Changelog v. 1.11, Nov 22, 2017 - You can now reorder units when there is custom player data - Fix a few issues relating to custom player's starting technologies, and reordering techs. They should now always be accurate after a reorder. - Fix Go To City and Sentry (Enemy Only) advanced unit actions not being present on new units, even when Go To/Sentry are checked - The tech icon will be cleared out if a tech that doesn't have a valid icon (based on its Civilopedia entry) is selected - The tech icon will no longer show up on other tabs when save/autosave occur - Enforce using the old list type on Windows XP with the latest Java update (and call it "old lists" in preferences) - Slightly nicer output from the BIQC tab for starting units for custom players v. 1.10, Nov 9, 2017 - Allows reordering of technologies - Allows reordering of units (except with custom player data enabled) - You can filter technologies or units by their name - Displays technology icons (based on PediaIcons.txt file) - The list of techs will now take advantage of all available vertical screen space - Several small improvements to BIQ Compare mode (see below) - Stealth attack targets are printed, and use their names rather than indices - Prerequisite tech names are printed (previously only indices) - Techs and units print out their index in the list - Lets you know when a file that is being opened does not exist, rather than trying to open it - Save will no longer fail when you delete a unit which is a player's start unit (in Custom Player Rules) - BIQ Compare mode will no longer fail when exporting units (PRTO) due to confusion over strategy maps - Fix several cases where the wrong item (or no item) was removed from a dropdown when deleting a tech - Prerequisite for units, governments, workers jobs, techs, and citizens - If BIQ Compare fails to export for some reason, you will now be notified of that rather than having it fail silently. v. 1.04 Legacy, May 9, 2017 (https://forums.civfanatics.com/threads/cross-platform-editor-for-conquests-now-available.377188/page-43#post-14749708) - Includes all changes from 0.992 through 1.04, except the restoration of the CFC Workshop (which Legacy never supported) v. 1.09, Apr 24, 2017 - The player-owner dropdown on the map tab will now indicate which civ a player is assigned to, for quick reference. This will update if the player's assigned civ changes. - Changing which civs are playable will no longer set all players' civs to "Any"; only a player whose civ is no longer playable will be set to "Any" - Fix an old (but newly-discovered) bug where if a city's owner was a player whose civ was Any or Random, the map could stop rendering and display only a white screen - If additional players are added on the PLYR tab, they are now added to the player-owner dropdown on the map tab without needing to restart v. 1.08, Mar 23, 2017 - Allows deletion of players (from the PLYR tab) - Shows how many instances of each resource are on the map on the GOOD tab - Fixes a bug where in specific circumstances, tiles could still appear to be owned by a civilization even when the cities responsible for the ownership had been deleted. v. 1.07, Feb 27, 2017 - You can now paint rivers directly on the map - There is now a button on the PLYR tab for updating the number of players - The Explore strategy and AI order will now both be updated correctly when changed. v. 1.06, Dec 20, 2016 - You can now visually select unit icons rather than having to manually calculate a position and entering a number. - You can now rename cities, military leaders, and scientific leaders for a civilization by double-clicking on them. - Fixed an error where comparing two scenarios (BIQ Compare) where the number of starting locations differed and starting locations were chosen to export would fail. - Improved instructions for adjusting civ colors. v. 1.05, Nov 19, 2016 - You can now paint nearly all overlays on the map with a brush - Starting locations now support the "None" option as the owner properly - The map will no longer stop rendering if a player-owned start location is encountered when there is no custom player data v. 1.04, Oct 24, 2016 - Fixes the CFC Workshop after the move from vBulletin to XenForo - Fixes a bug where the Input from SAV option would erroneously try adding .biq to the .sav file when opening it, and thus be unable to open it. v. 1.03, Sep 7, 2016 - Fix a bug that would cause "Enslave Results In" to not work properly in some cases - If you use the Recently Used File menu to open a file, the Save dialog will now pre-populate your file's name for you. v. 1.02, Aug 15, 2016 - You can now add lists of cities/military leaders/scientific leaders all at once - You can now delete multiple cities/military leaders/scientific leaders at once - The editor now restricts the upgrade to/enslave to options to units of the same type (Land/Air/Sea) - Fix a bug that could cause units to upgrade to/enslave to an incorrect unit after deleting units. - The GOOD tab now supports internationalization. v. 1.01, Jul 26, 2016 - Fix the bug in the spaceship part code that caused the BIQs to not be handled properly in-game - The GOVT tab will now report which specific values it believes do not meet safety levels. - All labels on the GOVT tab can now be localized. v. 1.00, Jun 16, 2016 - You can now add additional spaceship parts, or remove spaceship parts. - The unit-renaming window now allows setting unit strategies in addition to unit names. - The unit-renaming window now is scrollable if there are a large number of units on a tile. - The BIQ export feature (BIC tab) now features more friendly output for map units. - BIQ Compare mode will no longer occasionally set the title to Civ3 BIQ Compare 0.45. v. 0.992, May 6, 2016 - Fix an AI strategy bug that was causing undesirable behavior as observed by Lee_Dailey - Add the ability to modify unit names of units on the map v. 0.99 Legacy, Feb 10, 2016 - Includes all changes from 0.99 except the Downloads Database - Includes the Import from CSV fix from 0.991 v. 0.991, Dec 20, 2015 - The Import from CSV feature will now work as expected. - The Help system will now load the online help when an Internet connection is available. If you are offline, the existing offline help will be loaded instead. v. 0.99, Dec 13, 2015 - You are now able to download units directly from the CFC Downloads Database into your scenario (beta, "the CFC Workshop"). - The System theme will now use the system-default font color for all UI font elements, rather than black. In particular, this allows high-contrast themes with a black background to work as expected. - The scroll bars on the Map tab will now reliably be set properly after changing the zoom. - The import from BIQ color-to-terrain-matching screen now displays a scroll bar so. - You can now import unit statistics from a CSV file. - On Intel Macs, use a system-native file open/save dialog instead of the previous Java file dialog. - You can now use shortcuts such as Ctrl+S to save in the menu, and Alt+F to open the File menu, etc. - Fixed a bug that prevented adding units when a BIQ did not have custom player data. - More intelligent default values when adding units, particularly in the Standard Orders, Special Orders, and Available To categories. - The editor now remembers what its size was when you closed it most recently, and opens at that size. - When exporting to CSV files, tech prerequisites are now correct if there is more than one prerequisite (the first one is not repeated). - The CSV export dialog now will only show CSV files, and also appends .csv if it is not specified. - The Attack value on the CSV export pane now has the correct label by default. v. 0.98, Sep 30, 2015 - Enabling custom rules, as well as creating new BIQs, now works on OS X. - You can now easily start editing Civ Colors even if you haven't set up duplicate ntp##.pcx files; the editor will do this for you if you have at least one Scenario Search Folder. - Fixes to Vanilla BIC to Conquests BIQ conversion process (see below). - Small fix to make updates to one tab available to all others as soon as you leave the first tab (cases where this was noticeable before were rare, and saving to disk was not affected). - The editor can now exit properly if its civ3editor.ini file is read-only (either the file itself, or due to being on read-only media like a CD-R). v. 0.97, Aug 23, 2015 - Added initial Vanilla scenario support. Currently, it is recommended that you only use this for importing Vanilla maps. - Optimizations to PCX importing, resulting in 14-43% less time spent on PCX importing (average 25%). - Fix the issue with Join City not functioning properly. - You can no longer select multiple units at once. Also removed a duplicate save of data when changing units. - The editor no longer tries to align resources between BIQs when importing a map, if either BIQ does not have custom rules (and thus resources). - Mountains and hills now use Grassland as their base terrain, rather than mountains/hills. - Fix a bug where if you imported a map via BMP to a scenario without an existing map, saving may not work due to a communication issue with the GAME (scenario properties) tab. - Fix a rare case where if you added a river to one side of a tile, it wouldn't be added to the tile opposite the river. v. 0.96, Jun 17, 2015 (http://forums.civfanatics.com/showthread.php?p=13866362#post13866362) - You can now edit tiles with a diameter of 3, 5, and 7 tiles. There are buttons on the map tab for this, and the 1, 3, 5, and 7 keys also set the diameter when you are on the map tab. - A few improvements to the Import Map (from BIQ) functionality. In particular, you no longer have to restart the editor to start editing the new map, and it will now automatically align resources between the two BIQs based on their names (though it doesn't do so for units, civs, etc. - it's still recommended to stick to fairly plain maps when using it). - You can now run the editor on a computer that doesn't have Civ3 installed - the graphics no longer have to be present. You must turn "Map enabled" off in the Editor Settings to do this. Some operations, such as enabling custom rules, do still require Civ3 to be present. - You can now create a completely new BIQ file. This does require Civ3 to be installed. Improvements to the Map menu. - More intelligent defaults for the custom map creation dialog. - A fix to updating the terrain images when painting at the edge of the map. In some previous versions (dating to about a year ago), the image chosen might not be correct at the world's end. - Fix an error that could prevent saving a scenario where custom maps had been enabled for the first time. - Pressing Enter now acts as OK on the terrain-select dialog. - The icon now has higher resolution, and thus looks a bit nicer. v. 0.95, Mar 25, 2015 (http://forums.civfanatics.com/showthread.php?p=13749091#post13749091) - Fix to an issue when importing maps due to the Scenario Properties tab not being properly updated. - Allows you to change the Java look-and-feel, as well as font size. This in turn allows you to use DPI scaling, although it should be noted that the program was not designed to support this so it doesn't necessarily look super-pretty. v. 0.94, Feb 19, 2015 - If you save a file with a new name, the file's new name will appear on the Recent Files list. - The user is informed that opening multiple files at once may cause issues before they attempt to do so. v. 0.93, Feb 8, 2015 - If custom player data was enabled and you added a unit and then deleted it, it would not be deleted. - If you added a unit and deleted the same unit in an editor session, the BIQ may not be openable (even if it appeared to not be deleted due to the first issue). v. 0.92, Jan 6, 2015 - Fixed an issue where turning off auto-archive did not work properly - If auto-archive does encounter an issue when archiving, it will not prevent manual saving from working properly v. 0.91, Dec 25, 2014 (http://forums.civfanatics.com/showthread.php?p=13614574#post13614574) - BIQs without custom rules are now supported. You can continue to edit them with the default rules, or you can enable custom rules from the editor. - A new menu-based interface has been added. As more features added, the buttons across the top was becoming increasingly insufficient. The menus will scale better with the features and use less space. - A most-recently-used files list has been added in conjunction with the menus. - Initial internationalization has been added. While still very incomplete, the technical base is now present. - Fix bug where the polar ice and x/y wrapping was not being read in for existing maps. v. 0.90, Nov 10, 2014 - You can now add and remove fog of war. - Fixed a bug where the add-buildings-in-many-cities option sometimes didn't work properly if you opted to leave existing buildings. - Fixed new units not being available in the Upgrade To and Enslave Results In lists until you restarted the editor and reloaded the scenario. - Set the program name in the Dock properly on OS X. - Fix the program failing to start properly with a fresh download on Windows 98 (and likely ME), due to not being able to look up where Civ3 was installed. - Various behind-the-scenes changes, primarily related to cleaning up the BIQ import-and-export code. v. 0.89, Feb 14, 2014 - Relocate city functionality. Now, on the map tab, there are two new buttons available when you have a city selected - "Relocate city" and "Relocate City with units". These allow you to do what you'd expect - just click somewhere on the map, and your city will be relocated. - Auto-archive functionality. When enabled (the default, at least for now), when you save a BIQ, a copy of the previous version will be saved with the word "archive" and the date and time in its name. That way, if you realize you messed something up and still have the archive file, you can go back and more easily undo the mistake. - Support for Chinese BIQ files, making Chinese the third language-specific version of BIQ supported (after English and Russian). See post 443 for more information (and screenshots!) on this. - Added support for modifying Worker Strength. This is one of the last commonly-used features from the Firaxis editor to be missing (and wasn't that difficult to implement). As a bonus, odd choices for the worker strength value shouldn't be so difficult to keep from changing as it is in the Firaxis editor. - Fix for Elite Ship and Requires Victorious Army being confused. - Slightly more lenient graphics support, including 1-bit PCX support and at least some very-large-ruin-graphics support. These were both encountered for the first time (at least for me) with one of the Chinese BIQs I was testing with. - Tentative steps towards making the interface scale with screen size. These are very much not complete, but the changes are in the BLDG tab, most notably that the building list will take as much vertical space as you give it now. v. 0.88, Sep 14, 2013 - Horizontal map scrolling should now work reliably, no matter what platform you are using. - The Barbarian Activity option now works properly with custom maps, and will not set them to No Barbarians. - The map now scrolls more quickly if you are moving the mouse wheel more quickly. - Fixed a display issue where after quick scrolling tiles might not align properly. - The Adjust Hue option, added in 0.87, now works properly. Previously, it was missing a file that it needed to work properly. The Adjust Saturation and Adjust Balance options are unaffected as they were working previously. v. 0.87, Aug 29, 2013 (http://forums.civfanatics.com/showpost.php?p=12744008&postcount=417) - Added a utility that lets you quickly and easily customize civilization colors. - Added a form (under the ! button) that lets you set buildings in many cities at once. You can filter cities by owner, size, and whether they are coastal or not. - Added a whimsical utility that lets you flip maps 180º, as seen in this map. - Added support for working with Russian-language BIQ files. This doesn't in itself let you play them in-game if you don't have the Russian version of Conquests, but you can at least edit the scenarios. - Change so that you won't have a white box over the map forever if you put another program (or one of the pop-up windows) over the top of the editor and then minimize/move it. v. 0.86, Jun 27, 2013 - Made every tab scrollable (except the map tab, which already was) so that the editor can be used at lower resolutions. - Added deepwater harbours - Improved PCX import speed for BIQs with custom maps. v. 0.85, May 26, 2013 (http://forums.civfanatics.com/showthread.php?p=12471136#post12471136) - The editor will now remember where you last chose a .bmp from both during and between sessions. - There are now a full 16 "basic" terrains, as well as 20 more "advanced terrains", which cover (unless I've missed some) all land-based terrains in Civ3 as well as the water option. All Landmark options are in Advanced Mode. - The editor will remember what terrains (amongst the "basic" terrains) you previously selected for the "basic" mode (the default). - Added a new option to the Special Actions Region (aka "SAR" and the "!" menu) to calculate BMP dimensions for a given Civ3 map size. - Added support for Windows 4 bitmaps. This means that BMPs created with GIMP 2.8 will now work as expected. - Added support for bitmaps with up to 256 colors. This has been tested with up to 32 colors. - Moved help files and images into their own folders to de-clutter the program folder. Also moved the BIQ decompressor to be completely separate from the editor (though the editor is still able to use it to decompress files, and this should work the same as it did previously. But now other programs could easily use it as well). - Added support for Windows 2 and OS/2 2.x bitmaps. It's highly unlikely you'll run into these, but if you do, it will work just fine. v. 0.84, Apr 9, 2013 (http://forums.civfanatics.com/showthread.php?p=12350792#post12350792) - Added the ability to create a Civ3 map from a bitmap image (see below). - Bonus grassland is now displayed. - You can now paint the map with snow-capped mountains, pine forests, and bonus grassland. - You can now display food and shields on the map. - Added a bonus grassland redistributor. - Added the ability to change x/y wrapping, polar ice caps (note: these don't display in the editor), and the ostensible size of already-created maps (not as exciting as it might sound; see below). - Performance improvement on map so that it now uses up to 78% less CPU power when drawing the map. - Fix so that starting locations once again appear in civ-appropriate colors (broken in 0.82). - Zoom is now properly enabled after creating a new custom map. - Fix in the zoom code so the panel on the right side of the map is the intended size after program start (in 0.83, it could be wider than intended). - Added ability to view memory usage info within the editor. v. 0.83, Mar 13, 2013 - Zoom has been added. After opening a BIQ, click the "Zoom: 100%" button to change the zoom, and type in the new zoom level. Note that the map tab is slower the further you are zoomed out, but still works the same regardless. - Fixed a bug where the first spaceship part would be set to zero required when loading a BIQ. It now keeps its original number required, as intended. - Added memory usage diagnostics to the log file. - Backend work on code quality, and slightly improved BIQ import capabilities. (No visible end effect) v. 0.82, Feb 2, 2013 - Can now add landmark terrain (of any terrain type) when there is a custom map - City graphics of unusual size (such as the Empire State Building in the Manhattan map) now display properly - Victory point locatioh graphics of unusual size (such as the Statue of Liberty in the Manhattan map) now display properly - The right side panel on the map tab now reliably stays within a couple pixels of its intended size. This makes more of the map visible on large (above 1024x768) monitors - The right side panel on the map tab now updates as soon as you do any change to the terrain. Previously, it would not update right away when you changed the terrain type. - Volcanoes are now displayed in the editor. Previously, they would work in the game itself when added from the editor, but would not show up in the editor. - Fix to make river placement work properly - in some cases you could not place rivers before - Fix for graphics display not always working when hills/mountains were placed. This was caused by the base terrain being improperly set to hills/mountains, instead of grassland. v. 0.81, Jul 11, 2012 - Fix for deleting difficulties, governments, technologies, and units when you have custom player data. Previously, the custom player data info was not updated when you deleted these, which could cause, for example, your players' governments to get thrown out of whack. Now, these auto-update. - Fix for deleting technologies. Previously, deleting a technology didn't automatically update technologies' prerequisite technologies, which could result in a ciruclar dependency, which causes Conquests to crash. Now, prerequisites are automatically updated, so you can't cause a circular dependency this way. - Fix for InputSAV functionality. It now always assumes that the SAV is a Conquests version. - Added the ability to rename items. So far, this applies to the "main" items like civilizations, espionage missions, etc., and not yet to "sub-items" like city names. - Added in-editor help, which is still a work in progress but more complete than the previous online documentation. To access it, click on the question mark in the upper-right, or press F1 at any time. Scroll to the bottom of any page and press "Index" to go back to the main page. - Added warnings when it appears that you are running Vista or higher, and have Civ3 installed to a location where UAC can (and likely will) interfere with modding. Also added information about this when a load fails and UAC appears to be the likely cause. - Fix for deleting buildings when there is a custom map - needed to decrease the BIQ size information. - Fixed an error that occured when you deleted a building on a BIQ with a custom map, but had the Settings set to not display the map (different fix). - Visual improvement to get rid of a white box in the right pane on the map tab when you have a high resolution monitor and have certain tiles selected. v. 0.80, Jun 2, 2012 - A grid has been added to the map. It is off by default, as in Civ. To turn it on, go to Settings, the Map tab, and check the grid box (it's one of the few that isn't checked by default). - You can now add maps to BIQs that do not have maps to start with. To do so, click the unchecked "Custom Map" check box in the upper-right corner after loading the map-less BIQ. If you already have a map, this box will be checked, but you won't be able to uncheck it. - It's now much harder to trip up the editor by putting plaintext where numbers are expected. Now, if you try to put the number of hitpoints for an experience level as "bob", the editor will call your bluff and revert it to the previous value. - You can now disable the display of city names (introduced in 0.79). - Fixed the bug that crashed the map editor if you cancelled adding a city. v.0.79, Feb 22, 2012 - Added city names to the map editor - Made the map scrolling better, as it no longer has white bars. - Added scientific leader support. - Fixed a bug that happened if you went to create a city, but then decided to not to after all. - Slightly better spaceship support. Still kind of a work in progress. - The building tab's Add/Remove options (on right-click) are no longer in the opposite order of all the other tabs. - Enables the map by default v. 0.78, Dec 21, 2011 - A redone flavor tab. You can now add, delete, and rename flavors, including going over the traditional limit of 7. Whether the AI takes advantage of more than 7 is uncertain. - The map now supports resolutions of up to infinity by 1200. Very large resolutions may cause it to redraw more slowly. - A minor fix for a crash when you open certain corrupt BIQs has been added. v. 0.77, Dec 05, 2011 - Fixed player selection bug on PLYR tab if the playable civilizations were not contiguous. - Added the ability to scroll horizontally with the mouse wheel on the map. This is disabled by default - Added a file-finding method for Unix that works on case-sensitive filesystems. v. 0.76.1, Nov 07, 2011 - Re-allows saving BIQs that do not contain custom player data (broken in 0.76). v. 0.76, Nov 04, 2011 - You can now increase the number of players. - Fixed a bug where you couldn't reliably add new, different types of starting units to players (or remove types of starting units that they already had). - Added some tooltips to the building tab with additional explanation of what items do. I hope to expand this across the program gradually. - The buttons now properly appear at the top of the screen like they should. - Very modest start time decrease that probably isn't noticeable. v. 0.75, Jul 21, 2011 - The bug where the city icon does not appear is fixed. - The bug where adding or removing city names or (military/scientific) leader names to a civ will cause the game to not load is fixed. - Shortcuts for the Select, Terrain, and City icons have been added to the map tab. While you do not have a text box or drop-down box selected, press S, T, or C (respectively, for Select, Terrain, and City) to enter that mode. Then proceed as if you had pressed the button. - You can now resize or maximize the editor. This is useful on the map tab. v. 0.74, Jul 19, 2011 - You can now add new cities to the map. - You can now drag the mouse across the map to change the terrain, without clicking every individual tile. Just click once, drag, and all tiles you drag over will be changed, unless changing the tile in question to the requested terrain is not possible - The border-calculation feature has been tweaked as I discovered my formula did not match Firaxis's at the highest cultural levels - such as cities with 10,000 culture. - Cities now lose their culture properly when you decrease their culture. This sometimes did not happen properly in the editor (though it would work fine in-game). - Cities also now lose their culture properly when they are deleted (this also was purely a cosmetic in-editor problem). - It now takes less time to reassign a city to a different owner. Culture-recalculation is now faster than in Firaxis's editor across the board. v. 0.73, Jul 05, 2011 - The disappearing unit bug has been fixed. This was caused by giving new units invalid strategies, and was seen for non- offensive land units or air/sea units. - Support is now present for BIQs that have both units with more than one strategy, and multiple units with the same name. - With the above, multiple strategies are now handled correctly. - You can now change the ownership of units without deleting them and readding them. - Starting locations on the same tile as a city/colony now change ownership when the city/colony changes ownership. - You can now switch units/cities/colonies/SLOCs from being owned by a Civ to being owned by a specific Player (or vice versa). Any of those other than cities can be owned by barbarians, as well. - Fix to how I store tile ownership. Previously, scenarios with city ownership stored by Player (not Civilization) could appear to have the wrong owner for a city on the map tab. - Fixed a bug where if you type in a new value for a city's culture or population, and then immediately click on a different tile, your new value is lost. - You can now add units of any ownership (including player/barbarian ownership). - Efficiency improvement in that when changing a city's cultural value with the sliders, new borders are only calculated on a power-of-10 change (ex. 99 to 100 culture). In the relatively uncommon event that an intermediate change affect borders, you will see this change when you select a different tile. - Drastic improvement to the algorithm used to calculate tile ownership, used for example after a city's cultural value or ownership change. This calculation takes 99% to 99.9% less time now (depending on map size). There should no longer be a lag when a new tile is selected on a gigantic map. - Fix for a UI issue where the "Add units" panel could sometimes cause the panel on the right side of the map tab to go off the edge of the screen. This was noticeable mostly with scenarios that had units with long names. This also allowed me to make the box for the type of unit present on a tile slightly larger. - Added a show/hide feature for the panel on the right side of the map tab. Click the ">" button on that panel to hide it, and you'll be able to bring back with a "<" button that then appears. In exchange, you can see more of the map. - The extra black border to the right of the tile view on the panel on the right side of the map tab is no longer there. - The only options when asked to confirm city deletion are now "Yes" and "No" (no more "Cancel"). v. 0.72, May 13, 2011 - Added support for multiple items of the same type with the same name across the editor, both on the map and elsewhere. - Previous versions swapped the # of bonus AI offence and defence units in the DIFF tab upon a save. This swapping no longer occurs. - Added map support for scenarios that use smaller-than-average city graphics, one such scenario being The Human Body. - Fix to allow changing the owner of starting locations - Fix to allow the setting of unit upgrades - Fixes to allow the user to safely delete buildings and goods on BIQs with custom maps. It is not yet safe to delete civilizations of unit types (PRTOs) from such maps, so this ability has been temporarily disabled in BIQs with custom maps (note that this is regardless of whether map editing is enabled). - Added notification for out of memory errors when opening the map. As long as you use the launcher program when editing the map, you should not see this error. v. 0.71, Apr 14, 2011 - Version 12.06 BIQs are now properly saved as version 12.08 BIQs (previously they could exhibit odd behaviors). - Fixed the importation of non-standard-sized unit palettes. This will allow more scenarios to be opened for map editing. - Fix to allow changing the number of buildings present in a city. - Fix to allow multiple resources of the same type on the map. - The list of existing units on a tile now automatically updates when you add more of the same type/experience level of unit using the "Add" button. - The typo of 'Existing Units' instead of 'Add Units' has been fixed. - Improved support for changing tiles on the edge of the map in non-wrapped worlds. - Fix of a situation that could result in odd graphics on changed tiles and those tiles S, SW, and SE of such a tile. This is the not-yet-infamous "Error XKCD". - You may now compare TILEs in the BIQ Compare section. It is recommended that you only do this on similar maps, or you'll get a lot of output. - Section headers have been added to most BIQ Compare output. - All icons that are supposed to be included with the editor are now included. v. 0.70, Apr 10, 2011 - Fixed the bug where scenarios with duplicate unit names could not be opened. - Should fix the inability to exit via menu on OSX - Some map editing has been made available. v. 0.69, Apr 05, 2011 - The fix of a bug for units wherein changing a unit's stats would flip its unit attributes (in binary). This affected foot units most unfortunately, making them kings and thus unbuildable. - By default, new buildings now have a spaceship part value of -1 (not a spaceship part), rather than zero (the first spaceship part). - Now, if you add an item, that item will become the selected item (rather than requiring you to manually select it). - Two keyboard shortcuts have been added. Ctrl+O brings up the Open dialog, and Ctrl+S brings up the save dialog. - You will now be asked if you really wish to quit on OSX. - There's now an option in the settings to disable the 'do you really want to quit?' query. By default this question is asked. - There's now an 'About' dialog, which doesn't really tell you all that much. - If you click on Input From SAV but later cancel, the tabs no longer appear until you subsequently actually open a BIQ or SAV. - Support for (at least unit) teleportation added, and Stealth fixed. Don't forget to give your telepads a telepad range! v. 0.68, Apr 02, 2011 - Fix all bugs preventing adding or deleting elements. Exception: deleting of 'core' citizens has been temporarily disabled. You can still delete citizens you've added. v. 0.67, Mar 30, 2011 - The program now starts in approximately 33% of the time it took previously. v. 0.66, Mar 24, 2011 - You may now change the font the editor uses. In addition to Tahoma, the previous default, you may now choose Arial, Lucida Sans, and Trebuchet MS. - The log will now be automatically cleared after reaching 1 MB in size. - Fix so that the oldest auto-save will always be the one overwritten, even after a restart - Auto-detect fixed on Vista and Windows 7 (thanks MeteorPunch) - ".biq" will be automatically added to the save-file name if you don't add it - The titlebar will be updated to reflect the new name of a BIQ if you save it with a new name v. 0.65, Mar 16, 2011 - Settings now saving correctly [partially broken since version 0.63] - If the program cannot determine where Civ3 is installed from the registry query, it will ask you instead, even if it can tell Civ3 is installed [Windows only] v. 0.64, Mar 09, 2011 - Tabs default to having the first item selected when a file is opened. - You may now change all the safety levels at once v. 0.63, Feb. 27, 2011 - Autosave has been added. Your files will now be automatically saved at a certain interval, so if the power goes out or your computer freezes, you won't lose your changes. - The Input From SAV ability has been revamped, both adding the ability to open compressed SAV files, and fixing a few logical errors that could cause it to fail even on uncompressed fails. It should now be able to recover the rules part (not the map part) of a BIQ from most any SAV that has custom rules. v. 0.62, Feb. 09, 2011 - The editor will attempt to automatically detect the Civ3 install editor on both Mac and Windows (XP and earlier only). - Buttons that should not logically be enabled before a scenario is opened are no longer opened until a scenario is opened. For example, you can't save a scenario or export data from it without having one open. - Fixed swapped city/colony positions in TILE section of BIQ. This affects the BIQ Compare part of the editor. v. 0.61, Jan. 05, 2011 - Can now change the settings from within the program (no editing text files). Error messages have been updated to indicate this as well. v. 0.60, Dec. 31, 2010 - The ability to export data to a spreadsheet (.csv) file for units, buildings, technologies, and resources has been added. - Minor efficiency enhacements. v. 0.57, Oct. 14, 2010 - Support for non-standard-width units_32.pcx files has been added. Some scenarios use these. - The editor now will create a configuration file on its own if one is not present. As a result, the editor no longer ships with a blank config file. - More accurate measurements of the time to open a file. This will help in figuring out where bottlenecks are to improve performance. - Support for Civ3-style PCX transparency. This is visible on the unit tab, where the unit icons no longer have a magenta background, but appear smoothly over the gray background. v. 0.56, Oct. 01, 2010 - Added support for displaying unit icons (the 32x32 ones) on the unit/PRTO tab. - Back-end fixes to PCX file support to enable proper display of unit icons. v. 0.55, Sep. 25, 2010 - Added initial support for merging the rules from one BIQ with the map from another. - Added a small number of tooltips for the primary interface buttons. v. 0.54, Sep. 21, 2010 - Correction of failure to output BIQ file bug introduced in version 0.53 - Correction of inability to add buildings due to unmodifiable Building Description field, and addition of code to help prevent similar occurences from appearing on other tabs. v. 0.53, Sep. 20, 2010 - Fix to the bug where the OS X file-finding functionality wasn't being properly invoked. - Made the setup query more precise about which folder it needs on OSX - Added more detail on error messages should the editor fail to find a file it needs - Added configuration options for the amount of logging performed and the number of processors used when inputting file - Proper deletion of temporary files created when uncompressing a BIQ. - Added notification to the user if a file fails to open due to inadequate memory. This shouldn't be an issue even with 362x362 maps, but in case it is, you'll now know about it. - Expanded dualthreaded input of TILE objects to infinite threading. This should improve file opening performance on triple-core or higher PCs, most notably with large maps. - Extended multithreading to a few map sections beyond TILE. v. 0.52, Sep. 12, 2010 - Added support for compressed files. - Added support for BIQ version 12.06. The editor will always save a file as a version 12.08 BIQ. - Added correct path searching support on OSX. The program should now be able to correctly find all your Civ3 files on OSX if you point it to your Civ3Complete install directory (by default, /Applications/Civ III Complete). v. 0.51, Sep. 05, 2010 - Fix of the bug wherein it fails to open BIQ files with telepads. - Slight changes in the unit tab layout to allow support for changing telepad/teleportation options for units. - Increased error-checking on file input to more thoroughly check for issues, particularly .pcx files not existing. v. 0.50, Aug. 30, 2010 - Initial release. Prior to this, Civ3 BIQ Compare had been released, and the editor uses the same code, plus much more.