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1.29f Editor : Comments, Problems, Feedback

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  • #46
    Re: Resources and 1.29f.

    Originally posted by Ioannes
    I started having problems whe I was using 46 resources. I'm currently using 44 but I'm not sure that all of them are showing up on the map. The last two on my BIC list are but it seems to be more dependent on what shows up in the game than what order they are in my BIC list. I'm playing a game now and I'll have to wait to see if Uranium shows up or not.
    Ioannes.
    so does resource icon 37 show in game?
    where does problem start to occur?
    -whatever...

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    • #47
      In my editor I dosn't see any difference whether I'm on Low quality (Fast) or High quality (Slow). And I would really like that fast one to work. My editor is sooooo sloooooow. zzzzz

      Can anybody help?

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      • #48
        It would be nice to make the world flat, as opposed to round, so that for example Greek sailors do not head toward Italy and end up in Persa

        Also, if anyone would like to take a look at my Rome scenario I posted it in my own thread. I would appreciate some feedback.

        I mistakenly named my thread "Fall of Rome" which is actually someone else's scenario. My scenario begins at the dawn of Roman power.
        I've increased my medication and I am now able to experience pleasure... especially when my Legions march on Berlin and capture the Great Wall! >:-)

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        • #49
          Originally posted by Hail Caesar!
          It would be nice to make the world flat, as opposed to round, so that for example Greek sailors do not head toward Italy and end up in Persa
          In PTW, this will be built in. In vanilla Civ3, you can trick it by building alternating rows of mountains and seas on the edge of the map. It's ugly but it (mostly) works.
          Seemingly Benign
          Download Watercolor Terrain - New Conquests Watercolor Terrain

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          • #50
            depending on what type of scenario you're making, you can also use ocean tiles.

            For example a roman scenario it would make sense to have ocean tiles unused...

            What I mean by this is to give ocean tiles a high movement cost, make sure all buildable ships will sink in it, and make the ocean tiles a few tiles thick.

            The AI will not go in ocean tiles if there is a risk of sinking.

            The player might risk it, and losing a ship in treacherous waters is not always going to happen. But hey if the player actually risks it, the reward of being able to land on the other side of the world is kinda cool.

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            • #51
              My scenario is in fact a Roman scenario. So far nobody has been brave enough to look at it.

              Even though from what I can tell it's the first quasi-finished scenario posted here.

              I've increased my medication and I am now able to experience pleasure... especially when my Legions march on Berlin and capture the Great Wall! >:-)

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              • #52
                I used to have lot of crashes after using the 1.29 editor. I boutht civ3 PTW recently, and found that its editor is much improved. I am making lot of weard customization of scenarios without crashes so far.

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