Right now I am thinking of some sort of csv format with multiple headers. That is the best way I can think of to handle both the various types of info required for each section and the multiple entries required sometimes required for a section, i.e. cities and leaders. It also allows for binary settings and it is something that can be handled from a spreadsheet type of app., i.e. to make it accesible for most Civ geeks.
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Originally posted by MustPost
I know you guys have answered this before on other threads, but I can't seem to find them.
What hex-editors do you use?
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I used to use A.X.E. (a free hex editor which seemed to have disappeared from the face of the Earth) but I´m now all for Hex Workshop (and if you type in 90401-426325-78F0 for the registration code, something tells me it might be cheaper than $50... Not that I support such illegal activities in any way, of course).
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Beammeuppy,
I have started a thread about other formats then the BIC.
It can be found here.
I've already implemented that format in my tool, but if you feel like you want to use another post in that thread, so that I can add support for it to my tool. (But I would like to use my format, as I believe it is good enough)
And the format I use is connected to the BIC-format.Creator of the Civ3MultiTool
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Anyone got any info yet on the WCHR and WMAP sections? I have found some easy info in the WMAP(NB of players, barbarians), but I always hated hacking binary files, heh, so I'll wait until someone find about most of what these sections contain.-Karhgath
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I just figured out the perfect answer to this
Originally posted by Mercator
Originally posted by Gramphos
(How can you mix up one thing?)
The thing could be a pair of things.
The right answer is: you could make an anagram
BTW - how is the state of the BICs by now, what sections are left?Creator of the Civ3MultiTool
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Originally posted by Karhgath
WCHR and WMAP, I think they're pretty important, since they are the only sections, with TILE, for maps.Creator of the Civ3MultiTool
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Originally posted by Gramphos
Are all other sections complete?
- Some mysterious values in the CULT section header,
- Specifics for the GOVT section,
- Several values for the PRTO section,
- The exact mapping of the bits in the RACE section for the "build never" and "build often" values,
- The WCHR and WMAP sections,
- The river data and the final short of the TILE data,
- And finally, the CONT section
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Here are the last few fields in the PRTO section with the meanings of the bits.
4 long abilities (binary)
00000000
wheeled .......1
foot soldier ......1.
blitz .....1..
cruise missile ....1...
all terrain as roads ...1....
radar ..1.....
amphibious unit .1......
submarine 1.......
aircraft carrier .......1
draft ......1.
immobile .....1..
sink in sea ....1...
sink in ocean ...1....
mounted ..1.....
carry foot units only .1......
starts golden age 1.......
nuclear weapon .......1
hidden nationality ......1.
army .....1..
leader ....1...
ICBM ...1....
stealth ..1.....
can see submarines .1......
tactical missile 1.......
carry tactical missiles .......1
ranged attack animations ......1.
turn to attack .....1..
4 long AI-strategy (binary)
00000000
offense .......1
defense ......1.
artillery .....1..
explore ....1...
army ...1....
cruise missile ..1.....
air bombard .1......
air defense 1.......
naval power .......1
air transport ......1.
naval transport .....1..
naval carrier ....1...
terraform ...1....
settle ..1.....
leader .1......
tactical nuke 1.......
ICBM .......1
naval missile transport ......1.
4 long available to; binary, the bit corresponding to to the index of the civs set
low order bit is barbarians, next bit is Romans, etc.
4 long orders/actions (binary)
00000000
skip .......1
wait ......1.
fortify .....1..
disband ....1...
go to ...1....
load ..1.....
unload .1......
airlift 1.......
pillage .......1
bombard ......1.
airdrop .....1..
build army ....1...
finish improvement ...1....
upgrade ..1.....
build colony .1......
build city 1.......
build road .......1
build railroad ......1.
build fort .....1..
build mine ....1...
irrigate ...1....
clear forest ..1.....
clear jungle .1......
plant forest 1.......
clear pollution .......1
automate ......1.
join city .....1..
4 long air missions (binary)
00000000
bomb .......1
recon ......1.
intercept .....1..
re-base ....1...
precision bomb ...1....
4 long class 0=land, 1=sea, 2=air
Here is what I have been able to make of the Governments section
GOVT SECTION (Governments)
4 char "GOVT"
4 long number of government types
For each government type:
4 long remaining length of government data
4 long default (=1 for Despotism - the default government type)
4 long transition (=1 for Anarchy - the transitional government type)
4 long maintenance (=1 if maintenance is required)
4 long ?? (=0 for Rebublic/Democracy, =1 for rest)
4 long standard tile penalty (3rd food/shield/gold is lost)
4 long standard trade bonus (+1 gold per tile)
64 string name of government
32 string government civilopedia entry
32 string male ruler title #1
32 string female ruler title #1
32 string male ruler title #2
32 string female ruler title #2
32 string male ruler title #3
32 string female ruler title #3
32 string male ruler title #4
32 string female ruler title #4
4 long corruption and waste (0 to 5)
4 long index # of spy mission this government is immune to
4 long experience of diplomats (0=conscript, 3=elite)
4 long experience of spies (0=conscript, 3=elite)
4 long number of entries in the "versus" table (=6)
"Versus" table - contains a 12 byte entry for each government type
indicates performance of this goverment against each of the others
4 long ?? (=0 for Anarchy vs anything else, =1 otherwise)
4 long propaganda modifier (chance of success)
4 long resistance modifier (chance continuing to resist)
4 long hurry (0=cannot hurry, 1=forced labour, 2=paid labour)
4 long assimulation (% chance per turn of foreign national assimulating)
4 long draft limit
4 long military police limit
4 long # male/female ruler title pairs used (max is 4)
4 long index # of prerequisite tech
4 long science rate cap (10 = 100% of gold can go to science)
4 long worker rate
4 long ?? (=-1 for Despotism/Communism, =0 for Anarchy/Monarchy,
=1 for Republic/Democracy)
4 long ?? (=1 for Republic/Democracy, =0 for the rest)
4 long free units (no support cost) per civ
4 long all units free (-1=yes, 0=no)
4 long free units per town
4 long free units per city
4 long free units per metropolis
4 long support cost per unit
4 long war weariness (0=none, 1=low, 2=high)Last edited by Nero Would; November 16, 2001, 14:24.
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Originally posted by Nero Would
Gramphos: Would you mind double-checking the Prerequisite and UpgradeTo indexes in the PRTO section, I have them in the opposite order to you.
Sorry for that. It is hard to not have the editor.Creator of the Civ3MultiTool
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The RULE -section
bytes type value
-------------------------------------------------------
RULE SECTION (General Settings)
4 char "RULE"
4 long 1 (number of rules)
for each RULE
4 long Length of RULE-data (not including this value)
32 long name of level 1 citysize
32 long name of level 2 citysize
32 long name of level 3 citysize
4 long # of spaceship parts
for each spaceship part
4 long # needed
4 long advanced barbarian
4 long basic barbarian
4 long barbarian sea
12*4 long unknown
4 long battle created unit
4 long army
2*4 long unknown
4 long default money resource
13*4 long unknown
4 long citylevel 1 defense bunus
4 long citylevel 2 defense bunus
4 long citylevel 3 defense bunus
4 long citysize level 1
4 long citysize level 2
4 long unknown
4 long number of culture levels
for each culture level
64 string name
4 long unknown
Last edited by Gramphos; November 12, 2001, 10:29.Creator of the Civ3MultiTool
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