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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: 06:19
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File Format
BIC file format for Civ3 version 1.29f (BIC version 4.01)
{start file}
bytes type value
-------------------------------------------------------
TOP "BIC file indicator"
4 char "BIC "
TOP VER# SECTION (BIC Header)
4 char "VER#"
4 long number of headers (1)
For each header:
4 long length of header (720)
4 long 0
4 long 0
4 long BIC major version number
4 long BIC minor version number
640 string description 1
64 string title
TOP BLDG SECTION (Improvements and Wonders) 2
4 char "BLDG"
4 long number of building types
For each building type:
4 long length of building data (252)
64 string description 3
32 string improvement or wonder name
32 string civilopedia entry
4 long doubles happiness of 4
4 long gain in every city
4 long gain in every city on continent
4 long required improvement/wonder
4 long cost
4 long culture
4 long bombardment defense
4 long naval bombardment defense
4 long defense bonus
4 long naval defense bonus
4 long maintenance cost
4 long happy faces (all cities)
4 long happy faces
4 long unhappy faces (all cities)
4 long unhappy faces
4 long number of required buildings
4 long air power
4 long naval power
4 long pollution
4 long production
4 long required government
4 long spaceship part
4 long required advance
4 long rendered obsolete by
4 long required resource #1
4 long required resource #2
4 long improvements (binary) 5:
00000000
center of empire .......1
veteran ground units ......1.
+50% research output .....1..
+50% luxury output ....1...
+50% tax output ...1....
removes pop. pollution ..1.....
reduces bldg. pollution .1......
resistant to bribery 1.......
reduces corruption .......1
doubles city growth rate ......1.
increases luxury trade .....1..
allows city size level 2 ....1...
allows city size level 3 ...1....
replaces other buildings ..1.....
must be near water .1......
must be near a river 1.......
can explode or meltdown .......1
veteran sea units ......1.
veteran air units .....1..
capitalization ....1...
allows water trade ...1....
allows air trade ..1.....
reduces war weariness .1......
increases shields in water 1.......
increases food in water .......1
4 long other characteristics (binary):
00000000
coastal installation .......1
military installation ......1.
wonder .....1..
small wonder ....1...
continental mood effects ...1....
research installation ..1.....
trade installation .1......
exploration installation 1.......
place of worship .......1
construction installation ......1.
4 long small wonders (binary):
00000000
increases chance of leader appearance .......1
build armies without leader ......1.
build larger armies .....1..
treasury earns 5% ....1...
build spaceship parts ...1....
reduces corruption ..1.....
decreases success of missile attacks .1......
allows spy missions 1.......
allows healing in enemy territory .......1
required goods must be in city radius ......1.
requires victorious army .....1..
4 long wonders (binary):
00000000
safe sea travel .......1
gain any advances owned by 2 civs ......1.
double combat strength vs. barbarians .....1..
+1 ship movement ....1...
doubles research output ...1....
+1 trade in each trade-producing tile ..1.....
halves unit upgrade cost .1......
pays maintenance for trade insts. 1.......
allows all civs to build nuclears .......1
city growth causes +2 citizens ......1.
+2 free advances .....1..
reduces war weariness in all cities ....1...
doubles city defenses ...1....
allows diplomatic victory ..1.....
4 long number of armies required
TOP CTZN SECTION (Citizens)
4 char "CTZN"
4 long number of citizen types
For each citizen type:
4 long length of citizen data (116)
4 long default citizen
32 string citizens (singular) name
32 string civilopedia entry
32 string plural name
4 long prerequisite
4 long luxuries
4 long research
4 long taxes
TOP CULT SECTION (Culture)
4 char "CULT"
4 long number of culture opinions
For each culture opinion:
4 long length of culture data (88)
64 string culture opinion name
4 long chance of successful propaganda
4 long culture ratio percentage (3:1 = 300, 3:4 = 75)
4 long culture ratio denominator (e.g. the 1 in 3:1)
4 long culture ratio numerator (e.g. the 3 in 3:1)
4 long initial resistance chance
4 long continued resistance chance
TOP DIFF SECTION (Difficulty Levels)
4 char "DIFF"
4 long number of difficulty levels
For each difficulty level:
4 long length of difficulty data (116)
64 string difficulty level name
4 long number of citizens born content
4 long max. government transition time
4 long number of defensive land units AI starts with
4 long number of offensive land units AI starts with
4 long extra start unit #1
4 long extra start unit #2
4 long additional free support
4 long bonus for each city
4 long attack bonus against barbarians
4 long cost factor
4 long percentage of optimal cities
4 long AI to AI trade rate
4 long corruption (%)
TOP ERAS SECTION (Eras)
4 char "ERAS"
4 long number of eras
For each era:
4 long length of era data (260)
64 string era name
32 string civilopedia entry
32 string researcher #1
32 string researcher #2
32 string researcher #3
32 string researcher #4
32 string researcher #5
4 long number of used researcher names
TOP ESPN SECTION (Diplomats and Spies)
4 char "ESPN"
4 long number of espionage missions
For each mission:
4 long length of mission data (232)
128 string description
64 string diplomat/spy mission name
32 string civilopedia entry
4 long mission performed by (binary):
00000000
diplomat .......1
spy ......1.
4 long base cost
TOP EXPR SECTION (Combat Experience)
4 char "EXPR"
4 long number of experience levels
For each experience level:
4 long length of experience level data (40)
32 string experience level name
4 long base hit points
4 long retreat bonus
TOP GOOD SECTION (Natural Resources)
4 char "GOOD"
4 long number of natural resources
For each resource:
4 long length of resource data (88)
24 string natural resource name
32 string civilopedia entry
4 long type
4 long appearance ratio
4 long disappearance probability
4 long icon
4 long prerequisite
4 long food bonus
4 long shields bonus
4 long commerce bonus
TOP GOVT SECTION (Governments)
4 char "GOVT"
4 long number of government types
For each government type:
4 long length of government data
4 long default type
4 long transition type
4 long requires maintenance
4 long ??? (0 for Rebublic/Democracy, 1 for rest)
4 long standard tile penalty
4 long standard trade bonus
64 string government name
32 string 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
4 long immune to
4 long diplomats are
4 long spies are
4 long number of governments
For each government type:
(performance of above goverment type versus each of the others)
4 long can bribe this government type? (0 = no, 1 = yes)
4 long bribery modifier vs.
4 long resistance modifier vs.
4 long hurrying
4 long assimilation chance
4 long draft limit
4 long military police limit
4 long # ruler title pairs used (max is 4)
4 long prerequisite technology index #
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
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 cost/unit
4 long war weariness
TOP RULE SECTION (General Settings)
4 char "RULE"
4 long "number of rules" (1)
For each rule:
4 long length of rule data
32 long city size level 1 name
32 long city size level 2 name
32 long city size level 3 name
4 long number of spaceship parts
For each spaceship part:
4 long number needed of this part
4 long advanced barbarian
4 long basic barbarian
4 long barbarian sea unit
4 long cities needed to support an army
4 long chance of rioting
4 long turn penalty for each drafted citizen
4 long shield cost per gold
4 long fortress defensive bonus
4 long citizens affected by each happy face
4 long ??? (50)
4 long ??? (2)
4 long forest value in shields
4 long shield value in gold
4 long citizen value in shields
4 long default difficulty level
4 long battle-created unit
4 long build-army unit
4 long building defensive bonus
4 long citizen defensive bonus
4 long default money resource
4 long chance to intercept enemy air missions
4 long chance to intercept enemy stealth missions
4 long starting treasury
4 long ??? (16)
4 long food consumption/citizen
4 long river defensive bonus
4 long turn penalty for each hurry sacrifice
4 long scout
4 long slave
4 long movement rate along roads
4 long start unit 1
4 long start unit 2
4 long minimum population for we love the king
4 long town defense bonus
4 long city defense bonus
4 long metropolis defense bonus
4 long maximum level 1 city size
4 long maximum level 2 city size
4 long ??? (1000)
4 long fortifications defensive bonus
4 long number of culture levels
For each culture level
64 string culture level name
4 long border expansion multiplier
4 long border factor
4 long future tech cost
4 long golden age duration
4 long maximum research time
4 long minimum research time
TOP PRTO SECTION (Units)
4 char "PRTO"
4 long number of units
For each unit:
4 long length of unit data (156)
4 long zone of control
32 long unit name
32 long civilopedia entry
4 long bombard strength
4 long bombard range
4 long capacity
4 long shield cost
4 long defense
4 long icon index
4 long attack
4 long operational range
4 long population cost
4 long rate of fire
4 long movement
4 long required
4 long upgrade to
4 long required resource #1
4 long required resource #2
4 long required resource #3
4 long unit 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....
UNUSED (was 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.......
can 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)
4 long standard orders/special actions
00000000
skip turn .......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):
meaning duped from6 00000000
bomb .......1
recon ......1.
intercept .....1..
re-base ....1...
precision bombing ...1....
(unused) ..1.....
bombard orders .1......
build road orders 1.......
build railroad orders .......1
build fort orders ......1.
build mine orders .....1..
irrigate orders ....1...
clear forest orders ...1....
clear jungle orders ..1.....
plant forest orders .1......
clear pollution orders 1.......
terraform AI-strategy .......1
immobile abilities ......1.
precision bombing air missions .....1..
4 long class 0=land, 1=sea, 2=air
4 long other strategy for unit (-1 if first strategy/not multiplie strategies)
4 long HP bonus
TOP RACE SECTION (Civilizations)
4 char "RACE"
4 long number of civilizations
For each civilization:
4 long length of civilization data
4 long number of city names
For each cityname:
24 string city name
4 long number of leaders
For each great leader:
32 string great leader name
32 string leader name
24 string leader title
32 string civilopedia entry
40 string adjective
40 string civilization name
40 string noun
For each era:
260 string forward filename
For each era:
260 string reverse filename
4 long culture group
4 long leader gender
4 long civilization gender
4 long aggression level (-2 to 2)
4 long unique civilization counter
4 long shunned government
4 long favorite government
4 long default color
4 long unique color
4 long free tech #1 index
4 long free tech #2 index
4 long free tech #3 index
4 long free tech #4 index
4 long bonuses (binary):
00000000
militaristic .......1
commercial ......1.
expansionist .....1..
scientific ....1...
religious ...1....
industrious ..1.....
4 long governor settings (binary):
00000000
manage citizens .......1
emphasize food ......1.
emphasize shields .....1..
emphasize trade ....1...
manage production ...1....
no wonders ..1.....
no small wonders .1......
4 long build never (binary):
00000000
off. land units .......1
def. land units ......1.
artillery land units .....1..
settlers ....1...
workers ...1....
naval units ..1.....
air units .1......
growth 1.......
production .......1
happiness ......1.
science .....1..
wealth ....1...
trade ...1....
explore ..1.....
culture .1......
4 long build often (binary, same as above)
4 long plurality
Last edited by Gramphos on 27-07-2002 at 17:10
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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: 06:19
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TOP TECH SECTION (Civilization Advances)
4 char "TECH"
4 long number of advances
For each advance:
4 long length of advance data (104)
32 string advance name
32 string civilopedia entry
4 long cost
4 long era
4 long advance icon
4 long x
4 long y
4 long prerequisite #1
4 long prerequisite #2
4 long prerequisite #3
4 long prerequisite #4
4 long flags (binary):
00000000
enables diplomats .......1
enables irrigation without fresh water ......1.
enables bridges .....1..
disables diseases from flood plains ....1...
enables conscription of units ...1....
enables mobilization levels ..1.....
enables recycling .1......
enables precision bombing 1.......
enables mutual protection pacts .......1
enables right of passage treaties ......1.
enables military alliances .....1..
enables trade embargoes ....1...
doubles effect of (wealth) improvement ...1....
enables trade over sea tiles ..1.....
enables trade over ocean tiles .1......
enables map trading 1.......
enables communication trading .......1
not required for era advancement ......1.
doubles work rate (of workers) .....1..
TOP TFRM SECTION (Worker Jobs)
4 char "TFRM"
4 long number of worker jobs
For each job:
4 long length of job data (112)
32 string worker job name
32 string civilopedia entry
4 long turns to complete 7
4 long required
4 long required resource #1
4 long required resource #2
32 string order
TOP TERR SECTION (Terrain)
4 char "TERR"
4 long number of terrains
For each terrain:
4 long length of terrain data (113)
4 long number of possible resources
3 byte possible resources (binary)
1 for the corresponding indexes of the resources
32 string terrain name
32 string civilopedia entry
4 long irrigation (food) bonus
4 long mining (shields) bonus
4 long road (commerce) bonus
4 long defense bonus
4 long movement cost
4 long food
4 long shields
4 long commerce
4 long worker job
4 long pollution effect
1 byte allow cities
1 byte allow colonies
TOP WSIZ SECTION (World Sizes)
4 char "WSIZ"
4 long number of world sizes
For each terrain:
4 long length of world size data (80)
4 long optimal number of cities (corruption)
4 long tech rate
24 string ??? (empty)
32 string world size name
4 long height
4 long distance between civs
4 long number of civs
4 long width
TOP WCHR SECTION
4 char "WCHR"
4 long "number of world characteristics" (1)
4 long length of WCHR section (52)
...
TOP WMAP SECTION
4 char "WMAP"
4 long "number of world maps" (1)
4 long length of WMAP section (256)
4 long number of resources
For each resource:
4 long resource occurence
4 long number of continents
4 long height
4 long distance between civs
4 long number of civs
4 long ???
4 long ??? (0)
4 long width
4 long ??? (-1)
...
4 long map seed
4 long ??? (binary):
00000000
round world .......1
polar ice caps .....1..
TOP TILE SECTION
4 char "TILE"
4 long number of tiles (= width/2 * height)
For each tile:
4 long length of tile data (23)
2 short river info
4 long resource
1 byte image
1 byte file: 0 = xtgc.pcx, 1 = xgpc.pcx, 2 = xdgc.pcx,
3 = xdpc.pcx, 4 = xdgp.pcx, 5 = xggc.pcx,
6 = wcso.pcx, 7 = wsss.pcx, 8 = wooo.pcx
2 short ??? (0)
1 byte overlays (binary):
00000000
road .......1
railroad ......1.
mine .....1..
irrigation ....1...
fortress ...1....
goody huts ..1.....
pollution .1......
barbarian camp 1.......
1 byte terrain 8
2 short bonuses (binary):
00000000
bonus grassland .......1
player start ....1...
snow-capped mts ...1....
pine forest ..1.....
2 short ??? (-1 = nothing, 75 = barbarian camp)
4 long ??? (-1)
2 short continent
1 byte ???
TOP CONT SECTION
4 char "CONT"
4 long number of continents (water and land)
For each continent:
4 long length of continent data (8)
4 long type (0 = water, 1 = land)
4 long number of tiles of continent
TOP SLOC SECTION
4 char "SLOC"
4 long number of starting locations
For each starting location:
4 long length of starting location data (16)
4 long owner type (0=None, 1=Barbarians, 2=Civ, 3=Player)
4 long owner (RACE ID, Player# (0=Player1 and so on) or Barbarian Tribe)
4 long X
4 long Y
TOP CITY SECTION
4 char "CITY"
4 long number of cities
For each city:
4 long length of city data (variable)
1 byte has walls
1 byte has palace
24 string city name
4 long owner type (0=None, 1=Barbarians, 2=Civ, 3=Player)
4 long number of buildings
for each building
4 long builning ID
4 long culture
4 long owner (RACE ID, Player# (0=Player1 and so on) or Barbarian Tribe)
4 long size
4 long X
4 long Y
4 long city level
4 long border level
4 long use auto name
TOP UNIT SECTION
4 char "UNIT"
4 long number of units
For each unit:
4 long length of unit data (60)
32 string name
4 long owner type (0=None, 1=Barbarians, 2=Civ, 3=Player)
4 long experience level
4 long owner (RACE ID, Player# (0=Player1 and so on) or Barbarian Tribe)
4 long PRTO#
4 long AI strategy
4 long X
4 long Y
TOP CLNY SECTION
4 char "CLNY"
4 long number of colonies
For each unit:
4 long length of colony data (16)
4 long owner type (0=None, 1=Barbarians, 2=Civ, 3=Player)
4 long owner (RACE ID, Player# (0=Player1 and so on) or Barbarian Tribe)
4 long X
4 long Y
TOP GAME SECTION
4 char "GAME"
4 long number of scenario properties (1)
For each scenario property:
4 long length of scenario property
4 long default game rules (1=use, 0=don't use)
4 long default victory consitions (1=use, 0=don't use)
4 long number of playable civs (0=all playable)
for each playable civ
4 long id of playable civ
4 long victory conditions and rules set (binarry):
00000000
domination victory enabled .......1
space race victory enabled ......1.
diplomatic victory enabled .....1..
victory by conquest enabled ....1...
cultural victory enabled ...1....
civ specific abilities enabled ..1.....
culturaly linked start .1......
restart players 1.......
preserve random seed .......1
TOP LEAD SECTION
4 char "LEAD"
4 long number of players
For each player:
4 long length of player data
4 long custom civ data (1=use, 0=don't use)
4 long human player (1=yes, 0=no)
32 string leader name
4 long ???
4 long ???
4 long number of different start unit
for each type of start units
4 long number of start units of the type
4 long type of start unit
4 long gender of leader name
4 long number of starting technologies
for each starting technology
4 long technology
4 long difficulty
4 long initial era
4 long start cash
4 long government
4 long civ (-2=random, -3=any)
4 long color
{end file}
Last edited by Gramphos on 27-07-2002 at 17:28
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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: 06:19
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Notes
1. A string must always have 0x00 as its last byte. So a 64 byte string only has place for 63 characters, followed by 0x00. Even more,the string automatically ends at 0x00, even if it appears somewhere in the middle of the originally intended string.
2. Most sections translate pretty straight-forwardly to a tab in Civ3Edit. The name in brackets is the name of the editor tab.
The sections in this file appear ordered in the way they shall be in the BIC.
A superfluous section, i.e. one that uses the Civ3 defaults, can be left out entirely. So for a simple map, all sections up to the WCHR section can be left out.
3. I've tried to keep the value descriptions as close as possible to those used in Civ3Edit. For explanations of the values I refer to the excellent Civ3Edit help system.
4. References to other items (e.g. items in a drop-down box or radio button list in Civ3Edit) are often done by the zero-based index number of the position of that item in its section. -1 Usually means it doesn't refer to anything (e.g. the "None" option in a Civ3Edit drop-down box). Further on, only details for data differing from this standard will be explained.
5. For data mentioned in binary, only the used bits are mentioned. When multiple bytes are being described, the data is shown grouped per byte. In that case, only the used bytes are shown, the remaining bytes are filled with zeros. In any case, for things that appear in checkboxes in Civ3Edit, 1 means it's checked, 0 means it isn't.
6. In version 3.08 air missions some bits are duplicates of bits from other fields. The editor updates all but terraform.
7. The "turns to complete" is modified by the movement cost of the terrain. The value given in this section applies to terrain with a movement cost of 2 (e.g. Forest). Terrain with a movement cost of 1 is worked in half the time, terrain with a movement cost of 3 needs 50% more turns to work.
8. A byte, split into the first 4 and the second 4 bits.
The first 4 bytes are the "real" terraintype (0 is Desert, 1 is Plains etc. BUT: Bonus Grassland, Snow-Capped Mountains and Pine Forest are NOT separate terrains, they're merely a variation on Grassland, Mountains and Forest, respectively).
The second 4 bytes are the "base filler" terrain. This is especially used for Forest, which can be placed on top of different "base filler" terrains.
Credits
Gramphos
KingJoshi
MagForceSeven
Mercator
Nero Would
Tventano
Last edited by Gramphos on 27-07-2002 at 17:31
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KingJoshi
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Columbus, Ohio
Jun 2002 time: 00:19
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Well, they added SLOC (starting locations in the new BIC format)
Comments on new BIC format (4.01)
SLOC Section (Starting locations)
4 char "SLOC"
4 long number of starting locations
for each starting location:
4 long length (16 in decimal)
4 long type of starting location (0=None, 1=Barbarians, 2=Civ, 3=Player)
4 long The civ (or player) that starts at this location
if civ (0=None, 1=First Civ, 2=Second Civ, ...)
if player (0=player 1, 1=player 2, ...)
4 long X location on map
4 long Y location on map
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Krayzeenbk
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My 4.01 bics are somewhat encoded... ?
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GIDustin
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Would it be possible to post the new 1.14f BIX format as well?
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Mercade
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Excellent document, Gramphos. Would you happen to have this information in a downloadable document form for easy off-line reference?
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anarres
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Sorry if this is a threadjack, but I am looking for information about the structure of data in the active memory.
I have from CFC user SpiderZord the offset information for all the different datablocks (one for tiles, another for civs, etc), and I know each tile is 4 bytes, each city is 8 byles, etc.
What I was wondering if the structure of data in these binary blocks is likely to be the same as it is in the BIC file. If not, does anyone here know the structure of the info in memory?
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pdescobar
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I'm planning on writing a couple scripts, mostly for personal use, for automated generation of documentation and a combat calculator which will extract information directly from a BIX file. Is there a list of the differences between BIC and BIX format anywhere? If not, I suppose I can feel my way through myself, but any tips would be much appreciated.
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pdescobar
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OK, I've been moving forward with my project. I'm using 3 sample BIC/BIX files as I go to test things: standard vanilla 1.29f BIC, standard PTW 1.21f BIX, and modified DyP 1.10xBeta05 BIX. Some comments and questions I've come upon:
- The BIC File Indicator for a BIX is 'BICX' instead of 'BIC '
- In the BLDG section, the posted format has a 4-byte long for "Naval Defense Bonus" What is this? There is no corresponding entry in the editor ("Naval Power" and "Naval Bombardment Defense" are separate propterties) and in the standard BIC/X the only improvement which has a non-zero value here is Coastal Fortress which has '50' I assume the name comes from the civilopedia entry which claims the coastal fortress has "50% defensive bonus against naval attacks." Does this actually work though, since a naval unit can't directly attack a city (it can bombard but that should be covered by the 'Naval Bombardment Defense")? Or does this refer to a defense vs amphibious assault?
- In the BLDG section, PTW added a flag for "increased trade in sea squares" which is obviously not listed on the posted format. It appears to occur right after the "increased food in sea squares" flag.
- In the BLDG section, has anyone determined what the 64-byte "Description" section is?
- In the PRTO section, there are always a number of units repeated at the end of the list. For example, in my vanilla BIC there are 11 units which reappear after the "last" unit in the editor. In my PTW BIX there are 12, and in my DyP BIX there are 15. Has anyone discovered why this is?
- In the TERR section, the posted format lists this: "4-long-number of possible resources" followed by "3-byte-possible resources (binary)" I believe that the 3-byte section is actually a variable size equal to the previous value divided by 8 and rounded up. For example, in vanilla there are 22 resources and 22/8 rounded up is in-fact 3. However, in DyP there are 40 total resources and that binary section is 5-bytes long (40/8 = 5)
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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: 06:19
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quote: Originally posted by pdescobar
- The BIC File Indicator for a BIX is 'BICX' instead of 'BIC '
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Indeed. I've been planning on posting the BIX format for long, but never got around to it.
quote: - In the BLDG section, the posted format has a 4-byte long for "Naval Defense Bonus" What is this? There is no corresponding entry in the editor ("Naval Power" and "Naval Bombardment Defense" are separate propterties) and in the standard BIC/X the only improvement which has a non-zero value here is Coastal Fortress which has '50' I assume the name comes from the civilopedia entry which claims the coastal fortress has "50% defensive bonus against naval attacks." Does this actually work though, since a naval unit can't directly attack a city (it can bombard but that should be covered by the 'Naval Bombardment Defense")? Or does this refer to a defense vs amphibious assault? |
As you say Costal fortress has it set to 50. However, it's never been editable by the editor, and I'm unsure if it has any efect in the game. It might be (and probably is) something left over from earlhy development, where it could have been possible for ships to actually attack cities ala Civ2, and not just bombard. But the only way to figure out if it has any effect is to run many tests with marine attacks and compare to combat calculator results from with and without a 50% defense bonus.
quote: - In the BLDG section, PTW added a flag for "increased trade in sea squares" which is obviously not listed on the posted format. It appears to occur right after the "increased food in sea squares" flag. |
Probably, I have however not investigated the exact meaning of flags.
quote: - In the BLDG section, has anyone determined what the 64-byte "Description" section is? |
In Vanilla Civ3 v1.07f that field was in the editor, and it's an outdated field no longer used as all text is moved to the civilopedia.txt
quote: - In the PRTO section, there are always a number of units repeated at the end of the list. For example, in my vanilla BIC there are 11 units which reappear after the "last" unit in the editor. In my PTW BIX there are 12, and in my DyP BIX there are 15. Has anyone discovered why this is? |
They are related to the other strategy for unit (-1 if first strategy/not multiplie strategies) value. The repeated units have non -1 at these value, which referes to the first same unit.
Each unit entry has one strategy set. And if you select more than one strat in the editor tghere will be more than one entry for the unit only differing at the AI strategy. (Kind of strange way of using a bitmask if only one can be set at a time, but it has something to do with the AI... Of cource it would be better to have a number for the strat instead.)
quote: - In the TERR section, the posted format lists this: "4-long-number of possible resources" followed by "3-byte-possible resources (binary)" I believe that the 3-byte section is actually a variable size equal to the previous value divided by 8 and rounded up. For example, in vanilla there are 22 resources and 22/8 rounded up is in-fact 3. However, in DyP there are 40 total resources and that binary section is 5-bytes long (40/8 = 5) |
100% correct conclution. I'm sure I've known this for long. guess the document is a little more outdated than I knew.
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roudoudou77
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is there a tool that can compress/uncompress the SAV and BIX files ?
by the way, what kind of compression is used for SAV and BIX format ? is it like gzip or a special compression scheme created by Fireaxis ?
thanks
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