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Mike Breitkreutz FIRAXIS
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Hunt Valley, MD
May 2001 time: 00:17
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quote: Originally posted by Willem
I know they're still working on it. Mike, I think that's his name, answered a query from some poster and he mentioned that he was focusing on being able to have civ specific starting points, and the ability of placing units/cities on the map. |
Yes, I'm still working on it (right now, actually). I've also added a handful of other features to the editor but they didn't make it in time for this patch. I have not abandoned the editor and continue to work on adding features on a daily basis. Some features take longer to implement than others.
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Dida
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We can give 'go-to' command to every unit of the same type on the square, but we cannot give 'keep together' command to two different unit yet.
It will be nice if we have tell a battleship to 'keep together' with a carrier.
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Thrawn05
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All Your Posts Are Belong To Ming
Dec 2001 time: 00:17
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quote: * The procedure for checking if the CD is in the drive has been changed to search all possible CD drives on a machine instead of simply the drive they installed the game from. |
Please give me a moment as I swear obsenities............
Thank you, you may now bring the children back to the thread.
The reason for this is because a month ago I installed a 2nd HD for my computer, and I had to ******g reinstall EVERYTHING (for those who are not familiar with how the computer works, if you install a 2nd HD, its automaticly gets the drive letter after the 1st HD, so my D:\ CD drive turned to E:\)!!! Since all my programs INCLUDING CIV3 only check from the cd drive that is was installed from.
One question though , I usualy don't use my 2nd HD (mostly cause its just backup files), it is usually turned off for power saving, if I run Civ3, is it going to turn on the HD, read it, find out that its not a CD drive, and then go on to the next one. If this is the case, I might just skip this and any future patches, for the sake of my 2HD, which I don't want turned on/off/on/off/on/off all day, every time I run the game. Sooner or later, that's going to kill it.
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:17
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To Mike or Soren,
First of all thankyou for taking an interest in the ideas and questions of the fans here at the forum. It shows that you really care about this game (like I had ANY doubt!!)
Just a couple of questions:
1) You mentioned how the improved editor will have a placement tool for cities and units, but from having read the posts of MANY scenario writers, the next big thing on their wish-list is some sort of scripting language, particularly for scenario events! So I was just wondering whether you will be including this feature in a future patch?
2) In SMAC, allies were able to house units in each others cities, fortresses etc. Will this feature be brought back, even as an option, in a future patch?
3) In Civ2, when a Civs capital city was taken, a civil war would ensue. Again, would there be ANY chance of bringing this back in a future patch (again, just as an option)?
Any answers you could give me on these matters would be most helpful.
Thanks in Advance!
Yours,
The_Aussie_Lurker.
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rflagg
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Alexandria VA
Nov 2001 time: 05:17
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First off, yes, the *original* civ2 came with the ability to create scenarios. In fact, one of their first releases in the expansion forte, if you'll recall, included the top ten best scenarios created by us players. I guess it's just that Firaxis doesn't care, and that [microprose] did care about the players and not the money.
Secondly, thanks to Firaxis for actually responding to the threads here, but being vague when it comes to editor fixes. I have one simple question Dan: Is there going to be player specific starting locations, and unit/city creation available in the editor? Everyone has wanted to know - just simply say yes or no, and we'll be happy with *any* answer.
It's sad to read through the forum and find how very many of us have put the game away - I know the same happened to civ2, but I know personally I never did so, and I know quite a few more people seemed to keep on playing, because of the ability to modify the game. Just my 2 cents.
-rflagg.
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Salvor
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Chicago
Feb 2002 time: 23:17
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quote: Originally posted by Thrawn05
One question though , I usualy don't use my 2nd HD (mostly cause its just backup files), it is usually turned off for power saving, if I run Civ3, is it going to turn on the HD, read it, find out that its not a CD drive, and then go on to the next one. If this is the case, I might just skip this and any future patches, for the sake of my 2HD, which I don't want turned on/off/on/off/on/off all day, every time I run the game. Sooner or later, that's going to kill it. |
It shouldn't. Your OS knows which devices are fixed HDDs and which are removeable CD drives without having to perform any actual I/O on them.
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pauli
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herndon, va, usa
Jan 2000 time: 00:17
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quote:
[Increased max for civ spacing] would take, literally, 2 seconds to change.
<http://apolyton.net/b.gif>
Have the max civ spacing dependent on the map size and maximum number of civilisations. There will be obvious problems when the minimum civ spacing is greater than the size of the map. There are also less obvious problems when the possible number of positions available on the map as determined by the setting for minimum spacing is less than the maximum number of civs.
A maximum value equal to
SQRT ( (MAP X * MAP Y) / NUMBER_OF_CIVS )
could work, but testing will be needed to check this. |
just for clarity... the max civ spacing in question is just the maximum value you can assign in the editor per map size. ie, it's 32 now, so no map size can have the civ spacing be above 32. the *max* doesn't need to change per map size - it just needs to change overall. the actual per size setting is what your idea would presumably apply to.
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notyoueither
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of naught
Aug 2001 time: 22:17
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quote: Originally posted by Grumbold
I can issue 'y' with one hand while the other stays on the mouse but shift-y is a 2 hand effort. |
Get bigger hands?
Ummm, sorry. That's almost rude. No, that is rude, but I'll leave it.
I don't have a problem shift+ any letter on the key board. Takes some extra effort, yes. But I can do it. Use pinky and index, or thumb and pinky, depending on the key combo. Shift+y? It isn't even a stretch.
Unfortunately, some of you may lack an upgradable version of the human hand. Sorry.
Salve
Last edited by notyoueither on 14-02-2002 at 10:30
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notyoueither
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of naught
Aug 2001 time: 22:17
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Stack movement! OhBoy, OhBoy, OhBoy, OhBoy, OhBoy!
If any of you think this won't help, have you ever moved 12 or 16 or 24 workers around to clean pollution? Heh.
Or clicked and clicked and clicked as you moved stacks to their campaign start positions?
Or wanted to rebase one of your major air forces to the other side of the world?
Or moved a major fleet around?
For my style of play, with this game, their implementation is great! I wouldn't have thought of it, but I'm happy they did.
Pick a unit, hit j, click goal. Gone! Wonderful. I don't have to assign units to groups, that can be tedious if I remember CTP2 correctly. Now, CTP2 armies in combat, that's another story (great) but alas, we're not going to get that in a patch, if ever with Civ3.
Having to pick the Infantry, move them, and then the Tanks? I feel very burdened by this. Somewhat less burdened than when I had to move all 4 Inf and 8 Tanks 1 by 1.
Salve
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Libertarian
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Firaxis implemented group movement the right way. In fact, what other way would be deterministic?
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Libertarian
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Do you think real-estate is the only sort of property there is? Does he not own his own life? His own mind? His own body? In fact, these were his original property which he could have used peacefully and honestly to acquire more. If a man is free from the coercion and fraud of others, then his property (and rights) status is a direct effect of his own volition.
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star mouse
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of the Barbarians
Aug 2001 time: 16:17
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quote: Originally posted by pauli
just for clarity... the max civ spacing in question is just the maximum value you can assign in the editor per map size. ie, it's 32 now, so no map size can have the civ spacing be above 32. the *max* doesn't need to change per map size - it just needs to change overall. the actual per size setting is what your idea would presumably apply to. |
not quite ... my formula provides a reasonable shot at a maximum value for the minimum distance between civs that always ensures the users set sane combinations, and is flexible enough to allow rather large distances on large maps. It is a reasonably accurate formula that gives the maximum possible minimum distance between any two civs on a map, given the map dimensions and number of civs. It is intended to replace the hardcoded maximum of 32, not the individual values (which are usually less).
Suppose we were creating an "itty bitty" map size, 40 x 40, 4 civs. A limit with the constant value of 32 is too large here, and is likely to cause problems if CIV3 doesn't perform good sanity tests. My formula would enforce a maximum distance of 20 in the editor, but the mod maker would probably choose a closer distance.
Or suppose we're creating a "gigantic" map size, 256 x 256, 16 civs. My formula would impose a maximum distance of 64 here, but again, the mod maker will probably choose a lesser value.
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