 |
|  |
 |
|
The_Aussie_Lurker
|
|
Adelaide, South Australia, Australia
May 2001 time: 05:20
|
|
Hi Guys,
With the new patch coming out SOON!!! And with the main focus being on a more flexible editor!! (Yay!!) I was curious to know what Apolytoners most want to able to do with it (which they can't do with the current editor-hacked or unhacked!) For instance, my priorities would be:
1) An events scripting language for scenarios.
2) The ability to add unlimited new techs, units, resources etc, as well as being able to adjust the number of points needed for Culture Victory!
3) The ability to mix and match flags from various types of buildings, as well as between buildings and units!
4) An ability to create improvements or wonders which increase the Optimal number of cities for corruption purposes (as opposed to just the "Centre of Empire" flag).
5) The ability to make subtle adjustments to existing unit and building flags. eg. for TMP, I'd like to change "Nukes for all Civs" to "Nukes for 1 Civ" or changing double happiness flag (for certain religious wonders) to double production or double commerce.
Anyway, I hope you all understand my intent! If anyone has their own top 5 then I, for one, would love to hear about them!!
Yours,
The_Aussie_Lurker.
|
|
|  |
 |
|
Coracle
|
|
Adding new units without having to tweak and change the arts/units folders to prevent crashing. IT IS A PAIN to do so.
Being able to turn off Culture Flipping.
Adding new techs.
Activating a cheat mode, or at least unit placement and controlling accelerated startups.
Real scenarios.
A lot of stuff Civ 2 had.
|
|
|  |
 |
|
WarpStorm
|
 |
Right down the road
Nov 2001 time: 00:20
|
|
I'm afraid most of you will be somewhat disappointed, then. Everything I've read leads me to believe it's basically the same editor as 1.21 with a mini-map, zoom, and the ability to add new stuff (units, governments, buildings, techs) and place units and cities.
While this is a big improvement, I've never read that there would be events (in fact, I believe I read in one of the chats that Mike B is against scripting) or any of the really radical ideas you guys are expecting/suggesting.
Last edited by WarpStorm on 16-07-2002 at 17:22
|
|
|  |
 |
|  |
 |
|
Willem
|
 |
Canada
Dec 2001 time: 00:20
|
|
quote: Originally posted by star mouse
I would like to see the removal of hardcoded resource limits in the game. People have reported that if they have more than 8 resources of a given type, the game crashes. Although the game allows the resources.pcx file to have many resources in it, it doesn't allow you to use more than 24.
I would love to add more Bonus resources to the game in particular. Oases in deserts, stone deposits in hills, that sort of thing. A custom resources.pcx file will be needed, but that shouldn't be a problem.... |
You're mistaken. Having more than 8 Luxuries can cause problems, but there's no limits for anything else. You can certainly have far more than 24 resources if you want, that's always been possible.
The problem used to be that you could only have 24 distinct icons in the game, anything more and the graphic wouldn't appear on the map, so you'd end up with an invisible resource. However, you could double or triple the same graphic all you wanted to. Some people for a strange reason, were able to get up to 82 icons, though that was an exception.
In the last patch though this was changed. I've heard that there is now a limit of 36 distinct icons possible, though looking at the readme, it sounds like there shouldn't be any limit. I haven't put it to the test myself, since for the time being at least, I'm happy with the number of resources I have.
|
|
|  |
 |
|  |
 |
|
The_Aussie_Lurker
|
|
Adelaide, South Australia, Australia
May 2001 time: 05:20
|
|
Well, it does seem that someone DID misunderstand my intent. This top 5 list has NOTHING at all to do with trying to influence the outcome of the upcoming patch (though, as has been suggested by Sabrewolf, it might influence future patches) it is just an attempt to gauge other people's editor priorities, and what THEY hope will be in!
Though nothing has been confirmed (yet), I know that pooling of the flags for improvements and Wonders (Great and Small) was touted by Mike as being high on their list of priorities. Mike and Co. have also NEVER ruled out an Events Scripting language for scenarios (a la Civ2), what he has ruled out is a more general scripting language (I understand there IS a difference!), which they believe is just a way to add bugs!
As for everything else, though, all bets are off! At least til Wednesday
Yours,
The_Aussie_Lurker.
|
|
|  |
 |
|
sabrewolf

|
 |
turicum, helvetistan
Jun 2002 time: 06:20
|
|
the readme's until 95% were like
"fixed civilopedia entry for XXXX"
"fixed animation for unit YYYY"
it's the other 5% we're waiting for 
aussie_lurker:
ok, in that case i'll add my 5 (civ-player-)editor wishes 
1) simple unit adding (civilopedia, animation, all automatically)
2) simple improvement/wonder adding
3) tech-tree designer (drag&drop, connect)
4) separate magament of general, rules, units, civs, improvements. so i can combine map X with rulesmod Y and civs Z1, Z2, etc. (--> probably not solvable because it's a GUI-editor and not a text/binary-file editor )
5) wizard for "Events Scripting language" (what you said in your last post
|
|
|  |
 |
|
wervdon
|
|
Just in case anyone doesn't know you can use Gramphos's multi-tool to mix and match rules & maps from different bics. It works pretty good and is a quick download. I'd like "official" support for that too (and I think they said there is in PtW), but its not high on my wish list cause thanks to Gramphos it can already be done fairly easily.
If you need to find Gramphos's Multi-tool just look on the file's forum, there's a link to it in the topped file's index thread.
|
|
|  |
 |
|
Barfus
|
 |
I am the last Roman. Or is it Irish-Roman-American?
Nov 2001 time: 00:20
|
|
sublimey, are you really a manx? never talked to one before.
but to the topic, ive been waiting for something like scripting/events controlling for some time. i want to be able to make a scenario with at LEAST the ability to start off certain civs in alliance/war with each other.
but heres the top 5 for the editor
1, minimap (i cant stand this isnt in there already)
2, player start locations!!!!! christ how can we play earth maps when zulu are setting up base of opeations in london's turf!!!!????
3, easy addition of units. adding image files to a folder by hand i can deal with
4, better manipulatability (is that a word?) of the tech tree and its corresponding graphics in the game.
5, ability to add civs and govs and civ unique govs. for instance, rome had a republic when most of the mediterranean was believing kings were semi-divine. nazis, as germans, could hardly exist outside germany (which partially explains its stupidity)....but anyway, i always thought that would be cool. the only feasible way i saw to bring it out was maybe have some type of restricted tech that only a certain civ could get.....whatever.
thats my list and im stickin to it...i think
|
|
|  |
All times are GMT. The time now is 05:20. Apolyton Time is 00:20. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|