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Civilization III BIC file format

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  • Gramphos
    replied
    in BIC 3.08 the DIFF section is extended with two longs:
    4 long AI to AI trade rate
    4 long Corruption (%)

    the EXPR section is extended with one long:
    4 long Retreat bonus

    the PRTO section has two new longs (one from 3.00)
    4 long unknown (-1)
    4 long HP bonus

    the TILEs have been extended by one byte
    1 byte unknown

    Then the File has been extended with a GAME and a LEAD section

    Leave a comment:


  • Nemo
    replied
    Ok, so in trying to find a solution to the helo/carrier deal, I am looking at two different variables.
    1) to manipulate it so that air AND land attributes are both checked. I have played with this but have been unsucessful. I have changed teh land/air/sea attribute under PRTO_Helicopter to every number between 00-09 and no luck. I tried inserting a x01 before and after the default value (x02), but as I figured, it corrupted the file. So, does any one know how this might be possible.
    2) The other option is to find a way to force anything with the 'unload' attribute to accept vehicles with a 'trans. capacity' >0. I have not seen a way to do this in the .bic file. Is it even possible to do in the bic file? or is it hardwired into the .exe file or somewhere else?

    thanks

    Leave a comment:


  • Nemo
    replied
    So, based on the info found in the .bic file, are 2 things possible?

    1) can a helicopter be forced to land on a carrier. currently no unit with a "transport capacity" >= 1 can be loaded onto the carrier. can this be overridden in the .bic file?

    2) can the bombing range cap of 8 be lilfted via the .bic file?

    Currently the civ editor does not allow for these 2 things, however I am now looking toward some kind of binary/hex fix for this, if possible.

    And based on what is listed here, it didn't look like one could do either of these, but you guys understand this stuff way more then myself, so I just thought I'd ask.

    Thanks

    Leave a comment:


  • Gramphos
    replied
    BIC version is up to 3.08 as of 3rd April. (An unusable map on Civ3.com had some inside information for me )

    Leave a comment:


  • alienXterminatr
    replied
    terrain properties

    Hi,

    I'm making a mod with a friend and we've come up with an idea that we think would be really cool. However, we have no idea if it's possible and the posted BIC file format does not seem to have any flag indicating otherwise.

    What we want to do is to make mountains impassable. We feel that mountain ranges could be great strategic barriers. Ideally the worker could walk on mountains and make a moutain pass for others to use. But we can deal with this being impossible.

    If anyone knows if (how) it is possible to accomplish either of these I'd be really grateful. I noticed there are a few bytes kicking around the BIC file that are still unidentified.

    Thanks
    John

    Leave a comment:


  • wervdon
    replied
    Of the 52 bytes in the WCHR section after the length, Im working
    on the assumption that its 13 long values. So far ive nailed down the function of the final long value.

    long mapsize (0 = tiny, 4 = huge)

    Hope that helps at least a bit. Ill post anything else I find out too that isnt already in the thread.

    Leave a comment:


  • Gramphos
    replied
    I jut checked on version 3.0, and the only thing I can see that as changed is that the units have an extra long value, which can't be set from the editor. Defaults to -1

    This makes it no need to continue that investigation. I'll wait until next patch to work on the next BIC version.

    Leave a comment:


  • Gramphos
    replied
    I'll start working out BIC 3.0 (if that what the incorrect editor has) to be able to upgrade my tools faster once it is released. (hopefully they will use it)

    Leave a comment:


  • Nero Would
    replied
    BIC format for patch 1.17

    Just thought I would mention that the BIC format has not changed for patch 1.17 (BIC format is still BIC version 2.10). The values of several fields changed, and I have listed the changes in my reply to this thread.

    An interesting side note is that the editor included in the initial release of the patch claims to be editor version 1.17/BIC version 3.0. That version of the editor creates BIC files that are unusable by Civ III with the 1.17 patch, the "new" version of the editor that we must download to correct this is editor version 1.15/BIC version 2.10. Perhaps an indication that more changes are already being worked on?

    Leave a comment:


  • Mike Breitkreutz FIRAXIS
    replied
    Re: Barbarians by Culture groups

    Originally posted by Imp. Montezuma
    In RACE Section
    May be standard offset of names is 15 strings? 15*5+1=76
    Yes that's correct. We have 15 tribes for each of the five culture groups plus one generic tribe.

    Leave a comment:


  • Imp. Montezuma
    replied
    Barbarians by Culture groups

    In RACE Section

    Barbarians by Culture groups with calculations of them

    ;AMERICAN (14)
    Mayan
    Incan
    Cherokee
    Anasazi
    Teoihuacan
    Olmec
    Zapotec
    Chehalis
    Chinook
    Apache
    Illinois
    Inuit
    Navajo
    Carib
    ;EUROPEAN (14)
    Saxon
    Vandal
    Goth
    Angle
    Magyar
    Khazak ; (?) Khazar (eur) or Kazakh (asi)?
    Celt
    Bulgar
    Alemanni
    Burgundian
    Gepid
    Hun ; west branch of Hunnu tribe
    Jute
    Marcomanni
    ;MEDITERRANEAN (16)
    Seljuk
    Pheonician
    Estruscan
    Illuryian
    Thracian
    Phrygian
    Gaul
    Minoan
    Mycenian
    Cimmerian
    Ligurian
    Numidian
    Patzinal ; ERROR this tribe is eur
    Sarmatian
    Scythian
    Suren
    ;MIDEAST (16)
    Sumerian
    Assyrian
    Hittite
    Harappan ; 1st entry
    Mauryan ; ERROR tribe from NZ is asi
    Parthian
    Harappan ; ERROR 2nd entry again!
    Nubian
    Sarbadar
    Bactrian
    Circassian
    Cuman ; ERROR this tribe is eur
    Hurrian
    Kassite
    Bantu
    Khoisan
    ;ASIAN (15)
    Mongol
    Shangian
    Yayoi
    Zhou
    Ainu
    Polynesian
    Aryan
    Avar
    Ghuzz
    Hsung-Nu ; east branch of Hunnu
    Kushans
    Yue-Chi
    Sakae
    Uzbek
    Tartar
    ;NONE (1)
    Barbarian

    TOTAL=76

    May be standard offset of names is 15 strings? 15*5+1=76

    Leave a comment:


  • Gramphos
    replied
    You don't need to know hex to edit...

    Leave a comment:


  • Bane Star
    replied
    thank you, thank you

    I bought the game and played it, and when I went to edit it, even with all the posts on this site, pretty much gave up, But by chance I found this thread and can now edit to my hearts content, I read Hex, So with your notes and tid-bits I will edit and edit and edit, with my brothers 3d studio max experience I will be able to have some pretty neat 3d characters to add to the game too,
    Fantasy civ3 here we come....

    Leave a comment:


  • Lemmy
    replied
    Re: WOW

    Originally posted by godinex
    I cant follow You trough all the projec, in escense (o wathever espell IT) WHATS THE FRUIT OF THIS THREAD? I mean, whast the definitive .... it
    attempted translation:
    I can't follow you through all the projects. in essence, what is the fruit of this thread, what is the definitive it?

    am i close? who do you mean godinex?

    Leave a comment:


  • Gramphos
    replied
    Re: WOW

    Originally posted by godinex
    I cant follow You trough all the projec, in escense (o wathever espell IT) WHATS THE FRUIT OF THIS THREAD? I mean, whast the definitive .... it
    I don't get this post.

    Leave a comment:

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