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Topic: Question for Firixas |  |
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markusf Prince
Oct 1999
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posted March 27, 2001 13:25
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Civ2 and TOT both allowed you to modify the rules.txt to create new units, change how long the wonders lasted, set minimum bribe amounts for units or not make them bribable at all etc... I am wondering if civ3 will follow this line of reasoning? If would the following be included(rules.txt etc)? 1. Creation of custom wonders & effects 2. AI build order(force the AI to only build certain units for city defence & force them to build certain improvements) 3. Script the AI tech path 4. Script what units must be in a ai army before they attack. 5. Yes or no to turn off huts 6. a line to set the resource seed 7. toggle option to buy spaceship parts (big problem in mp games) 8. toggle option to allow trade embargos 9. allow pillaging of your own land.
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Dan Magaha FIRAXIS Firaxis Web Wizard The Metropolis known as Hunt Valley Mar 2000
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posted March 27, 2001 22:46
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This kind of thing was something we wanted to get a handle on a couple of months ago when we asked for specific suggestions for editing tools. I haven't had time to check in lately and see how those tools are coming along, but I'll certainly pass these suggestions on to the appropiate people. Thanks,
Dan Firaxis Games, Inc. |
carioca Settler Kirtland Stk, Clvlnd Mis, Republic of Deseret Feb 2001
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posted March 29, 2001 10:56
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quote:
 Originally posted by Dan Magaha FIRAXIS on 03-27-2001 10:46 PM This kind of thing was something we wanted to get a handle on a couple of months ago when we asked for specific suggestions for editing tools. I haven't had time to check in lately and see how those tools are coming along, but I'll certainly pass these suggestions on to the appropiate people. Thanks,
Dan Firaxis Games, Inc.
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Things I would like to see: More Unit options: Calvary Armor (these two would go with a '2* defence vs' option) Fighter Escort capability (or just allow carrier capability for Air/land units, then bombers could carry cruise missles, and we could make mid air refuel plains) holds for air/land units Make vision have more options (1,2,3,4, and 5 radius) Have an 'available to list' (to make civ specific units easier to make) More unit slots (like 300+) More tech slots (200+) Custom designed wonders/improvments (for example: allow % input so we can have librarys with greater/lesser bonuses) Please, Please, Please allow placement of resources, instead of just seed #s.
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Roman Prince Bratislava, Slovakia Sep 2000
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posted March 29, 2001 11:10
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As far as customization is concerned: - AS FEW LIMITS AS POSSIBLE = V.V.V. Large Map Sizes possible = many civs possible on the maps at the same time
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shuttleswo Settler
Mar 2001
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posted March 29, 2001 11:31
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I would also like to see something like the 'iron-man' setting in SMAC or the 'pure server' setting in quake3, just to make sure that you playing on an untamperd with game/opponent. |
carioca Settler Kirtland Stk, Clvlnd Mis, Republic of Deseret Feb 2001
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posted March 29, 2001 19:48
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quote:
 Originally posted by carioca on 03-29-2001 10:56 AM Things I would like to see:More Unit options: Calvary Armor (these two would go with a '2* defence vs' option) Fighter Escort capability (or just allow carrier capability for Air/land units, then bombers could carry cruise missles, and we could make mid air refuel plains) holds for air/land units Make vision have more options (1,2,3,4, and 5 radius) Have an 'available to list' (to make civ specific units easier to make) More unit slots (like 300+) More tech slots (200+) Custom designed wonders/improvments (for example: allow % input so we can have librarys with greater/lesser bonuses) Please, Please, Please allow placement of resources, instead of just seed #s.

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Another thing I forgot: Anti armor defences for cities, and then the following options for units: Ignore city walls Ignore anti-armor defences Ignore anti-air defences |
markusf Prince
Oct 1999
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posted March 30, 2001 15:48
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Here are some more tech related ones. 1. Turn off tech stealing from cities. 2. Allow a flag that says this tag can't be stolen (ie you can steal tanks, but not religion) 3. Only tech you have all the prereqs for can be stolen. 4. Ability of tech to modify unit stats. For instance you have pikemen, and discovering bronze working increases the attack value of pikemen by one. And gunpowder makes them obsolete. Another good example is missles. Researching computers would make the missles 50% more powerful.
Instead of creating a whole new unit class, you can just "auto upgrade" all existing units for free(bronze tipped pikes to iron). Where as discouvering gunpowder would mean you have to send the pike back to the city and pay money to upgrade it. |
Henrik Prince of the Angaracks Dec 2000
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posted March 31, 2001 02:33
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Now there is something strange, just becouse gunpowder was discovered didn't mean that pikes where taken out of use, Musketeers where attack infantry and Pikemen was defend infantry, often the pikemen would defend the musketeers from cavalry attacks (another thing that is strange is that cavalry makes dragoons obsolete, in reality a dragoon is infantry that travels to the battle by horse (used to quickly defend the territory taken by cavalry,, much like mech. inf. later) and Cavalry fights on horse, they where both used at the same time as well). A better name for a more 19th century'ish cavalry might be "Hussar" or "Cuirassiers" and "cavalry" would replace the role that is now played by "dragoons". [This message has been edited by Henrik (edited March 31, 2001).] | |