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How to test mods

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  • How to test mods

    This isn't perfect, but it is a way to test mods with the new patch.
    In the scenario menu, choose custom player data.

    In that menu, also go to player properties. In that menu you can choose starting techs, starting ages, and assign units for every player to start with.

    With this you can tst out units, instantly. You have to build through the buildings and everything, but it is much quicker than starting a new game and waiting to get to the age. It is also possible to start a game in any age, pick possible civs, or eliminate them from even existing, or god forbid cheat, if that's what you want to do. This editor has a lot more to offer, and it is even possible to create basic scenarios with it. The main limitation is the inability to place units in a certain location, but other than that, it has plenty of toys to play with.

  • #2
    The ability to place and edit units and cities on the map is coming. Hopefully soon.
    Grrr | Pieter Lootsma | Hamilton, NZ | grrr@orcon.net.nz
    Waikato University, Hamilton.

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    • #3
      Re: How to test mods

      Originally posted by PatLasch
      This isn't perfect, but it is a way to test mods with the new patch.
      In the scenario menu, choose custom player data.

      In that menu, also go to player properties. In that menu you can choose starting techs, starting ages, and assign units for every player to start with.

      With this you can tst out units, instantly. . .
      Please explain HOW this is done. Step by step.

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      • #4
        Open the Editor.

        Click Scenario and check Custom Player Data

        Click Scenario and click Player Properties (ctrl-P).

        Fill in the blanks.

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        • #5
          Example of scenario which uses these features:

          apolyton.net/forums/showthread.php?threadid=48140

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          • #6
            Ok, After you open up the bic file in civ3edit, this is all done through the scenario menu. Make sure that custom rules are enabled. Then make sure that custom player data is enabled. After that you can go to player properties. Player one is the human. Inside of this dialog box you can set the treasury for each player. Initial Era changes the era you begin in. Ancient, middle, industrial, modern, or future. It will give you all of the techs that lead up to that era. under starting units you can ctrl-click them to add that unit to the starting pool. note, you need to already have added the unit to the bic file. then you can use the drop down box right next to it in order to change the number of that unit a player starts with. The free techs menu works just like the units menu. Ctrl-click to add techs in addition to the ones given by the era. Hope this helps!

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            • #7
              Thanks.

              Without some form of pre-testing a mod, it just isn't worth doing - too many crashes!

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              • #8
                Glad I could help.
                I haven't had any problems with crashing, but this does help test the changes better than waiting to get to a unit.

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