March 27, 2001, 14:25
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#1
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King
Local Time: 00:50
Local Date: October 31, 2010
Join Date: Oct 1999
Posts: 1,721
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Question for Firixas
Civ2 and TOT both allowed you to modify the rules.txt to create new units, change how long the wonders lasted, set minimum bribe amounts for units or not make them bribable at all etc...
I am wondering if civ3 will follow this line of reasoning? If would the following be included(rules.txt etc)?
1. Creation of custom wonders & effects
2. AI build order(force the AI to only build certain units for city defence & force them to build certain improvements)
3. Script the AI tech path
4. Script what units must be in a ai army before they attack.
5. Yes or no to turn off huts
6. a line to set the resource seed
7. toggle option to buy spaceship parts (big problem in mp games)
8. toggle option to allow trade embargos
9. allow pillaging of your own land.
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March 27, 2001, 23:46
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#2
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Firaxis Games
Local Time: 19:50
Local Date: October 30, 2010
Join Date: Mar 2000
Location: The Metropolis known as Hunt Valley
Posts: 612
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This kind of thing was something we wanted to get a handle on a couple of months ago when we asked for specific suggestions for editing tools. I haven't had time to check in lately and see how those tools are coming along, but I'll certainly pass these suggestions on to the appropiate people.
Thanks,
Dan
Firaxis Games, Inc.
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March 29, 2001, 11:56
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#3
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Chieftain
Local Time: 00:50
Local Date: October 31, 2010
Join Date: Feb 2001
Location: Kirtland Stk, Clvlnd Mis, Republic of Deseret
Posts: 87
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quote:

Originally posted by Dan Magaha FIRAXIS on 03-27-2001 10:46 PM
This kind of thing was something we wanted to get a handle on a couple of months ago when we asked for specific suggestions for editing tools. I haven't had time to check in lately and see how those tools are coming along, but I'll certainly pass these suggestions on to the appropiate people.
Thanks,
Dan
Firaxis Games, Inc.
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Things I would like to see:
More Unit options:
Calvary
Armor (these two would go with a '2* defence vs' option)
Fighter Escort capability (or just allow carrier capability for Air/land units, then bombers could carry cruise missles, and we could make mid air refuel plains)
holds for air/land units
Make vision have more options (1,2,3,4, and 5 radius)
Have an 'available to list' (to make civ specific units easier to make)
More unit slots (like 300+)
More tech slots (200+)
Custom designed wonders/improvments
(for example: allow % input so we can have librarys with greater/lesser bonuses)
Please, Please, Please allow placement of resources, instead of just seed #s.
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March 29, 2001, 12:10
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#4
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King
Local Time: 00:50
Local Date: October 31, 2010
Join Date: Sep 2000
Location: Bratislava, Slovakia
Posts: 1,292
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As far as customization is concerned: -
AS FEW LIMITS AS POSSIBLE = V.V.V. Large Map Sizes possible
= many civs possible on the maps at the same time
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March 29, 2001, 12:31
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#5
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Chieftain
Local Time: 00:50
Local Date: October 31, 2010
Join Date: Mar 2001
Posts: 33
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I would also like to see something like the 'iron-man' setting in SMAC or the 'pure server' setting in quake3, just to make sure that you playing on an untamperd with game/opponent.
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March 29, 2001, 20:48
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#6
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Chieftain
Local Time: 00:50
Local Date: October 31, 2010
Join Date: Feb 2001
Location: Kirtland Stk, Clvlnd Mis, Republic of Deseret
Posts: 87
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quote:

Originally posted by carioca on 03-29-2001 10:56 AM
Things I would like to see:
More Unit options:
Calvary
Armor (these two would go with a '2* defence vs' option)
Fighter Escort capability (or just allow carrier capability for Air/land units, then bombers could carry cruise missles, and we could make mid air refuel plains)
holds for air/land units
Make vision have more options (1,2,3,4, and 5 radius)
Have an 'available to list' (to make civ specific units easier to make)
More unit slots (like 300+)
More tech slots (200+)
Custom designed wonders/improvments
(for example: allow % input so we can have librarys with greater/lesser bonuses)
Please, Please, Please allow placement of resources, instead of just seed #s.
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Another thing I forgot:
Anti armor defences for cities, and then the following options for units:
Ignore city walls
Ignore anti-armor defences
Ignore anti-air defences
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March 30, 2001, 16:48
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#7
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King
Local Time: 00:50
Local Date: October 31, 2010
Join Date: Oct 1999
Posts: 1,721
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Here are some more tech related ones.
1. Turn off tech stealing from cities.
2. Allow a flag that says this tag can't be stolen (ie you can steal tanks, but not religion)
3. Only tech you have all the prereqs for can be stolen.
4. Ability of tech to modify unit stats. For instance you have pikemen, and discovering bronze working increases the attack value of pikemen by one. And gunpowder makes them obsolete. Another good example is missles. Researching computers would make the missles 50% more powerful.
Instead of creating a whole new unit class, you can just "auto upgrade" all existing units for free(bronze tipped pikes to iron). Where as discouvering gunpowder would mean you have to send the pike back to the city and pay money to upgrade it.
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March 31, 2001, 03:33
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#8
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Emperor
Local Time: 01:50
Local Date: October 31, 2010
Join Date: Dec 2000
Location: The European Union, Sweden, Lund
Posts: 3,682
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Now there is something strange, just becouse gunpowder was discovered didn't mean that pikes where taken out of use, Musketeers where attack infantry and Pikemen was defend infantry, often the pikemen would defend the musketeers from cavalry attacks (another thing that is strange is that cavalry makes dragoons obsolete, in reality a dragoon is infantry that travels to the battle by horse (used to quickly defend the territory taken by cavalry,, much like mech. inf. later) and Cavalry fights on horse, they where both used at the same time as well). A better name for a more 19th century'ish cavalry might be "Hussar" or "Cuirassiers" and "cavalry" would replace the role that is now played by "dragoons".
[This message has been edited by Henrik (edited March 31, 2001).]
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