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GIDustin
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So basically it is unused. Sweet
Thanks Gramphos
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GIDustin
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Gramphos
Do you have a version of this for C3C? I am trying to figure out where "Orders Enslave" and "Orders Stealth Attack" are and I think they are in "PTW special actions (binary)" but I am not sure.
- GIDustin
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GIDustin
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Perhaps you can explain this Gramphos:
In the conquests.biq and several other scenerios, there are units that are "ghosted" that do not appear in the editor, but are in the BIQ more than once. Do you know why this is? I made a thread at CFC (link) but no one responded. really, all I need to know is how to tell whether the unit should be there or not. How does the editor know which units in the BIQ are real, and which arent.
Thanks again
GIDustin
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jokemaster2002
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ontario
Aug 2002 time: 23:33
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does any1 know where i can get a HEX editor to download?
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AlanH
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Hi Dianthus
I'm glad it's not just me! I realised I could get it from the adjacent tiles, but that seems rather laborious. Also, I don't think that's the way Civ3 does it. I haven't looked at it for a while, but last time I did I was pretty sure that I fount it was using two different variants in equivalent situations. I'll try to find an example again.
Hi sabrewolf. Yeah, well, sometimes the mountain must come to mahomet (aka Gramphos) 
PS Love your avatar, brings back fond memories. I even built a primitive speccy emulator on my Mac once, and succeeded in loading Manic Miner into it from audio tape through the audio in socket! It ran, too, excruciatingly slowly!
Last edited by AlanH on 14-06-2004 at 04:50
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sabrewolf

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turicum, helvetistan
Jun 2002 time: 06:33
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about the map preview you're doing: i actually this this way is better to see details of the map. if you start using comined hill and mountain ranges and especially start using the "softened" coastlines, then everything will get more blurry. that might be nicer to look at, but worse to see the details, requiring a bigger picture
quote: Hi sabrewolf. Yeah, well, sometimes the mountain must come to mahomet (aka Gramphos) |

quote: PS Love your avatar, brings back fond memories. I even built a primitive speccy emulator on my Mac once, and succeeded in loading Manic Miner into it from audio tape through the audio in socket! It ran, too, excruciatingly slowly! |
impressive... an own emulator!!! how come, all great programmers (except graphos of course) come from CFC? :hmm:
i've seen some around in the web, but mostly you can find games (like attic attac, MM, JSW, sabrewulf , etc.) already extracted and they can be loaded. so no audio sockets needed . i once saw a java-version of several games. never looked further into it, but i presume there's an emulator or a speccy-->class compiler in it 
sorry for going off topic, gramphos!
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Dianthus
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Hi Gramphos,
I think your "free units"/"all units free" fields are not quite right in the GOVT section, at least for C3C. I'm seeing values of 0xCCCCCCCC for your "free units" field for Facism/Feudalism. Rather than:
code:
4 long ??? (1 for Republic/Democracy, 0 for the rest)
4 long free units
4 long all units free (-1 = yes, 0 = no)
I think it should be:
code:
4 long ??? (1 for Republic/Democracy, CCCCCCCC for Feudalism/Facism, 0 for the rest)
4 long ??? (CCCCCCCC for Feudalism/Facism, 0 for rest)
4 long free units (-1:all free, >=0:number of free units)
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Dianthus
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I've been so busy releasing my new version of CRpSuite that I almost forgot I promised to do this!
Anyway I've got 1.29f of Civ III installed and I edited the civ3mod.bic file and checked the differences:
Changed The Republic to have all free units:
Before:
code:
workerRate(4) = 2
Unknown(12)=
000000:01000000 ....
000004:01000000 ....
000008:00000000 ....
freeUnits(4) = 0
freeUnitsPerTown(4) = 0
freeUnitsPerCity(4) = 0
freeUnitsPerMetropolis(4) = 0
costPerUnit(4) = 1
warWeariness(4) = 1
After:
code:
workerRate(4) = 2
Unknown(12)=
000000:01000000 ....
000004:01000000 ....
000008:00000000 ....
freeUnits(4) = -1
freeUnitsPerTown(4) = 0
freeUnitsPerCity(4) = 0
freeUnitsPerMetropolis(4) = 0
costPerUnit(4) = 1
warWeariness(4) = 1
Changed Democracy to have 5 free units:
Before:
code:
workerRate(4) = 3
Unknown(12)=
000000:01000000 ....
000004:01000000 ....
000008:00000000 ....
freeUnits(4) = 0
freeUnitsPerTown(4) = 0
freeUnitsPerCity(4) = 0
freeUnitsPerMetropolis(4) = 0
costPerUnit(4) = 1
warWeariness(4) = 2
After:
code:
workerRate(4) = 3
Unknown(12)=
000000:01000000 ....
000004:01000000 ....
000008:00000000 ....
freeUnits(4) = 5
freeUnitsPerTown(4) = 0
freeUnitsPerCity(4) = 0
freeUnitsPerMetropolis(4) = 0
costPerUnit(4) = 1
warWeariness(4) = 2
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AlanH
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I was playing with the hills in the editor (unfortunately the 1.21 version, as that's all that's available on a Mac). You can get a different pattern of four hills in a diamond on grassland substrate depending on which order you place them. I didn't spend much time on it, but it looks like there must be something other than the known fields determining which graphic is used for an overlay on base terrain.
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Dianthus
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I just tried something similar. I cleared the map to plains (wasn't sure whether bonus grass would make a difference). I then created a number of 4 tile diamonds of hills, always creating them in the order top-bottom-right-left. I got quite a few different combinations!
Attachment: hills.jpg
This has been downloaded 49 time(s).
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Legend
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That is what I meant - the overlay terrain icon (hills, mountain, forest, river etc) depends on the icon of the underlying terrain.
Take you base terrain, and add visible numbers on it corresponding to the icon numbers (might want to do this with the overlays as well).
There are four hill icons that don't connect to anything (0, 1, 2, 3); I'm sure that you will find that if you draw an unnconnected hill on base terrain icon "X", it will always be the same one. I'm sure that the same will hold for two connected hills - the icon chosen will depend on the base terrain.
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