July 15, 2002, 23:48
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#1
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King
Local Time: 04:23
Local Date: November 1, 2010
Join Date: May 2001
Location: Adelaide, South Australia, Australia
Posts: 1,451
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What Top 5 things do you want to be able to do with the new editor?
Hi Guys,
With the new patch coming out SOON!!! And with the main focus being on a more flexible editor!! (Yay!!) I was curious to know what Apolytoners most want to able to do with it (which they can't do with the current editor-hacked or unhacked!) For instance, my priorities would be:
1) An events scripting language for scenarios.
2) The ability to add unlimited new techs, units, resources etc, as well as being able to adjust the number of points needed for Culture Victory!
3) The ability to mix and match flags from various types of buildings, as well as between buildings and units!
4) An ability to create improvements or wonders which increase the Optimal number of cities for corruption purposes (as opposed to just the "Centre of Empire" flag).
5) The ability to make subtle adjustments to existing unit and building flags. eg. for TMP, I'd like to change "Nukes for all Civs" to "Nukes for 1 Civ" or changing double happiness flag (for certain religious wonders) to double production or double commerce.
Anyway, I hope you all understand my intent! If anyone has their own top 5 then I, for one, would love to hear about them!!
Yours,
The_Aussie_Lurker.
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July 15, 2002, 23:59
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#2
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Prince
Local Time: 23:23
Local Date: October 31, 2010
Join Date: Feb 2002
Posts: 915
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Adding new units without having to tweak and change the arts/units folders to prevent crashing. IT IS A PAIN to do so.
Being able to turn off Culture Flipping.
Adding new techs.
Activating a cheat mode, or at least unit placement and controlling accelerated startups.
Real scenarios.
A lot of stuff Civ 2 had.
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July 16, 2002, 01:28
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#3
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Prince
Local Time: 15:23
Local Date: November 1, 2010
Join Date: Aug 2001
Location: of the Barbarians
Posts: 600
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I would like to see the removal of hardcoded resource limits in the game. People have reported that if they have more than 8 resources of a given type, the game crashes. Although the game allows the resources.pcx file to have many resources in it, it doesn't allow you to use more than 24.
I would love to add more Bonus resources to the game in particular. Oases in deserts, stone deposits in hills, that sort of thing. A custom resources.pcx file will be needed, but that shouldn't be a problem....
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None, Sedentary, Roving, Restless, Raging ... damn, is that all? Where's the "massive waves of barbarians that can wipe out your civilisation" setting?
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July 16, 2002, 03:35
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#4
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King
Local Time: 04:23
Local Date: November 1, 2010
Join Date: Jan 2002
Location: of Scotland
Posts: 1,383
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1) Removal of all hard-coded limits
2)The ability to place cities and units on the map in the editor
3)Mini-map
4)the ability to add eras
5)the ability to add new city graphics
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July 16, 2002, 04:02
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#5
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Firaxis Games Programmer/Designer
Local Time: 00:23
Local Date: November 1, 2010
Join Date: Apr 2002
Location: Maryland
Posts: 9,567
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1) Customizable Unit/City placement (duh).
2) Embed graphics INTO the scenario, instead of using the external files.
3) Mini Map!
4) Being able to import a set of rules into a map, and vice-versa (copying rules from 1 map to the other manually is such a PAIN! ).
5) More customization of combat/properties of units and buildings (won't happen).
And a bonus... * Scripting/events (which won't happen either ).
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July 16, 2002, 04:36
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#6
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Prince
Local Time: 22:23
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 812
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1) Unique Improvements for civs
2) Removing the distinction between improvement/wonder/small wonder flags so you can mix and max.
3) Ability to add eras.
4) AI scripting (simple stuff like Huns declare war Romans on turn 70)
5) Flags to allow 2 bombard units to counter-bombard when bombarded. (Bombard back against land units, bombard back against air units, bombard back against sea units) Or another method to setup units which can shoot down planes which bombard them
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I didnt list unit placement, city placement, minimap etc cause as far as I know its been more or less confirmed for this patch So I just listed my wish list instead.
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July 16, 2002, 04:40
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#7
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Prince
Local Time: 04:23
Local Date: November 1, 2010
Join Date: Mar 2000
Location: Great Britain
Posts: 671
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The thing I want most is to remove all harcoded limits and an events editor to make sure that in a scenario the two sides will stay at war with each other
__________________
I have walked since the dawn of time and were ever I walk, death is sure to follow. As surely as night follows day.
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July 16, 2002, 05:52
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#8
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Prince
Local Time: 15:23
Local Date: November 1, 2010
Join Date: Aug 2001
Location: of the Barbarians
Posts: 600
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Quote:
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Originally posted by Trip
3) Mini Map!
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When I asked about this in the 1.17f chat, Mark B of Firaxis indicated that the minimap was in the to-do list. With the editor known to be enhanced for the latest patch, I think the mini-map for the editor is almost certain to be in this patch.
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None, Sedentary, Roving, Restless, Raging ... damn, is that all? Where's the "massive waves of barbarians that can wipe out your civilisation" setting?
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July 16, 2002, 07:20
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#9
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King
Local Time: 23:23
Local Date: October 31, 2010
Join Date: Nov 2001
Location: Right down the road
Posts: 2,321
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I'm afraid most of you will be somewhat disappointed, then. Everything I've read leads me to believe it's basically the same editor as 1.21 with a mini-map, zoom, and the ability to add new stuff (units, governments, buildings, techs) and place units and cities.
While this is a big improvement, I've never read that there would be events (in fact, I believe I read in one of the chats that Mike B is against scripting) or any of the really radical ideas you guys are expecting/suggesting.
Last edited by WarpStorm; July 16, 2002 at 08:22.
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July 16, 2002, 07:57
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#10
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Emperor
Local Time: 06:23
Local Date: November 1, 2010
Join Date: Jun 2002
Location: turicum, helvetistan
Posts: 9,852
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well, now that the editor is finished and coming out this week, there's no real point in saying, what you'd like in it... because either it is, or it isn't
maybe the thread should be changed into "what should be in the NEXT editor"
btw: firaxis: give us scripting and we'll make civ3 to the best an only-played TBG in the next 3 years and it would boost the sales for PTW incredibly!
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July 16, 2002, 08:19
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#11
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King
Local Time: 22:23
Local Date: October 31, 2010
Join Date: Mar 1999
Location: Toasty!
Posts: 2,230
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1) AI scripting (events)
2) Unique wonders/improvements for civs
3) Allow the addition of more CSAs (and the ability to edit existing CSAs)
4) Removing most hard-coded limits
5) Directly place cities and units on the world map
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July 16, 2002, 08:46
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#12
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Prince
Local Time: 00:23
Local Date: November 1, 2010
Join Date: Mar 2002
Location: Philadelphia, PA
Posts: 978
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1) To use the editor to add units, civs, buildings, wonders, small wonders without having to fiddle with the folders.
2) Some "Browse" buttons in the editor.
3) New Civ Abilities would be cool.
4) More culture flipping, just to p!ss Coracle off.
5) More bonus resources of course. Banannas, Oases!!
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July 16, 2002, 08:53
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#13
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Prince
Local Time: 22:23
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 812
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Quote:
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I'm afraid most of you will be somewhat disappointed, then.
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Nah, I won't be disappointed, I just said what id like to see not what I really expect to see. I am semi-hoping to be pleasantly surprised about being able to do unique improvements/wonders though (at least in ptw)
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July 16, 2002, 09:43
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#14
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Emperor
Local Time: 21:23
Local Date: October 31, 2010
Join Date: Dec 2001
Location: Canada
Posts: 5,755
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Quote:
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Originally posted by star mouse
I would like to see the removal of hardcoded resource limits in the game. People have reported that if they have more than 8 resources of a given type, the game crashes. Although the game allows the resources.pcx file to have many resources in it, it doesn't allow you to use more than 24.
I would love to add more Bonus resources to the game in particular. Oases in deserts, stone deposits in hills, that sort of thing. A custom resources.pcx file will be needed, but that shouldn't be a problem....
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You're mistaken. Having more than 8 Luxuries can cause problems, but there's no limits for anything else. You can certainly have far more than 24 resources if you want, that's always been possible.
The problem used to be that you could only have 24 distinct icons in the game, anything more and the graphic wouldn't appear on the map, so you'd end up with an invisible resource. However, you could double or triple the same graphic all you wanted to. Some people for a strange reason, were able to get up to 82 icons, though that was an exception.
In the last patch though this was changed. I've heard that there is now a limit of 36 distinct icons possible, though looking at the readme, it sounds like there shouldn't be any limit. I haven't put it to the test myself, since for the time being at least, I'm happy with the number of resources I have.
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July 16, 2002, 09:50
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#15
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Emperor
Local Time: 21:23
Local Date: October 31, 2010
Join Date: Dec 2001
Location: Canada
Posts: 5,755
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Quote:
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Originally posted by dunk
5) More bonus resources of course. Banannas, Oases!!
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Create your own! I came across a decent Oasis graphic that I've added to my game, and there's a few Banana icons kicking around as well.
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July 16, 2002, 15:40
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#16
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Settler
Local Time: 20:23
Local Date: October 31, 2010
Join Date: Jul 2002
Location: Southern California
Posts: 10
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I want the ability to add new spy missions. I know they took out some espionage missions and if they are not ever going to put them back in I want the ability to do so in the editor. I miss poisoning water supplies and blowing up buildings with my spy Hell, I even miss the damn nuclear explosions the old spy could perform but I could live without that one, or at least put it in the editor so WE can decide for ourselves. I was thinking of an idea for a spy unit but don't think it would work the way I wanted. Do you think you can make a unit that is invisible like a sub but could perform "covert" bombing missions? The only way I can think of doing it is precision strikes. Probably wouldn't work but any way talk to you all later
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July 16, 2002, 18:06
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#17
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Prince
Local Time: 05:23
Local Date: November 1, 2010
Join Date: May 2001
Location: KULTUR-TERROR
Posts: 958
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add civs
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July 16, 2002, 18:59
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#18
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King
Local Time: 04:23
Local Date: November 1, 2010
Join Date: May 2001
Location: Adelaide, South Australia, Australia
Posts: 1,451
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Well, it does seem that someone DID misunderstand my intent. This top 5 list has NOTHING at all to do with trying to influence the outcome of the upcoming patch (though, as has been suggested by Sabrewolf, it might influence future patches) it is just an attempt to gauge other people's editor priorities, and what THEY hope will be in!
Though nothing has been confirmed (yet), I know that pooling of the flags for improvements and Wonders (Great and Small) was touted by Mike as being high on their list of priorities. Mike and Co. have also NEVER ruled out an Events Scripting language for scenarios (a la Civ2), what he has ruled out is a more general scripting language (I understand there IS a difference!), which they believe is just a way to add bugs!
As for everything else, though, all bets are off! At least til Wednesday
Yours,
The_Aussie_Lurker.
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July 16, 2002, 19:20
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#19
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Emperor
Local Time: 06:23
Local Date: November 1, 2010
Join Date: Jun 2002
Location: turicum, helvetistan
Posts: 9,852
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the readme's until 95% were like
"fixed civilopedia entry for XXXX"
"fixed animation for unit YYYY"
it's the other 5% we're waiting for
aussie_lurker:
ok, in that case i'll add my 5 (civ-player-)editor wishes
1) simple unit adding (civilopedia, animation, all automatically)
2) simple improvement/wonder adding
3) tech-tree designer (drag&drop, connect)
4) separate magament of general, rules, units, civs, improvements. so i can combine map X with rulesmod Y and civs Z1, Z2, etc. (--> probably not solvable because it's a GUI-editor and not a text/binary-file editor )
5) wizard for "Events Scripting language" (what you said in your last post
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July 16, 2002, 20:06
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#20
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Settler
Local Time: 23:23
Local Date: October 31, 2010
Join Date: Dec 2001
Location: Parsmovia
Posts: 9
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Personally, I look forward to:
1) Mini map
2) Placing starting locations
3) Adding civs
4) Add units
5) Add buildings, wonders
Wishfull thinking: Would like to be able to do leader graphics though ed, coz I'm not too bright with that kind of thing otherwise.
BTW Trip & sabrewolf: re importing rules - isn't this possible already (in a somewhat roundabout way)? If you rename the rules set you want to civ3mod.bic then open the map & select default rules, then open rules again wouldn't they stick? Haven't tried, but it might be worth a shot.
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July 16, 2002, 20:11
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#21
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Firaxis Games Programmer/Designer
Local Time: 00:23
Local Date: November 1, 2010
Join Date: Apr 2002
Location: Maryland
Posts: 9,567
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Quote:
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Originally posted by star mouse
When I asked about this in the 1.17f chat, Mark B of Firaxis indicated that the minimap was in the to-do list. With the editor known to be enhanced for the latest patch, I think the mini-map for the editor is almost certain to be in this patch.
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I know, I talked to Mike earlier and he already confirmed that it would be in.
That was just my list of most important things I wanted above all else (including things that are already included/confirmed).
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July 16, 2002, 20:15
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#22
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Emperor
Local Time: 06:23
Local Date: November 1, 2010
Join Date: Jun 2002
Location: turicum, helvetistan
Posts: 9,852
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Quote:
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Originally posted by SubLimey
BTW Trip & sabrewolf: re importing rules - isn't this possible already (in a somewhat roundabout way)? If you rename the rules set you want to civ3mod.bic then open the map & select default rules, then open rules again wouldn't they stick? Haven't tried, but it might be worth a shot.
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yes, you can have a custom map with a rules-mod.
but in the rules the units, improvements, civs, governements are included. if these were independent, you could make all kind of combination. until now you had to tweak every mod with your own preferences (e.g. corruption)
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July 16, 2002, 20:19
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#23
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Prince
Local Time: 22:23
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 812
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Just in case anyone doesn't know you can use Gramphos's multi-tool to mix and match rules & maps from different bics. It works pretty good and is a quick download. I'd like "official" support for that too (and I think they said there is in PtW), but its not high on my wish list cause thanks to Gramphos it can already be done fairly easily.
If you need to find Gramphos's Multi-tool just look on the file's forum, there's a link to it in the topped file's index thread.
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July 16, 2002, 20:54
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#24
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Warlord
Local Time: 23:23
Local Date: October 31, 2010
Join Date: Nov 2001
Location: I am the last Roman. Or is it Irish-Roman-American?
Posts: 129
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sublimey, are you really a manx? never talked to one before.
but to the topic, ive been waiting for something like scripting/events controlling for some time. i want to be able to make a scenario with at LEAST the ability to start off certain civs in alliance/war with each other.
but heres the top 5 for the editor
1, minimap (i cant stand this isnt in there already)
2, player start locations!!!!! christ how can we play earth maps when zulu are setting up base of opeations in london's turf!!!!????
3, easy addition of units. adding image files to a folder by hand i can deal with
4, better manipulatability (is that a word?) of the tech tree and its corresponding graphics in the game.
5, ability to add civs and govs and civ unique govs. for instance, rome had a republic when most of the mediterranean was believing kings were semi-divine. nazis, as germans, could hardly exist outside germany (which partially explains its stupidity)....but anyway, i always thought that would be cool. the only feasible way i saw to bring it out was maybe have some type of restricted tech that only a certain civ could get.....whatever.
thats my list and im stickin to it...i think
__________________
DEVM SVM
I cant think of anything else intelligent...except, check out my alternate history page:
Roma Invicta
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July 17, 2002, 09:29
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#25
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King
Local Time: 23:23
Local Date: October 31, 2010
Join Date: Nov 2001
Location: Right down the road
Posts: 2,321
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Quote:
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Originally posted by wervdon
If you need to find Gramphos's Multi-tool just look on the file's forum, there's a link to it in the topped file's index thread.
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I imagine the multi-tool will need rewritten once the patch comes out.
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