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RedBird
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quote: Originally posted by cbraund
Also, you can already rename leaders in the editor. |
You can't rename leaders for an existing game. All you can do is make a mod which includes an expanded (or changed) set of leader names. But that mod won't affect your existing game.
I have a questions though. How do you change the name of a named elite once you've given it a name. I'd like to shorten up the name I gave two of my units. Anyone know how to do it?
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The Viceroy
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tu mumbai se, mai Bombay se
Nov 2000 time: 05:20
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OK I spent the whole of sat making a giant 16 civ world as it is today scenario, and I found the following...
The Editor grinds to a halt when adding things (railroad etc) and seems to hit the hard disk each time.
The Scenario took 2 hours to Configure .. when you see my machine stats, you will not want to play it on a P2 350 (machine stats below)
After leaving it for 2 hours, having a bit of a play, and re-starting a new game, Queen Elizabeth found herself called Queen Tony Blair, in the select civ screen, I did something to refresh it (I think I read the text on the English) and it reset to Elizabeth.
Maybe its me, but I couldn't see any way of setting the current date .. probably not a bug, just I spent so much time placing cities, railroads etc .. I just wanted to see it play.
I got an extra settler + worker when I started the scenario, in South African territory...
When selecting city improvements, it would be nice if you could only select the improvement available to you .. I was sick and tired of accidently giving cities like Madrid a harbour and oil platform .. dohh .. It would be nice also if the city had a river, not to let me select an aquaduct, so it would reduce the costs ..
Again, it would be nice to know if the city changes have resulted in mass starvation without having to play each civ to check..
My computer spec is
Pentium 2Ghz, 256Mb Ram, 36Gb HD running XP HE, with virtually all services switched off (to maximise processor/memory available).
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dunk
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Philadelphia, PA
Mar 2002 time: 00:20
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After playing with the editor, I have some negative feedback...
The Add / Delete buttons are a great thing, but they seem incomplete. I have to do more work in Windows Explorer to get anything to function properly than in the editor. Why can't it copy an existing unit if I want it to?
When I add a new civ, the next step is to make every single unit available to it. Ugh, what a pain. Why can't all the default units (ones available to all civs) be available to my new civ?
I also have to give a leader portrait animation. Ugh, that means I have to have duplicates. Why do I need to have one anyway?
Am I required to create a civilopedia entry for all my new additions? Ugh. I hardly look at the civilopedia anymore. I did while learning the game, not now. and I'm certainly not going to look at it to see what the unit I created 20 minutes before does. I get some error mentioning pediaicons.txt when I play my incomplete mod.
Browse buttons would be nice for things in the editor where I have to designate a filename and path.
I haven't played too far into a game to see what's happened with gameplay, but the list of changes looks like an improvement. I saw the Fortify All and Wake All options, very nice.
I'm hoping there will be some kind of manual for how to use the editor. With all the crap I have to outside of it, I would like some reminders.
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JRWMD
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Dear folks,
I'm pleased to report that the 129 patch used my (heavily modded but not particularly weird) bic file without problems. I used the new corruption slider to decrease corruption (at Monarch level) to 80%. Lo and behold there is NO CORRUPTION AT ALL in any city (under Despotism). This was a new game started with 129.
This can't be right! Really takes the incentive away from advancing govt types!
JR
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Capt Pungent
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'twixt the desert and the sea of Southern California...
Mar 2002 time: 21:20
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Added by Ming:
Yes... it is against the rules to post the address...
This site does not condone any illegal actions.
So I deleted the link.
If you post it again, your will be restricted from posting.
Last edited by Capt Pungent on 26-07-2002 at 02:44
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JoeinBH
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Boston
Apr 2002 time: 05:20
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Sorry to come to the defense of someone going by the name of Pungent, but NoCD patches can be a lifesaver. A couple of weeks ago, my fiance thought that I was spending just a bit too much time on Civ, so she broke the CD in half. Literally! I purchased the right to the intellectual property that is Civ3. That intellectual property remains on my computer, and I'm darn glad a patch allows me to access it. Otherwise, I might have actually gotten mad at the fiance. There is 1) nothing wrong and 2) nothing illegal with this limited use of NoCD patches (she also broke my Metal of Honor CD, so I got the patch for that as well). Furthermore, I reviewed the usage rules for this forum and found no written, objective basis for removing Pungent's patch. If Ming has a cite otherwise, I'd be interested in seeing it.
Joe
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vulture
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Leeds, UK
Jun 2001 time: 05:20
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quote: Originally posted by Yurt
Another thing: it's still impossible to make a normal, non-wrapping map. This will probably be fixed if they are going to make a WW2 map similar to that in civ2 but I don't want to wait until December or whenever the expansion is coming out. And despite this, the map never wraps when you look at it in the editor, so when I am editing something that's right on the edge I have to flip back and forth from one side of the map to the other. Annoying.
The player starting locations seems to work well though, and I like how it is relatively easy to create cities and units, and customize them. |
At least you can more-or-less fudge your way around the flat map issue. Put in a vertical line of mountains from pole to pole (to stop ships sailing past, amongst other things), then a few columns of water, then another pole to pole mountain range. Make the whole thing wide enough that a city on one side of the moutains can't reach the other side with bombers, paratroops or helicopters.
Since you can't build cities on mountains, no-one can create a port on this mountain-surrounded sea, so no ships can ever get there. And it's too wide for bombers, and land units can get across via the poles. Net result: there is no way from one side to the other.
Not perfect though. As far as corruption goes, the distances between cities at 'opposite' ends of the map isn't anywhere near as large as it should be (although this isn't likely to be a huge problem for most of the game). You might want to be able to build cities on mountains. Plus it means that there is a large, unnatural mountain chain, which may just be useful for some situations.
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bshirt
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I've noticed the AI is "much" more aggressive with developing (or maybe just crediting) its culture. Makes it a much more challenging game for me.
Anyone else notice that?
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