April 23, 2002, 16:11
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#1
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King
Local Time: 18:28
Local Date: October 31, 2010
Join Date: Jul 2001
Location: New England
Posts: 1,310
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Is MP possible with edited versions of Civ3?
Hi folks,
Just wondering..................
Firaxis has given us an editor to change the game the way we like. It is their attitude towards Civ3. Don't like something then we have given you the ability to change it yourself. This issue obviously has two sides to it, pro and con. However I digress.
What I really want to talk about is this. If "x" amount of players have modified civ using the editor to their liking, will this not present a problem with MP? Example, some players might insist that in order to make helicopters a useful unit they will edit it's range or carrying capacity. Now the helicopter is a useful unit in their eyes. In the standard game however, many consider them useless. If we have players who won't revert back to the "standard" game because they claim that certain aspects are unacceptable, then will they be able to play against someone who is satisfied with the "standard" game?
Furthermore, if an XP comes out with no editor then will it be fun? Meaning that if many people are not happy with certain aspects with MP that can't be changed, then is it doomed to fail? With the CTP series if everyone is using the same modpack than they can MP. That IMO is a good thing.
In sum, I'm wondering if the MP version of Civ3 will be a totally different animal than SP Civ3?
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April 23, 2002, 16:52
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#2
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Emperor
Local Time: 18:28
Local Date: October 31, 2010
Join Date: May 2001
Location: flying too low to the ground
Posts: 4,625
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well, if you ever played civ2, all players had to use the host's rules.txt, and i assume the same will apply.
what i would do, and therefore what firaxis blatently wont do, would to be to establish a generic set of mods. for example: classic civ, blitz, and balancer. they would *officially* support such mods (ie provide chats / games like zone.com for them) but ALLOW people to host their own rules.
the reason for this is that sending out someone's civ3mod.bic would take a long time, especially with a 56gay modem. by having an "official" set of bic files, they establish some sort of common ground for all players.
that, of course, would be for zone-esque type "anonomyous" games. for friends using TCP/IP or lan, it's a lot easier
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April 23, 2002, 17:03
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#3
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Emperor
Local Time: 18:28
Local Date: October 31, 2010
Join Date: Feb 2002
Location: Back in BAMA full time.
Posts: 4,502
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The bic files are only around a 100K they shouldnt be a problem to exchange prior to a game. Its the unit graphic files that go with the more heavily modified games that are the problem for the "bandwidth challenged".
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April 23, 2002, 18:30
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#4
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Prince
Local Time: 18:28
Local Date: October 31, 2010
Join Date: Apr 2002
Posts: 327
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IMHO, the host should be able to start the MP game by loading a scenario - the people joining would be required to have said scenario, of course.
Differences between the host and the players' civ3mod.bic would probably just bar the players from joining. Using scenarios rather than changing the BIC would be a better solution, although I doubt you can make a scenario out of something like Balancer - Although in Civ II (At least with the expansions or MGE), you can - Each scenario has its own folder, with its graphics, sounds, etc, in that folder. Has anyone tried this in Civ III?
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April 23, 2002, 23:17
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#5
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Deity
Local Time: 16:28
Local Date: October 31, 2010
Join Date: Sep 2001
Location: In a bamboo forest hiding from Dale.
Posts: 17,436
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Quote:
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Originally posted by Shadowlord
IMHO, the host should be able to start the MP game by loading a scenario - the people joining would be required to have said scenario, of course.
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That was the way it worked in CTP2. Of course custom pictures and sounds had to be on the your computer or else you'd hear the default sound/picture instead.
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