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Ed O'War
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Los Angeles, CA
Mar 2002 time: 21:20
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Without an ability to set teams then it will be very difficult to create historical scenarios. Imagine Napoleon and Wellington allying against Prussia, or America and Germany against Britain in a WWII scenario. I really hope the team color thing means we can set teams for scenarios. Firaxis?
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KingJoshi
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Columbus, Ohio
Jun 2002 time: 00:20
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Firaxians,
Since everyone will be making mods, how easy will it be for people to install other people's mods? I mean, something has to be done about that, right?
I remember reading in a chat about that though a Mod Manager wasn't being created, they were making it easier for mod makers and user. How?
I like to play the Double Your Pleasure mod which about doubles the techs, units, buildings and pleasure However, there might be times where I would like to play a different mod or even Civ3 unmodded (or view other peoples' games). Now, is there any way to install multiple mods and choose which you play?
I've created a mod manager that does plenty for me. But, the only way I can do that now is to uninstall one mod and install another. Though that doesn't take much time, a better solution would be nice.
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rflagg
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Alexandria VA
Nov 2001 time: 05:20
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Patch sounds great, can't wait for some wonderful scenarios..this is what I"ve been waiting for.
So, Mike - we all need to know - diplomatic settings can be done for scenarios? (ie unable to negotiate peace with each other, or at least start out at war with each other?). It's a necessity for scenarios.
Thanks! Look forward to more civing!
-Rflagg
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Mike Breitkreutz FIRAXIS
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Hunt Valley, MD
May 2001 time: 00:20
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Some clarifications:
1)
quote: * Editor: Changed city placement so that roads/railroads are not automatically added to the tile but neither are they removed and they can be manually placed underneath cities. |
This is mostly an interface issue for the editor. When you build a city in the game, you get roads/rails in the city tile. When you place a city in the editor, it does not automatically place roads/rails so that if you later delete the city, it doesn't leave a road behind. When the scenario is played, however, the roads/rails will be there as though you built the city.
2)
quote: * Changed city code so that a road/railroad is not placed under a city if a road/railroad is not allowed on the terrain type the city is built upon. |
This means that the above automatic roads/rails are not placed when you build a city if the terrain type under the city does not allow roads. This is only for mods. You can make, say, mountains get no road bonus which will make roads be unable to be built on mountains. Unmodded, all land terrain has a road bonus.
3) Team Colors = Civ Colors. I've always referred to them as "team" colors for some reason.
4)
quote: Went through the readme again, and still see no mention of removing the hardcoded Food-production by the Center tile of a city.
So I guess nothing has been done about that, is that right? Will we just have to settle for 2 Food in the center tile in the Double Your Pleasure mod?? |
The center tile now produces as much food as is required to support 1 citizen (i.e., 2, unmodded).
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