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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > Civ3-General-Archive > FIRAXIS - Some questions related to making Mods in CIV3.
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Kestrel is offline Kestrel
Warlord
Melbourne, Victoria, Australia
Jul 1999
time: 05:15
Question  Old Post 31-08-2001 12:58 Visit Kestrel's homepage!
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FIRAXIS - Some questions related to making Mods in CIV3. Get a bigger avatar today!

FIRAXIS - Some questions related to making Mods in CIV3.

Q 1. There are rumoured to be 60 odd different types of units in the standard game.
How many new types of Units can I add to the standard game (without eliminating any of the existing units) ? i.e. What is the maximum nr of different types of units that the game will support ?

Q 2. How many new advances can I add (without substracting any of the existing advances) ?

Q 3. Does a Unit still require only 1 advance, or can I set it so that it requires more than 1 advance to have been researched before it can be built ?

Q 4. Can I define and add new Terrain types (without eliminating existing types) ?

Q 5. Can I add new different Wonders ? (Either 'small' or 'large').

Q 6. Can I change the function of existing Wonders ?

Q 7. Can I change the function of existing City Improvements ?

Q 8. Can I add new City Improvements (with different functions) ?

Q. 9. Will there be a single rules.txt as per Civ2 so that these things can be modified easily or will it be a series of various files as per CTP2.

Q. 10. Is there any detail as to the new scenarios that will be offered with the first release of Civ 3?

If these questions have been answered in other forums I apologise, if so, can someone point me as to where these answers may be found ?

Many Thanks.

Kestrel is offline Kestrel
Warlord
Melbourne, Victoria, Australia
Jul 1999
time: 05:15
  Old Post 17-09-2001 04:04 Visit Kestrel's homepage!
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Inflate your Upload Space

FIRAXIS, This is Kestrel,

Radio Check.

Over…….

JellyDonut is offline JellyDonut
Prince
Köln, Deutschland
Jul 2001
time: 06:15
  Old Post 17-09-2001 06:40
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Re: FIRAXIS - Some questions related to making Mods in CIV3. Support Apolyton buy from Amazon

quote:
Originally posted by Kestrel

If these questions have been answered in other forums I apologise, if so, can someone point me as to where these answers may be found ?

Many Thanks.


I haven't seen these questions in other forums (and they shouldn't be...they would be re-directed to this one), but you might want to try e-mailing the Civ Team at askthecivteam@firaxis.com . You're more likely to get results that way.

Kestrel is offline Kestrel
Warlord
Melbourne, Victoria, Australia
Jul 1999
time: 05:15
  Old Post 17-09-2001 10:08 Visit Kestrel's homepage!
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Got spare money?

quote:
you might want to try e-mailing the Civ Team at askthecivteam@firaxis.com . You're more likely to get results that way.


Unfortunately I have also tried that. I have sent Firaxis a number of e-mails asking a number of questions, (including those listed above) over the last 6 months or so. Alas, none have been replied to directly and none have been posted at the Firaxis site - I thought there might be a chance of a response if I also posted here.

Cheers.

Lemmy is offline Lemmy
King
Bubblewrap
Dec 2000
time: 06:15
  Old Post 17-09-2001 12:21 Visit Lemmy's homepage!
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Re: FIRAXIS - Some questions related to making Mods in CIV3. Inflate your Upload Space

quote:
Originally posted by Kestrel
FIRAXIS - Some questions related to making Mods in CIV3.

Q 1. There are rumoured to be 60 odd different types of units in the standard game.
How many new types of Units can I add to the standard game (without eliminating any of the existing units) ? i.e. What is the maximum nr of different types of units that the game will support ?


i think this can be changed while they're still programming, so maybe they're not sure yet.

quote:
Q 2. How many new advances can I add (without substracting any of the existing advances) ?


same as 1

quote:
Q 3. Does a Unit still require only 1 advance, or can I set it so that it requires more than 1 advance to have been researched before it can be built ?


dunno, but if you can only have on advance per unit, i think you could still have more advances for that advance that requires that unit.

quote:
Q 4. Can I define and add new Terrain types (without eliminating existing types) ?


hope so, but i wouldn't get my hopes up...

quote:
Q 5. Can I add new different Wonders ? (Either 'small' or 'large').


i think so, don't see any problem with it, but i'm not sure

quote:
Q 6. Can I change the function of existing Wonders ?


same

quote:
Q 7. Can I change the function of existing City Improvements ?


almost definitely yes

quote:
Q 8. Can I add new City Improvements (with different functions) ?


same

quote:
Q. 9. Will there be a single rules.txt as per Civ2 so that these things can be modified easily or will it be a series of various files as per CTP2.


I hope there are multiple files, and i think that will be the case. They made it clear that civ3 will be very customizable, so i think it would be messy to try to put it all in one file.

quote:
Q. 10. Is there any detail as to the new scenarios that will be offered with the first release of Civ 3?


i dunno

quote:
If these questions have been answered in other forums I apologise, if so, can someone point me as to where these answers may be found ?

Many Thanks.


you're welcome, (even if i didn't answer your questions with 100% certainty )

Roman is offline Roman
King
Bratislava, Slovakia
Sep 2000
time: 05:15
  Old Post 17-09-2001 12:44
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Re: FIRAXIS - Some questions related to making Mods in CIV3. Support Apolyton, pre-order Civilization IV

quote:
Originally posted by Kestrel
Q. 9. Will there be a single rules.txt as per Civ2 so that these things can be modified easily or will it be a series of various files as per CTP2.


No. Firaxis has apparently decided that editing willbe done through editors rather than text files. This does, however,mean that it will be easily customizable unlike Ctp2.

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