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Mech Assassin
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and a Finnish Assassin in Time.
Aug 2000 time: 07:15
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Yes, I agree on the mods. Maybe the editing could be similar to Red Alert 2. There you have .ini files, that contain almost every single aspect of the game (AI, units, structures, terrain, sounds and so on) and the only problem is, that the engine is limited and doesn't allow everything, we'd want to have.
This kind of files to allow us to create our own AIs, change the gameplay and such would be nice. Or even more so, if we'd be allowed to edit the code itself, like in 3D shooters.
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airdrik
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Nampa, ID, USA
Oct 2000 time: 22:15
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I posted this in the thread for column #179 unknowingly. I intended to post it here, so here it is.
I read the article, and I definetally think that they should include with civ 3 an in-depth customization tool. Either part of, or in addition to, the existing map/scenario editor, which would allow you to tweak anything you want rather than having to sort through .txt files. You could still edit things in the txt files if you wanted to change just one or two things and don't want to have to open up the 'Gameplay Editor.'
The editor would have things in it like toggle between static units and workshop models, choosing static would allow you to design static units with all the stats that go along with static units. Choosing Workshop would allow you to set up chasises and parts that can be added. You can open up and edit existing units files/ai files/mods/scenarios/etc. and easily design your own or work out the bugs in your already top-of-the-line AI (whose name is Fred ).
When you open up civ 3 to start a new game, it would have the options of standard game, custom scenario, custom modpack, or mix-and-match (which would allow you to pick, say Starwars units on Sesame Street terrain and have the AI act like Richard Simmons)
In the Editor you could set up random events and what they do (like meteor shower: 1/2500 chance, destroys 20 land/city improovments in a certain area, or meteor strike: 1/10000 chance, destroys one city size <20, or decreases city size by 20 and destroys 90% of all improovments and units in city). You could toggle all sorts of little gameplay enhancements, like simplified combat-civ 2 combat-civ3 combat, road/rr/irr/farm/mine's effects on map squares, what types of improovments exist (ie. road 1move, rr all move points but can continue on track as far as the go in 1 turn, highway 1/3 move, farm +2 food, mine+2 production, fort+25% def, base +50% def and att must have fort).
In this editor you should also be able to tweek the AI, give it a name, have them never sign treaties, but allways signs ceasefires, have them never break treaties, but allways breaks ceasefires. etc. Give them strategies that they will use, like allways make sure that outer defences have been destroyed with artillary before attacking a city with infantry. Wait untill they have 10 top-of-the-line units in each of 10 different stacks before blitzing an enemy. etc.
Of course the editor would just be a really cool interface that is not entirely necessary, and an option on install. Anyone who knows how to tweak .txt files should have no problems fiddling with them without the help of this editor (and might even discover the secret in designing the best AI in the world until someone takes it and fixes that one bug that he ran into )
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airdrik
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Nampa, ID, USA
Oct 2000 time: 22:15
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Not EVERYTHING should be in the one-and-only RULES.TXT, but have things like unit configs, terrain configs, and each AI in separate .txt's. The game would come with 1 Rules.txt, 1 units.txt, 1 terrains.txt, 16 AI's (1 for every civ named after the civ which normally uses that AI, like Egypt.txt, and China.txt), and whatever other .txt's it otherwise comes with.
Having a separate units.txt and terrains.txt would make it a lot easier to create new units and terrain sets with their own separate abilities without having to page through one billion-line .txt file to find the units or the terrain section just to try and switch terrain sets or units.
I don't agree entirely that the editor should have JUST the most used stuff. It should have everything in it, it should just be designed so that the most used stuff is easiest to find and alter.
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SK138
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Indiana, PA, USA
Dec 2000 time: 00:15
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I think being able to customize just about every aspect of the game is a good thing for Firaxis to do. If you think about it, Civ2 had a lot to customize, but you still wanted more units, more time, more techs, but even with the limited customization of Civ2 the game is still being played by many, inluding myself. Civ2 has been out since 1995 I believe and for it to last 6, almost 7, years is amazing. If Firaxis makes Civ3 fully customizable, it will let them have more time to get better technology and ideas for an even better Civ4.
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Scrooge
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Europe ...err... mostly
Aug 2001 time: 05:15
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Up untill now I've been posting at the Civ Fanatics Forum, because I didn't know about this place, so I'll just repeat:
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All throughout this site I've been reading about new units, advancements, govs, wonders and other stuff that make me dribble. And I hate to think, that so many of the bright concepts will, inevitably, be lost. Also most of the threads are bickering about : why not implement this and that... With a game of Civ type and caliber, there is no possibility to keep everybody (including the publishers) happy, BUT ONE.
Now, the idea is this:
Make CivIII an open-ended game. I'll resort to my favorite example - anyone seen Photoshop? Full of plug-ins? Small applets that enhance and expand it's capabilities? Why not make CivIII like this. And I'm not talking about MODs. Or Sims (though nearer). A plug-in for CivIII could be like a "brick" in the tech-tree. A single wonder, a unit or gov type, or a pack like a single advancement with two new units and one benefit. One of many similar files.
Inside your CivIII folder, there could be a sub-folder called "extensions". When you obtain such a brick (say, a new advancement), you just have to put it into this folder, and fire away. It would automatically be validated by the game, and inserted into an appropriate slot. No installation, no lousy txt files editing. Just plug-n-play. And only if you want to.
These files could be made by Firaxis (they know the code, have the 3D tools, anims, keep the balance of the game, etc.) on the base of an internet user-poll on their website (what do WE FAITHFUL USERS want), and released as commercial product (CD as official expansions packs) or, for smaller packs like a single unit, obtainable through internet download section on non-commercial bases.
This way they'll always keep the buzz about the game - by constantly releasing new additions and not patches. Also, the small size of these "packs" would enable them to release stuff rather frequently.
The map, faction/nation and scenario editors would be ours to have fun with. They could also publish a scaled-down unit editor (for scenarios), though the user-graphics for non-professional units would be 2D (mock-ups), whereas they would make their units 3D with anims.
Of course, there would have to be a "plain vanilla" version of the game, for comparative or competitive (ladder) purposes. Also MP games would have to be the same in contents.
As for coding - these plug-ins are only sub-routines in the grand application program (engine) and a relative ease to code.
for the full discussion plese click CivIII - an open-ended application?
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