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Ralf
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Sweden
Mar 2000 time: 06:12
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quote:

Originally posted by Snapcase on 05-19-2001 04:02 PM
"Level-editor" is industry-speak for "scenario editor" when applied to FPS games and so on. The use of it here is just a clumsy journalist's fumble, as is the "12000 terrain types".
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Hmm! Your explanation sounds probable. I guess you are right. Anyway, even if one skip the 3D-landscape idea:
quote:

,which will give you much more freedom in the types of maps you can create.
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My underlining. Amongst many other things, I guess it means that you are free to pin-point where resources shall appear in several layers. I also hope that it means that they have implemented one of my favourite ideas:
Allowing scenario/map-creators to manually dotting the map with ideal potential AI-city locations. These potential AI-city locations are invisible for the scenario-player, but the AI can ONLY found its cities on these pre-designated spots. Any AI-civ can start-out randomly from any spot, and spread out to other pre-designated spots in any direction - no limitations. But thanks to above, the AI doesnt have to be bothered with calculating optimal city-locations during the game - this have already been taken care for by the map-creator. This leads to ideally spaced out AI-cities, and therefore more efficient AI land-area exploitation.
Perhaps the scenario-creator also can choose if the human player should follow these pre-designated spots as well. IF so, the settler-unit is unavailable as a free-moving unit. The human player builds the corespondent amount of shields anyway and loses 2 pop-points, but the new city pops up later, on places pre-designated by the scenario-creator. This allows ultimate historical scenario-control. Above is of course optional - but it would be really nice if the scenario-creator had this type of geographical city-founding expansion-control - at least then it comes to AI-cives in historically accurate scenarios.
[This message has been edited by Ralf (edited May 19, 2001).]
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