 |
|  |
 |
|
Quagmire
|
|
Hey all,
I'm new to this forum, signed up to ask a couple questions about a scenario I am creating for MP.
I am attempting to create a scenario based on the book "Dune" by Frank Herbert. I have some experience with the conquests Editor, but not enough to create the specialized effects I need to make this scenario work. My questions are as follows:
1. Specifically, how do I add/delete techs from the tech tree? Better yet, can I create my own custom tech tree? And please explain the uses of the X/Y coordinates.
2. I have been able in the past to add civlopedia entries. My question is how do I play online with several people using my edited civlopedia file? Do I have to send them a copy? In fact, what files do all players need for a specialized game such as this to function properly?
3. I am assigning the Fremen to the AI. How do I set it up where the AI will not trade or negotiate any peaceful deals with the human players?
4. Where can I find information on downloading and installing unique units, animations, pictures, etc.. Has anyone created a unit that looks like a big Worm? It would make an excellent barb... And if I download and install these units to the scenario, see question 2.
I will most likely have lots more questions, so I appreciate any help on this matter. Thank you very much.
-Quagmire "Awww-riight."
|
|
|  |
 |
|
Quagmire
|
|
Yeah, well, thanks for all the help. Looks like Im on my own...
|
|
|  |
 |
|
Ozymandias
|
|
... Um, the top Sticky in this thread addresses how to add techs, albeit probably for vanilla civ.
For Conquests, open the editor and add the tech. Note that each entry has (and requries) a "TECH_name" name. Open Pediaicons.txt. Scroll until you find that section. Each new (i.e., newly named tech) has to have two entries - large and small icons - associated with it (large and small icons are in adjacent sections in the .txt).
Note that you can use the same icon over and over (e.g., Alphabet) for each tech until you find / place / replace ones (find the directory where the icons are) you like.
Note that changes / additions to Civilopedia.txt are NOT required.
As far as the tech tree graphics go, it's a b*tch to do manually; but dig around, there are some tools available to help the process.
Hoping this helps,
Oz
|
|
|  |
 |
|
Quagmire
|
|
thanks Oz. I have found a few things to help me on my quest for the perfect scenario. It will still take me quite some time to get it looking professional.
|
|
|  |
 |
|
PaulWilliams
|
|
France
Mar 2001 time: 05:34
|
|
On putting in the tech advances:
The X and the Y dictate where in the tech tree your new tech will be diplayed. Try to memorise a tech tree and then look at the co-ordinates of one or two of the existing techs. You will get the idea.
Once you have done this in the editor, play your game and call up the science advisor. You will see your new techs at the places you specified (X,Y, and of course the era) No arrows though. To do that you have to call up the base graphic (art/advisors/science_ancient.ocx or whatever) and add your arrows by hand. You can use a graphics program and cut and paste from existing arrows.
|
|
|  |
All times are GMT. The time now is 05:34. Apolyton Time is 00:34. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|