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Ioannes
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Dallas, TX
Dec 2000 time: 05:19
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Has anyone noticed if there is a maximum number of strategic resources? I have been trying to add more resources. I can not get more than 14 strategic resources to be active at one time. The last resources don't show up when their advances make them visible. However if I make these resources not have a required advance trigger then they show up at the beginning of the game. Any ideas?
Ioannes.
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Selanne
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Winnipeg, Canada
Nov 2001 time: 05:19
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I've filled up the 31 civilization slots. When some of the new civs build cities (after the capitol) the city doesn't appear visually on the map. Just a small base/wall at the feet of the unit occupying the city. Doesn't seem to affect gameplay.
Inside those cities the graphic for the temple won't show up. Just a blank space.
I haven't altered any graphic files (other than copying and pasting duplicate leader heads.
Help.
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Zen
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As I have now accomplished a little more than half of what I want to do for my scenario, I just wanted to let the kind people of CivIII have my two cents.
The scenario editor is a glorified map maker, which is fine, you can do quite a few things, but the interface isn't that nice. In CivII when altering cities, you could call them up by just left clicking on the city and doing a lot of the builds, etc.. you could do what you wanted on one screen and view the effects immediately.
Now though, you have to right click on the city to change stats, etc... but if you want to see how the cities are working overall, you have to load a game (which can take a while). This is quite annoying when trying to get corruption/taxes/waste perfected and you have almost 150 cities. Current load time stands just under 4minutes (with only a few units, but all cities with improvements). 150 cities with 1 pop. and no building has very fast load time. 150 cities with normal pop and buildings drastically slows down.
I wish there were a way to access a city while in the editor in order to view the city's real in-game stats.
Also, we really need an events "editor".
Also, I still don't like the minimap. It really distorts the map. It stretches everything horizontally, while compressing the vertical (at least that's my opinion).
I do like the nice rule tabs though. Those are nice and easy to edit/access. The Help function is another very nice addition. I haven't seen it fail me once.
However, I dislike how one must now edit icon "pictures". When adding a new unit, there's a lot of work, not so much if you just use a duplicate image, but..... you have to do a lot if you create a new unit. I'm still trying to get the hang of unit creation.
Overall, I think there needs to be another version which empowers the fan to be able to make scenarios of interest and complication.
-It's what keeps a lot of pppl interested in the game.
-Zen
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Zen
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BTW, I've been a settler for two years now...... I should really start posting more often.
-Zen
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hahntsak
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oakland, ca
Aug 2002 time: 21:19
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i read somewherethat the total improvements/wonders is 256 only [i counted 75 included so that leaves 181 custom improvement/wonders max]
besides icons and civopedia.txt and pediacon.txt entries and a pic in the building file pix, what else isneeded [are ther limits on that building pcx fiile?
i also read that if resources.pcx had more than 36 icons only first 36 iconresources would actually show up in game[regardless of showingin editor] [17-36 do showup though must assign to terrain type though i dunno about beyond actually showing up. ]
anybody know if resources over 36 actually show up?
units:
i know i gottahave the units directory with the sound and flc files and the icon and icon in units32.pcx [btw what is the limit on that file?]
what is the max number of units one can add to game?
[net additions]
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Ioannes
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Dallas, TX
Dec 2000 time: 05:19
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I'm currently having the maximum resource limit problem with the latest version 1.29f.
Ioannes.
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Selanne
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Winnipeg, Canada
Nov 2001 time: 05:19
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Thanks, Level, your suggestion seems to have worked. I did miss out assigning some culture groups. Hopefully it was that and not something else.
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hahntsak
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oakland, ca
Aug 2002 time: 21:19
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quote: Originally posted by Ioannes
I'm currently having the maximum resource limit problem with the latest version 1.29f.
Ioannes. |
how many can you get safe? i'm okay if below 37
1 to 36 are okay [provided icons-pediacon entry-civilopedia entry in addition to putting that icon in resources.pcx - i also matching icon shadow in resource_shadows.pcx too
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hammerquill
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Oakland, California, USA
Jan 2001 time: 05:19
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two problems when adding new civs:
1 - what do you do if you don't know how to edit .flc files? Will it accept bitmaps or jpegs or something? What are the requirements? Without a link to .flc files for each civ, it crashes as soon as you select that civ. (Currently working around by getting .flcs for other civs).
2 - More important: Firaxians! please alter editor so that units which are normally available to all civs are available to new civs when created. It was mighty disturbing to start up my lovely new civilization of the Arabs and find they didn't know how to build warriors. If you create a bunch of extra civs it's an awful lot of work to enable all those normal units, one at a time, for the new set of civs.
While I'm here, a suggestion for future editor options: should allow terrain types to have individual time requirements for different worker tasks. I want to be able to make it difficult to irrigate (or fortify) the desert, and possible but difficult to irrigate the hills (imagining terraced hills of the world).
RCB
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Ioannes
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Dallas, TX
Dec 2000 time: 05:19
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I started having problems whe I was using 46 resources. I'm currently using 44 but I'm not sure that all of them are showing up on the map. The last two on my BIC list are but it seems to be more dependent on what shows up in the game than what order they are in my BIC list. I'm playing a game now and I'll have to wait to see if Uranium shows up or not.
Ioannes.
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smellymummy
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quote: Originally posted by Level
hammerquill
2 - You can use Shift to select a large part of the list. |
that works with one unit (click shift to select all civs), but the problem described is for one civ and all units... so you have to redo the same action for each unit
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hahntsak
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oakland, ca
Aug 2002 time: 21:19
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quote: Originally posted by Ioannes
I started having problems whe I was using 46 resources. I'm currently using 44 but I'm not sure that all of them are showing up on the map. The last two on my BIC list are but it seems to be more dependent on what shows up in the game than what order they are in my BIC list. I'm playing a game now and I'll have to wait to see if Uranium shows up or not.
Ioannes. |
so does resource icon 37 show in game?
where does problem start to occur?
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Firebird
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In my editor I dosn't see any difference whether I'm on Low quality (Fast) or High quality (Slow). And I would really like that fast one to work. My editor is sooooo sloooooow. zzzzz
Can anybody help?
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smellymummy
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depending on what type of scenario you're making, you can also use ocean tiles.
For example a roman scenario it would make sense to have ocean tiles unused...
What I mean by this is to give ocean tiles a high movement cost, make sure all buildable ships will sink in it, and make the ocean tiles a few tiles thick.
The AI will not go in ocean tiles if there is a risk of sinking.
The player might risk it, and losing a ship in treacherous waters is not always going to happen. But hey if the player actually risks it, the reward of being able to land on the other side of the world is kinda cool.
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Explorer579
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Chicago
May 2002 time: 23:19
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I used to have lot of crashes after using the 1.29 editor. I boutht civ3 PTW recently, and found that its editor is much improved. I am making lot of weard customization of scenarios without crashes so far.
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