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Beammeuppy is offline Beammeuppy
Settler

Oct 2001
time: 06:15
  Old Post 06-11-2001 04:55
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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.

MustPost is offline MustPost
Chieftain

Sep 2001
time: 00:15
  Old Post 06-11-2001 06:09
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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?

Nero Would is offline Nero Would
Chieftain

Nov 2001
time: 00:15
  Old Post 06-11-2001 08:08
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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.

Mercator is offline Mercator
King
Sorekara no Nanimo
Jan 1970
time: 06:15
  Old Post 06-11-2001 18:33 Visit Mercator's homepage!
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I used to use A.X.E. (a free hex editor which seemed to have disappeared from the face of the Earth) but Iīm now all for Hex Workshop (and if you type in 90401-426325-78F0 for the registration code, something tells me it might be cheaper than $50... Not that I support such illegal activities in any way, of course).

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:15
  Old Post 06-11-2001 21:08
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Beammeuppy,
I have started a thread about other formats then the BIC.

It can be found here.

I've already implemented that format in my tool, but if you feel like you want to use another post in that thread, so that I can add support for it to my tool. (But I would like to use my format, as I believe it is good enough)

And the format I use is connected to the BIC-format.

Karhgath is offline Karhgath
Chieftain

Dec 1999
time: 00:15
  Old Post 09-11-2001 19:32
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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.

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:15
  Old Post 11-11-2001 15:30
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I have finished the PRTO-section now.

See my old post. (edited)

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:15
  Old Post 11-11-2001 23:05
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I just figured out the perfect answer to this
quote:
Originally posted by Mercator
quote:
Originally posted by Gramphos
(How can you mix up one thing?)

The thing could be a pair of things.

The right answer is: you could make an anagram


BTW - how is the state of the BICs by now, what sections are left?

Karhgath is offline Karhgath
Chieftain

Dec 1999
time: 00:15
  Old Post 11-11-2001 23:36
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WCHR and WMAP, I think they're pretty important, since they are the only sections, with TILE, for maps.

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:15
  Old Post 12-11-2001 00:20
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quote:
Originally posted by Karhgath
WCHR and WMAP, I think they're pretty important, since they are the only sections, with TILE, for maps.

Are all other sections complete?

Mercator is offline Mercator
King
Sorekara no Nanimo
Jan 1970
time: 06:15
  Old Post 12-11-2001 12:23 Visit Mercator's homepage!
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quote:
Originally posted by Gramphos
Are all other sections complete?


Nope, hereīs whatīs left (if I didnīt miss anything):

- Some mysterious values in the CULT section header,
- Specifics for the GOVT section,
- Several values for the PRTO section,
- The exact mapping of the bits in the RACE section for the "build never" and "build often" values,
- The WCHR and WMAP sections,
- The river data and the final short of the TILE data,
- And finally, the CONT section

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:15
  Old Post 12-11-2001 17:57
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quote:
Originally posted by Mercator
- Several values for the PRTO section

You missed my post.

Nero Would is offline Nero Would
Chieftain

Nov 2001
time: 00:15
  Old Post 12-11-2001 18:17
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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

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:15
  Old Post 12-11-2001 18:29
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quote:
Originally posted by Nero Would
Gramphos: Would you mind double-checking the Prerequisite and UpgradeTo indexes in the PRTO section, I have them in the opposite order to you.

I swapped them last night when working with the rest. If you took them from the first post it was my old values. The reason for the swap was that some units with prerequisite had the other flag. It was late, and I must have miscounted the flags. The original order is the right (I'll edit my post again). I read the indexes one step right in the file, when I thought that it was wrong.

Sorry for that. It is hard to not have the editor.

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:15
  Old Post 12-11-2001 18:48
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The RULE -section


bytes type value
-------------------------------------------------------

RULE SECTION (General Settings)
4 char "RULE"
4 long 1 (number of rules)
for each RULE
4 long Length of RULE-data (not including this value)
32 long name of level 1 citysize
32 long name of level 2 citysize
32 long name of level 3 citysize
4 long # of spaceship parts
for each spaceship part
4 long # needed
4 long advanced barbarian
4 long basic barbarian
4 long barbarian sea
12*4 long unknown
4 long battle created unit
4 long army
2*4 long unknown
4 long default money resource
13*4 long unknown
4 long citylevel 1 defense bunus
4 long citylevel 2 defense bunus
4 long citylevel 3 defense bunus
4 long citysize level 1
4 long citysize level 2
4 long unknown
4 long number of culture levels
for each culture level
64 string name
4 long unknown

Last edited by Gramphos on 12-11-2001 at 19:29

Mercator is offline Mercator
King
Sorekara no Nanimo
Jan 1970
time: 06:15
  Old Post 14-11-2001 15:44 Visit Mercator's homepage!
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#46 Report this post to a moderator
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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?

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:15
  Old Post 14-11-2001 16:53
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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...

Mercator is offline Mercator
King
Sorekara no Nanimo
Jan 1970
time: 06:15
  Old Post 14-11-2001 22:41 Visit Mercator's homepage!
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I updated the info again, and corrected some mistakes.

quote:
I have been thinking about a SAV editor myself, and I will get the game in two days...


Great! I should be able to get the game too (the legal version that is), but Iīm not sure if I will, thereīs so much Civ2 work I still have to do.

I havenīt had much luck finding new things, because Civ3edit keeps crashing on me. I think a Ulead video editor demo screwed with my system files.

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:15
  Old Post 15-11-2001 21:41
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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)

Nero Would is offline Nero Would
Chieftain

Nov 2001
time: 00:15
  Old Post 15-11-2001 23:05
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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.

Mercator is offline Mercator
King
Sorekara no Nanimo
Jan 1970
time: 06:15
  Old Post 16-11-2001 00:15 Visit Mercator's homepage!
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Thatīs the 6th value in the building data yes?
Whatīs the difference between that value and the one after it? Whatīs it used for? (sorry for my ignorance, Iīm not at Civ3 right now )

Oh, and I added it.

Nero Would is offline Nero Would
Chieftain

Nov 2001
time: 00:15
  Old Post 16-11-2001 00:54
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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).

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:15
  Old Post 16-11-2001 22:52
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What do you think happens If you give a non-wonder a wonder-ability?

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:15
  Old Post 16-11-2001 23:08
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The governments are NOT fixed lenght. The lenght is determined by the number of govts.

Nero Would is offline Nero Would
Chieftain

Nov 2001
time: 00:15
  Old Post 16-11-2001 23:49
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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.

Nero Would is offline Nero Would
Chieftain

Nov 2001
time: 00:15
  Old Post 18-11-2001 18:49
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I can fill in most of the "unknowns" in Gramphos' 12 November post on the RULE section. The remaining 4 unknown fields do not seem to be displayed in the editor, and I don't know if they are used or not.


bytes type value
-------------------------------------------------------

RULE SECTION (General Settings)
4 char "RULE"
4 long 1 (number of rules)
for each RULE
4 long Length of RULE-data (not including this value)
32 long name of level 1 citysize
32 long name of level 2 citysize
32 long name of level 3 citysize
4 long # of spaceship parts
for each spaceship part
4 long # needed
4 long index # of advanced barbarian unit
4 long index # of basic barbarian unit
4 long index # of barbarian sea unit
4 long # cities required to support an army
4 long chance of disorder turning to rioting
4 long # turns mood affected for each citizen drafted
4 long # shields for 1 gold when building wealth
4 long defence bonus in fortress
4 long # citizens affected by one happy face
4 long ?? (=50)
4 long ?? (=2)
4 long # shields from clearing forest
4 long # gold to hurry 1 shield
4 long # shields when sacrificing 1 pop to hurry
4 long default difficulty level
4 long battle created unit
4 long army
4 long defense value of building vs bombardment
4 long defense value of citizen vs bombardment
4 long index # of resource that replaces huts
4 long chance of success of intercept mission
4 long chance of success of intercept mission vs stealth
4 long starting funds
4 long ?? (=16)
4 long # food per citizen per turn
4 long defence bonus when defending across a river
4 long # turns mood affected for each citizen sacrificed to hurry
4 long index # of free unit for expansionist civs
4 long index # of unit that each captured pop point converts to
4 long movement rate on roads
4 long index # of 1st free unit for all civs
4 long index # of 2nd free unit for all civs
4 long min pop for We Love The King
4 long citylevel 1 defense bonus
4 long citylevel 2 defense bonus
4 long citylevel 3 defense bonus
4 long max pop for city level 1
4 long max pop for city level 2
4 long ?? (=1000)
4 long defense bonus when fortified
4 long number of culture levels
for each culture level
64 string name
4 long rate at which borders expand with culture



I think that completes all the sections in civ3mod.bic.

Dan Magaha FIRAXIS is offline Dan Magaha FIRAXIS
Firaxis Games
The Metropolis known as Hunt Valley
Mar 2000
time: 00:15
  Old Post 20-11-2001 20:17 Visit Dan Magaha FIRAXIS's homepage!
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quote:
I think that completes all the sections in civ3mod.bic.



At least for the time being

Good work, though...


Dan

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:15
  Old Post 20-11-2001 20:24
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quote:
Originally posted by Dan Magaha FIRAXIS
At least for the time being

Good work, though...


Dan

You (Read Firaxis) have added new sections in the upcoming patch?

heardie is offline heardie
Prince

Aug 1999
time: 15:15
  Old Post 21-11-2001 05:19
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Damn, thats mean Dan!

Mercator is offline Mercator
King
Sorekara no Nanimo
Jan 1970
time: 06:15
  Old Post 21-11-2001 22:48 Visit Mercator's homepage!
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quote:
Originally posted by Dan Magaha FIRAXIS
At least for the time being


I think that can only be good news!
Any hints?

(sorry for not updating yet, Iīve been lazy, busy and offline)

 
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