I don't know if this got posted, but IE isn't particularly great...
Well, here are my recommendations for a patch in the editor:
Any possibility to an events.txt file? No...well...too bad...but that would be the first request.
Removal the current corruption name model, completely, and have the ability to enter specific percentages into the editor. That way a government can exist with no corruption, or heavier corruption; right now we're limited to how much corruption we want to a few choices; I think this should be replaced with a (very large) number setting, and the current names simply correspond to a value-IE 0 no corruption, 10 minimal, 20 Nuisance, etc.
Furthermore, a different choice for communal corruption. Suppose I want a communal corruption model with extremely low corruption? Communal should be therefore a separate choice altogether: My editor corruption model would be as follows:
Corruption Style: Communial/Distance
Select on scale amount of corruption (x-y).
Basically, this would allow us to really tweak the governments we place in the scenarioes we are going to create, as we will not be limited in our choices for corruption anymore.
I would prefer some availibility of an events; since there could only be one city of a sort on a map, in a scenario, a No-Rename for ANY UNIT and/or City would be nice, so if a specific unit or city falls, a technology is given and so forth. I don't know if Civ III is designed, however to do this...
I would also like for the ability to place OTHER NATIONALITIES in cities. This would create problems with a Fascist government at the start of a scenario especially, as well as the possibility of starting a scenario in resistance, and not being able to draft some citizens into the armies, different workers, stop the aggression against our mouther country stuff...also how many citizens have (before the scenario starts) been drafted or rushed, to give the city more disorder than normal.
A way of capturing culture-producing buildings would be a nice option to have in the editor-flag on or flag off...
A way of capturing culture-producing wonders should arguably be there too. Take the Temple Mount. It was built by Jews, but it influences Arab culture and was controlled for Arabs by a good chunk of the last 2000 years; if it were a game of civilization...furthermore, some cultures could coexist and be transferred; for instance, converted mosques and churches from Roman buildings exist throughout history and without a doubt produce culture.
An option for an editor to adjust culture with advances-because some values go up or down with time...
A blitz modifier-I have a unit I want to only fire twice per turn but moves three spaces per turn...I have to make a choice-blitz or no blitz, overpower or underpower-this would mean an overhaul of properties, since now an attacking amount quantity would be needed (And since most units can't blitz, it'd be one...).
Give all wonder abilities to all improvements as an option; let's say I want a specific unit to be only built in cities I have a specific improvement? Currently, this is only the army...but let's say I want a city improvement as the option to build an army? Or how about improvements to require a victorious army?
Maybe we want to place more caps on city growth? Maybe we might want a level four and five improvements?
Change in the way stealth works, or strategic bombing-if there is no unit capable of placing opposition to an airstrike, then you should be able to pick what you want to destroy...or at least this option in the editor-for instance, a city with only with only warriors facing an airstrike should, since the warriors can nor really defend the buildings, the enemy should be able to strike at will...with this you could develop a sabotage unit similar to the Civ 2 spy.
Perhaps I want a scenario with a covert type unit that can use enemy infrastructure, or limit it to only use roads in enemy territory or go all out-can use roads and railroads; that way your borders would be defined as the territory you control, true, but suppose you didn't want a scenario with clear borders? Well, a flag "Can Use Enemy Roads" and "Can Use Enemy Railroads" would be nice...
A option change to road improvements-for instance-improvement 1, move 1/3...improvement 2, move 1/6, 3 move 1/9, etc...with a cap at 0 such as railroad...a more realistic scenario could be created, as moving a tank from the eastern to western front would be faster on certain roads than others, but you can't move a tank and attack all in the same turn because it still, even with improvements takes time...
Let's say you want a fixed territory boundry per political holding? A custom city boundry...and disputed zones fall outside the boundry unless the disputed territory is no longer disputed due to military conquest...culture might make this hard, so in such scenarios, I guess culture would not be allowed to be build or held...
And the ability for civ 2 style movement would be nice, because that could make invasions slower if units only had 1/3rd strength, etc...
Well, here are my recommendations for a patch in the editor:
Any possibility to an events.txt file? No...well...too bad...but that would be the first request.
Removal the current corruption name model, completely, and have the ability to enter specific percentages into the editor. That way a government can exist with no corruption, or heavier corruption; right now we're limited to how much corruption we want to a few choices; I think this should be replaced with a (very large) number setting, and the current names simply correspond to a value-IE 0 no corruption, 10 minimal, 20 Nuisance, etc.
Furthermore, a different choice for communal corruption. Suppose I want a communal corruption model with extremely low corruption? Communal should be therefore a separate choice altogether: My editor corruption model would be as follows:
Corruption Style: Communial/Distance
Select on scale amount of corruption (x-y).
Basically, this would allow us to really tweak the governments we place in the scenarioes we are going to create, as we will not be limited in our choices for corruption anymore.
I would prefer some availibility of an events; since there could only be one city of a sort on a map, in a scenario, a No-Rename for ANY UNIT and/or City would be nice, so if a specific unit or city falls, a technology is given and so forth. I don't know if Civ III is designed, however to do this...
I would also like for the ability to place OTHER NATIONALITIES in cities. This would create problems with a Fascist government at the start of a scenario especially, as well as the possibility of starting a scenario in resistance, and not being able to draft some citizens into the armies, different workers, stop the aggression against our mouther country stuff...also how many citizens have (before the scenario starts) been drafted or rushed, to give the city more disorder than normal.
A way of capturing culture-producing buildings would be a nice option to have in the editor-flag on or flag off...
A way of capturing culture-producing wonders should arguably be there too. Take the Temple Mount. It was built by Jews, but it influences Arab culture and was controlled for Arabs by a good chunk of the last 2000 years; if it were a game of civilization...furthermore, some cultures could coexist and be transferred; for instance, converted mosques and churches from Roman buildings exist throughout history and without a doubt produce culture.
An option for an editor to adjust culture with advances-because some values go up or down with time...
A blitz modifier-I have a unit I want to only fire twice per turn but moves three spaces per turn...I have to make a choice-blitz or no blitz, overpower or underpower-this would mean an overhaul of properties, since now an attacking amount quantity would be needed (And since most units can't blitz, it'd be one...).
Give all wonder abilities to all improvements as an option; let's say I want a specific unit to be only built in cities I have a specific improvement? Currently, this is only the army...but let's say I want a city improvement as the option to build an army? Or how about improvements to require a victorious army?
Maybe we want to place more caps on city growth? Maybe we might want a level four and five improvements?
Change in the way stealth works, or strategic bombing-if there is no unit capable of placing opposition to an airstrike, then you should be able to pick what you want to destroy...or at least this option in the editor-for instance, a city with only with only warriors facing an airstrike should, since the warriors can nor really defend the buildings, the enemy should be able to strike at will...with this you could develop a sabotage unit similar to the Civ 2 spy.
Perhaps I want a scenario with a covert type unit that can use enemy infrastructure, or limit it to only use roads in enemy territory or go all out-can use roads and railroads; that way your borders would be defined as the territory you control, true, but suppose you didn't want a scenario with clear borders? Well, a flag "Can Use Enemy Roads" and "Can Use Enemy Railroads" would be nice...
A option change to road improvements-for instance-improvement 1, move 1/3...improvement 2, move 1/6, 3 move 1/9, etc...with a cap at 0 such as railroad...a more realistic scenario could be created, as moving a tank from the eastern to western front would be faster on certain roads than others, but you can't move a tank and attack all in the same turn because it still, even with improvements takes time...
Let's say you want a fixed territory boundry per political holding? A custom city boundry...and disputed zones fall outside the boundry unless the disputed territory is no longer disputed due to military conquest...culture might make this hard, so in such scenarios, I guess culture would not be allowed to be build or held...
And the ability for civ 2 style movement would be nice, because that could make invasions slower if units only had 1/3rd strength, etc...
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