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