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Condorswarm is offline Condorswarm
Chieftain
Condor's Peak
Feb 2002
time: 05:18
  Old Post 09-06-2002 19:33
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Ummm... Not being a programmer myself i didnt know how hard it is, but i can guess, the goverment thing was just wishful thinking on my part...

SpaceGuy is offline SpaceGuy
Settler
Sherbrooke, Canada
Apr 2002
time: 00:18
  Old Post 10-06-2002 01:28
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Hi,

I am most interested in the savegame editor.
Could you post the source code? Or in some way share your knowledge of the files structure/format/offsets ?
I dont want to steal your work. But from what I read here you seem to put a lot more time into the rules/scenario that the savegames, and I would like to start coding a full-fledged savegame editor. Your help would be most appreciated.

On a side note, I see the french translation isn't available. I can do it if you need to.

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:18
  Old Post 10-06-2002 03:23
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quote:
Originally posted by SpaceGuy
Hi,

I am most interested in the savegame editor.
Could you post the source code? Or in some way share your knowledge of the files structure/format/offsets ?
I dont want to steal your work. But from what I read here you seem to put a lot more time into the rules/scenario that the savegames, and I would like to start coding a full-fledged savegame editor. Your help would be most appreciated.

On a side note, I see the french translation isn't available. I can do it if you need to.

Send men an email or a PM and we can discuss this.
The reason why I'm kind of restrictive in giving out info on the saves is that it opens for cheaiting in Tournaments, and maybe later in MP games.

The biggest problems with searching for more save things is that the saveformat changes some depending on the BIC, so even if you find something for a default BIC you don't know if that works with a modified one.


If you want to make a translation, just download the c3mt.en.txt somewhere a bit up.

I might tell you that since the UCW was released I've been working with rewriting of the Save reader not to mix rules in the save with rules in civ3mod.bic. (Thus rules can be imported to a save (in the same way the civ3mod.bic could be edited before) However, I don't know if I'll get a new version out before the mid of July)

I try to pay about the same ammount of time for all the tools, but as more tools are for BICs, (and as I created a wizzard (with accumulated time from not working with the CT nevertheless)) I have not worked mush with the SGE lately. (Since the move city was added)

The BIC functionallity is required for reading the SAVES, and therefor I always trart by upgrading it when new versions get out. It's also a lot easier, and the code for that looks better. (But I stillregret that I started this as a small project, not organized the cood enough in the beginning)

frisco6 is offline frisco6
Settler

Jun 2002
time: 05:18
  Old Post 10-06-2002 04:33
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Hi I have the same problem as a previous post:

- If I load a save game in your editor get I an error:
- Invalid Input.
- I use patch 1.21f and v0.92.5001 on WinXP.

Ok, that happens to me as well often but my present problem is as follows:

I did a simple edit, the only changes I made to a game at 3950 BC were:
- added 2 settlers
- reveal map

And the game worked fine, until about AD 570 when I try loading my save game CIV3 crashes completely. It also happens when I load teh Autosave game.

I love your save game editor V0.93 and really appreciate all of your work!

David Christie
Vancouver, BC

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:18
  Old Post 10-06-2002 12:41
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Put an end to popups!

The invalid input is most likely due to incorrect version of SavExpnd.exe

Do you have those crashing games?

There might be problems with adding popunits (reported before as well)

Condorswarm is offline Condorswarm
Chieftain
Condor's Peak
Feb 2002
time: 05:18
  Old Post 15-06-2002 21:05
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I have a strong suspission that this problem may be related to the MultiTool.

I copied a Tech, then renamed it to 'Condor'.
I played the game, and I put the same tech pictures as Warrior Code for Condor.
Once I got to the Writing advance, and finished reasearching it, the game crashed. Before that, I had the Penecillin picture comming up for the Math tech and the whole pictures were mucked up.


Hope you can help.

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:18
  Old Post 16-06-2002 02:50
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quote:
Originally posted by Condorswarm
I have a strong suspission that this problem may be related to the MultiTool.

I copied a Tech, then renamed it to 'Condor'.
I played the game, and I put the same tech pictures as Warrior Code for Condor.
Once I got to the Writing advance, and finished reasearching it, the game crashed. Before that, I had the Penecillin picture comming up for the Math tech and the whole pictures were mucked up.


Hope you can help.

The research images are hardcoded. so that the small images goes from 0 to # of techs -1 and the big goes from # of techs to 2 * # of techs -1. This means that the big Writing image will not exist, and a crash occurs. Nothing I can do about it.

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:18
  Old Post 23-06-2002 03:05
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Version 0.93.5 is ready.

It's just a few small, but useful changes:
v0.93.5
- Fixes bug were a unit has to have Bombard Range greater then zero to set Air Bombard strategy in UCW
- Added brows buttons to Animation and Sound files in UCW
- Added Special flags to Units in SGE
- Bug where new icon entries aren't grouped correctly in pediaicons.txt fixed.
- Rules are now imported and exported among maps from saves.

Penta is offline Penta
Settler

Jul 2002
time: 00:18
  Old Post 12-07-2002 01:31
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A quick question: How do I use the 'add' function in the SGE unit section?

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:18
  Old Post 12-07-2002 02:43 Visit Trip's homepage!
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Gramps, I was wondering if you had yet made it so that the CMT can create or rename (enemy) cities? Something I was going to use for my scenario fun. Even though a 'real' editor is coming out soon, I still might want to get a head start.

Penta is offline Penta
Settler

Jul 2002
time: 00:18
  Old Post 12-07-2002 09:07
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Odd...With 0.95.5 and 1.21f, I can't add units in the SGE. It always crashes w/ an invalid page fault in OLEAUT32.DLL.

WOD is offline WOD
Settler

Jul 2002
time: 05:18
  Old Post 15-07-2002 02:18
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I´ve downloaded the lastest version of the CivIIIMultiTool. I´ve tried to create a new unit. The I´ve selected, that I add the new unit to the Civ3mod.bic.
I´ve named the Unit and entered the Shieldcost, Attackstrength, Defencestrength, etc. All ok, til I come to the animation files. I´ve selected to create a new set. I choosen the flc-files. But always when I selected the 4th animation-file (for example: 1. default, 2. run, 3. attack1, 4. defend), the unit-creation wizard crashes. I don´t believe, that it depends on the flc-files. I´ve downloaded it (NavalMine). Then I´ve tried to use the same animationset as the Battleship. I changed the ini-file and entered my new flc´s. All ok, but then the game crashes.
I´m using the german 1.21 version of CIV3 and using WinXP.
Can someone helm me?

ACTD_Ran is offline ACTD_Ran
Chieftain
Hacienda Heights
May 2002
time: 21:18
  Old Post 16-07-2002 09:41
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quote:
Originally posted by Penta
Odd...With 0.95.5 and 1.21f, I can't add units in the SGE. It always crashes w/ an invalid page fault in OLEAUT32.DLL.


I mostly get the "IOError Unit" error when ever I try to add units. It even happens when I just have it 'show the map'... Then the game crashes with that "IOError Unit" error and that file becomes useless

The only way to get around it is to play it without exiting the game... Otherwise that game is gone

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:18
  Old Post 19-07-2002 03:00 Visit Trip's homepage!
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Better get to work again Gramps, there's a lot to be done it seems.

Willem is offline Willem
Emperor
Canada
Dec 2001
time: 00:18
  Old Post 19-07-2002 04:26
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Hey Gramphos Support Apolyton buy from Amazon

I just tried version 92 with the new patch and it came up "invalid format", so it looks like you'll need to update MultiTool again.

RedBird is offline RedBird
Warlord

Jul 2002
time: 00:18
  Old Post 19-07-2002 07:33
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quote:
Originally posted by Willem
I just tried version 92 with the new patch and it came up "invalid format", so it looks like you'll need to update MultiTool again.


I have 0.93.5, and it opens, but the SGM is greyed out.

I had to stare at the clock waiting for the patch to come, and now I'm looking all over waiting for the new SGM...

Sorry Gramphos, I'm not complaining. It'll take me at least 15 minutes to go through the new editor so you've got a little time.

Willem is offline Willem
Emperor
Canada
Dec 2001
time: 00:18
  Old Post 19-07-2002 08:38
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quote:
Originally posted by RedBird


I have 0.93.5, and it opens, but the SGM is greyed out.

I had to stare at the clock waiting for the patch to come, and now I'm looking all over waiting for the new SGM...

Sorry Gramphos, I'm not complaining. It'll take me at least 15 minutes to go through the new editor so you've got a little time.



Have you tried loading one of the new bic files though? I just tried 93.5, and it doesn't recognize the bic version. I also tried it with the compression on, but it came up with "wrong format".

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:18
  Old Post 20-07-2002 01:31
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v0.94 is OUT Increase the size of your Attachments

v0.94
- Disabled things that definately not will work with the game. If you find more features to disable: Just drop a line to my email: gramphos@apolyton.net
- SGE: The names of the civs can be changed
- Updated to support BIC version 4.01
- Problem with Player Data BIC entries in Saves corrected (A bug corrupted the entire save when saving back)
- Updated to support saves for v1.29f (hopefully) (I've only changed it to support the new BICs and the rest seems to have got by itselves)


Currently only English, and just posted here.

In this post I attach the previous version (if you get any prioblems).

Attachment: c3mt0-93-5.zip
This has been downloaded 16 time(s).

Willem is offline Willem
Emperor
Canada
Dec 2001
time: 00:18
  Old Post 20-07-2002 01:41
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Thanks Gramphos. I haven't tried it yet, so remember the saying "No news, is good news" if I don't post here again.

BTW, it's still labelled 93.5.

RedBird is offline RedBird
Warlord

Jul 2002
time: 00:18
  Old Post 20-07-2002 02:45
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quote:
Originally posted by Willem
BTW, it's still labelled 93.5.


Willem, he posted the old version here (two posts above me). The 0.94 version is at the top of this forum. Go to page 1 of this forum, and go to the bottom of the Gramphos' first post.

Willem is offline Willem
Emperor
Canada
Dec 2001
time: 00:18
  Old Post 20-07-2002 03:12
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quote:
Originally posted by RedBird


Willem, he posted the old version here (two posts above me). The 0.94 version is at the top of this forum. Go to page 1 of this forum, and go to the bottom of the Gramphos' first post.


Why thank you for clearing that up for me.

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:18
  Old Post 20-07-2002 03:54
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That version is if you get problems. (Or forget to change to English if you use any other language)

RedBird is offline RedBird
Warlord

Jul 2002
time: 00:18
  Old Post 20-07-2002 04:12
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quote:
Originally posted by Gramphos
That version is if you get problems. (Or forget to change to English if you use any other language)


Gramphos, I installed by simply extracting the files from the zip on top of the 0.93.5 version. SGE works fine, but I'm getting a "Not a recognized format" (followed by a error: "Run-time error '9': Subscript out of range") when using the UCW on my (new) civ3mod.bic file, or on .bic's made from the new civ3mod.bic. Also, when trying to load an old bic, my disk activity light pegs solid, and, so far, for the duration of my typing this mail message, C3MT has not opened the old .bic. I had to Ctrl-Alt-Del out of the UCW last time I tried. Looks like this time too.

Last edited by RedBird on 30-07-2002 at 09:18

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:18
  Old Post 20-07-2002 04:21
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quote:
Originally posted by RedBird


Gramphos, I installed by simply extracting the files from the zip on top of the 0.93.5 version. SGE works fine, but I'm getting a "Not a recognized format" (followed by a error: "Run-time error '9': Subscript out of range") when using the UCW on my (new) civ3mod.bic file, or on .bic's made from the new civ3mod.bic. Also, when trying to load an old bic, my disk activity light pegs solid, and, so far, for the duration of my typing this mail message, C3MT has not opened the old .bic. I had to Ctrl-Alt-Del out of the UCW last time I tried. Looks like this time too.

Ooops I must have forgot to update it's BIC loading to use decompression. Will do that tomorrow. Until then use uncompressed bics (IE load in editor and deselect View->Options->CompressBicFiles and save)

RedBird is offline RedBird
Warlord

Jul 2002
time: 00:18
  Old Post 20-07-2002 04:24
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quote:
Originally posted by Gramphos
Ooops I must have forgot to update it's BIC loading to use decompression. Will do that tomorrow. Until then use uncompressed bics (IE load in editor and deselect View->Options->CompressBicFiles and save)


Yes, that gets around the problem. Thank you!!!

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:18
  Old Post 20-07-2002 04:47 Visit Trip's homepage!
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Hmmmm. I don't think I like this version.
When I used the save editor on it, and tried to run it, Civ 3 froze with 2%. I tried to ctrl-atl-del, and nothing happened. Pressed reset, and the screen turned black.... and nothing happened. I TURNED IT OFF, then pressed the on button again... nothing happened. After pressing restart a few times more, I could finally boot up into windows. However, I don't think I'll risk running the thing again, sorry.

RedBird is offline RedBird
Warlord

Jul 2002
time: 00:18
  Old Post 20-07-2002 05:23
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quote:
Originally posted by Trip
Hmmmm. I don't think I like this version.
When I used the save editor on it, and tried to run it, Civ 3 froze with 2%.


I just loaded a .SAV, changed a vet to an elite, saved, and played it. The first time I tried this I had a problem, but the second time everything worked fine, no problems. The only thing to note is it appears that the SGE does not compress the .SAV file (2.5Mb vs. 0.25). However, the game loads the uncompressed file without problems, and then resaves a compressed version.

The only problem I had was the first time I changed a .SAV I saved the .SAV with a different name, and I got an error (sorry Gramphos for not writing it down) saying something like the file was not the same as the original. It then gave me the "Operation Complete" pop-up, but the newly named save was not present, and the original was 0 bytes!

However, I was not able to reproduce this error either by saving the changed .SAV over the same name or with a different name so I'll chalk it up to a fluke.

wervdon is offline wervdon
Prince

Nov 2001
time: 23:18
  Old Post 20-07-2002 12:49
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#208 Report this post to a moderator
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Hey Gramphos by any chance do you plan to add support to your multi-tool to "patch" the civilopodia.txt and pediaicons.txt files for mods?

What I mean is this. People want to make scenarios with exchanged leaders and new civs which need new leaders. This can be done non-destructively if they simply give their new civs or changed civs some unique civolopdia entry rather than just RACE_SPANISH or RACE_FRENCH for example:
RACE_MODNAME_SPANISH or if that doesnt work they
can for sure just use (RACE_MODNAMESPANISH)

Then Im also pretty sure that the art files in pediaicons.txt since it gives a semi-full path name need not go directly into the /art folder. It could for example call:
#RACE_MODNAME_SPANISH
scenarios\Modname\Phillip.pcx
scenarios\Modname\Phillip_all.pcx

The result is that each mod/scenario could have its own references to artwork without interfering with the original game or other mods.

The only catch is it would require the end users to manually edit and add the entries to the civilopdia.txt and pediaicons.txt. This could easily be gotten around by making a "patch file" that uses something like this as its syntax:
#File
pediaicons.txt (file to modify)
#START (section to modify)
#RACE_MODNAME_SPANISH (header to modify)
scenarios\Modname\Phillip.pcx
scenarios\Modname\Phillip_all.pcx
#End

Then it would just open the files, check for the entries, if they aren't there add them without touching anything else, if they are there it could report it as an error or ask the user to overwrite them or cancel.


Im asking if your planning anything like that cause if your not, Ill work on it, but I dont want to waste my time duplicating your effort

wervdon is offline wervdon
Prince

Nov 2001
time: 23:18
  Old Post 20-07-2002 13:59
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I went ahead and converted my own work, and it does work as expected

Just have to be sure to change the .flc files in the civ section of the editor to match the new path

Civolopedia entry for french = RACE_WERV_MOD_FRENCH
Leader animations = Scenarios\Wervdon\Napolean.flc

Added civolopedia.txt entry for WERV_MOD_FRENCH (cut/paste)

Added entries for WERV_MOD_FRENCH to pediaicons.txt
#RACE_WERV_MOD_FRENCH
Scenarios\Wervdon\Napolean.pcx
Scenarios\Wervdon\Napolean_all.pcx

Works like a charm with that scenario france is ruled by napolean, in the normal game Joan like always

And with an easy way to "patch" the two text files, installation would be easy as you just unzip the bic and its art folder (this one was named after me "wervdon") into scenarios and its ready to go....


Then in the

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:18
  Old Post 20-07-2002 14:19
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#210 Report this post to a moderator
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quote:
Originally posted by wervdon
Hey Gramphos by any chance do you plan to add support to your multi-tool to "patch" the civilopodia.txt and pediaicons.txt files for mods?

What I mean is this. People want to make scenarios with exchanged leaders and new civs which need new leaders. This can be done non-destructively if they simply give their new civs or changed civs some unique civolopdia entry rather than just RACE_SPANISH or RACE_FRENCH for example:
RACE_MODNAME_SPANISH or if that doesnt work they
can for sure just use (RACE_MODNAMESPANISH)

Then Im also pretty sure that the art files in pediaicons.txt since it gives a semi-full path name need not go directly into the /art folder. It could for example call:
#RACE_MODNAME_SPANISH
scenarios\Modname\Phillip.pcx
scenarios\Modname\Phillip_all.pcx

The result is that each mod/scenario could have its own references to artwork without interfering with the original game or other mods.

The only catch is it would require the end users to manually edit and add the entries to the civilopdia.txt and pediaicons.txt. This could easily be gotten around by making a "patch file" that uses something like this as its syntax:
#File
pediaicons.txt (file to modify)
#START (section to modify)
#RACE_MODNAME_SPANISH (header to modify)
scenarios\Modname\Phillip.pcx
scenarios\Modname\Phillip_all.pcx
#End

Then it would just open the files, check for the entries, if they aren't there add them without touching anything else, if they are there it could report it as an error or ask the user to overwrite them or cancel.


Im asking if your planning anything like that cause if your not, Ill work on it, but I dont want to waste my time duplicating your effort

I've that on my wishlist, but right now I don't have so mush time to work on new features. Also I would want to make a stand alone C++ tool for it that could be used as installer so that my MultiTool wouldn't be required by the end-term user.

 
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