July 17, 2002, 11:22
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#31
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Emperor
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Location: All Glory To The Hypnotoad!
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Thanks a bunch for the screenies Mike. They look awesome!
Nice to see the menus for changing city size/culture/ and improvements.
(BTW, you owe me a new t-shirt ... I've drooled all over this one now )
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July 17, 2002, 11:27
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#32
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Firaxis Games Software Engineer
Local Time: 00:29
Local Date: November 1, 2010
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Posts: 5,360
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Has the commercial trait been strengthened?
Does the AI build more offensive (and less defensive) units?
I don't see these in the readme, but Soren has indicated that they would be in this patch.
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July 17, 2002, 11:28
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#33
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Firaxis Games
Local Time: 23:29
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Location: Hunt Valley, MD
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More missing from the readme (at least I didn't see them listed):
* Editor: Added compression to BIC files. Use View->Options to disable.
* Added ability to set number of autosaves in INI file using "Max Autosaves=#" where # is the number of autosaves to use (the default is 5).
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Mike Breitkreutz
Programmer
FIRAXIS Games
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July 17, 2002, 11:29
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#34
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Chieftain
Local Time: 04:29
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* Removed compression from auto saves.
I might use these again...
* Editor: Updated improvements page to allow only 1 center of empire.
What is this supposed to mean? Does it have to do with the FP wonder, or does this only refer to the palace?
* Editor: Added a new flag to terrain types to be able to set whether or not cities can be built on a particular terrain type.
Does this mean that, at some future point, new terrain types will be added? Just a thought...
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They're coming to take me away, ha ha...
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July 17, 2002, 11:32
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#35
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King
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Mike, does this imply that a unit can only have one AI strategy at a time? I see that some can have multiple checks in the editor.
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July 17, 2002, 11:33
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#36
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Emperor
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Quote:
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Originally posted by alexman
Has the commercial trait been strengthened?
Does the AI build more offensive (and less defensive) units?
I don't see these in the readme, but Soren has indicated that they would be in this patch.
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I thought they were gonna be in PtW.
You might be able to improve these things in the editor now anyway.
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If I'm posting here then Counterglow must be down.
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July 17, 2002, 11:33
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#37
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Warlord
Local Time: 04:29
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Location: London, UK
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Great! Looking good for Friday!
Now all we have to do is document all the undocumented features and (dare I say it) bugs.
I too like the forced renegotiation of deals, saves a little bit of micromanagement. But this comment worries me a little:
* Restricted roads/railroads from being built on terrain that has no road bonus.
Does it mean that it will not be possible to connect resources (and cities?) which are found/placed in the midst of e.g. a major mountain range. This situation occurs frequently, esp. on older worlds.
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Our weapons are backed with UNCLEAR WORDS!
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July 17, 2002, 11:33
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#38
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Prince
Local Time: 04:29
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Join Date: Jan 2002
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Mike, just a couple of queries..
1. Wasn't the commercial trait supposed to have received a boost?
2. Wasn't culture flipping supposed to have been slightly reworked?
3. How will this patch affect previous, highly detailed mods made with 1.21f?
4. Are there any un-documented changes, like changes to the cost for certain tech advances...?
thanks
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July 17, 2002, 11:35
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#39
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Firaxis Games Programmer/Designer
Local Time: 00:29
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Mike, one more thing.
I was wondering if you could designate tiles to a country without a city being there. Having a billion cities just to fill up the landscape may be a bit tedious. Probably just something on my wish list, but I had to ask.
Another thing.
Do you know how much the AI has been improved? I am especially anxious to see how Artillery fare in my Civil War scenario.
Last edited by Jon Shafer; July 17, 2002 at 11:56.
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July 17, 2002, 11:37
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#40
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Emperor
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Great idea Trip!
That would be a very important feature for a few scenarios IMHO.
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July 17, 2002, 11:40
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#41
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King
Local Time: 23:29
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Location: New England
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Like the renegotiate non treaty deals after 20 turns option
Glad to see that they fixed units attacking own workers bug
We'll see though if razing captured cities after nuclear war causes units to disappear from main map is fixed.
We'll see if ships attacking own ports when trying to enter coastal city is fixed.
Thanks to all at Firaxis for issuing this last patch. Waiting to see if all bugs are fixed when PTW comes out.
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signature not visible until patch comes out.
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July 17, 2002, 11:41
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#42
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Emperor
Local Time: 06:29
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Location: turicum, helvetistan
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all great, except:
* Editor: Updated improvements page to allow only 1 center of empire
everything hard-coded isn't good :-(
and why isn't following mentioned:
* removed hard-coded bombing range limit for air units ('till now: 8)
forgotten or not changed?
but all together: THANKS, FIRAXIS !!!
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July 17, 2002, 11:41
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#43
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Firaxis Games Programmer/Designer
Local Time: 00:29
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Quote:
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Originally posted by FrustratedPoet
Great idea Trip!
That would be a very important feature for a few scenarios IMHO.
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Check out my East Coast map that I'm going to use for a Civil War scenario. You'll see why I want to do that instead of having to make a billion cities.
If worse comes to worst, I guess I can set 1-size cities culture up to like level 15.
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July 17, 2002, 11:42
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#44
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Emperor
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Quote:
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Originally posted by Proserpine
Does it mean that it will not be possible to connect resources (and cities?) which are found/placed in the midst of e.g. a major mountain range. This situation occurs frequently, esp. on older worlds.
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Sounds to me like this will just be an option for those who choose it in the editor. The default now has all terrain with a road bonus, this just allows you to shut it off if you like. Frankly, I don't see this as being very practical, as you pointed out, and probably won't get used at all. It would be much better if they would just separate the roads and railroads, with a selector for both.
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July 17, 2002, 11:46
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#45
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Firaxis Games
Local Time: 23:29
Local Date: October 31, 2010
Join Date: May 2001
Location: Hunt Valley, MD
Posts: 139
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Quote:
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Originally posted by WarpStorm
Mike, does this imply that a unit can only have one AI strategy at a time? I see that some can have multiple checks in the editor.
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Yes. For example, the Rifleman has both the offensive and defensive strategies. When the AI builds a rifleman, it will build either an offensive rifleman or a defensive rifleman. Likewise, when you place a rifleman on the map in the editor, you need to tell the AI whether it is an offensive or defensive rifleman (or set it to random and it will choose randomly when you play the scenario).
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Mike Breitkreutz
Programmer
FIRAXIS Games
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July 17, 2002, 11:46
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#46
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Prince
Local Time: 05:29
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__________________
Excellence can be attained if you Care more than other think is wise, Risk more than others think is safe, Dream more than others think is practical and Expect more than others think is possible.
Ask a Question and you're a fool for 3 minutes; don't ask a question and you're a fool for the rest of your life! Chinese Proverb
Someone is sitting in the shade today because someone planted a tree a long time ago. Warren Buffet
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July 17, 2002, 11:48
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#47
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Civilization IV Lead Designer
Local Time: 23:29
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Quote:
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Originally posted by wervdon
Would that change how the ai views the relative strength of its military to yours if one or the other is more modern? (id assume so) Or does it just effect what your military advisor tells you "Compred to these guys our military is weak!" type messages.
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The AI always based it's view of your military on the relative strengths of the units, not just the number of units. I think that some people assumed otherwise because the advisor was solely based on number of units.
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July 17, 2002, 11:50
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#48
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Warlord
Local Time: 05:29
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Join Date: May 2002
Posts: 158
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Quote:
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Originally posted by Mike Breitkreutz FIRAXIS
Two more that we missed in the readme:
* Editor: Enabled Add/Delete buttons for Units.
* Editor: Enabled Add/Delete buttons for Natural Resources.
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Oy, that was nice to read! Thanks Mike!
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July 17, 2002, 11:51
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#49
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Warlord
Local Time: 20:29
Local Date: October 31, 2010
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Location: Los Angeles, CA
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To Anyone from Firaxis:
I noticed in the readme that we can set teams. I'm assuming this means in a WWII scenario we can set Japan & Germany as Axis and US, Russia & Britain as Allied team. Will we also be able to set it so that the teams start a scenario at war with one another? Also, as others have pointed out, there's no mention about Flat Maps. Is this something that might be done later, or was it maybe (hopefully ) just omitted from the readme? Thanks, and great job!
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No comment.
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July 17, 2002, 11:54
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#50
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Warlord
Local Time: 21:29
Local Date: October 31, 2010
Join Date: May 2002
Location: Utah, USA
Posts: 282
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Quote:
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Originally posted by Proserpine
* Restricted roads/railroads from being built on terrain that has no road bonus.
Does it mean that it will not be possible to connect resources (and cities?) which are found/placed in the midst of e.g. a major mountain range. This situation occurs frequently, esp. on older worlds.
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Dont mountains get a bonus from roads?
I think this is for water or so you could make it so there is no roads on tundra or somethig like that
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July 17, 2002, 11:54
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#51
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Emperor
Local Time: 00:29
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Location: The warmonger formerly known as rpodos. Gathering Storm!
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Awesome Firaxians!!
Any changes to Commercial?
Any changes to use of bombard units?
Auto-bombard?
The whole offensive / defensive thing... any changes that will increase AI use of fastmover offensive units?
You guys are great.
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July 17, 2002, 11:59
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#52
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Deity
Local Time: 07:29
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Thanks Firaxis, and lol, you missed the most important stuff in the readmes .
Firaxis/anyone, what will I have to do if I want to add a unit? I mean, I'll have to get the graphics for it, and make it FLIC somehow, right? How?
Currently high on my list are Helicopter Gunship and Modern Infantry units.
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July 17, 2002, 12:02
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#53
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Emperor
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What about Air unit and paratroop range? can we go beyond 8 now?
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July 17, 2002, 12:02
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#54
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Settler
Local Time: 06:29
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Well, I am thinking hard as to what we should ask for right now, but it is getting hard to find something that isn't there...
I want to test this firsthand, but Firaxis,
DAMN FINE JOB!!!
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July 17, 2002, 12:04
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#55
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Warlord
Local Time: 21:29
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Solver go to the creation forums here and at civfanatics (more units)
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July 17, 2002, 12:10
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#56
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Deity
Local Time: 07:29
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Would be cool, if there are graphics to be taken .
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Contact: solver-at-weplayciv-dot-com
I can kill you whenever I please... but not today. - The Cigarette Smoking Man
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July 17, 2002, 12:12
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#57
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King
Local Time: 23:29
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Join Date: Nov 2001
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Quote:
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Originally posted by Mike Breitkreutz FIRAXIS
Yes. For example, the Rifleman has both the offensive and defensive strategies. When the AI builds a rifleman, it will build either an offensive rifleman or a defensive rifleman. Likewise, when you place a rifleman on the map in the editor, you need to tell the AI whether it is an offensive or defensive rifleman (or set it to random and it will choose randomly when you play the scenario).
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How about in a game if a unit would upgrade? Will the strategy carry over?
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July 17, 2002, 12:15
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#58
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Warlord
Local Time: 21:29
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At civfanatics there are more than 100 units, to make your own get FLICster in the files (here) or utilitys (there) sections.
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July 17, 2002, 12:20
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#59
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King
Local Time: 23:29
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Quote:
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Originally posted by Ed O'War
I noticed in the readme that we can set teams.
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Where? I don't see this.
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July 17, 2002, 12:23
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#60
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Firaxis Games Programmer/Designer
Local Time: 00:29
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Location: Maryland
Posts: 9,567
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Quote:
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* Editor: Added team color to units, starting locations, text, and territory boundaries. Note that, because of the number of possible combinations of players/civs placed on the map and the number of team colors available, the same team colors can and will be used for different players.
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