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Beammeuppy
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Right now I am thinking of some sort of csv format with multiple headers. That is the best way I can think of to handle both the various types of info required for each section and the multiple entries required sometimes required for a section, i.e. cities and leaders. It also allows for binary settings and it is something that can be handled from a spreadsheet type of app., i.e. to make it accesible for most Civ geeks.
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MustPost
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I know you guys have answered this before on other threads, but I can't seem to find them.
What hex-editors do you use?
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Nero Would
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quote: Originally posted by MustPost
I know you guys have answered this before on other threads, but I can't seem to find them.
What hex-editors do you use? |
I have used Free Hex Editor for quite a while (as it's name suggests - it's freeware). Just recently, I saw someone mention Hex Workshop in this forum and I'm currently trying it out (it's $50 shareware with a 30 day free trial). So far, I like it a lot. It combines file compares with hex editing which is very useful for this kind of work.
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Karhgath
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Anyone got any info yet on the WCHR and WMAP sections? I have found some easy info in the WMAP(NB of players, barbarians), but I always hated hacking binary files, heh, so I'll wait until someone find about most of what these sections contain.
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Karhgath
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WCHR and WMAP, I think they're pretty important, since they are the only sections, with TILE, for maps.
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Nero Would
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Here are the last few fields in the PRTO section with the meanings of the bits.
4 long 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.......
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, the bit corresponding to to the index of the civs set
low order bit is barbarians, next bit is Romans, etc.
4 long orders/actions (binary)
00000000
skip .......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
bomb .......1
recon ......1.
intercept .....1..
re-base ....1...
precision bomb ...1....
4 long class 0=land, 1=sea, 2=air
Here is what I have been able to make of the Governments section
GOVT SECTION (Governments)
4 char "GOVT"
4 long number of government types
For each government type:
4 long remaining length of government data
4 long default (=1 for Despotism - the default government type)
4 long transition (=1 for Anarchy - the transitional government type)
4 long maintenance (=1 if maintenance is required)
4 long ?? (=0 for Rebublic/Democracy, =1 for rest)
4 long standard tile penalty (3rd food/shield/gold is lost)
4 long standard trade bonus (+1 gold per tile)
64 string name of government
32 string government 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 (0 to 5)
4 long index # of spy mission this government is immune to
4 long experience of diplomats (0=conscript, 3=elite)
4 long experience of spies (0=conscript, 3=elite)
4 long number of entries in the "versus" table (=6)
"Versus" table - contains a 12 byte entry for each government type
indicates performance of this goverment against each of the others
4 long ?? (=0 for Anarchy vs anything else, =1 otherwise)
4 long propaganda modifier (chance of success)
4 long resistance modifier (chance continuing to resist)
4 long hurry (0=cannot hurry, 1=forced labour, 2=paid labour)
4 long assimulation (% chance per turn of foreign national assimulating)
4 long draft limit
4 long military police limit
4 long # male/female ruler title pairs used (max is 4)
4 long index # of prerequisite tech
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 (no support cost) per civ
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 support cost per unit
4 long war weariness (0=none, 1=low, 2=high)
Last edited by Nero Would on 16-11-2001 at 23:24
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Mercator
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Sorekara no Nanimo
Jan 1970 time: 06:15
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Iīll be adding things later today, hopefully...
Another question: Does anyone here have any idea how long it will take for an acceptible patch, adding scenarios support, to come out?
If itīs gonna take some time, I think we can make a utility to do it ourselves. After all, Civ3 also has savegames, which are in a slightly different format from BIC, and obviously also has city and unit locations etc. in it. Maybe we could also start a thread about the SAV format, and just maybe there will be enough desperate scenario-loving volunteers who can quickly build a utility that can make custom savegames. E.g. it could open up a BIC file, and users can then add units and cities and whatever else is in a savegame and not in a BIC... Even if this would only be a preliminary solution to scenario building, since the scenarios are savegames, they should be loadable in future Civ3 versions, so should be easily converted to scenarios.
I donīt think Iīm in the position to do much then, but what do you think? Is this feasible and would there be enough interest to make it work before Firaxis does it?
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Gramphos
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ACS Civ III Files Manager, Prince of Development
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Chalmers, Sweden
Apr 2001 time: 06:15
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quote: Originally posted by Mercator
Iīll be adding things later today, hopefully...
Another question: Does anyone here have any idea how long it will take for an acceptible patch, adding scenarios support, to come out?
If itīs gonna take some time, I think we can make a utility to do it ourselves. After all, Civ3 also has savegames, which are in a slightly different format from BIC, and obviously also has city and unit locations etc. in it. Maybe we could also start a thread about the SAV format, and just maybe there will be enough desperate scenario-loving volunteers who can quickly build a utility that can make custom savegames. E.g. it could open up a BIC file, and users can then add units and cities and whatever else is in a savegame and not in a BIC... Even if this would only be a preliminary solution to scenario building, since the scenarios are savegames, they should be loadable in future Civ3 versions, so should be easily converted to scenarios.
I donīt think Iīm in the position to do much then, but what do you think? Is this feasible and would there be enough interest to make it work before Firaxis does it? |
I have been thinking about a SAV editor myself, and I will get the game in two days...
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Nero Would
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quote: Originally posted by Gramphos
That unkown long in BLDG is most likely index # of free building in all cities. (Not used by the game, and therefore set to -1 for all) |
I checked it and you are right, that's what it is.
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Nero Would
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quote: Originally posted by Mercator
Thatīs the 6th value in the building data yes?
Whatīs the difference between that value and the one after it? Whatīs it used for? |
Yes, it's the 6th value. It's used to give a free building to all cities in your empire. The following value gives you a free building in all your cities on the same continent as the Wonder. Firaxis chose to only use the "free buildings on the same continent" bonus (Pyramids/Granary, Sun Tzu's Art of War/Barracks, Hoover Dam/Hydro Plant).
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Nero Would
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quote: Originally posted by Gramphos
The governments are NOT fixed lenght. The lenght is determined by the number of govts. |
That's right. I've edited my 12 Nov post to remove the reference to a fixed length and the statement that there are 6 entries in the "Versus" table. Mercator: could you please change this in the main post.
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heardie
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Damn, thats mean Dan!
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