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- *********************
- NEW FOR VERSION 1.4
- - Should work with any version of Civilization (including 'multiciv').
- - Allows for limited editing of unit, improvement, terrain & tech names.
- - Edit tech advance prerequisites.
- - Mouse support
-
- Special Notes:
- Because CIV.EXE is a packed executable, you just can't go in and
- indiscriminately change bytes. Therefore, you are limited in the number of
- characters you can use for some names. I have tried my best to trap and
- truncate any name that will 'corrupt' the packing. Rule of thumb is to use
- names that are the same number of characters (or less than) the original name.
-
- PLEASE MAKE A BACKUP OF CIV.EXE BEFORE YOU EDIT ANY NAMES!!!!
- If you get the message 'packed file is corrupt' when you start
- Civilization, you will have to reload your backup copy of CIV.EXE.
-
- SPECIAL NOTE ON TECH ADVANCES
- If you change the names of tech advances, the tech advance 'quiz' will use
- the new names so remember what the original names were.
- If you change the prerequisites for a tech advance, make sure the tech is
- reachable - ie, changing Astronomy to have a prerequisite of Navigation and
- Navigation to have a prerequisite of Astronomy can make both unattainable
- unless you either trade or 'discover' one of them.
-
- A word about table locations:
- The editor changes the data in the CIV.EXE file. Each version of CIV has
- those tables in a different location. The editor is aware of where most
- locations are. If it doesn't find the tables at any of the known locations, it
- will automatically search the EXE file for them. It can take awhile if it has
- to hunt for the tables so it will display the number you can use on the command
- line to speed things up the next time you use the editor.
-
- Mouse Support:
- Use the mouse to click on menus or fields. Double clicking a field will
- display a choice list if one is available for that field. Clicking on the
- <Escape> or <F10> push buttons will abandon or save your changes.
-
- *********************
- New for Version 1.3
- Works with version V04 of Civilization
-
- *********************
- New for Version 1.2
-
- Bug Fixes:
- Fixes minor bug when setting a tech requirement to or from 'None'
-
- New Feature:
- You can now edit the different Civ leader traits - this edits the EXE file
- so 1) changes are immediate and 2) changes are permanent.
-
- Special Note:
- Due to the fact that the CIV.EXE file is a 'packed' file, some of the
- leader traits can not be edited. If a trait can not be edited, it will
- not appear on the edit screen. All leaders can be made 'civilized',
- almost all can be made 'perfectionists' and most can be made 'friendly'.
- Setting all the traits you can edit to 'friendly', 'perfectionist' and
- 'civilized' tones the game down and appears to make the race to Alpha-
- Centauri more competitive.
- There are 3 possible values for each of the 3 leader traits, one of those
- values can be blank (trait is not listed on the F3 diplomacy report) - the
- leader editor shows this as 'None'.
- My guess is that when set to blank ('None') the civ could act in either of
- the other two values.
-
-
- *********************
- New for Version 1.1
-
- Bug fixes:
- Fixes bug that always changes the tech required for Fighters from Flight
- to Space Flight.
- Fixes bug with setting tech required to None (it would become unavailable
- if you set it None).
- My apologies for the bugs.
-
- New feature:
- You can now load & edit the military units in a 'saved game' file also.
- This allows you to fix the bugs in any games in progress, or to see the
- effects of unit changes immediately. The saved game unit editor works
- the same way as the unit editor for civ.exe. You do not need to use
- 'Update' if you are just editing a saved game file. The saved game file
- is updated automatically when you press F10 from the Saved Game Unit
- editor.
-
- Special Note:
- To save on code (and download) size, the editor variables used for the
- unit editing screen are shared between the CIV.EXE unit editor and the
- saved game unit editor. I noticed that this causes a small side effect
- which may be a bit confusing if you edit the units in a saved game file
- and then in the civ.exe file in the same session. I decided to leave
- this side effect in because it can be useful.
-
- What happens is this - when civedx starts, it reads in all the tables from
- civ.exe into internal buffers. Because civ.exe is a packed executable, the
- tables are extracted from the buffers into the variables you edit on
- screen. If using the 'Unit', 'Improvement' or 'Terrain' screen editors,
- when you press the F10 key, those screen variable are placed back into
- the buffers. When you select 'Update', from the main menu, the buffers
- are written back to civ.exe. If you select 'Saved Game' from the main
- menu, it will ask you for the name of the saved game file (civil0.sve is
- the 1st saved game, civil1.sve is the 2nd one ... civil9.sve is the 10th
- or last one).
- It will read in the unit table from the saved game into the
- unit editor screen variables (but not the buffer used to read civ.exe).
- After editing a saved game, the unit variables are immediately written
- back to the saved game file - BUT they are still in the screen variables.
- If, after loading in a saved game file, you select 'Unit' from the main
- menu, you will see the values from the saved game file displayed. At
- this point you can use the values from the saved game file to update
- the buffers used to update civ.exe by pressing F10, or press escape to
- force civedx to re-extract the values from the civ.exe buffer to get
- back the civ.exe values.
-
- If I've made the above too confusing, then just follow this simple rule:
- Don't use civedx to update a saved game file then the civ.exe file at
- the same time (quit civedx in between).
-
- If you want to use the unit values from a saved game to update the civ.exe
- file then, select 'Saved game', load in the saved game (press either F10
- or escape to leave the unit editor), select 'Unit', press F10, then
- select 'Update'.
-
- The rest of this doc is pretty much the same as the doc for civedx
- version 1.0
- *********************
-
- CIVEDX is a utility that allows you to display and modify some of the data
- tables in the CIV.EXE file. This utility reads and writes to CIV.EXE so
- please be sure you have a backup copy of it before using CIVEDX. You also have
- the ability to write out the tables to a text file, read the values from the
-
- EXE file and save them in a separate table file, load in a separate table file
- to use to update the EXE file.
-
- When the program starts, it displays a sign-on screen and main menu. From
- the main menu you can chose to view and modify the Unit values, Terrain values
- City Improvement values (including WOWs) Leader traits and Tech advances.
- Another choice on the main menu is to 'Update' the CIV.EXE file. You MUST use
- the Update function to actually update the tables in the EXE file. Another
- choice is to load and edit the unit values from a saved game (you do not need
- to use 'Update' if you're just using civedx to edit a saved game). The last
- choice is to quit the program and return to DOS.
-
- When you view/edit one of the tables, you may move the cursor from field
- to field using the Enter, Tab or cursor keys. The screen will scroll up and
- down as needed. As you move from field to field, the bottom line of the screen
- will display a brief explanation of the field. Press the F10 key to accept the
- changes or press the Escape key to abandon the current changes. Even if you
- press the F10 key, the changes will not be written to the EXE file unless you
- select Update from the main menu.
-
- If you select "Saved Game' from the main menu, you will be prompted to enter
- in the name of the saved game file. Save game files are created when you save
- a game yourself or through the 'Autosave' option of Civilization. They are
- named CIVILn.SVE where n is 0 through 9. You get to save games in the first
- 4 slots (0,1,2,3) and the Autosave option will save files in the last 6 slots
- (4,5,6,7,8,9). You may use a full or partial path with the file name.
-
-
- The usage is
-
- CIVEDX [<keyword> <filename>]
-
- where [<keyword> <filename>] is optional. If used, <keyword> is 'dump',
- 'load', or 'save', and <filename> is either a text file or a table file.
- You may use a full or partial path with the file name.
-
-
- Some examples:
-
- CIVEDX
-
- will read in the tables from CIV.EXE and allow you to display and modify
- those values. The Update menu choice will then update CIV.EXE. You must use
- Update function to write the tables back to the EXE file.
-
-
- CIVEDX save values1
-
- will read in the tables from CIV.EXE, write them out to the table file
- values1, then exits back to DOS (no sign-on screen or menu). It would be a
- good idea to do this first to save the original values before you start
- experimenting.
-
-
- CIVEDX load values1
-
- will read in the tables from values1 and allow you to display and modify
- those values. The Update menu choice will then update CIV.EXE. You must use
- Update function to write the values1 tables to the EXE file (values1 will
- not be updated).
-
-
- CIVEDX dump info.txt
-
- will read in the tables from CIV.EXE, write them out to the text file
- info.txt, then exit back to DOS (no sign-on screen, no menu).
-
-
- You can modify the following Military Unit values in CIV.EXE or in a
- saved game file.
-
- Rep - Tech replacement. This field determines what tech advance replaces
- the unit. A value of 127 means the unit is never replaced by a tech
- advance (it stays available for the rest of the game). The numbers 0
- through 66 represent the various tech advances (a numbered list is
- included at the end of this file for your reference).
-
- ASL - Unit movement Type (0 = Land, 1 = Air, 2 = Sea)
-
- Mov - Movement allowance
-
- M - Movement modifier (0 = none, 1 = return to base or die, 2 = return to
- base after 1 turn out)
-
- Atk - Attack value
-
- Def - Defense value
-
- Cost - Resource (shield) Cost (divided by 10, 1 = 10, 5 = 50, 12 = 120, etc.)
-
- Vis - Visibility (0 = adjacent, 2 = 2 squares, 3 = 2 squares at sea)
-
- Carry - Capacity (number of units it can carry, note that transport units must
- be on a sea square to have units embark - the following field may have
- to be a 5 in order to be a transport type?)
-
- Spc - (all I can say is that a 6 allows you movement through
- enemy zones of control, transports have a 5 here)
-
- Tech Required - The tech required in order to be able to build this unit. You
- can press the F2 key (when the cursor is in this field) to get
- a choice list of tech advances (sorry I didn't do this for the
- Rep field but the screen would've gotten unwieldy).
-
-
-
- You can modify the following City Improvement values in CIV.EXE
-
- Cost - Resource (shield) cost to build this improvement.
-
- Maint - Maintenance cost per turn.
-
- Tech Required - The tech required in order to be able to build this
- improvement. You can press the F2 key (when the cursor is in
- this field) to get a choice list of tech advances.
-
-
-
- You can modify the following Terrain values CIV.EXE.
-
- Cost - Movement cost.
-
- Def - Defense modifier. (2 = 0%, 3 = 50%, 4 = 100%, 6 = 200%, others ?).
-
- Food - Base food production before the effects of irrigation. You will
- notice some of the terrain is repeated. The first 12 are the primary
- terrain types and the second 12 are the secondary types that can be
- found within the first 12. You'll notice some duplication of names;
- the first 'Game' corresponds to the Game found in Forest, the second
- Game in Tundra, etc.
- NOTE: Changing food production for most of the primary terrain types
- to greater than 1 will cause the secondary terrain type not to display
- on the civ screen (when you right click on a terrain square). The
- secondary terrain type (Game for Forest, Coal for Hills, etc.)
- will produce the amounts you change them to, they just won't
- display on the terrain information screen in the game if the primary
- has food > 1 except for Grasslands.).
-
- Prod - Base resource production before the effects of mining.
-
- Trade - Base trade value before the effects of roads or government type.
-
-
- To make a unit transport other units, set its unit type to 2 (or set it to
- 1 to move over land & sea) and its special attribute to 5. The unit will have
- to be on a sea square to take on passengers and the unit may even disappear
- occasionally (it's still there though). I haven't tried increasing the number
- of units a transport can carry to more than 8 so I don't know what happens.
- Just keep in mind that the other civs utilize the enhancements to units also
- so changing the attack or defense values is a two edged sword (watch out if
- Genghis gets those awesome tanks you create).
-
- NOTE: There are some strange interactions between movement and attack values
- for fighters, bombers and nukes. The values I've found to work for fighters
- are movement <= 30 with attack between 4 and 8. For bombers I've found
- movement and attack pairs of 12,30 (move = 12, atk = 30) 20,40 and 30,60.
- The only two combinations I found for nukes are move = 35, attack = 225 and
- move = 40 with attack = 250. There are some other values that will work but
- there are some combinations that don't work very well. I haven't been able
- to figure out why.
-
- NOTE: When you start a new game, the Unit values are taken from the table in
- CIV.EXE. When you load a saved game, the game uses the Unit values in the
- save game file. Changes that you make to the Unit values take effect for new
- games (and any saved game from that new game). Changes to City Improvements
- and Terrain take effect on both new games and any saved games.
-
- New NOTE: To see effects of unit changes immediately, you can use the saved
- game editor. I think the new changes might take effect only on new units
- built though.
-
-
- You can change the following traits for leaders in CIV.EXE
-
- Trait 1 - Aggressive or Friendly or None (Use the F2 key for choices)
-
- Trait 2 - Expansionist or Perfectionist or None (Use the F2 key for choices)
-
- Trait 3 - Civilized or Militaristic or None (Use the F2 key for choices)
-
-
- I've tested it on both the original version and version 3 EXE files and it
- appears to work ok on both (you can export a table from one version and
- import it to the other version if you want). I did not put much in the way of
- range checking in order to allow experimentation. Please keep in mind that
- this utility updates the CIV.EXE program file so PLEASE BACK IT UP FIRST. I
- do recommend the first thing you do is
-
- CIVEDX save original.val
-
- so you can easily restore the original tables.
-
- My thanks to Bill Larkins, Avenger and a few others for helping me figure
- out some of the fields in the tables.
-
- Any questions or comments can be directed to:
-
-
- Steven J. Cotellesse
- 152 Blackburn Avenue
- Lansdowne, PA 19050
- (215) 622-6566
- CIS: 70255,1276
-
-
- List of Tech advances and their corresponding number
-
- 0 Alphabet
- 1 Code of Laws
- 2 Currency
- 3 Atomic Theory
- 4 Democracy
- 5 Monarchy
- 6 Astronomy
- 7 MapMaking
- 8 Navigation
- 9 Mathematics
- 10 Medicine
- 11 Physics
- 12 Engineering
- 13 University
- 14 Magnetism
- 15 Electronics
- 16 Masonry
- 17 Bronze Working
- 18 Iron Working
- 19 Bridge Building
- 20 Invention
- 21 Computers
- 22 Writing
- 23 Steam Engine
- 24 Trade
- 25 Ceremonial Burial
- 26 Mysticism
- 27 Nuclear Fission
- 28 Philosophy
- 29 Religion
- 30 Literacy
- 31 Horseback Riding
- 32 Feudalism
- 33 The Wheel
- 34 Gunpowder
- 35 Industrialization
- 36 Chemistry
- 37 Combustion
- 38 Flight
- 39 Advanced Flight
- 40 Space Flight
- 41 Mass Production
- 42 Pottery
- 43 Communism
- 44 The Republic
- 45 Construction
- 46 Rocketry
- 47 The Corporation
- 48 Metallurgy
- 49 RailRoad
- 50 Nuclear Power
- 51 Theory of Gravity
- 52 Steel
- 53 Banking
- 54 Electricity
- 55 Refining
- 56 Explosives
- 57 SuperConductor
- 58 Automobile
- 59 Genetic Engineering
- 60 Plastics
- 61 Recycling
- 62 Chivalry
- 63 Robotics
- 64 Conscription
- 65 Labor Union
- 66 Fusion Power