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hot-bandito
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Eschweiler, Germany
Dec 2001 time: 06:16
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Hey Savegame-Editor-Programmers!
I would like to have all available infos or sourcecode about accessing and manipulating the SAV-files, please.
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hot-bandito
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Eschweiler, Germany
Dec 2001 time: 06:16
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I want to know, if itīs possible to program a kind of email-multiplayer: Player1 saves the game, sends it to a friend (player2), player2 alters the savegame (switching the human-controlled civ), loads the savegame, makes the turn, saves the game and so on...
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Keygen
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Athens, Hellas
Jan 2000 time: 07:16
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quote: Originally posted by hot-bandito
I want to know, if itīs possible to program a kind of email-multiplayer: Player1 saves the game, sends it to a friend (player2), player2 alters the savegame (switching the human-controlled civ), loads the savegame, makes the turn, saves the game and so on... |
This might get implemented in a future patch by Firaxis, a feature called PBEM and already in use in Alpha Centauri and Call To Power.
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hot-bandito
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Eschweiler, Germany
Dec 2001 time: 06:16
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quote: Originally posted by Gramphos
What would you use it for?
The reason why I haven't given anything out, other then to other programmers, is that there are competitive games, and the fact that most of what I have are really hard to understand. |
If itīs written in VB, I will understand. If itīs written in C, it will take some time...
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Merp
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Brisbane, Australia
Dec 2001 time: 15:16
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It is reasonable to release the format of the file because then it is useful for any programming language: VB, C, C++, asm, Java, Pascal, Haskell, etc. Rather than wade through someone else's source, the format lays it all out and shows what we know and don't know.
Release of source is always at the descretion of the author. Having said that I think cooperative enterprises like civ3 prosper more from opensource style arrangements.
Last edited by Merp on 18-12-2001 at 05:03
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hot-bandito
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Eschweiler, Germany
Dec 2001 time: 06:16
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Here's some info from CTYSON on structures in the save files. While I start by searching for the "packet IDs", you can't rely on them alone because they are often repeated with different meanings...e.g. there are at least 3 "WRLD" packets, and each city has 5 "CITY" packets. Also, the save files are full of random junk data which sometimes imitates packet IDs.
World...search for "WRLD"
Pos Len
0: 4: "WRLD" packet ID
4: 4: data-length of packet (always $0002?)
8: 2: unknown
10: 4: "WRLD" packet ID (but I continue to count from the 1st)
14: 4: data-length of packet
22: 4: Y-size of world
42: 4: X-size of world
Players...search for "LEAD"
Pos Len
0: 4: "LEAD" packet ID
4: 4: data-length of packet (always $1174?)
8: 4: player number (range 0-31, in ascending order. 0 is
always
Barbarian; human is currently always 1)
12: 4: race of player's civilization (range 0-16)
232: 4: current research project
Units...search for "UNIT"
Pos Len
0: 4: "UNIT" packet ID
4: 4: data-length of packet (always $0121?)
8: 4: unique unit number, in ascending order. First unit is 0
12: 4: X-position
16: 4: Y-position
20: 4: previous X-position, -1 if unit never moved
24: 4: previous Y-position
28: 4: owner (by player number, NOT race number)
40: 4: unit type (index into list of units)
44: 4: level (0 = conscript, 1 = regular, etc.)
52: 4: damage taken (0 = full strength)
Cities...search for "CITY"
Note there are several data packets labelled "CITY" for each city...
I am oversimplifying by counting from the first.
Pos Len
0: 4: "CITY" packet ID
4: 4: data-length of packet (always $0088?)
8: 4: unique index number of city?
12: 2: X-position
14: 2: Y-position
16: 1: owner (by player number)
44: 4: shields collected for construction
52: 4: what city is constructing (index into list of either
units or buildings, see next entry)
56: 4: type of construction ( 1 = building, 2 = unit)
384: 28: city name
After the city name there are several packets relating to population and citizens, followed by a "BINF" packet which relates to improvements:
Pos Len
0: 4: "BINF" packet ID
4: 4: data-length of packet (always $0004?)
8: 4: number of possible buildings
This is followed by 12 bytes for each building. To discover which
building is meant, you have to index into the building list:
Pos Len
0: 4: year of construction, 0 if not built
4: 4: number of player who constructed building (?), -1 if
not built
8: 4: accumulated cultural value of building (??)
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