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Thread: UTILITY: Civ3MultiTool - Unofficial Civilization 3 editor (third thread)

  1. #121
    dasracht
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    Thanks for all your help!

    No it doesnt take too long to save. As long as with older versions of c3mt.

  2. #122
    Gramphos
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    Can't see any problems with the code.
    Creator of the Civ3MultiTool

  3. #123
    Gramphos
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    Does this happen to all saves?

    I would need the save that made this problem.

    Do you have any binarry editor?
    Creator of the Civ3MultiTool

  4. #124
    dasracht
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    Let me find an earlier save that might be smaller and run it through the sge. One second then Ill post up what I used, the incomplete save, and as much of the error message as I can.

    I dont know about the binary editor, sorry =)

  5. #125
    dasracht
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    This is the error message:
    AppName: c3mt.exe AppVer: 0.99.0.0 ModName: msvbvm50.dll
    Ill attach the error message with this message
    Attached Files Attached Files

  6. #126
    dasracht
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    Here is the original save game file I opened in sge.
    Attached Files Attached Files

  7. #127
    Gramphos
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    Do you have the c3mt.dll in your system32 directory?
    Creator of the Civ3MultiTool

  8. #128
    dasracht
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    And finally, the incomplete save it generated as it crashed.

    This was using a different file than the first incomplete save I posted.
    Attached Files Attached Files

  9. #129
    dasracht
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    Originally posted by Gramphos
    Do you have the c3mt.dll in your system32 directory?
    Yes its there.

  10. #130
    Gramphos
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    Did you change anything or just load and save?
    Creator of the Civ3MultiTool

  11. #131
    dasracht
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    I didnt change anything. But it happens no matter if I do a lot of changes or none at all.

  12. #132
    Gramphos
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    I'll be back...
    There is definately something wrong with the handling of 1.29f files in this version. I might have to rush build the next version...
    Creator of the Civ3MultiTool

  13. #133
    dasracht
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    Thanks for all your help, I appriciate your time! Ill check back tomorrow to check for updates.

  14. #134
    Gramphos
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    Error located:
    I missed one line of code (to read one value from prePTW saves) when addin PTW compability.

    Sorry for that. I'll correct it for the next version, might try to rush it a little, but I'll have to choose from either disabling large parts of not yet working additionsm, or wait a little longer and finnish those. Stay tuned.
    Creator of the Civ3MultiTool

  15. #135
    Panag
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    Local Date
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    Originally posted by Gramphos
    Only two downloads yet...
    ...and not a single comment.

    When I updated every second week it was faster. Now you should be full of comments to give as you have waited extra long.
    hi ,

    well the thing works fine

    its great to see that you keep it updated

    have a nice day & thanks for your tool

  16. #136
    Lochlann
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    I'm not sure how tha last turn thing works with PTW yet. I'm trying to find it out. But right now I'm in a more major addition to the sge. (Nothing announced yet thou)
    Cool, thanks for replying. For now I'll settle for just resetting the year to 2000 or something whenever I get to 2049. (Hopefully the year resetting tool works...I'll post again if it doesn't.) I look forward to a solution to PTW's last-turn issue.

  17. #137
    Gramphos
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    Local Date
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    0.99.1
    - SGE: Bug with map-export from PTW saves corrected. Now no VP-locations appear all over the map.
    - SGE: Bug with pre-PTW file load (rusulting in crash on save) corrected
    - Map converter: Typo in ready to convert text corrected
    - Map converter: Added options: Coast Size and Sea Size (to allow size of coast and sea-tiles to separate from ocean)
    - Map converter: Added options: Minimum Sea Size and Minimum Ocean Size. These are the minimumnumber of tiles for water surrounded by land to be allowed to contain sea/ocean tiles
    - Map converter: Optimized the Coastbuilding function a little to make it faster.
    - Map converter: Optimized the Continent finder function
    - Added check on startup to see that the c3mt.dll is in the system directory.
    Creator of the Civ3MultiTool

  18. #138
    Yahweh Sabaoth
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    Gramphos,

    CMT is truly amazing. It is a tremendous boon to those of us who have the minds and attention to detail to make scenarios, but wouldn't be able to tell source code from the sumerian alphabet.

    I rather imagine such an ambitious undertaking requires a bit of time and effort. However...

    ...have you ever considered taking it a step further and making a utility that allows the ignorant to produce ALL aspects of a god mod?

    For example, what if CMT allowed you to:

    1. Format existing image files to the fit the Civ requirements that they be used as leaderheads?

    2. Allowed you to replace leaderheads with your own?

    3. Helped with unit design and animation?

    Obviously I'm not asking you to make a painting/animation software here. But maybe a converter to make pictures the right dimensions, etc?

    Anyhow, just a thought. From a "layman's" perspective, that's all that's missing from CMT.

    Keep up the good work.


  19. #139
    dasracht
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    Originally posted by Gramphos
    0.99.1
    - SGE: Bug with pre-PTW file load (rusulting in crash on save) corrected
    Thanks a bunch for the speedy fix Gramphos!

  20. #140
    mrboo123
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    Local Date
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    Originally posted by Gramphos
    0.99.1
    (...)
    - Map converter: Typo in ready to convert text corrected
    - Map converter: Added options: Coast Size and Sea Size (to allow size of coast and sea-tiles to separate from ocean)
    - Map converter: Added options: Minimum Sea Size and Minimum Ocean Size. These are the minimumnumber of tiles for water surrounded by land to be allowed to contain sea/ocean tiles
    - Map converter: Optimized the Coastbuilding function a little to make it faster.
    - Map converter: Optimized the Continent finder function
    - Added check on startup to see that the c3mt.dll is in the system directory.
    Is it the one on the 1st page, if because it is, I don't see any of these upgrades!
    Former President, Vice-president and Foreign Minister of the Apolyton Civ2-Democracy Games as 123john321

  21. #141
    Gramphos
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    It's on the first page yes. (Not the full install, as it's only v0.99 but the small zip should be the upgrade to 0.99.1)
    Creator of the Civ3MultiTool

  22. #142
    Ken aka Batman
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    Anyone have a link the the full version of .99? The posted one gives me a 404.

  23. #143
    Gramphos
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    My ftp access hasn't been restored since the Settler one crash yet. I'm still waiting for Markos to restor my folder (with the full setup and many other civ3 fiels).
    Creator of the Civ3MultiTool

  24. #144
    Ken aka Batman
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    seems to be working now. Only fix I can see needed is when editing (via batch edit) enemy units (a bunch) I still get the city error.

    Other then that it good.

    Damn pollution really pisses me off though......lol

    What's that little button next the pollution edit for?

  25. #145
    Gramphos
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    Originally posted by Ken aka Batman
    What's that little button next the pollution edit for?
    IIRC it sums the building pollution from improvements, but I've not a clue about the real pollution algorithm.
    Creator of the Civ3MultiTool

  26. #146
    sabrewolf
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    iirc the number of nuclear waste signs is the percentage of chance that a tile in your city radius gets polluted.

    so a factory (2 pollution points (PollP)) and a large city (e.g. 4) gives you a 6 percent chance that each turn a tile need some serious cleaning
    however, i'm not completely sure if this i calculated for the whole city (6% chance) or for each tile seperately: 1 - (1-0.06)^21 = 1- 0.94^21 = 72.3% possibility that at least one tile is infected ... this is a very large number... so i guess the PollPs are for the whole city...
    - Artificial Intelligence usually beats real stupidity
    - Atheism is a nonprophet organization.

  27. #147
    Panag
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    Question

    Originally posted by sabrewolf
    iirc the number of nuclear waste signs is the percentage of chance that a tile in your city radius gets polluted.

    so a factory (2 pollution points (PollP)) and a large city (e.g. 4) gives you a 6 percent chance that each turn a tile need some serious cleaning
    however, i'm not completely sure if this i calculated for the whole city (6% chance) or for each tile seperately: 1 - (1-0.06)^21 = 1- 0.94^21 = 72.3% possibility that at least one tile is infected ... this is a very large number... so i guess the PollPs are for the whole city...
    hi ,

    , and what about global warming / pollution , ....

    have a nice day

  28. #148
    sabrewolf
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    i don't know how global warming happens in the game for you never know how many polluted tiles the AI has.

    maybe one could start a game with 100 polluted tiles on an island noone will reach and see how many turns it takes to cause global warming
    - Artificial Intelligence usually beats real stupidity
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  29. #149
    Panag
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    Arrow

    Originally posted by sabrewolf
    i don't know how global warming happens in the game for you never know how many polluted tiles the AI has.

    maybe one could start a game with 100 polluted tiles on an island noone will reach and see how many turns it takes to cause global warming
    hi ,

    ones you have coal the sun is there , even with small cities and no factories you get pollution pop up's , ....

    have a nice day

  30. #150
    SkalTur
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    Hello there, everybody.

    It's been a while since I came here last. I can tell you I missed this thread and Civ3 (I didn't have time to play).

    So... what's up? Gramphos, what about fixing that url in the first page for people to see your awesome work in C3MT?

    Any news for Play The World?

    Have you guys heard any gossip of Civ4??? Did I dream that? q: -))

    Anyways, see ya.
    Eu nunca tenho algo criativo para escrever aqui...

    See this? You've just wasted 5 precious seconds of your life reading it.

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