Thread Tools
Old April 22, 2002, 21:38   #1
PatLasch
Chieftain
 
PatLasch's Avatar
 
Local Time: 15:25
Local Date: October 31, 2010
Join Date: Mar 2002
Location: Washington
Posts: 53
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.
PatLasch is offline  
Old April 23, 2002, 00:15   #2
Grrr
Civilization III Multiplayer
King
 
Grrr's Avatar
 
Local Time: 12:25
Local Date: October 31, 2010
Join Date: Dec 2000
Location: of Hamilton, New-Zealand.
Posts: 1,160
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.
Grrr is offline  
Old April 23, 2002, 04:57   #3
Coracle
Prince
 
Coracle's Avatar
 
Local Time: 18:25
Local Date: October 31, 2010
Join Date: Feb 2002
Posts: 915
Re: How to test mods
Quote:
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.
Coracle is offline  
Old April 23, 2002, 05:26   #4
homegrown
Civilization IV Creators
Settler
 
homegrown's Avatar
 
Local Time: 17:25
Local Date: October 31, 2010
Join Date: Oct 2001
Location: Houston TX
Posts: 23
Open the Editor.

Click Scenario and check Custom Player Data

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

Fill in the blanks.

Homegrown
Flogging will continue until morale improves.
Now playing: Pharaoh | Zeus |Civ III | Sim Golf | Zoo Tycoon

Are you ready to take the challenge?
Monthly contests for many of your favorite games.
homegrown is offline  
Old April 23, 2002, 05:41   #5
player1
Emperor
 
player1's Avatar
 
Local Time: 01:25
Local Date: November 1, 2010
Join Date: Sep 2001
Location: Belgrade, Serbia
Posts: 3,218
Example of scenario which uses these features:

apolyton.net/forums/showthread.php?threadid=48140
player1 is offline  
Old April 23, 2002, 14:52   #6
PatLasch
Chieftain
 
PatLasch's Avatar
 
Local Time: 15:25
Local Date: October 31, 2010
Join Date: Mar 2002
Location: Washington
Posts: 53
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!
PatLasch is offline  
Old April 23, 2002, 19:11   #7
Coracle
Prince
 
Coracle's Avatar
 
Local Time: 18:25
Local Date: October 31, 2010
Join Date: Feb 2002
Posts: 915
Thanks.

Without some form of pre-testing a mod, it just isn't worth doing - too many crashes!
Coracle is offline  
Old April 23, 2002, 20:49   #8
PatLasch
Chieftain
 
PatLasch's Avatar
 
Local Time: 15:25
Local Date: October 31, 2010
Join Date: Mar 2002
Location: Washington
Posts: 53
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.
PatLasch is offline  
 

Bookmarks

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 19:25.


Design by Vjacheslav Trushkin, color scheme by ColorizeIt!.
Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.
Apolyton Civilization Site | Copyright © The Apolyton Team