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Old May 8, 2003, 09:13   #1
Louis XXIV
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Editor Ideas
What would you like the editor to do that it can't do?

I would like to allow unit pre-reqs to be improvements and governments

I'd like a unit flagged with "builds roads" to be used by the AI to build roads

And, of course, I want a diplomacy editor with "Forced Diplomacy"

I would also like things like:

Defensive bonuses against mounted
Defensive Bonuses against Air/Land/Sea bombard
"Unit Attack Only" Bombard (Bombard can't destroy improvements, AI would have to use them accordingly)

You're ideas?
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Old May 8, 2003, 10:06   #2
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I'll say it before anyone does :

Editable diplomacy
Events.

Louis XXIV, I think your ideas are sound to make the rules editor even better than it is now (I really think it is very good), but I think the editor should now focus on scenario abilities. The 1.29 patch has made basic scenarios possible, but it is yet impossible to have elaborated scenarios like there were in Civ2. That's very sad.
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Old May 8, 2003, 10:32   #3
Louis XXIV
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I basically took my ideas from the Civ2 editor (except the unit-only bombard. I want that to do stuff like make ranged Archers)

Also, all my ideas I actually want for a scenario (Gov pre-reqs and defense against mounted are for a Civ2 mod for Civ3, the road thing is the best way to make a Caravan)
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Old May 8, 2003, 11:30   #4
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How about having the editor allow you to set a numerical value for the corruption a specific government has? Maybe a slider or something. That way they can be differentiated more easily. And how about having the same thing for improvements so they can produce or reduce a certain amount of corruption.
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Old May 8, 2003, 16:11   #5
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I WANT EVENTS GODBLEEPIT!
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Old May 8, 2003, 17:12   #6
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Unit upkeep costs that can be variable with the unit.

Sea-only bombard capability. Would enable submarines to have "torpedo bombardment."

--
Edit: (and a little off the wall) ... Additional Retreat options:
(1) All units can retreat (based on present experience percentages); (2) All units can retreat (slow units vs. fast units have 1/2 present experience retreat chances) ; (3) Only Fast units can retreat (as it is now).

Being an "old" wargamer, I would choose #1 because that is what I am used to (from way before Civ).
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Old May 8, 2003, 18:21   #7
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A flag for units called "No border crossing". This means if a unit with this flag attempt to cross a border, it will be the same as attacking that country. Quite obvious if no ROP exists, IMHO...
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Old May 9, 2003, 01:02   #8
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more creative wonders. now there is a finite list that wonders can do. I want to open that uip.
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Old May 9, 2003, 01:14   #9
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Make it a lot easier to edit.

I'm working with a mod maker, a she, to get her mod up-to-date with Civ3 (she only updates with PTW and I fill in for civ3). A major obstacle she has ran into is that she envisions trait-specific buildings, but that has proved really hard.

To prevent other civs from getting the tech, there has to be a prerequisite (no trading techs). If all the civs have the same prerequisite, then whoever builds the Great Library will get the tech and (consequently) the improvement, so each civ has to have a different tech (to prevent that). Way too hard to do.
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Old May 9, 2003, 04:06   #10
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Units to able to able to carry several types of other units and a possibility to flag a unit to carry cruise missiles (and not only tactical nukes)

To fill out Spiffor's "editavle diplomacy"; a possibility to deny certain diplomatic activities between certain civs (incl. making contact and war impossible).

Off topic:
Naiveplayer, is she single? (a woman who playes civ3 and mod it... don't see that often!)
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Old May 10, 2003, 22:08   #11
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"Units to able to able to carry several types of other units and a possibility to flag a unit to carry cruise missiles (and not only tactical nukes)"

what if you go to the editor and under cruise missile, highlight "tactical nuke" along with "cruise missile" so the nuclear sub ("transport tacticle nuke only), could carry it or with any other unit you want to transport it?

thats what i'm trying in my current game, but am not there yet, so ill find out soon enough
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Old May 10, 2003, 22:57   #12
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End unlimited rail movement
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Old May 10, 2003, 23:12   #13
Louis XXIV
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Quote:
Originally posted by bobbo008
"Units to able to able to carry several types of other units and a possibility to flag a unit to carry cruise missiles (and not only tactical nukes)"

what if you go to the editor and under cruise missile, highlight "tactical nuke" along with "cruise missile" so the nuclear sub ("transport tacticle nuke only), could carry it or with any other unit you want to transport it?

thats what i'm trying in my current game, but am not there yet, so ill find out soon enough
I don't think the AI handles it well (Cruise Missile flag is designed so the AI can handle the unit. It plays a specific way)

I belive if it had Tac Nuke strategy you would get the same rep hit as you would with a Nuke
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Old May 10, 2003, 23:20   #14
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Quote:
Originally posted by Louis XXIV
I basically took my ideas from the Civ2 editor (except the unit-only bombard. I want that to do stuff like make ranged Archers)

Also, all my ideas I actually want for a scenario (Gov pre-reqs and defense against mounted are for a Civ2 mod for Civ3, the road thing is the best way to make a Caravan)
Funny how your wishlist for an addon to a game are inspired by stuff you have in the prequel
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Old May 11, 2003, 14:04   #15
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"I belive if it had Tac Nuke strategy you would get the same rep hit as you would with a Nuke"

crap, thats a good point. this is gonna suck without cruise missiles now... so three cruise missiles and the entire world declares war, great
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Old May 11, 2003, 14:12   #16
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Quote:
Originally posted by MoonWolf
A flag for units called "No border crossing". This means if a unit with this flag attempt to cross a border, it will be the same as attacking that country. Quite obvious if no ROP exists, IMHO...
I like this idea, but would limit it to after the discovery of nationalism.
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Old May 11, 2003, 15:27   #17
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Well, I hardly use the editor. Too scared I'll cerate a killer AI civ by mistake.

But I'm annoyed with carriers. Either they can load units with a load icon - but they can't load air transports or any kind of land unit. It's too inflexible.

I would also like to alter civ attributes and make up my own.

Apart from that, no useful comment (some would argue these aren't... oh well!)
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Old May 11, 2003, 15:47   #18
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Quote:
Originally posted by Cruddy
Well, I hardly use the editor. Too scared I'll cerate a killer AI civ by mistake.

I wouldn't worry too much about that. On the contrary, I'd worry more about adding an exploit in that neuters the AI. A good example - if you make cruise missles launchable from subs, you know how to do it but the AI doesn't. This will give you a huge advantage for amphibious assaults, but the AI won't do it.
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Old May 11, 2003, 21:46   #19
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Are you sure that the tactical missile flag handles the opinions of the other civs? I could have sworn it was the 'nuclear weapon' flag that had this effect...

As for the change I'd make, I'd add a "Unit can shoot down aircraft" flag. This would make the Aegis cruiser work as it should, as well as allowing a mobile SAM unit.
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Old May 11, 2003, 22:30   #20
Louis XXIV
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There was a discussion at All Civ forums about this

http://www.forumplanet.com/strategyp...39&tid=1027091

I can't say I know for sure, though
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