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Old July 18, 2002, 18:03   #1
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1.29 Comments
I'm playing with the editor of 1.29, and I really like it, but I was kind of hoping they'd let the manhattan project be a small wonder, instead of a full wonder. I don't think 1 civ discovering nuclear weapons should enable everyone to build them, but so far, I really like this editor, the add buttons in everything appear to be working, great job Firaxis!
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Old July 18, 2002, 18:15   #2
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It's good as a map editor. However, I feel that it's painfully lacking as a full-fledged scenario editor... there are just too many things for it to be more than a map with units and cities.
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Old July 18, 2002, 18:19   #3
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Did anybody else notice that you can set the Initial Era to "Future Era"?
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Old July 18, 2002, 18:22   #4
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Anouther thing I don't like, you can't set custom victory conditions. I'm trying to make a Battle of Pearl Harbor scenario, and I wanted it to end when either the US battleships are destroyed, or when the Japanese Carriers are destroyed. It doesn't appear like this is possible. IE, just make a script that says, if Japanese Carriers = 0, defeat. But yeah, no scripting

Edit : I'd also like to have been able to add more experience levels. It's too easy to get to elite, I'd like to be able to make an exp level that maybe requires 5 elite victories, which allows you to give it anouther hp bonus, and maybe an attack/defense bonus. Maybe that's overpowered, but I'd like to see that option.
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Old July 18, 2002, 18:26   #5
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Quote:
Originally posted by Darkworld Ark
Did anybody else notice that you can set the Initial Era to "Future Era"?
I see that. They are either setting it up for PTW to have future eras or they have it set so if you select to be in an era you have a previous advances. Thus setting to future era will mean everything has been researced and all you are researching are future techs.
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Old July 18, 2002, 18:28   #6
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I see that. They are either setting it up for PTW to have future eras or they have it set so if you select to be in an era you have a previous advances. Thus setting to future era will mean everything has been researced and all you are researching are future techs.
Proboloy the Second...
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Old July 18, 2002, 18:33   #7
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Changed Military Advisor to evaluate armies based on relative strengths of units as opposed to number of units.

Cool! Looks like they are listening to us.
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Old July 18, 2002, 18:41   #8
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It does not work

It does not recognize the CD in the drive.

Back to 1.21f
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Old July 18, 2002, 18:44   #9
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Originally posted by Sir Ralph
It does not work

It does not recognize the CD in the drive.

Back to 1.21f
Well, it's copy protected, so make sure it's the original CD. Uninstalling and reinstalling may solve it as well. Anyone else having problems with SafeDisc?

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Old July 18, 2002, 18:45   #10
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Do you have a legal copy of civ3? No problems patching here.
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Old July 18, 2002, 18:46   #11
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Are you trying to insult me? Sure I have a legal copy. Damn.
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Old July 18, 2002, 18:47   #12
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Just checking No offense ment.
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Old July 18, 2002, 18:49   #13
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I'm trying to uninstall/install it now.
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Old July 18, 2002, 18:53   #14
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Quote:
Originally posted by Sir Ralph
I'm trying to uninstall/install it now.
More torture courtesy of Firaxis.

I have so much changed in various folders, especially Arts/units, I'd never bother unistalling/installing. It either works - or it becomes a frisbee.
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Old July 18, 2002, 18:55   #15
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Anyone try not allowing cities to be built in jungle/desert?
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Old July 18, 2002, 18:58   #16
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Quote:
Originally posted by Coracle
It either works - or it becomes a frisbee.
I'm sooo rooting for the frisbee.
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Old July 18, 2002, 19:00   #17
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Ok, after uninstalling/installing it, it works. Just as feedback. Now reinstalling Sn00pys graphics mods.
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Old July 18, 2002, 19:03   #18
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I'm sooo rooting for the frisbee.
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Old July 18, 2002, 19:08   #19
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Ditto... RAOTFL
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Old July 18, 2002, 19:19   #20
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it seems that my civ3 mod not longer exists with 1.29. its gone. i dont mind redoing it all but was this supposed to happen?
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Old July 18, 2002, 19:28   #21
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Quote:
Originally posted by reefer addict
it seems that my civ3 mod not longer exists with 1.29. its gone. i dont mind redoing it all but was this supposed to happen?
When you install the patch, one of the thing it overwrites is the regular civ3mod.BIC for the new patch options.
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Old July 18, 2002, 19:34   #22
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So was commercial upgraded? I heard rumors it would be, but I didn't see anything on the readme....
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Old July 18, 2002, 19:38   #23
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I just got a GL... the naming and * for elite+leader units is great.

So is "Wake All" and "Fortify All."
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Old July 18, 2002, 19:41   #24
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cities and metropolises get an _additional_ extra commerce or two and the "Optimal # of Cities" is increased by 25% instead of 12.5%.
From Soren in the Civ3 1.29F Readme thread, as to what changed with commercial.
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Old July 18, 2002, 19:41   #25
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In the part of the readme that said "Fixed a bug that prevented SAM's from working", does that mean they'll have ZOC now, or would they not even fire in the city? I've never had the AI bomb my cities with SAM's, so I couldn't tell what was wrong with it to begin with.
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Old July 18, 2002, 19:58   #26
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I've also noticed that when you make a new unit, it doesn't appear like a civopedia entry is created. I just made a new unit, and tried to load my mod, and it said that text was missing for it. So I guess we'll still need to use the multitool to make new things...
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Old July 18, 2002, 20:42   #27
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Quote:
Originally posted by Palleon
I've also noticed that when you make a new unit, it doesn't appear like a civopedia entry is created. I just made a new unit, and tried to load my mod, and it said that text was missing for it. So I guess we'll still need to use the multitool to make new things...

We may also have to add files to the arts/units folders and tweak the .ini file to prevent crashing.

Another disappointment from Firaxis.
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Old July 18, 2002, 20:44   #28
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Quote:
Originally posted by Palleon
I've also noticed that when you make a new unit, it doesn't appear like a civopedia entry is created. I just made a new unit, and tried to load my mod, and it said that text was missing for it. So I guess we'll still need to use the multitool to make new things...
To add a civilopedia entry you only need edit civilopedia.txt. Notepad is really all you need.

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Old July 18, 2002, 20:47   #29
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Is anyone else having a problem getting the highest (500%) and lowest (25%) zoom levels to work? On a huge (256x256) map, neither would work, but I was able to get 500% on a tiny map.
 
Old July 18, 2002, 20:49   #30
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Quote:
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To add a civilopedia entry you only need edit civilopedia.txt. Notepad is really all you need.

Dan
Ehh...that seems like something that the editor should be able to do also. Why add the add buttons if you're gonna make us do notepad editing also?
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