Utility requests thread.

Just for your info
I'm currently working on zMod Maker. It will allow:
1. Editing of XML via an interface, no more tags
2. Editing World Builder Saves (Almost done, I can already place, read, and save terrains, features, and resources)

:D

the WBS-editor: can you insert injured units, put some hammers to a building and put some food into the store of a city?
that would be :cool:
 
Well I'm limited by the World Builder Save, but I plan on having different file versions that will support unit names, city production and anything else I can think of.
 
I would like a way of dumping statistics about the players Civ into a log file, preferably in CSV or XML format. Id like to see things like city pop, beakers per turn at 0% and 100% slider, and so on. I dont mind if it runs during the game (can it be kicked off with a custom button or at a set date?) or on savegame files. If anyone has a dll capable of handling the savegame format and knows if this information can be read directly from there, then Ill write the rest.
 
hi.

does anyone know of a tga-editor, that doesn't make a bloody hell of a mess out of the GameFont.tga? Everything I tried out leaves the GameFont.tga crippled, if I do as much as open and save the thing without any further changes.:confused:
 
:(

Thx for your efforts, but it didn't work for me. I found that just copying GameFont.tga to ...\My Games\...\res makes a complete mess of the citynames and the icons above it. No changes whatsoever, just a copy of the original.

Making changes according to the tutorial you suggested, and placing the changed file in the original folder C:\progrmas\...\res yields correct letters in citynames but no icons whatsoever, just none, not a single one. Must have messed up something by just copying an pasting tiles, because all the letters are located before the icons. I think I call it quits due to frustration.
 
yep, done that.

I think it might be a clue, that all the letters are ok, and are located before the religious icons I changed. But I really did it exactly according to the tutorial.

In addition, just opening GameFont.tga with the BTX-thing, and saving it with "replace --- yes" shrinks the file by 26 bytes. But the smaller file is still working, albeit not in the My Games directory, but in the original location only.

Would you agree, that this behaviour is a bug?
 
Vilu made a really nice technology cost editor:

Could we get a building cost editor:
a unit cost editor:
a wonder cost editor:

??

be really nice, :):)
 
I#m positively dead sure. What I did was paste a 21 x 20 area from the Gods of Old GameFont.tga over a 21 x 20 area of the original BtS GameFont.tga with carefully leaving all the green dots in place right where they were.

Even if I should have happened to make a mistake - though I could not think of any - it remains, that just relocationg GameFont.tga from the games' original folder to the My Games folder, makes a mess out of the towns' icons. How come?
 
I'd like a map statistics utility. Just count how many sea/ocean/grassland etc. tiles there are and what resources they contain. I want to do some testing on map scripts and right now want to know the amounts of resources (to answer questions like "how does the number of resources scale with map size?"). Manually counting the number of resources gets boring real quickly though :-).

An automated map script runner would also help here, but I don't really mind to run them myself a few times. However, given that there is a utility regenerating maps until you find a brilliant starting position, this should be possible as well, so if someone can help here I'd be grateful.
 
Celebithil,
I just wrote a quick little program to do what you need. Here it is.

It shows the amount of each Bonus, Feature, and Terrain type. With the exception of Hills and Peaks. The information for them must be stored differently. If you can tell me how they are stored, I may be able to print them also.

Just unzip the downloaded program, open the folder, and double click on the "Map Stats" icon to start the program. Then click on the load button to load a file. Let me know if you have any problems.
 

Attachments

Okay, folks.

I don't need nothin' fancy here, just something that'll let me add leaderheads and Civs easily. No tinkerin' with the Pythons and the Game Rules. Just new Civs and Leaderheads. I enter the leaderhead, unit art and infos and it generates a mod for me.

I need something that'll take away the HRE and let me add Italy, for example.
 
Im eager to get started on some of these (such as above) except I dont have all the skills, I have time and determination so if anyone has good VB coding skills (esp in manipulating datasets) for a small amount of help I believe I could get quite far.

I am currently self learning so making slow progress :(

If you have these skills and a spare 20 min or so you could help speed me up a lot so drop me a line. I can upload my very basic code that I have so far if you reqd.
 
I would like a vanilla civ 4 utility.

Make a simple utility that allows players to change music for certain eras.

So i could put jazz music in modern, classical in others, etc. Make it a free thing where music styles can go anywhere, even in ancient if you want it to. Also make it so it doesn't conflict with multiplayer.
 
Has any of you yet made a saved game editor, like the one Gyathaar had for Warlords?

I host ongoing multiplayer epics/marathons on high difficulty levels and frequently have the need to add/remove players or change their difficulty level.

Anyone who can design and post an update for this utility for BTS would be much appreciated.

Bigben34
 
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