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  • Question about the editor

    Everyone is discussing the ability to rename wonders, change them between big/small wonders, and change their abilities. I understand this is all possible with the editor.

    I know the editor works for scenarios as well.

    But will it be possible to change the global settings of the game, and I mean every game, or will this all have to be done within the context of a scenario?

    The idea of refining the nature of the game for every single game sounds very cool. There is potential for completely screwing up the game dynamics, but I do like the idea.

    I'm especially looking forward to retooling a few wonders

  • #2
    Most likely you would be able to modify the global settings as well, as the files should be the same to not make extra work to create double file formats. So if you replace the files in the game directory with the scenario files you would get the scenario settings. But I guess that you can save to them directly without the way through a scenario.
    Creator of the Civ3MultiTool

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    • #3
      If "Customize game" contains a setting for loading customized rules files, that would be ideal.

      So, I could play with regular rules ... or possibly create a game based on some alternative rules without having to copy the rules files into a different directory or whatever.

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      • #4
        If what Gramphos says turns out to be true, then I guess the distinction between a 'scenario' and a 'mod' will largely fall away -- which might not be a bad thing.

        HOWEVER, I do think you should at least be warned if you choose not to save your modified game in a separate directory: otherwise it'll be only too easy to accidentally overwrite the original game -- which you might not have wanted to do!
        Ilkuul

        Every time you win, remember: "The first shall be last".
        Every time you lose, remember: "The last shall be first".

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        • #5
          Originally posted by Ilkuul
          If what Gramphos says turns out to be true, then I guess the distinction between a 'scenario' and a 'mod' will largely fall away -- which might not be a bad thing.

          Yes, but you could choose not to use all the files. I guess we have to wait and see.
          How long time do you think it will take before anyone masters the editor?

          HOWEVER, I do think you should at least be warned if you choose not to save your modified game in a separate directory: otherwise it'll be only too easy to accidentally overwrite the original game -- which you might not have wanted to do!

          True, but you always have the CD to copy the files from.
          Creator of the Civ3MultiTool

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          • #6
            Question now is whether or not we can make our own additional units, wonders, and advances with the editor. It will be another modding nightmare if not.

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            • #7
              Originally posted by Gramphos

              How long time do you think it will take before anyone masters the editor?
              half hour or so... I'm not going to bother playing if I can't master the editor first.
              Concrete, Abstract, or Squoingy?
              "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

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              • #8
                half hour or so... I'm not going to bother playing if I can't master the editor first.
                WOW!!!!!!!

                Freaking scary...
                I do not want to achieve immortality threw my work. I want to achieve it threw not dying - Woody Allen

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                • #9
                  the ability to ADD things will be the most important inmy opinion. And I mean the ability to add governments, units, techs, terraintypes, terrain improvements, city styles... I hope they thought ahead and left A LOT of empty slots so we can customize to our hearts desire.

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                  • #10
                    Ptw or Cq?

                    What editor are we talking here?? I just want a graphics editor in the in-Game version so I dont have to muck around with 3 programs per unit/building/etc
                    EFR RPG GAME Designer, E.F.R. Forums The Coyn: Fantasy Mod for Civ3:Conquests

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                    • #11
                      It appears to me that the editor for "Civ3" (not PTW, but I emagine that one too) were not very well "thought up" or crafted. The customization is limited, and the dynamics of how you prepare a scenario file (bic) is completely backwards. In Civ2 you could edit things "In-Game" right on the map that you play on! With this editor, you have to edit EACH civilization and then save it over 16 times so that EACH civilization (depending on how many Civ's you use) can have the settings you just modified. I am more than willing to continue with my progress within the editor, but it does look very limited.

                      But believe me, I have been spending the last 3-4 weeks playing with the editor and the built in graphics so that I can create my scenario with as little hassle as possible. I have also been trying to get some feedback from many of you, so that we can help each other with our scenario problems and work together to try and solve the shortcomings that Firaxis made when slapping in all these new editor features like making a hamburger.

                      I have noticed the following problems...

                      1) Setting/Customizing the "Start Date" or at which it progresses (Months, Years etc).

                      Kind of useless for a "Scenario Editor" not to have this feature, if you ask me. Remember the "Zoom" problem? Anyone have any idea how this can be done, if at all?

                      2) I noticed that the editor 'does' contain the ability to control some values and switches regarding the "Cultural - Take over" of your border cities. I was playing in my Scenario last night, and Vancouver-Canada took "Seattle" due to the "Better Culture". I already decreased all of the Culture settings, so that type of thing would be avoided. But obviously it didn't work, and I lost a City.

                      I need to have it so that the "Cultural-City-Take-Over" doesn't exist, or is temporarily (for my scenario) "disabled". Any ideas on this one?

                      3) I have also been trying to "LOCK ALLIANCES" or at least have the ability to set them up for the beginning stages of the scenario. I have been in and out of the editor looking for something regarding this ability, but nothing has come up. Another bright scenario mistake from Firaxis, no treaty manipulation for scenarios? Anyone have any idea if this is possible?

                      Thats all I have for now, but I hope we can all work together as a mod-community to try and solve these problems then we won't need to "Buy" more useless upgrades.

                      Thanks guys!
                      Last edited by |S| MALiCE; July 6, 2003, 19:01.
                      What we do in life, echos in eternity.

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                      • #12
                        first aid...

                        Ok, as the first person to start to help you here, heres my knowledge...
                        1. There is now a changable time/date to the editor (PTW 1.21) heres a screen shot....
                        Attached Files
                        EFR RPG GAME Designer, E.F.R. Forums The Coyn: Fantasy Mod for Civ3:Conquests

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                        • #13
                          Originally posted by |S| MALiCE 2) I noticed that the editor 'does' contain the ability to control some values and switches regarding the "Cultural - Take over" of your border cities.
                          In the editor, On general TAB, Try setting the culture lvl multiplier higher, then on the Governemnts TAB, increase the resistance Modifier Vs, and the Assimilation Chance%, then in the cultures Tab, set the Chance of successful propaganda to 0%... Then you have little to no chance of culture flipping..Unless your talking specific civs... then I cant help...
                          3) I have also been trying to "LOCK ALLIANCES" or at least have the ability to set them up for the beginning stages of the scenario.
                          Thanks guys!
                          I'm under the impression that Civ3:Conquests will have this ability.
                          Last edited by Bane Star; July 7, 2003, 05:01.
                          EFR RPG GAME Designer, E.F.R. Forums The Coyn: Fantasy Mod for Civ3:Conquests

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                          • #14
                            Hmm...

                            "Starting Date"

                            Okay, I see that PTW has the "Calender" ability, but I don't own PTW, so I guess I'm out of luck?

                            "Assimilation"

                            Thanks, I think your suggestions were overlooked when I originally set up the scenario. I have now toggled all the appropriate switches, we'll see if this works.

                            "Custom Treaties"

                            Civilization III: Conquests? I must have been out of the loop for a while. I didn't think Firaxis would actually design another "upgrade" knowing that the mod-community is sick of paying for things that should have been implimented in the Original Civ3 Product. Oh well, I'll probably end up buying it. God does have a sense of humor doesn't he?

                            Thanks Bane! You've been a great help.
                            What we do in life, echos in eternity.

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                            • #15
                              Originally posted by |S| MALiCE With this editor, you have to edit EACH civilization and then save it over 16 times so that EACH civilization (depending on how many Civ's you use) can have the settings you just modified.
                              What? No offence, but that is simply not true. I have been modding more than a year. I have made more than 10 scenarios. And three mods. Been helping out with proberly 20 or more bix/bic creations. I have never had to save it 16 times, because I have editet 16 civs.
                              You must unlearn what you have learn.
                              Version 0.08 of the Medieval European Mod is ready, it has more units, more techs a new map, and 31 Civilizations!.
                              Find it here!

                              It also has its own forums

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