May 8, 2003, 09:13
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#1
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Prince
Local Time: 20:01
Local Date: November 1, 2010
Join Date: Mar 2003
Location: The First State
Posts: 446
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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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May 8, 2003, 10:06
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#2
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Local Time: 03:01
Local Date: November 2, 2010
Join Date: Nov 2001
Location: jihadding against Danish Feta
Posts: 6,182
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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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May 8, 2003, 10:32
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#3
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Prince
Local Time: 20:01
Local Date: November 1, 2010
Join Date: Mar 2003
Location: The First State
Posts: 446
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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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May 8, 2003, 11:30
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#4
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Prince
Local Time: 01:01
Local Date: November 2, 2010
Join Date: Nov 2002
Posts: 310
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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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May 8, 2003, 16:11
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#5
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Deity
Local Time: 21:01
Local Date: November 1, 2010
Join Date: Feb 2001
Posts: 21,822
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I WANT EVENTS GODBLEEPIT!
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May 8, 2003, 17:12
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#6
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Emperor
Local Time: 18:01
Local Date: November 1, 2010
Join Date: Sep 2001
Location: Henderson, NV USA
Posts: 4,168
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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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JB
I play BtS (3.19) -- Noble or Prince, Rome, marathon speed, huge hemispheres (2 of them), aggressive AI, no tech brokering. I enjoy the Hephmod Beyond mod. For all non-civ computer uses, including internet, I use a Mac.
Last edited by Jaybe; May 8, 2003 at 19:56.
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May 8, 2003, 18:21
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#7
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Prince
Local Time: 02:01
Local Date: November 2, 2010
Join Date: Oct 2002
Posts: 768
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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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May 9, 2003, 01:02
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#8
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Emperor
Local Time: 20:01
Local Date: November 1, 2010
Join Date: Mar 2002
Location: listening too long to one song
Posts: 7,395
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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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May 9, 2003, 01:14
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#9
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Chieftain
Local Time: 17:01
Local Date: November 1, 2010
Join Date: Oct 2002
Location: GMT -8
Posts: 51
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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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May 9, 2003, 04:06
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#10
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Prince
Local Time: 02:01
Local Date: November 2, 2010
Join Date: Oct 2002
Posts: 768
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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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May 10, 2003, 22:08
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#11
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Prince
Local Time: 19:01
Local Date: November 1, 2010
Join Date: Dec 2002
Location: The Wisconsonian Empire
Posts: 635
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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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May 10, 2003, 22:57
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#12
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Deity
Local Time: 03:01
Local Date: November 2, 2010
Join Date: Sep 2001
Location: Republic of Flanders
Posts: 10,747
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End unlimited rail movement
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May 10, 2003, 23:12
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#13
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Prince
Local Time: 20:01
Local Date: November 1, 2010
Join Date: Mar 2003
Location: The First State
Posts: 446
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Quote:
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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
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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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May 10, 2003, 23:20
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#14
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Local Time: 20:01
Local Date: November 1, 2010
Join Date: Jul 2001
Posts: 6,135
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Quote:
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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)
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Funny how your wishlist for an addon to a game are inspired by stuff you have in the prequel
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May 11, 2003, 14:04
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#15
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Prince
Local Time: 19:01
Local Date: November 1, 2010
Join Date: Dec 2002
Location: The Wisconsonian Empire
Posts: 635
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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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May 11, 2003, 14:12
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#16
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Prince
Local Time: 20:01
Local Date: November 1, 2010
Join Date: Oct 2001
Location: People's Republic of the East Village
Posts: 603
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Quote:
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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...
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I like this idea, but would limit it to after the discovery of nationalism.
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May 11, 2003, 15:27
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#17
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Warlord
Local Time: 02:01
Local Date: November 2, 2010
Join Date: Mar 2003
Posts: 217
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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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May 11, 2003, 15:47
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#18
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Prince
Local Time: 20:01
Local Date: November 1, 2010
Join Date: Oct 2001
Location: People's Republic of the East Village
Posts: 603
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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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- "A picture may be worth a thousand words, but it still ain't a part number." - Ron Reynolds
- I went to Zanarkand, and all I got was this lousy aeon!
- "... over 10 members raised complaints about you... and jerk was one of the nicer things they called you" - Ming
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May 11, 2003, 21:46
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#19
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Settler
Local Time: 01:01
Local Date: November 2, 2010
Join Date: May 2003
Posts: 1
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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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May 11, 2003, 22:30
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#20
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Prince
Local Time: 20:01
Local Date: November 1, 2010
Join Date: Mar 2003
Location: The First State
Posts: 446
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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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