcx
art\civilopedia\icons\units\ManOfWarSM.pcx
#ANIMNAME_PRTO_Man_of_War
ManOfWar
#ICON_PRTO_Ship_of_the_Line
art\civilopedia\icons\units\ShipOfTheLineLG.pcx
art\civilopedia\icons\units\ShipOfTheLineSM.pcx
#ANIMNAME_PRTO_Ship_of_the_Line
ShipOfTheLine
#ICON_PRTO_Galley
art\civilopedia\icons\units\GalleyLG.pcx
art\civilopedia\icons\units\GalleySM.pcx
#ANIMNAME_PRTO_Galley
Galley
#ICON_PRTO_Bomb_Ketch
art\civilopedia\icons\units\BombKetchLG.pcx
art\civilopedia\icons
Redo this without the empty lines between entries, please.
Certainly, here are the entries again without any empty lines:
#ICON_PRTO_Man_of_War
art\civilopedia\icons\units\ManOfWarLG.pcx
art\civilopedia\icons\units\ManOfWarSM.pcx
#ANIMNAME_PRTO_Man_of_War
ManOfWar
#ICON_PRTO_Ship_of_the_Line
art\civilopedia\icons\units\ShipOfTheLineLG.pcx
art\civilopedia\icons\units\ShipOfTheLineSM.pcx
#ANIMNAME_PRTO_Ship_of_the_Line
ShipOfTheLine
#ICON_PRTO_Galley
art\civilopedia\icons\units\GalleyLG.pcx
art\civilopedia\icons\units\GalleySM.pcx
#ANIMNAME_PRTO_Galley
Galley
#ICON_PRTO_Bomb_Ketch
art\civilopedia\icons\units\BombKetchLG.pcx
art\civilopedia\icons\units\BombKetchSM.pcx
#ANIMNAME_PRTO_Bomb_Ketch
BombKetch
#ICON_PRTO_Sloop_of_War
art\civilopedia\icons\units\SloopOfWarLG.pcx
art\civilopedia\icons\units\SloopOfWarSM.pcx
#ANIMNAME_PRTO_Sloop_of_War
SloopOfWar
#ICON_PRTO_Marine
art\civilopedia\icons\units\MarineLG.pcx
art\civilopedia\icons\units\MarineSM.pcx
#ANIMNAME_PRTO_Marine
Marine
#ICON_PRTO_Buccaneer
art\civilopedia\icons\units\BuccaneerLG.pcx
art\civilopedia\icons\units\BuccaneerSM.pcx
#ANIMNAME_PRTO_Buccaneer
Buccaneer
Thanks for your help! Let's create some entries for the technologies, now. I'm going to give you an example code for an entry for a technology (eg. TECH_Post-war).
#TECH_Post-war_LARGE
Art\tech chooser\Icons\post-war_lg.pcx
#TECH_Post-war
Art\tech chooser\Icons\post-war_sm.pcx
Create entries like this for the techs ideas you listed for the first era, the Early Settlement Era (1630-1650). Skip the Navigation tech and also create entries for Timekeeping, Anchoring, Knots and Rope-making, and Celestial Navigation.
Sure, here are the entries for the techs you mentioned:
#TECH_Early_Settlement_LARGE
Art\tech chooser\Icons\early-settlement_lg.pcx
#TECH_Early_Settlement
Art\tech chooser\Icons\early-settlement_sm.pcx
#TECH_Agriculture1_LARGE
Art\tech chooser\Icons\agriculture1_lg.pcx
#TECH_Agriculture1
Art\tech chooser\Icons\agriculture1_sm.pcx
#TECH_Agriculture2_LARGE
Art\tech chooser\Icons\agriculture2_lg.pcx
#TECH_Agriculture2
Art\tech chooser\Icons\agriculture2_sm.pcx
#TECH_Agriculture3_LARGE
Art\tech chooser\Icons\agriculture3_lg
It seems you've gotten confused. The list of techs from the first era is:
Shipbuilding
Navigation
Cartography
Basic metallurgy
Carpentry
Masonry
Agriculture
Irrigation
Pottery
Textile production
Oh, I'm sorry about that. Here are the correct entries for the techs you listed from the first era:
#TECH_Shipbuilding_LARGE
Art\tech chooser\Icons\shipbuilding_lg.pcx
#TECH_Shipbuilding
Art\tech chooser\Icons\shipbuilding_sm.pcx
#TECH_Navigation_LARGE
Art\tech chooser\Icons\navigation_lg.pcx
#TECH_Navigation
Art\tech chooser\Icons\navigation_sm.pcx
#TECH_Cartography_LARGE
Art\tech chooser\Icons\cartography_lg.pcx
#TECH_Cartography
Art\tech chooser\Icons\cartography_sm.pcx
#TECH_Basic_Metallurgy_LARGE
Art\tech chooser\Icons\basic-metallurgy_lg.pcx
#TECH_Basic_Metallurgy
Art\tech chooser\Icons\basic-metallurgy_sm.pcx
#TECH_Carpentry_LARGE
Art\tech chooser\Icons\carpentry_lg.pcx
#TECH_Carpentry
Art\tech chooser\Icons\carpentry_sm.pcx
#TECH_Masonry_LARGE
Art\tech chooser\Icons\masonry_lg.pcx
#TECH_Masonry
Art\tech chooser\Icons\masonry_sm.pcx
#TECH_Agriculture_LARGE
Art\tech chooser\Icons\agriculture_lg.pcx
#TECH_Agriculture
Art\tech chooser\Icons\agriculture_sm.pcx
#TECH_Irrigation_LARGE
Art\tech chooser\Icons\irrigation_lg.pcx
#TECH_Irrigation
Art\tech chooser\Icons\irrigation_sm.pcx
#TECH_Pottery_LARGE
Art\tech chooser\Icons\pottery_lg.pcx
#TECH_Pottery
Art\tech chooser\Icons\pottery_sm.pcx
#TECH_Textile_Production_LARGE
Art\tech chooser\Icons\textile-production_lg.pcx
#TECH_Textile_Production
Art\tech chooser\Icons\textile-production_sm.pcx
Obviously this is going to immensely speed-up the process of modding, at least the text-editing and brainstorming portions!