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pdescobar is offline pdescobar
Settler

Mar 2003
time: 00:19
  Old Post 21-06-2003 01:12
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Lose 30 kilos (of popups)

Hmm. I'm guessing by the name that's a commercial library and so I'm probably not gonna be able to decompress such files on my own in perl am I?

BTW, for those unfamiliar with it, the way to properly invoke the command Gramphos posted from a DOS shell is:

savexpnd.exe "compressed_filename" "uncompressed_filename"

The quotes are pretty much mandatory and I sometimes have trouble with filenames longer than 8.3; now if only I could figure out the proper syntax to call this from inside my cygwin-bash shell...

pdescobar is offline pdescobar
Settler

Mar 2003
time: 00:19
  Old Post 21-06-2003 01:45
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Help yourself to an AD-FREE life

Grr. Double-post. Sorry 'bout that.

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:19
  Old Post 21-06-2003 02:13
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the PKWARE library is commercial. However, you can get the decompression function I use from the CPT sourcecode if you want to complie something for linux.

roudoudou77 is offline roudoudou77
Settler

Jun 2003
time: 05:19
  Old Post 24-06-2003 21:25
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pkware decompression Support Apolyton, buy Galactic Civilizations: Deluxe Edition

thanks Gramphos for your imput

I have also found a source code somewhere in the Net
to decompress pkware compression format. i have checked some SAV files with SAVExpnd to verify it produce the same output correctly

for those interested, the link is :


http://perso.wanadoo.fr/the-home-of.../civ3/blast.zip

roudoudou77 is offline roudoudou77
Settler

Jun 2003
time: 05:19
  Old Post 25-06-2003 02:51
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SAV format Support Apolyton, pre-order Civilization IV

Gramphos,


I have made a simple SAV of a game under CIV3 PTW v1.14f and I have obtained some strange data : there is 3 "GAME" section in the file and the last one of the "GAME" section does even not follow the rule :
- section name
- number of sub-section
- lenght of sub-section

then I see many TILE sections , not just 1 like in BIC files ..

that makes me crazy - and my program too - !!!

( I have uploaded the compressed SAV to :
http://perso.wanadoo.fr/the-home-of.../civ3/julo6.SAV
)

could you help me and explain me the difference there is between the BIC format and the uncompressed SAV format ?

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:19
  Old Post 25-06-2003 04:34
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The SAV format is less space efficient than the BIC format.
For a section in the BIC format there are
4 char NAME
4 long Number
for each section
   4 long length of section n
   Section Data


For the saves the build up is
4 char NAME
4 long size of section header (many sections have variable length data blocks after the header)
The first section of the SAVE is the "BIC " section, which stores the full BIC/BIX file used with it
header data
data

The First section of the saves is "BIC " In the first public saveversion (14 (1.07f)) the "BIC " header were four bytes telling the length of the BIC data.
In later versions it will also contain info on the source of the data.

The two first GAME sections you referre too is (as I see it a bug, only one of them is needed (and it's only with later varsions it started to show up), but I've not taken myself time to see which one of the two the game actually used (they are identical))

The third on is the GAME section for the Ssave which contains overall data as for instance the number of cities, units and colonies (in header) and research progress for all civs and great wonder data (in the data area)

roudoudou77 is offline roudoudou77
Settler

Jun 2003
time: 05:19
  Old Post 26-06-2003 03:39
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SAV format Support Apolyton, pre-order Civilization IV

OK, now I understand that there is a BIC file "embedded" inside the SAV file , and that the 2 first GAME section belong to this "embedded" BIC .


Next questions :

1) the GAME section that follow the "embedded" BIC is quite strange : it's length is not correctly indicated ?

2) then there is a repetition of CNSL,LEAD,CULT,ESPN sections, it seems to be like garbage ??? I can't figure what those Fireaxis programmers tried to do with that :-(

3) near the end of the file I found many TILE section (it seems there is 1 section for each tile of the game), each TILE section is 180 bytes ; how should these data be interpreted ?

Last edited by roudoudou77 on 26-06-2003 at 03:54

pdescobar is offline pdescobar
Settler

Mar 2003
time: 00:19
  Old Post 26-06-2003 09:20
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Re: pkware decompression Support Apolyton, buy Civilization: The Boardgame

quote:
Originally posted by roudoudou77
I have also found a source code somewhere in the Net to decompress pkware compression format. i ave checked some SAV files with SAVExpnd to verify it produce the same output correctly

for those interested, the link is :
http://perso.wanadoo.fr/the-home-of.../civ3/blast.zip


Yes, I believe this is the code I actually wound up using myself. After looking at Gramphos' CPT source I located a webpage on the compression format and wound up compiling and using Mark Adler's "Blast" package to do the decompression which looks to be what roudoudou77 used for that executable above.

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:19
  Old Post 26-06-2003 12:19
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Re: SAV format Increase the size of your Attachments

quote:
Originally posted by roudoudou77
1) the GAME section that follow the "embedded" BIC is quite strange : it's length is not correctly indicated ?

The length indication is the length of the GAME header, and the values in the header, and the rules (number of stuff) makes the game to understand how long the data is. I don't know exactly what controls the length, and am using a search to find the CNSL section (which is only a fixed length thing, that I've no idea of what it controls).

quote:
2) then there is a repetition of CNSL,LEAD,CULT,ESPN sections, it seems to be like garbage ??? I can't figure what those Fireaxis programmers tried to do with that :-(

LEAD, CULT, ESPN, ESPN is the build up for one player. there shall be 32 sets of them in the save. Again the LEAD starts with a header followed by variable sized data. (If you are to work with this one, it's the section that I know most of.)

quote:
3) near the end of the file I found many TILE section (it seems there is 1 section for each tile of the game), each TILE section is 180 bytes ; how should these data be interpreted ?

IIRC there are 2xTILE for each tile. one short and one long. The shor stores most of the map data, and are quite similar to the tile sections of the BICs, and the longer stores extra data as FOW and city working on a tile.

BlueWlvrn is offline BlueWlvrn
Settler

Jun 2003
time: 05:19
  Old Post 30-06-2003 00:28
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BIX TILE format Got spare money?

It looks like in the BIX 11.18 version in the TILE section, there are now 4+29 bytes for each tile.

Can anyone tell me where the extra 6 bytes were added with respect to the BIC format posted here?

It looks like they maybe added in between and not appended to the end.

Thanks for the help.

-BlueWlvrn

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
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Apr 2001
time: 06:19
  Old Post 30-06-2003 01:16
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The TILE format in BIX 11.18. I can tell what 2 of the bytes are. I can also tell a little more detailed on the other parts. As I've found out that some of it is incorrect.

4	char		"TILE"
4 long number of tiles (= width/2 * height)

For each tile:
4 long length of tile data
1 byte river connection info (binary)
00000000
river in north .......1
river in west ......1.
river in east .....1..
river in south ....1...
1 byte border
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
1 byte bonuses (binary):
00000000
bonus grassland .......1
player start ....1...
snow-capped mts ...1....
pine forest ..1.....
1 byte river crossing data (binarry):
00000000
crossing N .......1
crossing NE ......1.
crossing E .....1..
crossing SE ....1...
crossing S ...1....
crossing SW ..1.....
crossing W .1......
crossing NW 1.......

2 short ??? (-1 = nothing, 75 = barbarian camp)
4 long ??? (-1)
2 short continent
1 byte ???
2 short VictoryLocation (VL if 0 otherwise -1)
4 long ???

BlueWlvrn is offline BlueWlvrn
Settler

Jun 2003
time: 05:19
  Old Post 30-06-2003 03:34
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Thanks Gramphose for the additional information.

Do you know how the image number in the TILE section maps to the terrain PCX files?

For example, image 50 from the xtgc file, should be a solid grassland, but I don't seem to be able to figure out the decode sequence to get it to that image square in the file.

Thanks again for any help.

-BlueWlvrn

BlueWlvrn is offline BlueWlvrn
Settler

Jun 2003
time: 05:19
  Old Post 30-06-2003 05:04
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Ok, I think I figured out the pcx files.

These files are actually a half off of the map grid.

So the TILE section defines the terrain type, but the image applies to the shifted grid square that coveres the upper corner.

code:
/\ / \ \/\/ /\/\ \ / \/


The top diamond is the IMAGE and the bottom diamond is the actual terrain type as seen by the map grid

pdescobar is offline pdescobar
Settler

Mar 2003
time: 00:19
  Old Post 01-07-2003 08:19
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Some more on the differences between BIC (4.01) and BIX (11.18) which I have found; confirmations and corrections appreciated:

'DIFF' section:


  • There is a 4-byte long value added to the end of the section corresponding to the "Num. citizens quelled by military" setting on the Difficulty Levels tab in the editor.


'RULE' section:

  • There is a 4-byte long value added to the end of the section corresponding to the "Flag Unit" setting on the General Settings tab in the editor. (index into unit array)


'PRTO' section:

  • They went nuts on this one with an extra 40 bytes of data for each unit as well as changes to some of the existing data. This section is the same as that posted up to and including the 4-byte long index for the 3rd required resource.
  • The next entry is still a 4-byte long section of flags for unit abilities. However, the "UNUSED (was mounted)" ability in the second byte is now the "Flag" ability (Princess in standard rules). Additionally, 3 more abilities have been added to the end of the list in byte 4. They are "Lethal Land Bombardment" (bit 3), "Lethal Sea Bombardment" (bit 4) and "King" (bit 5).
  • Again, the next entry is the same with some additions. It is still a 4-byte long section of flags for AI strategies. However, 2 more strategies have been added to the end of the list in byte 3. These are "Flag" (bit 2) and "King" (bit 3).
  • The availability 4-byte long entry remains essentially the same.
  • The next 2 4-byte entries are no longer the conglomeration of orders and actions flags they were in v4.01; I believe they are now essentially garbage values as I couldn't come up with any discernible pattern to them.
  • The next 3 4-byte sections (class, "other strategy," and HP bonus) are the same
  • A new 4-byte section for "Standard Orders" comes next. These are flags and only the first byte is currently defined:

    00000000 (first byte)
    .......1 Skip Turn
    ......1. Wait
    .....1.. Fortify
    ....1... Disband
    ...1.... Goto
    ..1..... Explore
    .1...... Sentry
    1....... (unused)

  • Then comes a new 4-byte section for "Special Actions." The first byte and a quarter of the second are all that are currently defined.:

    00000000 (first byte)
    .......1 Load
    ......1. Unload
    .....1.. Airlift
    ....1... Pillage
    ...1.... Bombard
    ..1..... Airdrop
    .1...... Build Army
    1....... Finish Improvements

    00000000 (second byte)
    .......1 Upgrade Unit
    ......1. Capture
    (rest unused)

  • Next is a new 4-byte section for "Worker/Engineer Actions." Only the first 2 bytes are currently defined.

    00000000 (first byte)
    .......1 Build Colony
    ......1. Build City
    .....1.. Build Road
    ....1... Build Railroad
    ...1.... Build Fortress
    ..1..... Build Mine
    .1...... Irrigate
    1....... Clear Forest

    00000000 (second byte)
    .......1 Clear Jungle
    ......1. Plant Forest
    .....1.. Clear Pollution
    ....1... Automate
    ...1.... Join City
    ..1..... Build Airfield
    .1...... Build Radar Tower
    1....... Build Outpost

  • Then comes a 4-byte long section for "Air Missions." Only part of the first byte is currently defined.

    00000000 (first byte)
    .......1 Bombing
    ......1. Recon
    .....1.. Interception
    ....1... Re-base
    ...1.... Precision Bombing
    (rest unused)

  • Next is a strange section I don't fully understand. It seems to be a 4-byte long section full of flags which are duplicates of those covered previously. They cover the first two bytes plus one bit in a third..

    00000000 (first byte)
    .......1 Sentry (Standard Orders)
    ......1. Bombard (Special Actions)
    .....1.. Build Colony OR Build Road (both Worker Actions)
    ....1... Build Road (Worker Actions)
    ...1.... Build Railroad (Worker Actions)
    ..1..... Build Road (Worker Actions)
    .1...... Irrigate (Worker Actions)
    1....... Clear Forest (Worker Actions)
    (Note how Build Road sets 3 bits on its own and
    that bit 2 is set if either Build Road or Build Colony is on.)

    00000000 (second byte)
    .......1 Clear Jungle (Worker Actions)
    ......1. Clear Pollution (Worker Actions)
    .....1.. Automate (Worker Actions)
    ....1... Automate (Worker Actions)
    ...1.... Bombing (Air Missions)
    ..1..... Precision Bombing (Air Missions)
    .1...... Automate (Worker Actions)
    1....... Goto (Standard Orders) OR Re-base (Air Missions
    (Note how Automate sets 3 bits on its own and
    that bit 7 is set if either Goto or Re-base is on.)

    00000000 (third byte)
    .......1 Always ON (At least, I can't figure out how to turn it off)
    (rest unused)

  • Next is a 4-byte long value which is 1 if "Bombard Effects" is checked in the "Unit Statistics" section and 0 if it is unchecked.
  • The next 12 bytes are essentially flags for the "Ignore Movement Cost" entries. Each byte is 1 if the corresponding terrain type is selected and 0 if it is not.

    Byte Terrain
    00 Desert
    01 Plains
    02 Grassland
    03 Tundra

    04 Flood Plains
    05 Hills
    06 Mountains
    07 Forest

    08 Jungle
    09 Coast
    10 Sea
    11 Ocean

  • The last entry is a 4-byte long value corresponding to the "Req. Support" checkbox on the "Unit Statistics" section. It is 1 if that box is checked and 0 if not.

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:19
  Old Post 01-07-2003 13:29
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It seems to be what I've found out. I currently don't have time to see if anything differs from whjaty I know, or to update the first post/start a new thread.

pdescobar is offline pdescobar
Settler

Mar 2003
time: 00:19
  Old Post 04-07-2003 06:35
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OK, here's my 3rd installment of "Things that are different in BIX 11.18" I know Gramphos probably doesn't have time to verify any of this, but comments and corrections from anyone else are welcome too

RACE section:


  • A 4-byte long has been added to the end of the section for "King Unit" which is an index into the unit list.


TERR section:

  • As mentioned in my first post on this the "possible resources" binary flags is actually variable-length based on the number of actual resources in the BIC
  • 6 additional bytes have been added to the end of the section which are similar to the "allow cities" and "allow colonies" entries in BIC 4.01; that is, they correspond to checkboxes in the editor and are essentially additional terrain flags. In order, they are:
        1	byte		Impassible (to all units)
    1 byte Impassible to wheeled
    1 byte allow airfields
    1 byte allow forts
    1 byte allow outposts
    1 byte allow radar towers



WCHR section:

  • These are 13 4-byte long values corresponding to options in the "Generate Map" dialog of the editor. Most options have a "selected" entry which is what was the user chose and an "actual" entry which is the value used on the map. The actual entry is only useful if the selected entry was "Random"; in all other cases it is the same as the selected entry.
        4	long		Climate - Selected 
    4 long Climate - Actual
    (0-Arid, 1-Normal, 2-Wet, 3-Random)

    4 long Barb Activity - Selected
    4 long Barb Activity - Actual
    (-1 None, 0-Sedentary, 1-Roaming, 2-Restless, 3-Raging, 4-Random)

    4 long Land Form - Selected
    4 long Land Form - Actual
    (0-Archipelago, 1-Continents, 2-Pangaea, 3-Random)

    4 long Ocean Coverage - Selected
    4 long Ocean Coverage - Actual
    (0-80%, 1-70%, 2-60%, 3-Random)

    4 long Temperature - Selected
    4 long Temperature - Actual
    (0-Cool, 1-Temperate, 2-Warm, 3-Random)

    4 long Age - Selected
    4 long Age - Actual
    (0-3 bill yrs, 1-4 bill yrs, 2-5 bill yrs, 3-Random)

    4 long World Size
    (0-Tiny, 1-Small, 2-Standard, 3-Large, 4-Huge)



WMAP section:

  • The ellipsis ("...") on the posted format is 124 bytes of data whose purpose I can't even guess at. In one recent test map the first dozen looked like 4-byte longs with values between 1115 and 6617. I was hoping these would be something like terrain counts since there are 12 terrain types, but I can't make a correlation if they are. The remaining 76 bytes were all "ff" which might by 19 longs of -1 or might be something completely different.
  • There is an additional used bit on the flag section at the end. Bit 1 (......1.) corresponds to the "allow y-wrapping" option which is now available; this is the bit between the two previously known flag values.


TILE section:

  • Gramphos recently posted an updated version of this after some discussion on save files


UNIT section:

  • Is the 32-byte "name" entry simply legacy which is no longer used? I couldn't figure out how to get something to appear there.
  • There are 61 bytes added to the end of this section. The first 57 (which seems a strange length) look to be a "custom name" string which gets filled if you put something in the "Name:" field on a unit's properties after you place it on the map.
  • The last 4 bytes are a long value corresponding to whether or not the "Use Civ-Specific King Unit" box is checked on the unit properties page. 1 for checked, 0 for unchecked.


CLNY section

  • There is an additional 4-byte long value added to the end of the section. I call it the "other structure" value. If the value is zero, this CLNY entry is an actual colony, but if it's non-zero this is a different structure. Defined values are 1 for an airfield, 2 for a radar tower, and 3 for an outpost.


GAME section

  • There are more flags defined for the second byte of the victory conditions and rules entry. These are:
    			accelerated production		......1.
    elimination enabled .....1..
    regicide enabled ....1...
    mass regicide enabled ...1....
    victory locations enabled ..1.....
    capture the flag enabled .1......
    allow cultural conversions 1.......

  • Following this, there are 25 new 4-byte long values. These are:
        4	long		auto-place capture units (checkbox; 1=checked, 0=not)
    4 long auto-place king units (checkbox; 1=checked, 0=not)
    4 long auto-place victory locations (checkbox; 1=checked, 0=not)
    4 long use Debug Mode (checkbox; 1=checked, 0=not)
    4 long use Time Limits (checkbox; 1=checked, 0=not)
    4 long base time unit (0-Years, 1-Months, 2-Weeks)
    4 long starting month (1-January ... 12-December)
    4 long starting week (1-52)
    4 long starting year (negative if "BC")
    4 long time limit in minutes
    4 long time limit in turns
    4 long time scale entry #1 (turns)
    4 long time scale entry #2 (turns)
    4 long time scale entry #3 (turns)
    4 long time scale entry #4 (turns)
    4 long time scale entry #5 (turns)
    4 long time scale entry #6 (turns)
    4 long time scale entry #7 (turns)
    4 long time scale entry #1 (time units)
    4 long time scale entry #2 (time units)
    4 long time scale entry #3 (time units)
    4 long time scale entry #4 (time units)
    4 long time scale entry #5 (time units)
    4 long time scale entry #6 (time units)
    4 long time scale entry #7 (time units)

  • Finally, there is a humongous 5,200-byte string for the "Scenario Search Folders" list


Once again, comments and corrections from anyone are appreciated, particularly filling in the holes like in WMAP. I might combine these into a new thread at some point, but I'll probably just start trying to figure out the next set of differences that Conquests introduces and post that whenever it gets released.

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
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Apr 2001
time: 06:19
  Old Post 04-07-2003 13:43
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Thanks for yuor investigation of the WCHR section. I've never figured out more than the worldsize of it.

Now I can improve my map statistics of the SGE.

Oh, and why don't you start a new thread with the BIX format? As they exist in the same time there could be one thread for each of them.

AlanH is offline AlanH
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Jun 2003
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  Old Post 08-08-2003 19:23
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I've just spotted a small correction to the TERR data structure as listed here.

The structure begins with a LONG defining the number of possible resources, but the next field is not always 3 bytes. It's a variable length bit field with one bit for each possible resource, and uses N bytes where:

N = (numPossibleResources + 7) % 8 .... i.e enough bytes to store the number of bits required.

In a some games N may be 3, the size quoted in the listing, but it ain't necessarily so.

This applies to the Civ3 BIC format embedded within a .SAV file. I haven't investigated any other file formats.

[edit] Whoops! Just found pdescobar's posts covering this error. I'll go back in my hole.

Last edited by AlanH on 09-08-2003 at 14:24

BlueWlvrn is offline BlueWlvrn
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Jun 2003
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  Old Post 08-08-2003 23:15
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Link to my bic/bix spreadsheet (compiled version of this thread).

http://www.bluewolverine.com/bicx_format.xls

pdescobar is offline pdescobar
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Mar 2003
time: 00:19
  Old Post 09-08-2003 21:04
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@AlanH: The terrain thing may have been covered, but we appreciate the help anyhow; the more people who are looking into these things, the more accurate it will be. Don't stop poking around

Closer to the main topic: PTW 1.27f has updated to BIC version 11.19. The only change I have seen so far is an additional 4-byte value at the very end of the GAME section (after the search path) corresponding to the new "Map Explored" checkbox on the scenario properties screen. In the standard format used for the main post this would be:

    4	long		Map Explored (checkbox; 1=checked, 0=not)

The Slayer is offline The Slayer
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Jun 2003
time: 00:19
  Old Post 18-08-2003 09:45
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Hello Gramphos, I just wanted to know (because I don't know were to find this info) what is the maximum of MB you/Poly allowes me if I want to post/upload a mod here.

Ii isn't finished yet,and the first version will be a beta (I'm doing it alone, so I wanted beta-testers with I finished my work), but I have calculleted is about 150 MB (compressed and auto-executable with WinRar), because it combines the new TeT civilizations with the new techs and units from DyP, and also some flavour units and mod graphics.

So please, I just wanted to know if I'm going to be able to upload my mod for beta-testing with I finished on it.

Thanks in advance.

The Slayer

sabrewolf is offline sabrewolf

Emperor
turicum, helvetistan
Jun 2002
time: 06:19
  Old Post 18-08-2003 12:45 Visit sabrewolf<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
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#52 Report this post to a moderator
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i know you didn't ask me.

but you could ask the people to download either ToT and DyP seperatly and then just your stuff.

another solution would be to create a diff. only upload those files which are not included in the PTW-distribution.

The Slayer is offline The Slayer
Emperor
Archmage of Dalaran, Leader of Lordaeron.
Jun 2003
time: 00:19
  Old Post 19-08-2003 03:34
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#53 Report this post to a moderator
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Excuse me, I just learning english and I don't understant very well this...

quote:
Originally posted by sabrewolf
i know you didn't ask me.


Do you mean I had to ask you for uploading the file??

Or perphaps you are one of the modders who create the TeT or DyP files. If you are, my extensive apologises, I just wanted to improve and mix this two excelent Mod's in just one.


Well, about your ideas, I thought also to tell everybody "download DyP and next TeT, and finally my mod" but for me later it sounds like... "piratecy"??.. so I decided to join them together in one mod and then add my modifications.

Thank you

The Slayer

sabrewolf is offline sabrewolf

Emperor
turicum, helvetistan
Jun 2002
time: 06:19
  Old Post 19-08-2003 04:06 Visit sabrewolf<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
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#54 Report this post to a moderator
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no hablo español, pero estoy apprendendo. tu ingles es mas bueno que mi español. (?!?!?). espero que tu comprendes que quiero scrivir aqui:

no no, i'm not the creator of either of these mods, i was just trying to give you an idea.

it's no piracy to use DyP and TeT, because -as far as i know- the creators just ask to be mentioned, if you use their files...

saludos

The Slayer is offline The Slayer
Emperor
Archmage of Dalaran, Leader of Lordaeron.
Jun 2003
time: 00:19
  Old Post 19-08-2003 04:24
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#55 Report this post to a moderator
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English/español post

quote:
tu ingles es mas bueno que mi español. (?!?!?).




Well thanks for your "cheers"?? / Gracias por tus halagos

But, my real question is to know what is the maximum amount of MB y could be able to upload to Poly?? / Pero mi verdadera pregunta era cual es la canditad maxima de MB que puedo subir a Poly..?

quote:
it's no piracy to use DyP and TeT, because -as far as i know- the creators just ask to be mentioned, if you use their files...


Yes, I thinked that also, and I'm going to include their names and the names of all the unit creators in the final version of the game. My idea is in the beta version that if somebody recognises his (or another person) unit, setting or graphic mod, e-mail me to add the creator's name in the credits of the mod section / Si, eso creia, y voy a incluir sus nombres y los nombres de todos los creadores de unidades en la version final del mod. La idea es que en la version de prueba del mod, la gente reconozca sus (o de otros) unidades, configuraciones o graficos, me escriba un correo electronico y de ahi yo agrego su nombre en los creditos del mod.

I prefered to join all together the files in one only mod to avoid expressions like "what?.. first I have to download two different mod and later yours??? .. go to h**l!! ". So I think combine the mods would be the best option for them / Preferi juntar los dos mods en uno, para no oir fraces como "que??!, primero me bajo los otros 2 mods y despues el tuyo??.. andate a la M**** . Pienso que juntar los 2 mods pueda ser la mejor opcion para ellos.

Best wishes / Saludos, nos vemos

The Slayer

The Slayer is offline The Slayer
Emperor
Archmage of Dalaran, Leader of Lordaeron.
Jun 2003
time: 00:19
  Old Post 19-08-2003 04:28
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#56 Report this post to a moderator
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Oh!. I forgot.. if you want to learn spanish, you can practise with us in the Spanish Forum. We are going to be glad to "teach" you more spanish there. You are welcome, go there when you want.

The Slayer

The Slayer is offline The Slayer
Emperor
Archmage of Dalaran, Leader of Lordaeron.
Jun 2003
time: 00:19
  Old Post 19-08-2003 21:18
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#57 Report this post to a moderator
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Well, it was a nice conversation, but please, could somebody tell me if it's going to be possible to upload my mod?? (150 MB). Thanks in advance.

The Slayer

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:19
  Old Post 21-09-2003 20:13
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#58 Report this post to a moderator
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This is the wrong thread for sush a question...

But as I happen to read it now and then, but not as often as I used to due to real life matters I might try to answer.

There is no said limit on the ammount of files I can upload to Apolyton. (Other than the hd limit of Apolyton) However, for the size you are speaking of I will have to first check with the owners before giving a final answer as no file yet is so big, and I'm not sure how they put themselves to sush a file.

dreyk is offline dreyk
Settler

Sep 2003
time: 05:19
  Old Post 24-09-2003 14:50
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#59 Report this post to a moderator
How to compress/uncompress BIX files? Suffering from ads?

Hi!
Please, help me to understand how it is possible to compress/uncompress BIX files so they becames like BIC files?
I mean, BIX files have some compression and it's not possible to change them without Civ3Edit.
But I hope that you know some way to decompress BIX files to make changes and then compress it again.
I have tried to use the SAVExpnd.exe app, but cannot understand, HOW to use it.
Thank you kindly for any help by the question!

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:19
  Old Post 25-09-2003 00:20
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#60 Report this post to a moderator
Lose 30 kilos (of popups)

quote:
Originally posted by The Slayer
Well, it was a nice conversation, but please, could somebody tell me if it's going to be possible to upload my mod?? (150 MB). Thanks in advance.

The Slayer

I've had it confirmed that I can upload your mod for Apolyton to host it. Contact me when you are ready to release it.

 
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