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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:24
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Hi everybody,
Being in Australia (enjoying the Lovely weather ) I obviously haven't got PtW yet (December 6th, I believe!). However, it was brought to my attention that the claim made about combining Flags for Small and Great Wonders was not COMPLETELY TRUE. Some of the most important great wonder features I wanted to apply to Small Wonders-namely Obsolescence and the ability to place a given improvement in Every City (or city on continent) are still not in the "General Pool". This is very frustrating, as it limits my ability to create the Mod which I have been planning for many, many months now!!! (My Mega Mod ).
What I would like to ask the Firaxis team, and Mike B. in particular is: "Do you plan to eventually make these flags available for Small Wonders and, if so, when is this planned for?" If it isn't planned, then I'm afraid that I must get on my knees and BEG YOU to reconsider .
Onto the Poll part of my post-how do the rest of you guys feel about this? Do you think, as I do, that it would be a lot simply to simply combine ALL of the flags for the Wonders (Great Wonders)? Or do you think they've done enough, and should leave the editor alone? Or perhaps you don't care, and just play Vanilla Civ3 and haven't even LOOKED at the Editor screen .
Yours,
The_Aussie_Lurker.
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:24
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Actually, I'd like the ability to add/edit ALL terrain improvements. The way I'd envisage it, you'd have a drop box like you have for buildings, and you'd click on the one you want to edit. It would come up with the bonuses it grants underneath-ie bonus production, commerce and/or food, maintainance cost, # of turns to build, movement cost (if applicable), and technology which enables it!
This way, I'd envisage you having several levels of roads, mines and farms, as well as an ability to alter the bonuses for existing improvements. Definitely, though, the Great Wonder flags are my first priority.
Oh, and another quick thing. Currently, you can give an improvement a negative score for production, culture, maintainance, production etc, but I'd also like to be able to give units a negative value for commerce and science-if I choose!!
Yours,
The_Aussie_Lurker.
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:24
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It's true, but remember that Gramphos and a few others were able to crack the editor after Civ3 first came out, so I was just wondering if such a feat could be repeated again? I also know that Trip recently cracked the editor, bringing up the buttons for adding eras, worker jobs etc. The problem was that these functions weren't supported, so caused errors and crashes. It did, however, reveal that the Firaxis team might be looking to introduce these functions at a later date!
Yours,
The_Aussie_Lurker.
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Nuclear Winter
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We need era adding, real diplomacy editting, map revealing (no outpost trick!) we need a event palcing sistem, I guess all here agree that the ability to edit citiy view improvements and wonders would be apreciated.
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:24
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Hi guys,
Another Editor function I would like, which ties in with issues of flexibility, is that improvements which add food, trade and shields to ocean/sea squares should be more flexible, so that you can have an improvement gives this bonus to land squares. I especially have thought of improvements that I would LOVE to have this effect.
Yours,
The_Aussie_Lurker.
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:24
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Hey guys,
I'm not going to be able to be at the PtW chat with CivFanatics tonight (Surprise, surprise!), so I was wondering if someone could ask them about any future changes to the editor which might be getting planned in future Patches? I would particularly like some info in regards to:
1) The opening up of the remainder of the Great Wonder flags
2) Units which require improvements etc. to build.
3) Any abilities to add/edit terrain improvements.
4) The ability to add production, commerce and food to non-sea squares.
If that could be done, I'd be VERY grateful!!
Yours,
The_Aussie_Lurker.
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The Rusty Gamer
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Christchurch, New Zealand
Apr 1999 time: 17:24
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Advances ideas:
1. A "not" checkbox next to each required tech (prerequisite). This way, you can create either/or situations with the tech tree. If, for instance, you say that tech A requires not tech B, and that tech B requires not tech A, then if you research tech A, you can no longer research tech B and the reverse is also true. You have to make a choice. This is a simple example, you can make it much more sophisticated than that.
2. A tradable checkbox (default on). We can define whether each specific tech is tradeable or not or whether or not it will be discovered in goody huts. This means you are forced to research some techs. Also, techs in the "none" era can be defined as tradeable. So maybe each civilization can be given unique techs but they are bargainable.
One idea or use for this would be to only give some civs the ability to mine, others to irrigate, others to build roads. Maybe you only have two of the three abilities to begin with and the only way to get the third ability is to trade with someone.
3. Allowing a tech from the "none" era to be a prerequisite for techs in other eras. This way, you could define completely different tech trees for each civilization if you wanted to.
4. Making other things prerequisites for researching certain techs. eg: A certain number of a building, or a certain government has to be in power. If you added the "not" option, you could really make the tech tree complex
egs: You cannot research this tech once you have built 5 granaries and you must be a republic.
or: You must have 8 barracks before researching this tech and you cannot have a monarchy in power.
5. Allowing the minimum and maximum turns for each tech to be defined individually. If left at zero, it would use the general settings default.
Time scale ideas:
1. Being allowed to define the units for each break. Eg: The first break may be in years, the next in months, the next in weeks.
2. Having a "days" unit.
3. Allowing more than 7 breaks.
General ideas:
1. Most (if not all) of the options on the "General Settings" tab could be defined for each civilization. Imagine having one civ that has different city levels (eg: 7 and 15), another requires only 1 food instead of 2 per pop point but maybe has a higher min and max research turns, another only has a 9 cultural border level and so on. You would have to balance it all out but it would make civs really quite unique.
2. Alternatively, or as well, some of the "General Settings" options could be defined at each difficulty level.
Last edited by The Rusty Gamer on 12-12-2002 at 09:20
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