April 17, 2002, 15:08
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#91
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Local Time: 00:07
Local Date: November 1, 2010
Join Date: Jan 2002
Location: Land of teh Vikingz
Posts: 9,897
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Quote:
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Originally posted by Mike Breitkreutz FIRAXIS
A couple points:
- The culturally linked starting locations option has been moved to the player setup screen since having it as a preference was pointless being that changing it during the game had no effect.
- Issues with upgrading and fortifying have been fixed (I think that was missing from the readme). If units were upgraded while fortified they will stay fortified after upgrading.
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OK! Great!
Damn, I might just install this game again
__________________
I love being beaten by women - Lorizael
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April 17, 2002, 15:17
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#92
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Prince
Local Time: 19:07
Local Date: October 31, 2010
Join Date: Mar 2002
Location: Philadelphia, PA
Posts: 978
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* Mods no longer show gray lines on Science Advisor screen.
I love it. WOO HOO!
This isn't sarcasm.
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April 17, 2002, 15:17
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#93
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Warlord
Local Time: 23:07
Local Date: October 31, 2010
Join Date: Feb 2000
Location: Olympia
Posts: 229
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Only one I don't like is the map size changes. Don't know why anyone would want smaller maps. But looks like there is a workaround.
Appears that we can now reuse our random game maps, which is good. The editor-generated maps are not as good as the game-generated ones.
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April 17, 2002, 15:18
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#94
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Emperor
Local Time: 16:07
Local Date: October 31, 2010
Join Date: Sep 2001
Location: Henderson, NV USA
Posts: 4,168
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* Fixed bug involving extra movement costs if the unit can't advance after combat.
I see this one as being a very dramatic change for all blitz units, a fix that I have been clamoring for since last year.
OTH, it is now relatively rare to find an obsolete unit anymore.
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April 17, 2002, 15:22
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#95
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Warlord
Local Time: 18:07
Local Date: October 31, 2010
Join Date: Nov 2001
Location: Cliffs of Insanity
Posts: 160
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ah, that make sme feel better about the culture starts
thanks mike.
Has anyone ever had a civ restart after it dies? I've never seen it.
__________________
"Government isn't the solution to our problems; Government IS the problem." - Ronald Reagan
No, I don't have Civ4 yet...
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April 17, 2002, 15:22
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#96
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Prince
Local Time: 18:07
Local Date: October 31, 2010
Join Date: Apr 2002
Posts: 327
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Quote:
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Originally posted by panag
okay , so , lets get this correct , ya cant restrict movement in the mountains , but ya could give a movement bonus , or take it away on the 3 different sea squares ? , bong , someting seems not right with it , why not keep mountain restriction and ad the sea option .
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They didn't take away the mountain restriction. Got it?
Quote:
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Originally posted by panag
and how can they know if one uses it or not , their spyware cant be that good , was there a poll or so , ....................????????
i did not see it
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Excuse me?
__________________
"For it must be noted, that men must either be caressed or else annihilated; they will revenge themselves for small injuries, but cannot do so for great ones; the injury therefore that we do to a man must be such that we need not fear his vengeance." - Niccolo Machiavelli
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April 17, 2002, 15:27
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#97
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Prince
Local Time: 18:07
Local Date: October 31, 2010
Join Date: Apr 2002
Posts: 327
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I've seen one restart. In my current game, I wiped the Russians out from the northern end of the continent in the ancient era, and they magically got a new city on the south end of the continent, and weren't "wiped out". I checked the replay, I'm pretty sure it "respawned" them, and it probably only respawns them if there's an empty spot available for a new city somewhere.
__________________
"For it must be noted, that men must either be caressed or else annihilated; they will revenge themselves for small injuries, but cannot do so for great ones; the injury therefore that we do to a man must be such that we need not fear his vengeance." - Niccolo Machiavelli
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April 17, 2002, 15:28
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#98
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Prince
Local Time: 18:07
Local Date: October 31, 2010
Join Date: Apr 2002
Posts: 327
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Quote:
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Originally posted by panag
one has just spend a couple dys on a map and on a mod , .....then that person starts to play , and play , its a 255x255 map , so about a week later the player sees certainly that he forget something , in his rush , .........mamamiaaaaa
so , a cheat would do a lot here , Firaxis ,..........
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That would be funny to anyone he complained to, yes, but not a good reason for Firaxis to add cheats to Civ III....
Quote:
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Originally posted by panag
hmmmm , so foot / mouted , will we see units like a catapult moving over mountains ? , fun , must be nice with tha snow , .....
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?
Quote:
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Originally posted by panag
what about corruption , sometimes one can not build 2 wonders , at least one of them , you give for example both "lowers corruption"
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Who said you had to build two wonders in your cities to lower corruption? He said building courthouses and police stations will combat corruption etc better. If it takes 80 turns to build them, it's still possible, and you can rush build them anyhow.
__________________
"For it must be noted, that men must either be caressed or else annihilated; they will revenge themselves for small injuries, but cannot do so for great ones; the injury therefore that we do to a man must be such that we need not fear his vengeance." - Niccolo Machiavelli
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April 17, 2002, 15:28
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#99
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Emperor
Local Time: 17:07
Local Date: October 31, 2010
Join Date: Dec 1998
Posts: 3,215
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Thanks for the clarifications. It just keeps getting better...
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April 17, 2002, 15:29
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#100
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King
Local Time: 12:07
Local Date: October 31, 2010
Join Date: Dec 2000
Location: of Hamilton, New-Zealand.
Posts: 1,160
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Could they make two boxes for map size in the game setup screen? It couldn't be that hard, could it?
__________________
Grrr | Pieter Lootsma | Hamilton, NZ | grrr@orcon.net.nz
Waikato University, Hamilton.
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April 17, 2002, 15:30
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#101
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Emperor
Local Time: 01:07
Local Date: November 1, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
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hi ,
leaders ; generaly speaking the first army you build is "regular" , with the military academy it becomes "regular" , however i never seen an army (that first one ) become regular after battle or even "elite" .
huh , i never seen a leader in the "ancient ages"
have a nice day
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April 17, 2002, 15:34
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#102
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Local Time: 00:07
Local Date: November 1, 2010
Join Date: Jan 2002
Location: Land of teh Vikingz
Posts: 9,897
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Quote:
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Originally posted by Shadowlord
I've seen one restart. In my current game, I wiped the Russians out from the northern end of the continent in the ancient era, and they magically got a new city on the south end of the continent, and weren't "wiped out". I checked the replay, I'm pretty sure it "respawned" them, and it probably only respawns them if there's an empty spot available for a new city somewhere.
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Yeah, it happened to me too in my last game (or what I then thought was my last game...) I spent the better part of a saturday kicking some french butt. And when I´m finished and want to inspect my french ridden world there´s a new friggin french city on another continent!! How annoying isn´t that?
__________________
I love being beaten by women - Lorizael
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April 17, 2002, 15:34
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#103
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Prince
Local Time: 00:07
Local Date: November 1, 2010
Join Date: Feb 2002
Location: Copenhagen, Denmark
Posts: 835
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It can't be that hard to include a minimap in the editor!
__________________
Try my Lord of the Rings MAP out: Lands of Middle Earth v2 NEWS: Now It's a flat map, optimized for Conquests
The new iPod nano: nano
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April 17, 2002, 15:35
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#104
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Emperor
Local Time: 01:07
Local Date: November 1, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
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Who said you had to build two wonders in your cities to lower corruption? He said building courthouses and police stations will combat corruption etc better. If it takes 80 turns to build them, it's still possible, and you can rush build them anyhow. [/QUOTE]
hi ,
no one said anything , i am just saying that if you give certain options to 2 wonders you some times have problems , it seems that certain wonders can not combine certain things (twice) like , for example "lowers corruption" or reduces war weariness , .......
sometimes if you give those values to 2 wonders or 3 or more , you can not build wonder no 2 or 3 or 4 , etc , ......
have a nice day
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April 17, 2002, 15:36
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#105
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Prince
Local Time: 17:07
Local Date: October 31, 2010
Join Date: Apr 1999
Location: In a dark and scary hole!
Posts: 728
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Quote:
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Originally posted by Hagbart
It can't be that hard to include a minimap in the editor!
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How many times are you going to repeat this?
__________________
Sorry....nothing to say!
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April 17, 2002, 15:36
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#106
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Warlord
Local Time: 18:07
Local Date: October 31, 2010
Join Date: Nov 2001
Location: Cliffs of Insanity
Posts: 160
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Quote:
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Originally posted by Shadowlord
I've seen one restart. In my current game, I wiped the Russians out from the northern end of the continent in the ancient era, and they magically got a new city on the south end of the continent, and weren't "wiped out". I checked the replay, I'm pretty sure it "respawned" them, and it probably only respawns them if there's an empty spot available for a new city somewhere.
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ah, ok, i've seen that, and i figured it was a bug. Silly me
__________________
"Government isn't the solution to our problems; Government IS the problem." - Ronald Reagan
No, I don't have Civ4 yet...
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April 17, 2002, 15:39
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#107
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Warlord
Local Time: 23:07
Local Date: October 31, 2010
Join Date: Feb 2000
Location: Olympia
Posts: 229
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A zoom feature would be nice for the editor, too.
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April 17, 2002, 15:40
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#108
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Prince
Local Time: 00:07
Local Date: November 1, 2010
Join Date: Feb 2002
Location: Copenhagen, Denmark
Posts: 835
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Quote:
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Originally posted by ACooper
How many times are you going to repeat this?
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I just want the Firaxians to see it!
__________________
Try my Lord of the Rings MAP out: Lands of Middle Earth v2 NEWS: Now It's a flat map, optimized for Conquests
The new iPod nano: nano
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April 17, 2002, 15:41
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#109
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Chieftain
Local Time: 00:07
Local Date: November 1, 2010
Join Date: Sep 2001
Location: Luebeck, Germany
Posts: 94
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Quote:
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Originally posted by Mike Breitkreutz FIRAXIS
Note, however, that any changes to the default rules will not be included in your modified rules unless you manually make those changes to your mods (this has been the case with all previous versions as well).
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Hi Mike, thanks for your very helpful mod comments, I have one suggestion:
As it is not always easy to find the changes in the default rules (often undocumented), would it be possible to write a kind of "Civ3EditorExport" tool that writes the settings of a BIC-files down into a readable form? This way it would become very easy to track the changes, for example like that:
Civ3EditorExport old.BIC >old.txt
Civ3EditorExport new.BIC >new.txt
anydifftool old.txt new.txt >diff.txt
So we easily could
- find differences between official game versions (for example 1.17 to 1.21)
- find differences between official game versions and mods
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April 17, 2002, 15:42
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#110
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Prince
Local Time: 23:07
Local Date: October 31, 2010
Join Date: Apr 2001
Posts: 738
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Quote:
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* Updated water unit movement to take into account the cost of
the terrain type.
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Ok , this could be good for scenarios and could allow like erh...sea fungus or stuff but as i understand it all water types have a move-rate of one anyway. Won't this just slow down sea-unit path-finding ?
__________________
Every positive value has it's price in negative terms - the genius of Einstein leads to Hiroshima.
---Pablo Picasso.
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April 17, 2002, 15:45
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#111
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Emperor
Local Time: 01:07
Local Date: November 1, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
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hi ,
hmmm , mini map in the editor , what about a better Zoom , huh , with 2 - 3 - 4 magnification steps .
have a nice day
Firaxians , are you there , beep , beep , ...................
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April 17, 2002, 15:46
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#112
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Prince
Local Time: 00:07
Local Date: November 1, 2010
Join Date: Feb 2002
Location: Copenhagen, Denmark
Posts: 835
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Quote:
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Originally posted by panag
hi ,
hmmm , mini map in the editor , what about a better Zoom , huh , with 2 - 3 - 4 magnification steps .
have a nice day
Firaxians , are you there , beep , beep , ...................
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Yes I want that too!
__________________
Try my Lord of the Rings MAP out: Lands of Middle Earth v2 NEWS: Now It's a flat map, optimized for Conquests
The new iPod nano: nano
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April 17, 2002, 15:53
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#113
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Emperor
Local Time: 01:07
Local Date: November 1, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
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hi ,
Firaxis , please , increase "operantional range" and other similar "limited" values , concerning the units in the editor .
thanks in advance !!!
have a nice day
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April 17, 2002, 15:54
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#114
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Prince
Local Time: 16:07
Local Date: October 31, 2010
Join Date: Jan 2002
Location: Incoming from CO
Posts: 975
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Quote:
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Originally posted by ColdFever
Hi Mike, thanks for your very helpful mod comments, I have one suggestion:
As it is not always easy to find the changes in the default rules (often undocumented), would it be possible to write a kind of "Civ3EditorExport" tool that writes the settings of a BIC-files down into a readable form? This way it would become very easy to track the changes, for example like that:
Civ3EditorExport old.BIC >old.txt
Civ3EditorExport new.BIC >new.txt
anydifftool old.txt new.txt >diff.txt
So we easily could
- find differences between official game versions (for example 1.17 to 1.21)
- find differences between official game versions and mods
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Fantastic idea, especially after spending last night trying to copy the current bic settings into a 123 file so I would be ready for 1.21. Please make it easier for us. This would be a great tool to have. Even if all that is created is a structured text file. Then we can always use unix/linux tools to diff the two files and see just the field entries that have changed.
If that can't be done, how about an editor readme included in the patch listing in one section the bic changes with each patch.
I know documentation is a pain, I hate to do it myself; but it sure makes it easier for others.
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April 17, 2002, 15:59
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#115
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Prince
Local Time: 00:07
Local Date: November 1, 2010
Join Date: Feb 2002
Location: Copenhagen, Denmark
Posts: 835
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Will it now be possible to make flat maps?
That would be cool!
__________________
Try my Lord of the Rings MAP out: Lands of Middle Earth v2 NEWS: Now It's a flat map, optimized for Conquests
The new iPod nano: nano
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April 17, 2002, 16:01
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#116
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Chieftain
Local Time: 18:07
Local Date: October 31, 2010
Join Date: Feb 2002
Location: Canada
Posts: 79
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About the abandoning cities, I'm not clear on how it works yet. If it was instant, wouldn't a "capture & abandon" be better than a raze?
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April 17, 2002, 16:07
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#117
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Prince
Local Time: 16:07
Local Date: October 31, 2010
Join Date: Jan 2002
Location: Incoming from CO
Posts: 975
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Hopefully this was for cities you planted in the wrong place and want to abandon. If works sure beats trying to force a settler from a pop 2 city or a worker from size one. That method seldom worked.
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April 17, 2002, 16:17
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#118
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Local Time: 01:07
Local Date: November 1, 2010
Join Date: Nov 2001
Location: jihadding against Danish Feta
Posts: 6,182
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I'm very happy with the newpatch, esp. with all the editor issues :
Quote:
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* Wonders now work with the government specific field.
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Quote:
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* Editor: Exposed AI to AI trade rate.
* Editor: Updated ERA_NONE techs to work as expected (you can
never research them and they don't impede era advancement but they can be assigned as free techs).
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I love this : you can now give specific techs to Civs and forbid them to trade (by setting the trade rate to 0). It reminds me of the "after the apocalypse" scenario for Civ2
Quote:
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* Editor: Displayed active player on status bar.
* Editor: Setting active player to a barbarian tribe causes
placed barbarian camps to use the specified barbarian tribe.
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Cool, we could have huge barbarian empires, on maps such as Imperialism. I like it. Looks like the editor becomes more and more a scenario editor, not only a rules editor. There is still much to do though.
Quote:
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* Editor: Improved starting locations for scenarios only.
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What does it mean precisely ? I doubt this is a fixed starting position, it would have been advertised much more
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April 17, 2002, 16:17
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#119
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Local Time: 00:07
Local Date: November 1, 2010
Join Date: Jan 2002
Location: Land of teh Vikingz
Posts: 9,897
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[Hagbart mode] Hey you know what would be really cool. A minimap in the editor!! [/Hagbart mode]
Jesus H Christ, how about an eqally annoying e-mail spam fest to Firaxis. I´m sure they give it to you then...
__________________
I love being beaten by women - Lorizael
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April 17, 2002, 16:22
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#120
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Emperor
Local Time: 01:07
Local Date: November 1, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
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hi ,
"start" ; what about the fact that one should be capable to chose the number of starting units ; for the human player and/or for the AI and /or for both ? maybe even for each civ something different , of course there should be a limit , lets say 8 or so .
example ;
Indians , 2 settlers , 1 worker , 2 defensive units ,
Greece , 1 settler , 2 def u , 2 offensive units ,
America , 1 settler , 2 workers , 2 scouts , 2 def u
, .............
just imagine , taking in mind the UU , unique units and all , that would change a lot !
have a nice day
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