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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: 06:18
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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 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. |
Do you have that save left? What function did you use?
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wervdon
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I went ahead and created a patcher program that can handle pediaicons.txt updates. It can't handle the civilopedia yet because that seems to require parsing it so you put new entries in the right sections and I didnt have that much time on my hands tonight 
I did include the source though in case someone else knows C and wants to finish the program up so its enough to distribute scenarios with graphics changes.
EDIT: I went ahead and updated it when I realized the civilopedia.txt file only has 2 sections and all new entries go in the 2nd one before the #EOF. Version 2 handles both files properly. Still found in the same thread.
Its in a thread in creation forum if your interested:
http://apolyton.net/forums/showthre...770#post1140770
Last edited by wervdon on 20-07-2002 at 17:32
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RedBird
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quote: Originally posted by Trip
All I did was load up a game into the save-game-editor, and reveal the map, saved, then ran Civ 3 again. |
I've had no problems with this same sequence.
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RedBird
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quote: Originally posted by Gramphos
v0.94.1
- Adds an option to reselect language if the file selected fails to load.
- Corrects the UCW to load compressed BICs. |
Downloaded and working (including a compressed BIC). Gramphos, did you mean to not put a link to .94.1 on page one of the forum?
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Berserker
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Kentucky - USA
Nov 2001 time: 00:18
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Thank you for a GREAT utility!! And since it's an on-going project, I have a request.
Since the 1.29F editor has the ability to remove from VIEW any human type improvements on the map, i.e. Irrigation, Roads, Rails and Mines how much of a job would it be to add the ability to remove them from the map permanently???
Most of the time, with a random map I'll go ahead and save it, reveal it with C3MT, save that to a new name and then load it in to examine it before playing. But that sort of ruins gameplay for me, even if I reload the original hidden file.
So then I find myself actually playing on a map that turns out to be wonderful and I want to use it in a scenario, but by that time all sorts of improvements have been placed on the board and having to remove them one grid at a time, especially on a Huge map becomes a major job.
Anything you could do in this area would be GREATLY appreciated.
Thanks.............Bill
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Sheik
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I also get the "Not a recognized format" error like HazieDaVampire.
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Sheik
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Gramphos is your multi-tool open source?
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human~eatin~cow
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uh, is this file works with 1.92 patch?
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