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Harlan
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Berkeley, CA, USA
Aug 2005 time: 21:15
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There are lots of interesting little rules we can deduce from looking just at this one screenshot. I like how you apparently get a one time shield bonus when cutting down a forest, for instance. Also, cities naturally having a greater defense the larger they get.
However, some disturbing stuff as well. For instance, where's the space to set railroad movement? Since there is none, does that mean the dreaded unlimited rail movement is back? At the very least there should be another box for railroad movement, and if zero is selected that would mean infinite.
(Mentally starting my wishlist )
Also, its neat that I can set the barbarian type, but what if I want more than 2 land barbarian types or 1 naval barbarian type? Civ2 had lots more barbarian variety than that.
Or what if I want more than 3 city size levels? With the CTP games that was something one could easily do.
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:15
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IW,
Check out my theory in the Official Site Update thread.
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cassembler
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Loud Cow Productions
Oct 2001 time: 23:15
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quote: More interesting (and less obvious) is if railroads still give your land-units unlimited moves. I sure dont hope so. |
Hey don't forget that you can't use opponent's rails like in Civ2. The infinite move bonus was broken because you could rush into enemy territory (if they also had rails) and attack without fear of leaving units vulnerable.
I do agree though. I remember they had to write code that kept the AI civs (and automated settlers *gasp*) from moving in circles forever. I think a 1/10 movement rate would have been fine.
Last edited by cassembler on 20-10-2001 at 06:05
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Ralf
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Sweden
Mar 2000 time: 06:15
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Its sure looks impressive! 
quote: Originally posted by Firaxis/dev-update
This editor not only allows you to alter game elements such as advances, civilizations, units and wonders (to name a few), but also includes a robust map editor. Using the editor, users are empowered to create scenarios that we never dreamt of during development. |
I wonder if above map-editor really is situated under one of those tabs? I dont see any Map-edit tab - only terrain (for terrain-values, I guess). Perhaps a separate editor?
quote: The editors in Civilization III are only the beginning. Based on feedback from the mod and scenario community we will make additional improvements and incorporate new features. The editors are just tools, ones that the fan community needs to make meaningful by creating new scenarios with. As those in the 'trenches' of creating new content run into limitations, we'll work on eradicating those barriers. Firaxis is very interested in Civilization III having an active mod community, but need to know where our efforts are best spent. Together we can make Civilization III a potent platform for not only exploring factual history, but also your creativity and interests. |
My bold & italic underlining.
Sounds promising, doesnt it? By the way - they should make that screenshot interactive 
Last edited by Ralf on 20-10-2001 at 14:23
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Grim Legacy
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War Machine, Barbaric King, Relentless, Remorseless, Guiltless and Unclean!
Aug 2001 time: 06:15
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quote: Originally posted by Shadowstrike
I think there are a few extra nifty tools (I hope we can change more then simply the names of improvments and wonders (how about setting special effects for advacnes, instead of having them tied to slots?) ), but I'm still kind disappoointed that even a simple FW-esque event system wasn't added. If only there was some way of letting the designer push the plot along.... |
Yes I too was shocked by the absence of a scripting language! In Civ2, you could do quite some nifty things (reinforcements, historical keypoints, even making armies move to attack!). I sure hope these things are still possible! If this has all gone away, Civ3 is a step back. Disappointing! 
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Faeelin
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Tau Ceti
Oct 2001 time: 05:15
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I like the ability to add/edit technologies. Finally, a game where hoverships can mow down babylonian archers.
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All times are GMT. The time now is 05:15. Apolyton Time is 00:15. |
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