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Old October 16, 2001, 09:13   #1
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Preview at cgonline.com
They finally posted the preview from their last print issue. Nothing that hasn't been reported..........

http://www.cgonline.com/previews/civilizati-03-p1.html
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Old October 16, 2001, 09:20   #2
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I suppose this is of interest; we actually get a look at an editor screen:

http://www.cgonline.com/images/previ...-03-p1-b14.jpg
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Old October 16, 2001, 09:34   #3
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This editor screen is yummy!!!

Wonder what kind of anarchy some of this mad, oh, I mean creative persons in this community will do with that!

Imagine: an anarchy where you get huge bonuses in, let's say science, high war weariness, and, and!
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Old October 16, 2001, 09:37   #4
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Cool editor! Wow! I'm really surprised how it looks. I would have thought they'd use the game art in the menu. Very nice!
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Old October 16, 2001, 09:43   #5
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In the editor I can see "Great person mood modifiers". The first I was thinking was that this had to be this great learder thing, but the text under is about scientists, artistas and tycoons, and not military leaders!

So my guess is that this is the changable citizens, with tycoons as the new taxcollectors! Am I right?
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Old October 16, 2001, 09:46   #6
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Any thoughts on this screen? The roads, especially:

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Old October 16, 2001, 09:51   #7
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Quote:
Originally posted by yin26
The roads, especially
the roads or the railroads?
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Old October 16, 2001, 09:52   #8
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Quote:
Originally posted by yin26
Any thoughts on this screen? The roads, especially:
You know what Dan would say: "That's an old screenshot." I've seen more recent shots in which the roads are actually drawn behind the mountains and railroads don't end in the middle of nowhere.
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Old October 16, 2001, 09:54   #9
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The road ARE behind the mountains in this shot...and if this is STILL an old screen being shown at PREVIEW time, well...

Markos: The cirularity of the railroads in particular seems odd.

Anway, the editor looks to be outstanding so far.
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Old October 16, 2001, 09:54   #10
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I like the roads!
And the forests are good too!

BTW: the animal near the middle; is that a cow? I would think it was a horse, but it looks like a cow...
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Old October 16, 2001, 09:58   #11
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Quote:
Originally posted by yin26
The road ARE behind the mountains in this shot...and if this is STILL an old screen being shown at PREVIEW time, well...
cgonline.com is merely posting their print preview article from two months ago. The screens are NOT from the gold build; they are from the original article.

And the roads are behind the mountains - mea culpa.
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Old October 16, 2001, 10:01   #12
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Ah, I see. That makes sense. Thanks. Still I repeat in case Dan is reading: Please release screenshots to these mags ONLY with time stamps on them.
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Old October 16, 2001, 10:01   #13
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Look, at last I'm a Prince!

Well, well, back to topic:

Look at this picture: the workers! Look how they are swinging the hoe(right word? )!



And: here we hav etwo kinds of forests!? I can't remember two of them? Am I remembering wrong?
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Old October 16, 2001, 10:07   #14
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I would say that this screen confirms coal as a strategic resource. Therefor I have to edit my list.
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Old October 16, 2001, 10:10   #15
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Those screenshots are really old. The forests no longer look like that and the harbor icons are completely different... among other things. Note the lack of the city name label bars underneath the cities. Railroads certainly do not end in the middle of nowhere (that was a bug at one time but it's been fixed...).

The editor screenshot is also old. It looks basically the same but a lot of the terminology has been changed and some items have been added/removed. The Great Persons Mood Modifiers are not referring to the citizens. This was a concept we were toying with that has since been removed.
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Old October 16, 2001, 10:12   #16
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Thanks, Mike. Any feedback on the time stamp idea so you don't have to explain this kind of stuff?
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Old October 16, 2001, 10:14   #17
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Quote:
Originally posted by yin26
The road ARE behind the mountains in this shot...and if this is STILL an old screen being shown at PREVIEW time, well...

Markos: The cirularity of the railroads in particular seems odd.
It looks like some tiles are having both road and railroad. Strange...

The Editor looks promising and off the game, as an extra utility indeed.
Maybe it could be an advanced editor that accompanies a more simple in-game editor, who knows...
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Old October 16, 2001, 10:33   #18
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I think the editor looks very promising. This screen has the right mix of complexity and straight-forward ease of use... I'm itching to see what's behind the "Building Types" tab.
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Old October 16, 2001, 10:42   #19
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The tree's are different in the final!?!?

GREAT!!

Hey Dan, how about you snap a screenshot from the game as it stands now, so we can see!
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Old October 16, 2001, 11:04   #20
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the editor really looks interesting...too bad we cannot see all the things behind the anarchy screen
anyway, yummy
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Old October 16, 2001, 11:06   #21
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Gotta say that the Editor looks easy to use, in terms of editing existing files.

The question is ''How easy will it be to add new governments/units/techs???''
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Old October 16, 2001, 11:13   #22
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Quote:
Originally posted by hexagonian
Gotta say that the Editor looks easy to use, in terms of editing existing files.

The question is ''How easy will it be to add new governments/units/techs???''
I'd guess pretty easy - notice the add/remove buttons at the top right. These will be used to add or remove new governments. Techs and units would be different. you could quite easily change the "numbers" for these things but not the graphics (although maybe you can). Also for techs the whole tech tree would need to be dynamic so I guess that modifying these is probably not implemented.
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Old October 16, 2001, 11:20   #23
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Quote:
the editor really looks interesting...too bad we cannot see all the things behind the anarchy screen
too bad it's not an interactive screenshot
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Old October 16, 2001, 11:34   #24
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Editor screen hopes
I can only hope that the Add and Delete buttons are present on all the tabs. Especially units, terrain types, building types, techs...
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Old October 16, 2001, 12:21   #25
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Hmm, I wonder how linked the editor is? In other words, if you add a government will it prompt you to say what technology gives this government type? Same goes with a new unit, etc. It would be very akward if you had to go hunt for all this and change it bit by bit as opposed to being able to edit it all linked together.

Let's hope the folks at Firaxis thought of this.
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Old October 16, 2001, 12:25   #26
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Quote:
Originally posted by yin26
Thanks, Mike. Any feedback on the time stamp idea so you don't have to explain this kind of stuff?
I agree with your idea in principle but I suspect the TIMEstamp won't work as the magazines won't want to publish something that says it is at least 2 months out of date. Instead it might be an idea to have a VERSIONstamp instead ie v0.84 so we can see where it comes from and the magazine wouldn't have to show how slow they are.
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Old October 16, 2001, 12:25   #27
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a critical question of course is if civ3 is multiple-mod-friendly, e.g:
a) each mod/scenario having it's own folder with it's modified game files
b) civ3 being able to open the scenario and load the modified game files
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Old October 16, 2001, 12:26   #28
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Quote:
Originally posted by Ozymandous
Hmm, I wonder how linked the editor is? In other words, if you add a government will it prompt you to say what technology gives this government type
There is a "Prerequisite" drop-down box on the left. I would think this would be for selecting the Tech required. Obviously Anarchy is "None".
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Old October 16, 2001, 13:12   #29
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Quote:
BTW: the animal near the middle; is that a cow? I would think it was a horse, but it looks like a cow...
It's a horse for sure.
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Old October 16, 2001, 13:27   #30
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Wow, that editor screenshot is incredible!! It's what I dreamed off. It was almost a sexual experience to see this...
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