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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > Civ3-General-Archive > GRAPHICS REQUEST: Toggling off certain things...or graphic overlays
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yin26 is offline yin26
Emperor
This space reserved for Darkstar.
Apr 1999
time: 14:15
  Old Post 26-10-2001 16:53
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GRAPHICS REQUEST: Toggling off certain things...or graphic overlays Support Apolyton, buy GURPS/ Alpha Centauri

Dear Firaxis: Any chance we can have 'Improvements/Graphics Toggles' that will allow us to customize what we see on the map? I really think that would keep things looking much nicer in the mid to late-game.

Look at picture below. By the end game, the map is just too loaded with horribly repetitive graphics. The mines are just dreadfully dull looking and the rails make my head hurt (though some other people like the rails).

Any chance the following good be toggled on/off? I think it would be outstanding to be able to filter out some or most of the items on the map as it gets more and more crowded. Many thanks. Some possible items:

  1. Mines
  2. Roads
  3. Rail
  4. Units
  5. Irrigation
  6. Resources
  7. Text: The city names, population, what it's building etc.
  8. Cultural borders


Last edited by yin26 on 26-10-2001 at 17:59

CyberShy is offline CyberShy

Emperor
Delft, The Netherlands
Mar 1999
time: 06:15
  Old Post 26-10-2001 16:55
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Get a bigger avatar today!

uh, pherhaps it's a little too late to request new features after the game has gone gold ?
What if you start The List for civ4 ?

yin26 is offline yin26
Emperor
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Apr 1999
time: 14:15
  Old Post 26-10-2001 17:04
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I think this could be done in a patch rather 'easily'?

Skanky Burns is offline Skanky Burns
Deity
Skanky Bastard Quartermaster
Aug 2001
time: 14:15
  Old Post 26-10-2001 17:10
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Got spare money?

Id have to agree with Yin here. The terrain starts off without any improvements visible, they have code to make resources invisible unless a certain discovery is made, so this in a patch is possible. Note that i didnt say it would be easy though.

And a feature to turn irrigation/mines off would be useful. After all your land is improved, its only in your cities that you will care exactly where mines or irrigated squares are. Not too sure about turning rails off though, as you would want to know where they are for unit movement purposes. And i personally like how the rails look

yin26 is offline yin26
Emperor
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Apr 1999
time: 14:15
  Old Post 26-10-2001 17:11
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So we could toggle:

Resources
Mines
Roads
Rail
Units
Irrigation

anything else?

Skanky Burns is offline Skanky Burns
Deity
Skanky Bastard Quartermaster
Aug 2001
time: 14:15
  Old Post 26-10-2001 17:40
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Cultural borders. Might as well make it a complete set

Immortal Wombat is offline Immortal Wombat
Prince
in perpetuity
Dec 2000
time: 05:15
  Old Post 26-10-2001 17:42 Visit Immortal Wombat's homepage!
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Text. The city names, population, what it's building etc. That could be irritating.

yin26 is offline yin26
Emperor
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Apr 1999
time: 14:15
  Old Post 26-10-2001 18:01
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Thanks guys. I've added those in my original post, which I'll keep updated if people have more ideas.

Steve Clark is offline Steve Clark
King
Colorado Springs, CO
Oct 1999
time: 22:15
  Old Post 26-10-2001 19:31
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Actually, there is a work-around. In the terrain gif file, just edit the mines to where it blends into the grassland (like the shield symbol in Civ2). The same for roads, railroads, irrigation, etc. where you can very easily change the color to some sort of green or something to where you can still see it but it blends in better.

Oh that's right, that means thinking of Civ3 in terms of it being customizable. Can't do that, right yin?

yin26 is offline yin26
Emperor
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Apr 1999
time: 14:15
  Old Post 26-10-2001 19:53
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quote:
Oh that's right, that means thinking of Civ3 in terms of it being customizable. Can't do that, right yin?


Ah, c'mon. No unfair baiting. I'm talking about an entire team of programmers doing it for us rather quickly ... not hoping a few dedicated fans ONE DAY figure out how to make passable hacks.

Comrade Tribune is offline Comrade Tribune
Prince
Vienna, Austria
Nov 1999
time: 06:15
Unhappy  Old Post 26-10-2001 20:15
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Remove this text

Why, oh why, must the AI build mines/irrigations in such an annoying geometric shape? Couldnīt they randomize it somewhat?

How come CivI/II did not have this particular problem?

Steve Clark is offline Steve Clark
King
Colorado Springs, CO
Oct 1999
time: 22:15
  Old Post 26-10-2001 20:23
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Remove this text

Because the terrain is based on a very regular grid of tiles. The center point of any tile is exactly the same distance from all the other tiles horizontally and vertically, and another equal distance diagonally. Each tile represents exactly the same area, thus irrigation that fills up a tile would be in a regular pattern.

If you look at the AI building pattern in Civ2, all the cities were evenly spaced. The AI cities in Civ3 appears the same way.

Comrade Tribune is offline Comrade Tribune
Prince
Vienna, Austria
Nov 1999
time: 06:15
Arrow  Old Post 26-10-2001 21:01
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Inflate your Upload Space

You didnīt get me. I was talking about this:






Why canīt it look like this:





Much more natural.

Thanks to Wombat for the smilie tip.

Last edited by Comrade Tribune on 27-10-2001 at 17:45

yin26 is offline yin26
Emperor
This space reserved for Darkstar.
Apr 1999
time: 14:15
  Old Post 27-10-2001 04:42
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It seems quite a few people don't like this screenshot either (see the 'modern screenshot' thread). I understand the limitations of map size, etc. I just feel the only way around this is to give the player some control over what gets displayed.

Preetty pleeeease.

Immortal Wombat is offline Immortal Wombat
Prince
in perpetuity
Dec 2000
time: 05:15
  Old Post 27-10-2001 05:00 Visit Immortal Wombat's homepage!
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quote:
Originally posted by Comrade Tribune

Sorry, it doesnīt work out with letters; I hope you still see what I mean.
Use the banned smilies. They are regular. The pattern does indeed look really stupid. Isn't the terrain underneath in any way varied?

mine
irrigation




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