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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:24
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I can't vote in this Poll as I don't yet have PtW . However, from what I have read around the place I must, for the most part, concur with Warpstorm. That is, the editor has been significantly improved, but still lacks what I consider to be some VERY important features-namely diplomacy and events scripting-not to mention making Buildings pre-requisites for unit construction (apparently on the Firaxis Wishlist ). As you can also see in my own poll, I am greatly displeased by the fact that four of the MOST IMPORTANT flags for Great Wonders are not available for Small Wonders-a fact which has shot my Mod ideas to hell. Thus, if I were going to vote, I'd probably say good, but needs some more patching in the future and, given their excellent history on Patches, I look forward to this becoming a reality .
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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You could call it "Private Enterprise", or "Civic Minded Citizenship" or something like that!
Yours,
The_Aussie_Lurker
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Raion
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Well, scripting and rules.txt files did not come out for a couple of years, when scenarios became the big thing, in the next expansion pack -- with Civ II. Then the "Watch the computer AI play themselves" - Cheat mode came out, and the scripting and such.
It is going to be a lot of work, but I think one could use the same graphics and just rename some Wonders, doing about the same things and change it around that way perhaps! Have not dealt too much with the editor yet, myself -- but then -- where else and what game even has that in it. Adding units and graphics and such.
You get quite a bit already, so until the next expansion pack, 8 new Civ's and terrain graphics, help, and the extra units. all add to the editor.
New Civ's and such also.
Civ II was same way!
Please Sid, Please, Firaxis, Please, please, please, please, please, please!
Can you say 'please' fast six times??

I am a microbe!
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Raion
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So, I could not vote, unless one thinks it should be a patch, but then, some of the scenarios by people started to be included in the Civ II game, later, when the scenarios expansion came out.
So, I don't see something to vote for up there???
Good, but extras, added, to next expansion pack of game, of scenarios, for the editor and scenario making even better of the game for scenarios, for the game!!!
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Spiffor
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CPA - Evil Clone brigade
Nov 2001 time: 06:24
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The editor is pretty solid in PtW, even if there aren't many spectacular changes since 1.29f (which already allowed to place specific starting locations, to place and edit cities, to place units etc.)
The big deal is that 'scenario properties' now works.
You can change the timeline any way you want :
- set the starting and ending date
- set how many time units a turn lasts (i.e you can have every turn of your renaissance scenario last one year)
- rename the time units (for you prehistoric scenario, you might want to rename 'years' into 'moons' or something flavoury like that) ; years, months and weeks are alrady built-in.
You can force players / AIs to play some specific civs, and force rules.
I didn't try the scenario folder thing yet, so I cannot speak about it.
Gotta love how they removed some hardcoded limits. Your air units can now go further than 8 tiles ! 
If you didn't follow what happened when 1.29f came out in July, here are the other things you can do (which you couldn't when Civ3 first came out) :
-set fixed starting positions
-place and edit cities/units on the map
-give specific techs to specific civs
-look at the beautiful minimap
-mod individual units so that they have more or less HPs (if you dislike having warriors with the same amount of HP as battlecruisers)
I don't remember other good things 1;29f did on top of my head.
Overall, the Civ3 editor is now a complete rules editor, which allows much more flexibility that what you could imagine in Civ2's rules.txt.
However, the lack of scripted events, and worse, the lack of premade diplomacy means it is impossible to make historical scenarios for now.
I've read somewhere another expansion is in the works. I wouldn't be surprised if it adresses the editor and the scripted events.
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FNBrown
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of the Sierra Nevada foothills
Dec 2001 time: 21:24
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quote: Originally posted by Spiffor
The editor is pretty solid in PtW, even if there aren't many spectacular changes since 1.29f (which already allowed to place specific starting locations, to place and edit cities, to place units etc.)
The big deal is that 'scenario properties' now works.
You can change the timeline any way you want :
- set the starting and ending date
- set how many time units a turn lasts (i.e you can have every turn of your renaissance scenario last one year)
- rename the time units (for you prehistoric scenario, you might want to rename 'years' into 'moons' or something flavoury like that) ; years, months and weeks are alrady built-in.
You can force players / AIs to play some specific civs, and force rules.
I didn't try the scenario folder thing yet, so I cannot speak about it.
Gotta love how they removed some hardcoded limits. Your air units can now go further than 8 tiles ! 
If you didn't follow what happened when 1.29f came out in July, here are the other things you can do (which you couldn't when Civ3 first came out) :
-set fixed starting positions
-place and edit cities/units on the map
-give specific techs to specific civs
-look at the beautiful minimap
-mod individual units so that they have more or less HPs (if you dislike having warriors with the same amount of HP as battlecruisers)
I don't remember other good things 1;29f did on top of my head.
Overall, the Civ3 editor is now a complete rules editor, which allows much more flexibility that what you could imagine in Civ2's rules.txt.
However, the lack of scripted events, and worse, the lack of premade diplomacy means it is impossible to make historical scenarios for now.
I've read somewhere another expansion is in the works. I wouldn't be surprised if it adresses the editor and the scripted events. |
Excellent summation. I would also like a little more flexibility with regards to traits that can be assigned to great/small wonders, and an easier way to plug custom units, resources, wonders, tecnologies, and city improvements into the game. Right now, it can be done, but it's hardly intuitive for those of us who just want to point-and-click our modifications into the game. 
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