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Revised Editor Wishlist Post 1.29 patch chat!

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  • Revised Editor Wishlist Post 1.29 patch chat!

    Hi everyone,

    I know people might start to think that I'm "flogging a dead horse" on this issue but, after reading the patch chat log from July 19th, I have decided to revise my wish list for future editor updates!
    First up, I'd like to say that the editor, as it now stands, is INCREDIBLE!!!
    I can also say that, if Mike's wishlist becomes reality, many of things I've wanted (buildings as prerequisites for units, event editor, pooling of flags for improvements and wonders etc) will be in the final editor!

    For me that only leaves a couple of things which I REALLY want to see, they are:

    1) Ability to edit features of terrain improvements (eg. bonus food, bonus commerce, bonus production. Movement bonus etc), and to add new terrain improvements (so that I could potentially have better mines with improved technology, and improved farmland etc)

    2) A flag which gives a building the ability to increase "Optimal number of cities" for that civ.

    3) The ability to create gov-specific units and to make units obsolete.

    4) The ability to slightly modify the editor flags for buildings and units (using a drop-box system)

    Anyway, that's it for now. All I can say is that I have my fingers crossed, and will watch every new Firaxian post with baited breath!!!

    Yours,
    The_Aussie_Lurker.

  • #2
    1. Pre-set diplomacy for scenarios.

    2. Triggers - for scenarios.

    3. Modify the start and end date, and time increments - for scenarios.

    4. Flat map - for scenarios.
    Up the Irons!
    Rogue CivIII FAQ!
    Odysseus and the March of Time
    I think holding hands can be more erotic than 'slamming it in the ass' - Pekka, thinking that he's messed up

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    • #3
      Also, the ability to specify what pops out of a Goody Hut. This would be great for fantasy and post-apocalyptic mods. Being able to specify what kinds of techs are found, how much gold, which type of unit, or which type of barbarian and barbarian unit pop out would be great. Maybe also the ability to specify that a town pops out would be cool too.
      No comment.

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      • #4
        ability to edit the power fo nuclear weapons.
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        • #5
          The ability to MAKE CULTURE FLIPPING AN OPTION, or at least to be able to edit the frequency with which it occurs.

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          • #6
            More possibilities to customize city improvements is needed.

            I don't want to be forced to always use a +50% bonus!
            I would like to introduce a building that improves tax output by 25% for intstance.

            We are already allowed to edit the exact defense bonus, production bonus, cultural bonus the improvement provide so why would we not be allowed to edit the bonuses a
            structure may provide for the luxury, science or gold?


            The most important improvement that is needed would be the option to edit/add/remove terrain improvements.

            Please, firaxis, Please, give us a possibility to edit terrain improvements. I can't stand the railroad spider anymore =(

            -S
            GOWIEHOWIE! Uh...does that
            even mean anything?

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            • #7
              Ability to change the food box size for towns/cities/metropolises, which is currently hardcoded at 20/40/60. Would be great to slow early expansion without having resort to 3 pop point settlers.
              "As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW

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              • #8
                Originally posted by Sheik
                ability to edit the power fo nuclear weapons.
                Agreed!!!

                I have an idea about nukes: if a city never growed above 12 pop., It could be razed by a nuke. But, if a city of size 9 that has been some time ago a 12+ pop. city is hit by a nuke, the effects are the "normal" ones - this city will never be razed by a nuke.

                Comments?
                :::::::::::::
                Craftsman
                :::::::::::::

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