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Topic: Scenario Scripting - A must! |  |
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LoD Prince Warsaw, Poland Jan 2000
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posted May 06, 2001 10:28
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Keeping track of the news about Civ3 features, I have noticed a lack of a very important (IMHO) - a scenario script language, a la Civ II expansions. In Civ II, it was sufficent to utilize most ideas that were spawned in the sick mind of a scenario author . And it was great. Alpha Centauri lacked this feature. Being a die-hard SMACer (and also a SMAC-related site webmaster of late) I have seen many people's ideas never came into implementation, becuse they required triggered and special events. It (was) is a severe hit on the replayability value. I'd just like to bring up this problem. Sorry if it has been already discussed earlier, I'm new to the Civ3 forum.------------------
LoD - Owner/Webmaster of THE CHIRONIAN GUILD SMAC Site Chironian Guild's Discussion Forums |
LoD Prince Warsaw, Poland Jan 2000
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posted May 13, 2001 07:37
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Strange - no one actually considers this issue important? |
Ralf Prince Sweden Mar 2000
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posted May 13, 2001 07:49
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quote:
 Originally posted by LoD on 05-13-2001 07:37 AM Strange - no one actually considers this issue important?
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It IS important! Check out the lengthy Civ3 editing tools: what do *you* want to see thread, by Dan Mahaga FIRAXIS. |
LoD Prince Warsaw, Poland Jan 2000
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posted May 19, 2001 15:06
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Thanks for the info, Ralf . |
Mister Pleasant Warlord New Orleans Jan 2001
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posted May 19, 2001 20:56
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Hopefully the scripting language will be more powerful than Civ2's event handler and easier to understand than CTP's SLIC. |