Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization III > Civ3-Creation > Civilization III BIC file format
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!
16.Sep: 7 NEW FILES
15.Sep: TRIAL + NO SLEEP = ONE GAME
13.Sep: PATCH THE PREVIOUSLY UNPATCHABLE

bottom of page
   - CIV3 CONQUESTS $29.99 - CIV3 from $9.99
Author
Thread   
Pages (5): [ 1   2   3   4     >> ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
Mercator is offline Mercator
King
Sorekara no Nanimo
Jan 1970
time: 06:15
  Old Post 03-11-2001 17:07 Visit Mercator's homepage!
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
Civilization III BIC file format Support Apolyton or Terrorists Win


File Format



BIC file format for Civ3 version 1.16f

{start file}
bytes type value
-------------------------------------------------------

TOP "BIC file indicator"
4 char "BIC "

TOP VER# SECTION (BIC Header)
4 char "VER#"
4 long number of headers (1)

For each header:
4 long length of header (720)
4 long 0
4 long 0
4 long BIC major version number (2)
4 long BIC minor version number (10)
640 string description 1
64 string title

TOP BLDG SECTION (Improvements and Wonders) 2
4 char "BLDG"
4 long number of building types

For each building type:
4 long length of building data (252)
64 string description 3
32 string improvement or wonder name
32 string civilopedia entry
4 long doubles happiness of 4
4 long gain in every city
4 long gain in every city on continent
4 long required improvement/wonder
4 long cost
4 long culture
4 long bombardment defense
4 long naval bombardment defense
4 long defense bonus
4 long naval defense bonus
4 long maintenance cost
4 long happy faces (all cities)
4 long happy faces
4 long unhappy faces (all cities)
4 long unhappy faces
4 long number of required buildings
4 long air power
4 long naval power
4 long pollution
4 long production
4 long required government
4 long spaceship part
4 long required advance
4 long rendered obsolete by
4 long required resource #1
4 long required resource #2
4 long improvements (binary) 5:
00000000
center of empire .......1
veteran ground units ......1.
+50% research output .....1..
+50% luxury output ....1...
+50% tax output ...1....
removes pop. pollution ..1.....
reduces bldg. pollution .1......
resistant to bribery 1.......

reduces corruption .......1
doubles city growth rate ......1.
increases luxury trade .....1..
allows city size level 2 ....1...
allows city size level 3 ...1....
replaces other buildings ..1.....
must be near water .1......
must be near a river 1.......

can explode or meltdown .......1
veteran sea units ......1.
veteran air units .....1..
capitalization ....1...
allows water trade ...1....
allows air trade ..1.....
reduces war weariness .1......
increases shields in water 1.......

increases food in water .......1
4 long other characteristics (binary):
00000000
coastal installation .......1
military installation ......1.
wonder .....1..
small wonder ....1...
continental mood effects ...1....
research installation ..1.....
trade installation .1......
exploration installation 1.......

place of worship .......1
construction installation ......1.
4 long small wonders (binary):
00000000
increases chance of leader appearance .......1
build armies without leader ......1.
build larger armies .....1..
treasury earns 5% ....1...
build spaceship parts ...1....
reduces corruption ..1.....
decreases success of missile attacks .1......
allows spy missions 1.......

allows healing in enemy territory .......1
required goods must be in city radius ......1.
requires victorious army .....1..
4 long wonders (binary):
00000000
safe sea travel .......1
gain any advances owned by 2 civs ......1.
double combat strength vs. barbarians .....1..
+1 ship movement ....1...
doubles research output ...1....
+1 trade in each trade-producing tile ..1.....
halves unit upgrade cost .1......
pays maintenance for trade insts. 1.......

allows all civs to build nuclears .......1
city growth causes +2 citizens ......1.
+2 free advances .....1..
reduces war weariness in all cities ....1...
doubles city defenses ...1....
allows diplomatic victory ..1.....
4 long number of armies required

TOP CTZN SECTION (Citizens)
4 char "CTZN"
4 long number of citizen types

For each citizen type:
4 long length of citizen data (116)
4 long default citizen
32 string citizens (singular) name
32 string civilopedia entry
32 string plural name
4 long prerequisite
4 long luxuries
4 long research
4 long taxes

TOP CULT SECTION (Culture)
4 char "CULT"
4 long ??? (33)
4 long ??? (5)
4 long number of culture opinions

For each culture opinion:
4 long length of culture data (88)
64 string culture opinion name
4 long chance of successful propaganda
4 long culture ratio percentage (3:1 = 300, 3:4 = 75)
4 long culture ratio denominator (e.g. the 1 in 3:1)
4 long culture ratio numerator (e.g. the 3 in 3:1)
4 long initial resistance chance
4 long continued resistance chance

TOP DIFF SECTION (Difficulty Levels)
4 char "DIFF"
4 long number of difficulty levels

For each difficulty level:
4 long length of difficulty data (108)
64 string difficulty level name
4 long number of citizens born content
4 long max. government transition time
4 long number of defensive land units AI starts with
4 long number of offensive land units AI starts with
4 long extra start unit #1
4 long extra start unit #2
4 long additional free support
4 long bonus for each city
4 long attack bonus against barbarians
4 long cost factor
4 long percentage of optimal cities

TOP ERAS SECTION (Eras)
4 char "ERAS"
4 long number of eras

For each era:
4 long length of era data (260)
64 string era name
32 string civilopedia entry
32 string researcher #1
32 string researcher #2
32 string researcher #3
32 string researcher #4
32 string researcher #5
4 long number of used researcher names

TOP ESPN SECTION (Diplomats and Spies)
4 char "ESPN"
4 long number of espionage missions

For each mission:
4 long length of mission data (232)
128 string description
64 string diplomat/spy mission name
32 string civilopedia entry
4 long mission performed by (binary):
00000000
diplomat .......1
spy ......1.
4 long base cost

TOP EXPR SECTION (Combat Experience)
4 char "EXPR"
4 long number of experience levels

For each experience level:
4 long length of experience level data (26)
32 string experience level name
4 long base hit points

TOP GOOD SECTION (Natural Resources)
4 char "GOOD"
4 long number of natural resources

For each resource:
4 long length of resource data (88)
24 string natural resource name
32 string civilopedia entry
4 long type
4 long appearance ratio
4 long disappearance probability
4 long icon
4 long prerequisite
4 long food bonus
4 long shields bonus
4 long commerce bonus

TOP GOVT SECTION (Governments)
4 char "GOVT"
4 long number of government types

For each government type:
4 long length of government data
4 long default type
4 long transition type
4 long requires maintenance
4 long ??? (0 for Rebublic/Democracy, 1 for rest)
4 long standard tile penalty
4 long standard trade bonus
64 string government name
32 string civilopedia entry
32 string male ruler title #1
32 string female ruler title #1
32 string male ruler title #2
32 string female ruler title #2
32 string male ruler title #3
32 string female ruler title #3
32 string male ruler title #4
32 string female ruler title #4
4 long corruption and waste
4 long immune to
4 long diplomats are
4 long spies are
4 long number of governments

For each government type:
(performance of above goverment type versus each of the others)

4 long can bribe this government type? (0 = no, 1 = yes)
4 long bribery modifier vs.
4 long resistance modifier vs.

4 long hurrying
4 long assimilation chance
4 long draft limit
4 long military police limit
4 long # ruler title pairs used (max is 4)
4 long prerequisite technology index #
4 long science rate cap (10 = 100% of gold can go to science)
4 long worker rate
4 long ??? (-1 for Despotism/Communism, 0 for Anarchy/Monarchy,
1 for Republic/Democracy)
4 long ??? (1 for Republic/Democracy, 0 for the rest)
4 long free units
4 long all units free (-1 = yes, 0 = no)
4 long free units per town
4 long free units per city
4 long free units per metropolis
4 long cost/unit
4 long war weariness

TOP RULE SECTION (General Settings)
4 char "RULE"
4 long "number of rules" (1)

For each rule:
4 long length of rule data
32 long city size level 1 name
32 long city size level 2 name
32 long city size level 3 name
4 long number of spaceship parts

For each spaceship part:
4 long number needed of this part

4 long advanced barbarian
4 long basic barbarian
4 long barbarian sea unit
4 long cities needed to support an army
4 long chance of rioting
4 long turn penalty for each drafted citizen
4 long shield cost per gold
4 long fortress defensive bonus
4 long citizens affected by each happy face
4 long ??? (50)
4 long ??? (2)
4 long forest value in shields
4 long shield value in gold
4 long citizen value in shields
4 long default difficulty level
4 long battle-created unit
4 long build-army unit
4 long building defensive bonus
4 long citizen defensive bonus
4 long default money resource
4 long chance to intercept enemy air missions
4 long chance to intercept enemy stealth missions
4 long starting treasury
4 long ??? (16)
4 long food consumption/citizen
4 long river defensive bonus
4 long turn penalty for each hurry sacrifice
4 long scout
4 long slave
4 long movement rate along roads
4 long start unit 1
4 long start unit 2
4 long minimum population for we love the king
4 long town defense bonus
4 long city defense bonus
4 long metropolis defense bonus
4 long maximum level 1 city size
4 long maximum level 2 city size
4 long ??? (1000)
4 long fortifications defensive bonus
4 long number of culture levels

For each culture level
64 string culture level name

4 long border expansion multiplier
4 long border factor
4 long future tech cost
4 long golden age duration
4 long maximum research time
4 long minimum research time

TOP PRTO SECTION (Units)
4 char "PRTO"
4 long number of units

For each unit:
4 long length of unit data (156)
4 long zone of control
32 long unit name
32 long civilopedia entry
4 long bombard strength
4 long bombard range
4 long capacity
4 long shield cost
4 long defense
4 long icon index
4 long attack
4 long operational range
4 long population cost
4 long rate of fire
4 long movement
4 long required
4 long upgrade to
4 long required resource #1
4 long required resource #2
4 long required resource #3
4 long unit abilities (binary):
00000000
wheeled .......1
foot soldier ......1.
blitz .....1..
cruise missile ....1...
all terrain as roads ...1....
radar ..1.....
amphibious unit .1......
submarine 1.......

aircraft carrier .......1
draft ......1.
immobile .....1..
sink in sea ....1...
sink in ocean ...1....
mounted ..1.....
carry foot units only .1......
starts golden age 1.......

nuclear weapon .......1
hidden nationality ......1.
army .....1..
leader ....1...
ICBM ...1....
stealth ..1.....
can see submarines .1......
tactical missile 1.......

can carry tactical missiles .......1
ranged attack animations ......1.
turn to attack .....1..
4 long AI-strategy (binary):
00000000
offense .......1
defense ......1.
artillery .....1..
explore ....1...
army ...1....
cruise missile ..1.....
air bombard .1......
air defense 1.......

naval power .......1
air transport ......1.
naval transport .....1..
naval carrier ....1...
terraform ...1....
settle ..1.....
leader .1......
tactical nuke 1.......

ICBM .......1
naval missile transport ......1.
4 long available to (binary)
4 long standard orders/special actions
00000000
skip turn .......1
wait ......1.
fortify .....1..
disband ....1...
go to ...1....
load ..1.....
unload .1......
airlift 1.......

pillage .......1
bombard ......1.
airdrop .....1..
build army ....1...
finish improvement ...1....
upgrade ..1.....
build colony .1......
build city 1.......

build road .......1
build railroad ......1.
build fort .....1..
build mine ....1...
irrigate ...1....
clear forest ..1.....
clear jungle .1......
plant forest 1.......

clear pollution .......1
automate ......1.
join city .....1..
4 long air missions (binary):
00000000
bombing .......1
recon ......1.
interception .....1..
re-base ....1...
precision bombing ...1....
4 long class 0=land, 1=sea, 2=air

TOP RACE SECTION (Civilizations)
4 char "RACE"
4 long number of civilizations

For each civilization:
4 long length of civilization data
4 long number of city names

For each cityname:
24 string city name

4 long number of leaders

For each great leader:
32 string great leader name

32 string leader name
24 string leader title
32 string civilopedia entry
40 string adjective
40 string civilization name
40 string noun

For each era:
260 string forward filename

For each era:
260 string reverse filename

4 long culture group
4 long leader gender
4 long civilization gender
4 long aggression level (-2 to 2)
4 long unique civilization counter
4 long shunned government
4 long favorite government
4 long default color
4 long unique color
4 long free tech #1 index
4 long free tech #2 index
4 long free tech #3 index
4 long free tech #4 index
4 long bonuses (binary):
00000000
militaristic .......1
commercial ......1.
expansionist .....1..
scientific ....1...
religious ...1....
industrious ..1.....
4 long governor settings (binary):
00000000
manage citizens .......1
emphasize food ......1.
emphasize shields .....1..
emphasize trade ....1...
manage production ...1....
no wonders ..1.....
no small wonders .1......
4 long build never (binary):
00000000
off. land units .......1
def. land units ......1.
artillery land units .....1..
settlers ....1...
workers ...1....
naval units ..1.....
air units .1......
growth 1.......

production .......1
happiness ......1.
science .....1..
wealth ....1...
trade ...1....
explore ..1.....
culture .1......
4 long build often (binary, same as above)
4 long plurality

Last edited by Mercator on 15-12-2001 at 21:37

Mercator is offline Mercator
King
Sorekara no Nanimo
Jan 1970
time: 06:15
  Old Post 03-11-2001 17:12 Visit Mercator's homepage!
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

TOP TECH SECTION (Civilization Advances)
4 char "TECH"
4 long number of advances

For each advance:
4 long length of advance data (104)
32 string advance name
32 string civilopedia entry
4 long cost
4 long era
4 long advance icon
4 long x
4 long y
4 long prerequisite #1
4 long prerequisite #2
4 long prerequisite #3
4 long prerequisite #4
4 long flags (binary):
00000000
enables diplomats .......1
enables irrigation without fresh water ......1.
enables bridges .....1..
disables diseases from flood plains ....1...
enables conscription of units ...1....
enables mobilization levels ..1.....
enables recycling .1......
enables precision bombing 1.......

enables mutual protection pacts .......1
enables right of passage treaties ......1.
enables military alliances .....1..
enables trade embargoes ....1...
doubles effect of (wealth) improvement ...1....
enables trade over sea tiles ..1.....
enables trade over ocean tiles .1......
enables map trading 1.......

enables communication trading .......1
not required for era advancement ......1.
doubles work rate (of workers) .....1..

TOP TFRM SECTION (Worker Jobs)
4 char "TFRM"
4 long number of worker jobs

For each job:
4 long length of job data (112)
32 string worker job name
32 string civilopedia entry
4 long turns to complete 6
4 long required
4 long required resource #1
4 long required resource #2
32 string order

TOP TERR SECTION (Terrain)
4 char "TERR"
4 long number of terrains

For each terrain:
4 long length of terrain data (111)
4 long number of possible resources
3 byte possible resources (binary)
1 for the corresponding indexes of the resources
32 string terrain name
32 string civilopedia entry
4 long irrigation (food) bonus
4 long mining (shields) bonus
4 long road (commerce) bonus
4 long defense bonus
4 long movement cost
4 long food
4 long shields
4 long commerce
4 long worker job
4 long pollution effect

TOP WSIZ SECTION (World Sizes)
4 char "WSIZ"
4 long number of world sizes

For each terrain:
4 long length of world size data (80)
4 long optimal number of cities (corruption)
4 long tech rate
24 string ??? (empty)
32 string world size name
4 long height
4 long distance between civs
4 long number of civs
4 long width

TOP WCHR SECTION
4 char "WCHR"
4 long "number of world characteristics" (1)
4 long length of WCHR section (52)
...

TOP WMAP SECTION
4 char "WMAP"
4 long "number of world maps" (1)
4 long length of WMAP section (256)
4 long number of resources

For each resource:
4 long resource occurence

4 long number of continents
4 long height
4 long distance between civs
4 long number of civs
4 long ???
4 long ??? (0)
4 long width
4 long ??? (-1)
...
4 long map seed
4 long ??? (binary):
00000000
round world .......1
polar ice caps .....1..


TOP TILE SECTION
4 char "TILE"
4 long number of tiles (= width/2 * height)

For each tile:
4 long length of tile data (22)
2 short river info
4 long resource
1 byte image
1 byte file: 0 = xtgc.pcx, 1 = xgpc.pcx, 2 = xdgc.pcx,
3 = xdpc.pcx, 4 = xdgp.pcx, 5 = xggc.pcx,
6 = wcso.pcx, 7 = wsss.pcx, 8 = wooo.pcx
2 short ??? (0)
1 byte overlays (binary):
00000000
road .......1
railroad ......1.
mine .....1..
irrigation ....1...
fortress ...1....
goody huts ..1.....
pollution .1......
barbarian camp 1.......
1 byte terrain 7
2 short bonuses (binary):
00000000
bonus grassland .......1
player start ....1...
snow-capped mts ...1....
pine forest ..1.....
2 short ??? (-1 = nothing, 75 = barbarian camp)
4 long ??? (-1)
2 short continent

TOP CONT SECTION
4 char "CONT"
4 long number of continents (water and land)

For each continent:
4 long length of continent data (8)
4 long type (0 = water, 1 = land)
4 long number of tiles of continent

{end file}


Notes



1. A string must always have 0x00 as its last byte. So a 64 byte string only has place for 63 characters, followed by 0x00. Even more,the string automatically ends at 0x00, even if it appears somewhere in the middle of the originally intended string.

2. Most sections translate pretty straight-forwardly to a tab in Civ3Edit. The name in brackets is the name of the editor tab.
The sections in this file appear alphabetically ordered by their 4 character identifier.
A superfluous section, i.e. one that uses the Civ3 defaults, can be left out entirely. So for a simple map, all sections up to the WCHR section can be left out.

3. I've tried to keep the value descriptions as close as possible to those used in Civ3Edit. For explanations of the values I refer to the excellent Civ3Edit help system.

4. References to other items (e.g. items in a drop-down box or radio button list in Civ3Edit) are often done by the zero-based index number of the position of that item in its section. -1 Usually means it doesn't refer to anything (e.g. the "None" option in a Civ3Edit drop-down box). Further on, only details for data differing from this standard will be explained.

5. For data mentioned in binary, only the used bits are mentioned. When multiple bytes are being described, the data is shown grouped per byte. In that case, only the used bytes are shown, the remaining bytes are filled with zeros. In any case, for things that appear in checkboxes in Civ3Edit, 1 means it's checked, 0 means it isn't.

6. The "turns to complete" is modified by the movement cost of the terrain. The value given in this section applies to terrain with a movement cost of 2 (e.g. Forest). Terrain with a movement cost of 1 is worked in half the time, terrain with a movement cost of 3 needs 50% more turns to work.

7. A byte, split into the first 4 and the second 4 bits.
The first 4 bytes are the "real" terraintype (0 is Desert, 1 is Plains etc. BUT: Bonus Grassland, Snow-Capped Mountains and Pine Forest are NOT separate terrains, they're merely a variation on Grassland, Mountains and Forest, respectively).
The second 4 bytes are the "base filler" terrain. This is especially used for Forest, which can be placed on top of different "base filler" terrains.


Credits


Gramphos
MagForceSeven
Mercator
Nero Would
Tventano

Last edited by Mercator on 15-12-2001 at 21:37

MarkG is offline MarkG
Grand Lord of Apolyton, Owner of all this land as far as the eye can see

Donate to the Red Cross
Macedonia, Greece
Jan 1970
time: 07:15
  Old Post 03-11-2001 17:22 Visit MarkG<br><img src=/forums/images/admin-icon.gif>'s homepage!
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

most certainly

we need threads like this to include all info and avoid repetive questions

Mercator is offline Mercator
King
Sorekara no Nanimo
Jan 1970
time: 06:15
Thumbs up  Old Post 03-11-2001 17:31 Visit Mercator's homepage!
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Lose 30 kilos (of popups)

Thanks

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:15
  Old Post 03-11-2001 19:21
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Full PM-box? Change here!

Actually there is more to the BICs then the maps, and each section follows a specific pattern (except the CULT section, which seam to be different )

Each section of the file starts with a 4 byte string identifying the section. After that (except CULT) a long containing the number of that type, and after that the type begins. They start with a long telling the lenght of the following spirit.

And the thing in you note 1 is actualt a length of the data header.

I'll see if I can post the RACE format soon.
(I have it in Swedish )

Also ALL references to a specific thing (resource terrain, what so ever is made to the ID – 0xFFFFFFFF = None)

The ID is the number in row after the initial name. Start count from 0.

Last edited by Gramphos on 03-11-2001 at 20:45

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:15
  Old Post 03-11-2001 20:44
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Support Apolyton buy from Amazon

-- RACE format removed from this post --
The Format can be found in the first post

Last edited by Gramphos on 15-12-2001 at 22:45

Mercator is offline Mercator
King
Sorekara no Nanimo
Jan 1970
time: 06:15
  Old Post 03-11-2001 22:46 Visit Mercator's homepage!
Edit/Delete Message Reply w/Quote
#7 Report this post to a moderator
Inflate your Upload Space

quote:
Originally posted by Gramphos
Actually there is more to the BICs then the maps, and each section follows a specific pattern (except the CULT section, which seam to be different )


hehe, I know
I´ve added everything I´ve been doing today. Sorry for the plenty of dots nearer the end, but it did get kinda tedious. The format is remarkably simple, and most sections map directly to a tab in the civ3 rules editor.

I haven´t added your stuff yet (well, not the parts I didn´t find as well)

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:15
  Old Post 03-11-2001 22:57
Edit/Delete Message Reply w/Quote
#8 Report this post to a moderator
Full PM-box? Change here!

quote:
Originally posted by Mercator
hehe, I know
I´ve added everything I´ve been doing today. Sorry for the plenty of dots nearer the end, but it did get kinda tedious. The format is remarkably simple, and most sections map directly to a tab in the civ3 rules editor.

I haven´t added your stuff yet (well, not the parts I didn´t find as well)

Well, I know a lot of those formats without having the editor, and I know most of what you posted before, but my copy tool only uses the civ stuff (It had to read the names, and to get to them it had to read cities, leatders and ao on, so I made it read everything.) and the main format. +the Cult format (to be able to skip over it.)

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:15
  Old Post 03-11-2001 23:21
Edit/Delete Message Reply w/Quote
#9 Report this post to a moderator
Avatar Enlargement: We've got the solution

For the citizens:
After the plural string the following comes
4 byte Prerequire
4 byte happy facese
4 byte science
4 byte trade

Mercator is offline Mercator
King
Sorekara no Nanimo
Jan 1970
time: 06:15
  Old Post 04-11-2001 02:08 Visit Mercator's homepage!
Edit/Delete Message Reply w/Quote
#10 Report this post to a moderator
Increase the size of your Attachments

Your things have been added. I vaguely checked most of it, you mixed up one or two things, and I changed some names to the names used in the rules editor... Great job!
It looks like we´re on our own though. But then again, this format isn´t nearly as vague as the civ2 formats were.
Oh, and you sound like you already know the BIC file format. Is it some kind of standard?

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:15
  Old Post 04-11-2001 03:22
Edit/Delete Message Reply w/Quote
#11 Report this post to a moderator
Inflate your Upload Space

quote:
Originally posted by Mercator
Your things have been added. I vaguely checked most of it, you mixed up one or two things, and I changed some names to the names used in the rules editor... Great job!
It looks like we´re on our own though. But then again, this format isn´t nearly as vague as the civ2 formats were.
Oh, and you sound like you already know the BIC file format. Is it some kind of standard?

I see it now. I don't use them in my program, so I didn't care more then that they existed. (How can you mix up one thing?) Was it only the Noun<->Adjective for civs, or was it anything else.

I'm also happy that you confirmed all those I was not sure about. (I only had a picture of Romans and one of Barbarians)

Regarding the format:
No I've not seen it before, but most of it is some sort of default for binary formats. (Even thou the 4 byte strings in the start of each section is something new.) If I would make a binary format I would always specify the length of everything that could possibly change length (also if only in later versions). I would also try to keep things in the same way all over the file, and I would do it the easiest way, and it seem to be exactly how Firaxis has done it.

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:15
  Old Post 04-11-2001 03:31
Edit/Delete Message Reply w/Quote
#12 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations: Deluxe Edition

BTW - the resource on a map is the index just as any other reference. (Resources can be added you know.)

Mercator is offline Mercator
King
Sorekara no Nanimo
Jan 1970
time: 06:15
  Old Post 04-11-2001 04:04 Visit Mercator's homepage!
Edit/Delete Message Reply w/Quote
#13 Report this post to a moderator
Support Apolyton

quote:
Originally posted by Gramphos
(How can you mix up one thing?)


The thing could be a pair of things.

quote:
Was it only the Noun<->Adjective for civs, or was it anything else.


I think that was it.

quote:
I'm also happy that you confirmed all those I was not sure about. (I only had a picture of Romans and one of Barbarians)


Yes, I am not entirely sure about the barbarian RACE_... though. Maybe I´m just mistaken, but somehow it looks a bit different from the others. I haven´t looked into it too much though. The only serious difference I can tell right now is that the barbarian "city names" are rather tribe names.

quote:
Regarding the format:
No I've not seen it before, but most of it is some sort of default for binary formats. (Even thou the 4 byte strings in the start of each section is something new.) If I would make a binary format I would always specify the length of everything that could possibly change length (also if only in later versions). I would also try to keep things in the same way all over the file, and I would do it the easiest way, and it seem to be exactly how Firaxis has done it.


Oh I see...
Is the format I use good enough, by the way? And a difference between our "styles", I use the "remaining length" as a name for those numbers, because I feel like those numbers themselves are also part of the data... But well, as long as it´s clear.

And yes, Firaxis has at least done a great job over here.

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:15
  Old Post 04-11-2001 04:42
Edit/Delete Message Reply w/Quote
#14 Report this post to a moderator
Support Apolyton, pre-order Civilization IV

quote:
Originally posted by Mercator
Yes, I am not entirely sure about the barbarian RACE_... though. Maybe I´m just mistaken, but somehow it looks a bit different from the others. I haven´t looked into it too much though. The only serious difference I can tell right now is that the barbarian "city names" are rather tribe names.

As far as I can see it is the same. It has culture -1 and no leaders ruler, rulertitle and animations specified. The structures are still there, just filled with 0x00.


quote:
Oh I see...
Is the format I use good enough, by the way? And a difference between our "styles", I use the "remaining length" as a name for those numbers, because I feel like those numbers themselves are also part of the data... But well, as long as it´s clear.

Yes it is clear. I prefer to see the length numbers as a part of the mainformat, telling the length of the following structure, (as it is how I usually program myself when making binary formats.) First I decide what I want to save. Then I build up sub formats for those, and as some of them contain variable length things I add a length of it in the beginning of the structure. Sometimes when I work with smaller structures I sue short or even bytes for the structure length, but have a continue code that can be used to continue on the earlier structure after read that code. Those codes do I usually see as a part of the main file format, and not as a part of the sub formats. And also that they don't contain any useful data if you don't want to skip over those structures.
quote:
And yes, Firaxis has at least done a great job over here.

Yes, they have made a very simple format. I wonder if they wanted us to hack it or if they just were to lazy to make it complicated

MagForceSeven is offline MagForceSeven
Settler
Redmond, WA
Nov 2001
time: 21:15
  Old Post 04-11-2001 06:36
Edit/Delete Message Reply w/Quote
#15 Report this post to a moderator
Rivers Suffering from ads?

I've been looking into the short from the map section that is labeled as river information. The first byte of the short (or the second byte in the hex editor, isn't Little Endian irritating?) doesn't seem to have any influence. If it is set to anything other than 0x00 it brings up an image from the Territory.pcx terrain file. The other byte on the other hand seems to be a bitwise flag, that I am messing around with now that I am done with school for the week.

How are you supposed to get the width and height of the encoded map if all the file give is width/2*height?

Mercator is offline Mercator
King
Sorekara no Nanimo
Jan 1970
time: 06:15
  Old Post 04-11-2001 06:43 Visit Mercator's homepage!
Edit/Delete Message Reply w/Quote
#16 Report this post to a moderator
Increase Your PM Length

The width and height are somewhere in the WCHR or WMAP sections. Those two sections seem to contain some general map info, but I haven´t looked in them too well yet.

Finally someone else! Keep it coming.

MagForceSeven is offline MagForceSeven
Settler
Redmond, WA
Nov 2001
time: 21:15
  Old Post 04-11-2001 07:01
Edit/Delete Message Reply w/Quote
#17 Report this post to a moderator
Support Apolyton buy from Amazon

The section marked huts is actually some of the overlays work off of bitwise flags where:

0x01 - road
0x02 - railroad
0x04 - mine
0x08 - irrigation
0x10 - fortress
0x20 - goody huts
0x40 - pollution
0x80 - barbarian camps

combining them in weird ways doesn't do anything, but if you try and do a combiation of road and railroad the road basically gets ignored

Nero Would is offline Nero Would
Chieftain

Nov 2001
time: 00:15
  Old Post 04-11-2001 21:35
Edit/Delete Message Reply w/Quote
#18 Report this post to a moderator
Support Apolyton buy from Amazon

I think I can round out the Advances section.

TECH SECTION (Civilization Advances)
4 char "TECH"
4 long number of advances

For each advance 108 bytes:
4 long 104, remaining length of advance data
32 string advance name
32 string advance civilopedia entry
4 long cost in shields
4 era era index (0=Ancient times, etc.)
4 long advance icon index
4 long Coord X on tech tree chart
4 long Coord Y on tech tree chart
4 long Prereq advance 1 index
4 long Prereq advance 2 index
4 long Prereq advance 3 index
4 long Prereq advance 4 index

1 byte Allows (binary) 00000000
diplomats .......1
irrigation w/o fresh water ......1.
bridges .....1..
no disease on floodplain ....1...
conscription ...1....
mobilisation ..1.....
recycling .1......
smart bomb 1.......

1 byte Allows (binary) 00000000
mutual protection pact .......1
right of passage agreement ......1.
military alliance .....1..
trade embargo ....1...
2xwealth improvements ...1....
sea trade ..1.....
ocean trade .1......
map trading 1.......

1 byte Allows (binary) 00000000
comms trading .......1
not req. to go to next era ......1.
double workrate .....1..

1 byte Spare (binary) 00000000



.. the Worker Jobs section. Note that "turns to complete" is modified by the movement cost of the terrain.
The value given in this section applies to terrain with a movement cost of 2 (e.g. Forest).
Terrain with a movement cost of 1 is worked in half the time, terrain with a movement cost of 3 needs 50% more turns to work.

TFRM SECTION (Worker Jobs)
4 char "TFRM"
4 long number of worker jobs

For each job 116 bytes:
4 long 112, remaining length of job data
32 string worker job name (e.g. Mine)
32 string worker job civilopedia entry
4 long turns to complete
4 long prerequisite advance
4 long required resource 1 index
4 long required resource 2 index
32 string text of order (e.g. Build Mine)


.. and the Terrain section

TERR SECTION (Terrain)
4 char "TERR"
4 long number of terrains

For each terrain 115 bytes:
4 long 111, remaining length of terrain data
4 long Number of possible resources (22)
3 byte The bit corresponding to the resource index is on if the resource is allowed
32 string worker job name (e.g. Mine)
32 string worker job civilopedia entry
4 long Additional food if irrigated
4 long Additional shields with mine
4 long Additional gold with road
4 long Defense value
4 long Move cost
4 long Food
4 long Shields
4 long Gold
4 long Additional worker job index (e.g. plant forest)
4 long pollution effect (index to resulting terrain)

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:15
  Old Post 04-11-2001 22:31
Edit/Delete Message Reply w/Quote
#19 Report this post to a moderator
Support Apolyton, pre-order Civilization IV

-- Removed --

Last edited by Gramphos on 15-12-2001 at 23:50

Mercator is offline Mercator
King
Sorekara no Nanimo
Jan 1970
time: 06:15
  Old Post 05-11-2001 00:46 Visit Mercator's homepage!
Edit/Delete Message Reply w/Quote
#20 Report this post to a moderator
Support Apolyton, pre-order Civilization IV

The last bit of your last post isn´t entirely in it yet, Gramphos, but I believe the rest is there...

I have a TV program to see

Mercator is offline Mercator
King
Sorekara no Nanimo
Jan 1970
time: 06:15
  Old Post 05-11-2001 01:37 Visit Mercator's homepage!
Edit/Delete Message Reply w/Quote
#21 Report this post to a moderator
Avatar Enlargement: We've got the solution

added

Beammeuppy is offline Beammeuppy
Settler

Oct 2001
time: 06:15
  Old Post 05-11-2001 02:24
Edit/Delete Message Reply w/Quote
#22 Report this post to a moderator
Support Apolyton

Gramphos, Mercator,

Please do not be concerned you are on your own, it is just that I am stunned with amazement how you come up with these things!!! What tool do you use for this type of analysis??

Currently I am thinking how to make custom made civs available to the community, but I have not yet received the game. Are all civs stored in the .bic file, if so could they be swapped easily (i.e. have a list of files that are inserted).

Thanx

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:15
  Old Post 05-11-2001 02:36
Edit/Delete Message Reply w/Quote
#23 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations: Deluxe Edition

quote:
Originally posted by Beammeuppy
What tool do you use for this type of analysis??

I use a hexeditor, my tool (to get the index of the stuff without counting), screenshots, bic-files and the civilopedia. I believe Mercator also uses the editor.

quote:
Currently I am thinking how to make custom made civs available to the community, but I have not yet received the game. Are all civs stored in the .bic file, if so could they be swapped easily (i.e. have a list of files that are inserted).

Thanx

You read my mind. I've planned to add a function to my tool to extract certain civs units and so on to a separate file in the BIC format with another extension and also allow my tool to combine them again. But I'll need some more time for that.

Beammeuppy is offline Beammeuppy
Settler

Oct 2001
time: 06:15
Smile  Old Post 05-11-2001 04:37
Edit/Delete Message Reply w/Quote
#24 Report this post to a moderator
Put an end to popups!

Hi Gramphos,

I am, uh, not a real techie, but used my Norton Commander hexeditor to go through a bic file a picked up in another forum and could find most of the file structure you described back. I am in the meantime working on a spreadsheet / csv file where new custom civs can be maintained. Any good?

Trifna is offline Trifna
King
of anchovies
Jul 2001
time: 13:15
  Old Post 05-11-2001 04:53
Edit/Delete Message Reply w/Quote
#25 Report this post to a moderator
??? Inflate your Upload Space

Well... what are all these numbers and files? I just wanted to know if it would be possible to instruct technical newbie as me about the subject of all this technical stuff

Nero Would is offline Nero Would
Chieftain

Nov 2001
time: 00:15
  Old Post 05-11-2001 08:56
Edit/Delete Message Reply w/Quote
#26 Report this post to a moderator
Enter the AD-FREE zone


BLDG SECTION (Improvements and Wonders)
4 char "BLDG"
4 long number of building types

For each building type 252 bytes:
4 long 248, remaining length of building data
64 string description
32 string building name
32 string building civilopedia entry
4 long index # of building whose happiness is to be doubled
4 long index # of free building for all cities in the empire
4 long index # of free building for all cities on same continent as wonder
4 long index # of prerequisite building
4 long cost
4 long culture
4 long bombardment defense
4 long naval bombardment defense
4 long defense bonus
4 long naval defense bonus
4 long maintenance cost
4 long happy faces in all cities
4 long happy faces in this city
4 long unhappy faces in all cities
4 long unhappy faces in this city
4 long number of prequisite buildings that must exist
4 long air power
4 long naval power
4 long pollution
4 long production
4 long index # of prerequisite government
4 long part # of spaceship part (-1 = N/A, 0 = part 1, etc.)
4 long prerequisite tech #
4 long made obsolete by (tech #)
4 long index # of 1st required resource
4 long index # of 2nd required resource
4 long improvement effects (binary)
low order byte 00000000
centre of empire .......1
veteran ground units ......1.
+50% research .....1..
+50% luxuries ....1...
+50% tax ...1....
no pollution from population ..1.....
less pollution from buildings .1......
resists propaganda 1.......

2nd lowest order byte 00000000
reduces corruption .......1
doubles city growth rate ......1.
increases luxury trade .....1..
allows city size 2 ....1...
allows city size 3 ...1....
replaces any building with this flag ..1.....
must be near water .1......
must be near a river 1.......

3rd lowest order byte 00000000
can explode or melt down .......1
veteran sea units ......1.
veteran air units .....1..
allows capitalisation ....1...
allows water trade ...1....
allows air trade ..1.....
reduces war weariness .1......
increases shields in water 1.......

4th lowest order byte 00000000
increases food in water .......1

4 long characteristics (binary)
low order byte 00000000
coastal .......1
can give military civ golden age ......1.
wonder .....1..
small wonder ....1...
continental (not city) mood effects ...1....
can give scientific civ golden age ..1.....
can give commercial civ golden age .1......
can give expansionist civ golden age 1.......

2nd lowest order byte 00000000
can give religious civ golden age ......1.
can give industrius civ golden age ......1.

4 long small wonder effects (binary)
low order byte 00000000
increases chance of leader appearing .......1
build arimies without leader ......1.
build larger armies .....1..
treasury earns 5% ....1...
build spaceship parts ...1....
reduces corruption ..1.....
missile attack success down 75% .1......
allows spy missions 1.......

2nd lowest order byte 00000000
allows healing in enemy territory ......1.
required goods must be in city ......1.

4 long wonder effects (binary)
low order byte 00000000
safe sea/ocean travel .......1
gain any tech owned by 2 civs ......1.
double strength against barbarians .....1..
+1 ship movement ....1...
double research ...1....
+1 trade each trade producing tile ..1.....
halves unit upgrade cost .1......
pays maint for all trade buildings 1.......

2nd lowest order byte 00000000
all civs can build nuclear devices ......1.
city growth is 2 citizens not 1 ......1.
2 free techs .....1..
reduces war weariness in all cities ....1...
doubles city defenses ...1....
allows diplomatic victory ..1.....

Last edited by Nero Would on 16-11-2001 at 23:55

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:15
  Old Post 05-11-2001 12:24
Edit/Delete Message Reply w/Quote
#27 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

quote:
Originally posted by Beammeuppy
Hi Gramphos,

I am, uh, not a real techie, but used my Norton Commander hexeditor to go through a bic file a picked up in another forum and could find most of the file structure you described back. I am in the meantime working on a spreadsheet / csv file where new custom civs can be maintained. Any good?

We maybe should make sure to use the same format for them.

Beammeuppy is offline Beammeuppy
Settler

Oct 2001
time: 06:15
  Old Post 05-11-2001 15:22
Edit/Delete Message Reply w/Quote
#28 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

The same format would be useful. Right now I am waiting at home for my UPS delivery from the US!!!

Once installed it is probably easier to determine the format.

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:15
  Old Post 05-11-2001 16:43
Edit/Delete Message Reply w/Quote
#29 Report this post to a moderator
Support Apolyton, buy Call to Power 2

I'm almost ready with the format I'll use. If you haven't started yet you should work with the same as I use.

This is the basic idea (I'll be more specific when I'm at home)

First I'll have something to indicate the format maybe "CIV3MOD" +1 byte fileformatversion.
Then I'll have the name of the mod. (Variable lenght start with 1 byte specifying the lenght of that). After that the creator's name in the same way. Ending the header with a description of the mod started by a short defining its lenght.

After that will the civ came in the exact way it appear in the BIC-files. (includeing the RACE part.) I don't know yet if I'll allow more then one civ per file.
Then I'll have a section connected to the civ (I'll increase the lenght of the civ section) defineing what units that civ can use that are not allowed by everyone in the original file. It should be done as follows:

4 byte long defineing the number of specific units.
for each unit: the unit index of that unit.

Then a section of any units that all civs have access to that this civ shall NOT have access to in the sme way as the section of specific units.

After that I'll have a unit section with any units that should be added. These units will be stored in the same way as the original unit, but with one difference. The avialabity to flag will not be used. Instead another flag will be used for the civs in the file. that can have some settings. IE: All Civs, only added civs, all but added civs. Maybe some more will be added later.


For the civ the unicolor will be a prefered color, but if used another color would be given. the civID will be given in the merge.


This is from my memory, so I might have forgotten something.

Mercator is offline Mercator
King
Sorekara no Nanimo
Jan 1970
time: 06:15
  Old Post 06-11-2001 00:56 Visit Mercator's homepage!
Edit/Delete Message Reply w/Quote
#30 Report this post to a moderator
Support Apolyton buy from Amazon

Great work everyone... Everything´s added again, although I didn´t "test" any of Nero´s last post. The hexadecimals section had to go too (sorry, Trifna ) I was over the maximum message length.
Maybe I can turn my second post into a more extensive explanation of all the jibberish in the first post.

 
Pages (5): [ 1   2   3   4     >> ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:15.
Apolyton Time is 00:15.
    top of page
Rate This Thread:
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0763 seconds (93.48% PHP - 6.52% MySQL) with 30 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net