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Firaxis, please incorporate a built-in modswapper

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  • Firaxis, please incorporate a built-in modswapper

    Firaxis, in an upcoming patch, could you please incorporate a mod selector on the new game screen. That is, have the equivalent of a built-in modswapper. The way I see it would work as follows:

    A new folder within the main CIV III directory could be created called (say) "Mods". Within that folder would be a different folder for each modification variation which would be named the mod name. This is where the new game screen would look for any mods and give the selection to choose from. And within each of these folders would be the files and directory structure identical to the main CIV III folder, but only those files that have been modified for the mod. In other words, the game will use the normal default settings except for files found within the selected mod directory which would override the defaults.

    Also, saved games would take note of the mod being used so that you don't have to worry about using the right mod when loading said saved games.
    Last edited by The Rusty Gamer; January 13, 2002, 22:30.
    Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
    Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

  • #2
    I've been thinking about this a lot lately. A kludge is to use installshield to do the file copying and have an icon on the desktop that installs/uninstalls it. I'd be interested in hearing feature requests for a more robust in-game version if you think of any..

    Jeff

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    • #3
      The best would be if you could choose more then one mod for each game, and that you can select a priority order. As first look for the file in Mod1, if not present Look in Mod2, ..., if not present look in Modn, if not present look in the Civ3 base directory.

      It could also be good if the units_32.pcx got split into one file for each era or that you are allowed to set unit icon numbers for each era. (not having to move the era-specific icons whenever you add one, and if the icon of one era is empty it should use the era before)
      Creator of the Civ3MultiTool

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      • #4
        An all-encompassing editor

        Also, the editor needs to be enhanced to be an all-encompassing one, to be able to add/delete units, improvements etc, not just replace them, to be able to edit the Civilopedia. When the scenario is saved, any changes for specific files should be detected automatically and the directory structure and aforementioned files created accordingly in their appropriate places where needed within the scenario's own directory.

        In other words, we shouldn't have to fiddle around at any level below the editor interface. Ideally, we should never have to open Windows Explorer and start editing, copying, renaming, moving etc.
        Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
        Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

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        • #5
          Randomisation

          It would be good to see some variables on the editor being allowed to be randomized too. You could, for instance, define the defense of a unit anywhere from 5 to 7 which would be worked out at runtime.

          Also it would be good to see some randomisation in the tech tree, not something that's going to make it go all over the place, but simply being able to specify percentage possibilities for each tech prerequsite.

          For instance, for Writing, you say, 100% chance of Alphabet prerequsite, and 50% chance of Masonary as well. You could create either/or situations or say "of these three techs, two are to be prerequsites". In other words, randomization done sensibly and controlled. So we can build sensible tech trees but which vary each time we play.
          Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
          Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

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          • #6
            Shortcut for mods

            Could it also be possible to be able to pass a paramenter with the executable, specifiying a BIC file, so that the game would automatically load that scenario? If so, then we could make a shortcut for each mod.
            Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
            Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

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            • #7
              another idea: I think the quickstart option should apply to mods as well. If I played with a mod last time, if I press quickstart, it should load that mod with the same specifications as I did last time. Or, at least, if I changed the names in the civ selection screen, it will remember those changes as well.
              [size=1]"As night fell she emerged with a box under her arm that held her pledge of allegiance and her uniform. She laid it at the gates of the General's embassy and her whisper echoed into dawn as she disappeared: The truth will set my people free."
              ------------------------------------------------------------------------------------------------
              Visit my personal civ3 page here.

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              • #8
                Your wish is my command. See thread below.

                When we get a full-featured editor it needs to let us write header information in the bic files which would then pass along to save files so that the game can optionally show only the save files for the current mod.
                Camptostoma imberbe: the beardless tyrant is generally not conspicuous, lurking in the dense thickets of mesquite.

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                • #9
                  Random mod utility?

                  I'd also like to see an option to pick a mod at random in, say, a specified folder. This way you could have a a number of mods with slight variations to the tech tree, units etc and you may not even know what you're playing until some way into the game.

                  In this regards, a utility could be written to look at every BIC file in a specifed folder (default is the CIV III scenario folder), select one at random, and copy it as RANDOM.BIC. Then when you run the game, you select the RANDOM.BIC scenario. Unfortunately, I don't have the means to write this myself but I'm sure it would be pretty easy for someone to do.
                  Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
                  Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

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                  • #10
                    English/Russian switcher

                    Removed
                    Last edited by Imp. Montezuma; March 28, 2002, 20:17.
                    CiviPort

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