Steph's Expanded Editor for Civilisation III

 

Download link

Steph's Expanded Editor for Civilization III - version 0.8.2

The program is done with Visual Studio C# 2005, it requires the Microsoft framework to run. Download it from Microsoft website and install it first if needed.

This tool is free to download and use, but you can use them only for non commercial project or scenarios. All the source code is original and has been made by me alone, and I retain the rights to the software and source code.

However, if you like it and want to support me, you can make a donation via PayPal. Making this editor is a long and hard work, and your support will help me finishing the remaining pages faster, and then expand the editor to new features.

Purpose of the tool

This new editor is for Civilization III conquest with the latest patch. It doesn't change anything in the game play, as I don't have access to the source code of the game itself. The purpose is to make modding easier, by adding management tools to the existing editor (like reorder, alphabetical sorts), and also tools to help tracking errors.

 

Credits

Before anything, I'd like to thank Gramphos, whose Copy tools gave me the idea to make this new editors, with improved features. His description of the biq format available at Apolyton has been very helpful to get started, and his kind answers to my email allowed me to understand a few points I couldn't get.

Also, a special credit to Sandris. All these new wonderfull units where fundamental to give me the motivation to undertake such as task!

And last, thanks to all the testers at Civilization Fanatics Center!

Firaxis and 2K games are the developpers/owners of the right to Civilization III, but they have not been involved in any way in the development of this expanded editor.

 

Versions History

Version 0.8.2

Version 0.8.1

Version 0.8.0

Version 0.7.10

Version 0.7.9

Version 0.7.8

Version 0.7.7

Version 0.7.6

Version 0.7.5

Version 0.7.4

Version 0.7.3

Version 0.7.2

Version 0.7.1

Version 0.7.0

Version 0.6.0

Version 0.5.5

Version 0.5.4

Version 0.5.3

Version 0.5.2

Version 0.5.1

Version 0.5.0

Version 0.4.7

Version 0.4.6

Version 0.4.5

Version 0.4.4

Version 0.4.3

Version 0.4.2

Version 0.4.1

Version 0.4.0

Note: buildings have a "CanBribe" flag, but in the sample I've used, it's always set to "false". However, it doesn't seem to prevent propaganda... So I'm not sure what is the real effect of this flag.

Version 0.3.4

Version 0.3.3

It means the only remaining pages are buildings, governments, and terrain.

Version 0.3.2

Version 0.3.1

Current Status

This tool is still under development. So not all the pages are done.

Parts with a yellow background are readonly: the info from the file will be displayed, but editing has no effect.

The tool is still in an alpha status. I've tested it on my scenario, but there's no guarantee it's error free. If you have comments, suggestions, or want to report an error, send me an email at stephane.f.david@free.fr.

 

Using the tool

First, load an uncompressed biq file! Use File / Open... for that.

To explain how the tool works, let's see it page by page.

 

The unit page

Click on the Units tab to display the units. The left list contains all the units, with a letter (Land, Sea or Air) in the T (type) column. They are initially in the "creation" order (ie the order they would appear in the regular editor).

A the bottom, the status bar indicates how many units are listed.

As no unit is selected, all the controls in the right area are disabled.

 

Editing the units

When you click on one unit in the list, its parameters are listed in the controls on the right.

Then, you can modify parameters for the selected unit, by clicking on the different controls and changing the values directly.

You can also select several items. In that case, the controls appear initially as "indeterminate".

While several items are selected, you can modify the parameters. Doing it will apply the change, for these parameters, to every selected unit. In the example on the right, I've selected the chariot, catapult, tank and modern armor, and I have made them all wheeled units with one click.

Renaming a unit
To rename a unit, select it in the main list, and then click (like to rename a file in Windows explorer). Do not double click!

If the name is to long, it will be automatically shortened to the maximum length. It is not mandatory to have unique names.

 

Sorting the units
By default, the items appear in the dropdown list in the order they are in the regular editor (the "creation order"). If you took time to order the items correctly when creating them, it's sometime easier to organize. But most of the time, it's just difficult to find something in these lists. So you have an option to display them in the alphabetical order.

To do this, right click on one of the dropdown list when it is closed, and select the sorting order in the contextual menu.The items are immediately reordered. The sort option is applied to ALL the dropdown lists of the same type. In the example below, I have reordered the advances in alphabetical order in the unit page. If I can to the resource page, advances will also be in alphabetical order.

Warning: if you reorder some items, like units, with a lot of entries, and lot of lists (because of the general settings), it can take a few seconds.

You can also sort the items in the main list. For this, right click on the main list, and select the sorting option that you want.

Warning: some functions, like the reordering of items, are available only in the main list is in creation order.

 

Deleting units
If you want to start clean, you can easily delete all the items. Just use the Delete All command in the contextual menu (right click on the main list). You need to confirm, and then you'll have an empty list.
You can also delete only some units. Select the units you want to delete (using CTRL or SHIFT for multiple selections), and then select the Delete Selected units command in the contextual menu (right click on the main list). You need to confirm, and then the units are removed from the list. Alternatively, instead of using the contextual menu, you can press the Del key after you have selected the units you want to delte.

All the other items are updated to take the deletion into account. Here, the warrior initially upgrades to the swordsman, and the spearman to the pikeman. After the swordsman has been deleted, the warrior upgrades to none, and the spearman still upgrades to the pikeman (the "gap" created by the deletion of the swordsman is correctly taken into account).

 

Transitive upgrades are preserved. Here, the horseman upgrades to the knigth, and the knight to the cavalry. If I delete the knight, then the horseman will automatically upgrades to the cavalry.

 

Adding units
To add new units with "default" parameters, rigth click in the main list, and select Add units...

The "Add units" window is opened. Select how many units you want, and what should their name be. You can use the exact same name for all, or ask to add a suffix to the name.

 

 

You can also add copies of one or several existing units. This is very useful to get flavour units. To do this, select the units in the main list, rigth click on one of them, and select Add copies of selected units...

You then have several options. First, you can specify how many copies you want, or request one copy for each civilization (as in the screenshot below). You can keep the same name, add a suffix (number), or add a prefix. To set the prefix, you can edit the list on the right.You can also decide to keep the oriignal icon, or to add to the icon the index of the civilization.

It's also possible to decide how you want to group the units (in what order they are added.

In the example below, I want to add flavour units or the warrior, archer, spearman for Rome, Greece and Babylon. I want to use the adjective as prefix.

I get as many copies as I have selected civilizations, and they are automatically limited to this civilization. Very convenient for flavour units!

 

Copying units
Sometimes, you have an existing mod, with many flavour units. Like in the screenshot below, 3 flavour versions of the warrior. But then, you want to change something in the warrior for balance purpose. And you'd lilke to do the same change to the other warriors. The first possibility is to select the 4 of them, and then to edit. Every change will be applied to all the selected units.

Or you can first select the warrior, right click on it, and select the Copy selected unit command. Then select the 3 flavour units, right click and select Paste to selected units... Select the copy options. By default, all the parameters are copied, except the name, civpedia, icon, available civilizations, and technology requirement, but you can request to copy them as well.

 

Filtering units
If you want to limit the list to some units, you can define a filter. Rigth click in the main list, and select Define unit filter...

In the filter window, you can combine as many options as you want. For checkboxes, a big square green means "indeterminate". These parameters is not used as a criteria. An white empty square means the unit will be included in the list if the flag is not checked (on) in the editor. And a green check means the unit will be included if the flag is not checked (off) in the editor.

The first example shows only the unit with the Wheeled flag. You can also restrict the units to a specific civilization, or era.

Using the "Require advance" filter, you can see what unit is buildable from the start.

After tha flag has been applied, you can see the number of displayed units / total units in the status bar at the bottom of the window. If you open the filter window again, the last filters are displayed again.

If you modify an item, it will not disappear from the main list even if after the change it doesn't match the criteria, until you open the filter window and apply it. Or select the Refresh command in the contextual menu.To show all the units again, select the Reset filter command in the contextual menu

 

Adding the icons
For units, loading the icons can take some time if the unit_32.pcx file is big. So they are not loaded by default. To load the icons, select the Reload icons and refresh command in the contextual menu.

 

Changing the "creation" order
If you want to reorder the units, first you need to be sure you are using "Creation order" sort, as "Alphabetical" sort disables the command. First, select a unit that will be the insertion point (the units will be moved just after this "insertion point unit"). Then, right click on this unit, and select. In the example below, I want to move some units just after the Musketman. The "Insertion point" is marked with a yellow background.

Then, select all the units you want to move after the insertion point, right click on one of them, select Move selected units after insertion point in the contextual menu. The selected units are moved just after the Musketman, keeping their initial respective order.

As the insertion point is not reset, you can quickly repeat the process. The units you want to move don't need to be adjacent (see last screenshots)

Checking for errors
If you set a unit icon greater than the current unit32.pcx file, the unit icon is displayed in red. And if you select another unit, the name in the list is highlghted by a red color. So you know you have something to chec.

 

One of the most tedious task of mod making is tracking errors in the civpedia. To help you with this, you can select the units you want to check, and then right click on them, and select the Check files for selected units command. The process can be a bit long with many units, so be patient.

At the end, every unit that has an error in the file is listed in red.

 

To know more details, use the Tools \ civpedia and icon command in the main menu, to open the Civpedia windows. When you select a unit in the main list, in the Civpedia window, you get the files as they are defined in the PediaIcons.txt file or ini files, taking the scenario research folders into account. Errors are identified in red.

To correct the error, you can edit the PediaIcons.txt file, save it, and then select again the unit in the list (you don't have to reload the scenario).

Warning: My editor doesn't take a few things into account, like having era specific entry. So it may detect some errors which are not real errors.

 

The upgrade path
This function is a kind of bonus for the units. If you right click on the Upgrade to dropdown list, you can select the Show upgrade path command. It lists all the units that upgrade to the selected unit, directly or not, and all the units the selected unit will upgrade to, directly or not.

 

 

The Natural resources page

The natural resources page works in a similar way to the unit page. Only the differences are explained here. So read the unit sections for general commands!

Then you notice that in my editor, you can decide in which terrain a resource can appear directly in the resource page!

 

Editing the resources
Same principle as for units. Changing the type from Strategical or Luxury to Bonus will remove the resource as prerequesite for units.
Renaming a resource
Same principle as for units.
Sorting the resources
Same principle as for units.
Deleting resources
Same principle as for units.
Adding resourcess
Same principle as for units. It is not possible to create copies of a resource. Just new "default" resources can be created.
Copying resources
Resources cannot be copied. However, it's possible to edit several resources simultaneously.
Filtering resources
Same principle as for units, but the filter options are different

 

 

Resources icon
Contrary to units, as there are relatively few units, the icons are loaded immediately. As for units, the icon index would be red if it exceed the size of the resources.pcx file.

 

Changing the "creation" order
Same principle as for units
Checking for errors
Same principle as for units, except the Civpedia and icon windows doesn't display an ini file

 

 

The Civilization advances or technology page

The advances page works in a similar way to the unit page. Only the differences are explained here. So read the unit sections for general commands!

As information, the advances page indicates what civilization can discover the advance. It means the advance doesn't require a non era tech, or if it requires a non era tech, that the civilization has this tech as bonus tech.

Also, the Advances page displays in red the flags which are always off (i.e. no civilization has them on). They are in blue if several civilizations have them, and in black if only one civilization has them. Useful to check that "Enables bridges" has not been forgotten in your new scenario!

Contrary to the regular editor, the "requirements - advances" dropdown list will display only the advances which are from the same era.

 

Editing the technologies
Same principle as for units. Changing the era will reset the list of advances which are possible requirements. A civilization cannot be a requirement for itself. If you try to do this, an error message is displayed.
Renaming a technology
Same principle as for units.
Sorting the technolobies
Same principle as for units.
Deleting technologies
Same principle as for units. If a technology was a requirement, then the requirement is removed.
Adding technologies
Same principle as for units. It is not possible to create copies of a technology. Just new "default" technologies can be created.
Copying technologies
Technologies cannot be copied. However, it's possible to edit several technologies simultaneously.
Filtering technologies
Same principle as for units, but the filter options are different. You can notably limit the technologies to the one some civilizations can research; or filter the technologies with an X,Y such that they would not be visible in the science screen.

 

Changing the "creation" order
Same principle as for units
Checking for errors
Same principle as for units, except the Civpedia and icon windows doesn't display an ini file

 

 

The Civilizations page

The civilization page works in a similar way to the unit page. Only the differences are explained here. So read the unit sections for general commands!

The main list displays in two columns the colours of the civilizations.

 

Editing the civilizations
Same principle as for units.

For the lists (Cities, Leader, Scientists)

  • To add a new items, click on the last list (<Click to Add>), or press the "+" key when an item is selected in the list.
  • To delete items, select it, and press the Del key.
  • To change a name, select it, and click again to edit (not a double-click!)

Note: for the barbarian civ, it is not possible to add or delete items form this list.

For the civilization colors, click on the colored rectangle (in the right pannel). The color selection windows is opened. This windows shows the colors sorting them by hue, and it can contains more than 32 colors. It's build by getting the palettes from the ntpXX.pcx files. To get more colors, add pcx files in the proper folder (like ntp32.pcx for instance).

 

Renaming a civilization
Same principle as for units, except the first Civilization "Barbarian" will always be displayed between < >.
Sorting the civilization
Same principle as for units, except the first Civilization (Barbarians) will remain listed first.
Deleting civilizations
Same principle as for units, except the first Civilization (Barbarians) cannot be deleted. Contrary to the regular editor, deleting a civilization will not screw the units... The civilizations than can build each unit will be preserved.
Adding civilizations
Same principle as for units, except the total number of civilizations, including barbarians, is limited to 32. It is not possible to create copies of a civilization. Just new "empty" civilizations can be created.
Copying civilizations
Civilizations cannot be copied. However, it's possible to edit several civilizations simultaneously.
Filtering civilizations
Same principle as for units, but the filter options are different.

 

Changing the "creation" order
Same principle as for units, except the first civilization (barbarian) must remain the first civilization, and cannot be moved.
Checking for errors
Same principle as for units, except the Civpedia and icon windows doesn't display an ini file, but list the different pcx instead.

 

 

The General Settings page

Nothing special in this page. It is still possible to use a right click to sort the different units alphabetically in this page.