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  • #16
    re: "Allow us to pick the AI only playable civs : Yes. By the way, I'd like to do that in a single game. How can I do that?"

    I don't mod games but I have been looking into the editor to look at some of the other civ settings. That setting is on one of the screens in the editor.

    The editor is not an option on the main start up menu. You will need to go here:
    Start -> All Programs -> Atari -> Civilization III Complete Edition -> Conquests Editor -> Civ3ConquestsEdit

    I think that is a setting on the given civilization.

    Good Luck & Vote !
    Banano Laŭrajta Registaro en Ekzilo - Bananoj gismorte!| Cows O' Plenty|Wish List For ciV | Ming on Spammers: ...And, how do you know that I'm not just spamming by answering him |"This is all about peace; and in the quest for peace you have none." -my son wise beyond his years

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    • #17
      I voted
      *"Winning is still the goal, and we cannot win if we lose (gawd, that was brilliant - you can quote me on that if you want. And con - I don't want to see that in your sig."- Beta

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      • #18
        Originally posted by skrobism
        The editor is not an option on the main start up menu. You will need to go here:
        Start -> All Programs -> Atari -> Civilization III Complete Edition -> Conquests Editor -> Civ3ConquestsEdit
        You can´t say that in general. For me, there is neither a folder called "atari" nor any "complete edition" nor can I access the conqests editor from the start menue.
        In general the editor can be accessed by clicking the exe file in the civ3/conquests folder on the hard disk. This works for all languages and all editions of the game.

        Heinrich, King of Germany, Duke of Saxony in Cyclotron's amazing Holy Roman Empire NES
        Let me eat your yummy brain!
        "be like Micha!" - Cyclotron

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        • #19
          I'm not sure if PTW or Vanilla even had such a feature as non-human playable civs.

          But in Conquests, if you want to make a civ unplayable for that scenerio, you indeed need to go into the civ 3 editor, and go into the scenerio properties screen.

          edit: translated first sentenice from Jon-speak into English.
          Last edited by joncnunn; May 24, 2005, 10:33.
          1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
          Templar Science Minister
          AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.

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          • #20
            Originally posted by joncnunn
            I'm not if it PTW or Vanilla even had some a feature as non-human playable civs.
            I am sorry, but I have not the slightest clue what that sentence should mean...
            Heinrich, King of Germany, Duke of Saxony in Cyclotron's amazing Holy Roman Empire NES
            Let me eat your yummy brain!
            "be like Micha!" - Cyclotron

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            • #21
              I've done some looking around, we have an implemention issue with the no-regicide option.

              Basically, the way the Ancient Calvary and Crusader units work in the epic is that they are unbuildable by all civs, but get spawned by the SoZ and KoT wonders.

              The upgrades skip over the case where the upgrade would be unbuildable by the civ.

              So, to turn regicide off, we need to also decide the following:

              1. Do we want every civ to be able to build multiple Shoguns?
              In this case, check the stats against comparable units and decide which types to allow and which to disallow. (In no event do we want Shogun-1s built which are free to build.)

              2. A varation is that we have certain unique to each civ structures spawning a different level of Shoguns every X turns. [We add 9 Small Wonders, each that spawn types 2-10, having the cost of these small wonders increase as the tech goes up.]

              3. Or alternatively which level do we want to lock the starting shoguns to. In this case, we might even consider giving a different level of shoguns to different oppoents. Say giving oppoents far from us the best shogun types and those closer weaker types, with us getting the worst of all.

              4. Another case, is we could mod the Shogun 10, to a unit with no movement nor attack [defense only] and grant every AI civ that unit. (We'd get a weaker Shogun.) This would make taking an AI capital difficult for everybody.
              1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
              Templar Science Minister
              AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.

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              • #22
                Jon, that seems to change the Regicide issue quite a bit...
                I thought we could have just turned that option off.
                Just off back into editor to have a look at this.

                Which of your variants do you like?
                Gurka 17, People of the Valley
                I am of the Horde.

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                • #23
                  Regicide

                  I thought that turning Regicide off was as easy as unclicking this option here

                  am I missing something in this?
                  Attached Files
                  Gurka 17, People of the Valley
                  I am of the Horde.

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                  • #24
                    Paddy, I think it's more complex than that becuase of the king units that regicide relay upon. (Shogun 1 thru 10)

                    But I'll run tests tonight to see if king units appear if marked as kings even with regcide off and report back. There may be something that prevents there being kings at all when neither regicide button is on.
                    It would be great if kings could function as kings without (either form) of regicide on. I do note that king behavior isn't really seperable from AI king. Any king unit disables all non-King AI tactics, so the AI will just park them.

                    Based on some of the unit capiabilites, there's a possibility that the AI would never upgrade King units as well in conquests. (Basically Shoguns 7-10 have their stealth attack ability on for Shogun 2-10 but off of Shogun 1 [and armys])
                    1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
                    Templar Science Minister
                    AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.

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                    • #25
                      thanks Jon, looking forward to your results
                      Gurka 17, People of the Valley
                      I am of the Horde.

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                      • #26
                        Ran the tests last night.
                        To keep the kings as kings with upgrades, but no new ones, plus no regicide, we just need to:

                        1. On that screen, turn recide off, and also remove the auto-place king units.

                        2. Tab over to players screen. Add Shogun-1 to all 18 players.

                        That's it.

                        Successfully updated my Shogun-1 to Shogun-2. And then after several attacks of barbs with my Shogun-2, finally got him killed and the game continued. (There is no disband button for king units.) Note that you can not replace the king you lost though.
                        I suspect the AI is just going to park it's king in the starting city and stack lots of units there.
                        1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
                        Templar Science Minister
                        AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.

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                        • #27
                          thanks Jon

                          glad that worked easily
                          Gurka 17, People of the Valley
                          I am of the Horde.

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                          • #28
                            Since I'm the first Shogun, I guess I'm in charge of the moding. [And already have the very popular no regicide implemented.]

                            Those with opions on the AP & AU army mod that haven't voted now should probably vote soon. (I'd like to have this poll closed by Friday at Noon US CDT (-05:00) so I can implement the voted upon mod over the weekend.)

                            Oh, and the great banana is not pleased with only getting 9 votes.
                            Last edited by joncnunn; May 26, 2005, 09:51.
                            1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
                            Templar Science Minister
                            AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.

                            Comment


                            • #29
                              Looks like jon already did a bunch of work on this and we already voted to turn off regicide BUT

                              What if we leave regicide on and just limit ourselves from using it? This means much less actual modifying.

                              Just an idea and maybe the work is already done.
                              Banano Laŭrajta Registaro en Ekzilo - Bananoj gismorte!| Cows O' Plenty|Wish List For ciV | Ming on Spammers: ...And, how do you know that I'm not just spamming by answering him |"This is all about peace; and in the quest for peace you have none." -my son wise beyond his years

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                              • #30
                                Skorbism, the AI tending to form far sprung cities makes that dificult. And the work is indeed done.

                                Plus I can tell you that in other games that sometimes I thought I was attacking an AI's last city, but in reality they had another one I couldn't see way off my map. (Another landmass)

                                There are actually quite a few seperate landmasses in this conquest, not that any of them are worth settling.

                                I am proposing if Emperor level is adopted us acting like Regicide was still on in one respect, keeping our Shogun unit alive.

                                Originally posted by skrobism
                                Looks like jon already did a bunch of work on this and we already voted to turn off regicide BUT

                                What if we leave regicide on and just limit ourselves from using it? This means much less actual modifying.

                                Just an idea and maybe the work is already done.
                                1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
                                Templar Science Minister
                                AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.

                                Comment

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