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Kestrel
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Melbourne, Victoria, Australia
Jul 1999 time: 05:15
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Wish List
Via the in-game editor
Ability to :
- add extra units (and alter static Unit Graphics easily)
- add in extra unit features a la Civ2-ToT
e.g. "Unit is invisible until it attacks"
"Times x defense against mounted"
"All as road"
- print Modpack Unit List including att/def/move etc. parameters
(easier to determine what has, hasn't been modified as modpack is evolving)
- add in extra techs
- add in extra city improvements & wonders (big and small)
- easily add in extra types of terrain (e.g. Swamp, Forested Hills) and graphics for same.
- alter the Railroad Movement mutiplier
- expand the types and effects of "Impassable terrains"
Also, for scripting language - There should be at least all that was available in Civ 2 ToT Macro language,
plus :
An Event that allows change of all (or a proportion) of terrain tiles of a certain type within a certain area to another type (allows climate change / natural disaster simulations, and seasonal simulations e.g. summer -> winter )
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ravagon
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Australia
Sep 1999 time: 13:15
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Addition to the scripting
I'd like to add the ability to locate a unit on the map as well, ie: with a (eg) triggerattacker/unitkilled set by a particular unit, that units co-ordinates can be identified and used in the followup effects.
Plus, please fix triggerattacker so that it resets after the event and doesn't remain locked for the rest of the game - ala the Verne scenario in FW
Also it would be nice to be able to alter unit statistics or city improvements through events, rather than having to save, exit, run batch-file, load save.
ie: researching depleted U shells or somesuch can add 1 to attacking values of arty, armour etc, or techresearched=invisibility gives all/selected units for a certain civ the tot "invisible until attacks" flag on.
(I don't have civ3 so replace FW/ToT references with same from civ3)
Basically - Add in every possible flag/trigger/conditional that you can think of, and then think up new ones and add them too!
More to come when I think of it ...
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Arator
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1. The ability to ADD CUSTOM CIVs to the playable mix in a STANDARD RANDOM MAP GAME.
2. The ability to employ random maps in scenarios.
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EnochF
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Seattle, WA
Jan 1970 time: 21:15
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Brief preface: The editor is WONDERFUL! It KICKS ASS! But I want more power. ^_^
[] More effects for tech advances, including effects that do not appear in the standard game.
* grants one free tech
* increases movement of ships by 1
* increases effect of [any happiness improvement] by 1
* decreases effect of [any happiness improvement] by 1
* adds 1 food to irrigated tiles
* wins the game (Transcendance ^_^)
[] More customizability for city improvements and wonders.
* Adds 1 [food/shield/trade] to [any terrain type/improvement type] (examples: Offshore Platform, add 1 shield to all ocean squares; Superhighways, add 1 trade to all road squares; Tree Farm, add 1 production to all forest squares)
* Adds [X] percent to trade, science or production (rather than being limited to just +50%; example: Museum, +10% science, 4 culture)
* Marco Polo's Embassy effect, grants embassy with all civs
* Statue of Liberty effect, all govs available, limits anarchy to 1 turn (I know, useless for Religious civs, but just include the option, pleeeeease ^_^)
* Old-school Adam Smith's effect, pays maintenance for all 1-gold improvements
* Gives 1 [food/shield/trade/science/happiness] per citizen
* Eliminates danger of global warming (no matter how much pollution there is)
* Gives +2 shields at every city
* +1 [food/trade/production] per city square (examples: King Richard's Crusade, +1 shield in all squares; Merchant Exchange, +1 trade in all squares)
* Doubles the effect of specialists (entertainers, taxmen and scientists)
* Ensures your cities will never rebel due to culture
* 100% protection vs. nukes
* Weak Great Library effect, gives any tech owned by 3 civs
* Pays maintenance for all Workers
* Doubles the effect of Courthouses
More options! More customizability! And of course, the ability to add technologies, improvements, and wonders.
Just because a wonder or improvement isn't in the final game is no reason to keep the options out of the editor.
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open air
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Canada
Jan 1970 time: 05:15
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standard resources (game, gold, ect...) and strategic resources (iron, hourses, ect...) should be editable...
ie: placable in the editor... change graphic... and name... change units that require...
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Faeelin
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Tau Ceti
Oct 2001 time: 05:15
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the potential for scenario construction that SMAC had.
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Hoek
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of knock-you-off-your-ass chili
Jan 1970 time: 00:15
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Some helpful things that have not yet been mentioned:
1) Since the game operates on a territory basis, like SMAC, it would be good if we could define territories prior to laying out cities (which we should be able to do also). This would allow us, for instance, to put cities in their proper location without having to worry about how borders will change.
2) Along with that, scenario makers should be able to disable certain aspects of culture rating (such as expanding borders) and fine-tune other aspects of the economy, and such (it would be nice to create trade rate imbalances and such)
3) Do not release just one patch. If there is a good dialogue between the community and the designers, it would be great to see regularly updated and tweaked patches
In designing an editor, the designers should understand what scenario-makers are looking for: greater control over aspects of the game. The reason that the scripting language is so heavily demanded is that it gave scenario makers a great deal of control over the flow of the scenario. Unlike a "clockmaker" scenario, where only the groundwork and starting situation is laid out, events allowed scenario creators to more fully bring their vision of a scenario into being. With the new features of Civ III, we will probably have less control over graphics, but we could (i emphasize COULD) end up having better influence over scenarios if the designers come up with a good editor.
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Hoek
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of knock-you-off-your-ass chili
Jan 1970 time: 00:15
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Ooo, also, I would like to see diplomatic triggers. In other words, I want the ability to activate alliances during diplomatic talks. If the U.S. demands that Russia remove Nukes from Cuba, and the Russians refuse, that should be enough to trigger various alliances to be activated.
Another thing: allow scenario makers to design more espionage options (or eliminate some). It would be helpful to have a wider set of options given to us by the designers, but it would be the most helpful if we could be given the capability to design our own espionage.
I'd also like to see some disaster events. For instance, I'd like to be able to trigger epidemics, nuclear accidents, brownouts, that kind of thing.
It would also be nice to control land improvement benefits more. For instance, we should be able to tinker with various improvements (or be able to add improvements of our own). If we could add improvements, that would be super! We could make suburb improvements, and such...it would be neat.
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Pyrodrew
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After seeing some flaws within how the AI does it's Diplomacy (see my thread AI Diplomacy Flaws) I definitely want to be able to choose/select how much the AI values things when they are in a negotiation. There could be some basic default numbers that we could use as reference, but we should have an option to raise or lower these values as well as select what the AI won't buy and won't sell. Any other options allowing us to alter the AI brain would be great.
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Plutarck
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Earth
Nov 2001 time: 23:15
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On just about all of the "flags" there is no real customization possible. For instance you can tick the flag Reduce Corruption...and that's it.
Most flags would benefit from greater customizability. For instance I want to make a Temple decrease corruption a little, Police Station reduce it more, Courthouse do it quite a bit, and the wonder Chichen Itza to do it even more effectively!
The problem now is there is one single flag, and to make it worse Reduce Corruption isn't even a great wonder flag possability! It's ok if that's not possible in the editor, but at least with the scripting language or in text-files it could be editable.
Like someone above said, what all of us mod/scenario makers want can be summed up in one sentance:
We want more control.
We need to be able to make little changes here and there, which is how a true "artist" goes about the craft of mod-making. It is not the big changes which make the mod special and the game more enjoyable so much as the little tweaks, which together add up to an altogether different and more enjoyable experience.
Giving us nothing but 1 "replace" flag and less than a dozen checkboxes to control what happens is like handing Di Vinci a cutip and telling him to "have at it".
Sorry, but there is only so far we can go with a cutip. *squeak, squeak*
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Shadow99
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Union City, PA US
Nov 2001 time: 00:15
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I want only 1 thing... The ability to 'add':
governments
eras
units
civ advances
civilizations
terrain
resources
& improvements.
The biggest thing I wanted to do was stretch out the early indutrial age by adding biplanes & a few more techs, create new 'air units' like the attack heli (cobra/apache/etc gunships), add in some more unique units as well... Like the German 'Air Ace'/'Barnstormer' Biplane, American 'sniper'/true rifleman (ala war of independance), French machine gunners, & more... But using the editors I can't add units... I (currently) don't even want to change graphics, just the stats & abilities to create a new unit...
Also I'd like you to think about Civ specific wonders (aka only 1 civ can build a certain wonder). This could make a Civ more than just a combination of special unit type X, features Y&Z, & initial tech a/b/etc...
I do like the above idea fo custom '1 of a kind' units though...
Come on Fraxis you know I haven't put down CIv 3 since last friday night! 
Give a guy a bone, Please? 
Last edited by Shadow99 on 10-11-2001 at 06:48
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Trachmyr
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The Everglades
May 1999 time: 00:15
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In addition to the x2 defence vs. Mounted, I'd also like a tag for x2 defence vs. foot soldiers (For archers!).
As Plutark mentioned, the ability to alter the civlopedia from the editor would be awesome.
More choices for the goverment editor... such as a "Maximum Corruption %" that makes corruption/waste % > Max, = max. IF the city is connected. The ability to use "Martial Law" (kinda like nerve stapiling) for the next 10 turns reduce # of unhappy/happy citizens by # of military police (in addition to normal effect) (or # unhappy if less). More variations of Communal corruption rate (or make it a special condition available to all corruption rates).
I want the ability to allow cities to move surplus food from one city to a city with a shortage that it is connected to. This can be a goverment special ability. Ho it works is simple, if there is a shortage in one city it takes food from a connected city that has a surplus. Food is given to those with the greatest shortages first, in a tie the older (appears first in the list) city gets surpluses first. Food is taken from cityies with the biggest surplus, if a tie it takes food from the bigger cities, or if still a tie then from the younger (appears last on the list) cities. Call it Centralized Food Network or something.
I want to be able to make multiple techs allow resources to appear.
I want to allow certain techs/improvements remove the need for certain resources... i.e., Fuel Cells remove dependancy on Oil.
I want to be able to put cruise missiles on nuke subs, aegis and carriers.
Allow us to increase the operation range of aircraft to greater than 8.
A improvement ability that allows unlimited airlifts.
Allow us to determine the effects (food/commerce/production) of rail for each terrain type and improvement... so we can give +1 shields to rails in farms if we desire.
Allow us the ability to control what terrains can cause damage/disease.
Allow us to create more types of "bonus" terrain types... Bonus tundras have +1 shield/ bonus forrests have +1 food/ etc.
Allow us control over new terrains/tile improvements and terraforming... plus allow us to enter individual stats for each forest type and choose which terrain they can appear on (i.e., Tropical Forests only on grasslands)... and the way they appear in random maps.
The ability for some units to retaliate vs. air strikes.
A unit ability that gives it double normal fortify bonuses (+50% instead of +25%), and a unit ability that gives no fortify bonus when the command is given (useful for many ships).
Allow us to add new road types (Highways or mag-lev).
Allow us to make some terrains that you can't build roads on... while keeping the ability to build a road but no bonus commerce.
Allow us to make specialists create commerce in addition to tax/luxury/science. This commerce is split by your settings and is affected by any city improvements built and corruption. And a government ability that doubles the commerce (not luxury/sci/tax) produced by citizens. Same goes for food and production.
Airbases, outposts (Like a fort, but no defence bonus but increases sight radius of unit by 1 square (still not over mountains), gives 3 sight on hills/mountains) and Radar stations.
Sight radius stat for units.
Units that treat all as road should still get RAIL benefit.
Controls over the number of food needed for pop growth.
Control over the # of shields from disbanding
The ability to add more bonus resources (more strategic/luxury would be nice too, give us room for 12 of thoose).
Allow Offsore Platforms to "gain access" to coastal oil if it appears anywhere in the city view. Or to allow workers in transports to create a colony on this oil (looks like an oil rig).
FiX nuke plants so they can use fresh water or salt water (would be nice if they were seperate tags)
It would be nice if firaxis created an ART RESOURCE for the editor with ready to use units (full animation), heads, and more and released it with the expansion pack.
Let us choose which tech allows irrigation w/o access to fresh water.
A tag that determines if a bombarding unit can 1) Kill Land Units, 2) Kill land units in fortress/city, 3) Kill Naval Units (otherwise it can only reduce it to 1 HP)
An Escort Bomber Air mission
The ability to start a civ with an extra unit.
The ability to give Military civs the ability to support 25% extra troops for free or reduce the cost of units by 20%. And the ability to modify (and add) other civ charistics.
That's all I can think of for the moment
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