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c180# ULTIMATE MODS: MAKING GAMES OBSOLETE

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  • #16
    Mech Assasin, that is precisely what I was suggesting, or maybe even have another editor, separate from the map/scenario editor, with which to edit all the gameplay/AI/etc. details. With such an editor it would make it a whole lot easier to make any TBS game you ever dreamed of.

    The editor would be able to sort through all the variouse .txt files for you. No more black-and-white text editing, but a nice cheary interface that allows you to easily make modifications to your mods.
    I don't have much to say 'cause I won't be here long.

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    • #17
      Ok... Maybe I didn't just read it sharp enough then.

      Anyways, yes I agree with you on that. Also, with the former poster of this thread with that, there should also be possibility to do the black-and-white text editing (I enjoy it).
      "I'm the silent thunder. The voiceless bullet. The invisible knife. I work for the Grim Reaper. Beware, those who stand in my way, for I shall win through. That's the way it works. That's the way of the death."
      -Mech Assassin

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      • #18
        the rules.txt

        I found a lot of stuff in rules.txt to be easy, but the units and tile types tended to be a bit confusing.

        I don't think it would be too hard to have a unit editing screen where you can simply check boxes for unit abilities, rather than the binary system in the rules.txt.

        I just have a tendency to think that EVERYTHING should be in the rules.txt, and the editor have the most used options.
        Any man can be a Father, but it takes someone special to be a BEAST

        I was just about to point out that Horsie is simply making excuses in advance for why he will suck at Civ III...
        ...but Father Beast beat me to it! - Randomturn

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        • #19
          .txt's

          Not EVERYTHING should be in the one-and-only RULES.TXT, but have things like unit configs, terrain configs, and each AI in separate .txt's. The game would come with 1 Rules.txt, 1 units.txt, 1 terrains.txt, 16 AI's (1 for every civ named after the civ which normally uses that AI, like Egypt.txt, and China.txt), and whatever other .txt's it otherwise comes with.

          Having a separate units.txt and terrains.txt would make it a lot easier to create new units and terrain sets with their own separate abilities without having to page through one billion-line .txt file to find the units or the terrain section just to try and switch terrain sets or units.

          I don't agree entirely that the editor should have JUST the most used stuff. It should have everything in it, it should just be designed so that the most used stuff is easiest to find and alter.
          I don't have much to say 'cause I won't be here long.

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          • #20
            I think being able to customize just about every aspect of the game is a good thing for Firaxis to do. If you think about it, Civ2 had a lot to customize, but you still wanted more units, more time, more techs, but even with the limited customization of Civ2 the game is still being played by many, inluding myself. Civ2 has been out since 1995 I believe and for it to last 6, almost 7, years is amazing. If Firaxis makes Civ3 fully customizable, it will let them have more time to get better technology and ideas for an even better Civ4.

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            • #21
              No Civ 4

              The only reason why they would make a Civ 4 is because Civ 3 was somehow inadequate. But if Civ 3 is not inadequate, then we will never want a Civ 4.

              We want Civ 3 to be the best Civilization game ever!!!!!!!!!!!!!!!!!!!

              We don't want to have to wait for Civ 4 to be the best civ game, we want it now!!!!!!!!!!
              I don't have much to say 'cause I won't be here long.

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              • #22
                Up untill now I've been posting at the Civ Fanatics Forum, because I didn't know about this place, so I'll just repeat:

                ----------
                All throughout this site I've been reading about new units, advancements, govs, wonders and other stuff that make me dribble. And I hate to think, that so many of the bright concepts will, inevitably, be lost. Also most of the threads are bickering about: why not implement this and that... With a game of Civ type and caliber, there is no possibility to keep everybody (including the publishers) happy, BUT ONE.

                Now, the idea is this:
                Make CivIII an open-ended game. I'll resort to my favorite example - anyone seen Photoshop? Full of plug-ins? Small applets that enhance and expand it's capabilities? Why not make CivIII like this. And I'm not talking about MODs. Or Sims (though nearer). A plug-in for CivIII could be like a "brick" in the tech-tree. A single wonder, a unit or gov type, or a pack like a single advancement with two new units and one benefit. One of many similar files.

                Inside your CivIII folder, there could be a sub-folder called "extensions". When you obtain such a brick (say, a new advancement), you just have to put it into this folder, and fire away. It would automatically be validated by the game, and inserted into an appropriate slot. No installation, no lousy txt files editing. Just plug-n-play. And only if you want to.

                These files could be made by Firaxis (they know the code, have the 3D tools, anims, keep the balance of the game, etc.) on the base of an internet user-poll on their website (what do WE FAITHFUL USERS want), and released as commercial product (CD as official expansions packs) or, for smaller packs like a single unit, obtainable through internet download section on non-commercial bases.

                This way they'll always keep the buzz about the game - by constantly releasing new additions and not patches. Also, the small size of these "packs" would enable them to release stuff rather frequently.

                The map, faction/nation and scenario editors would be ours to have fun with. They could also publish a scaled-down unit editor (for scenarios), though the user-graphics for non-professional units would be 2D (mock-ups), whereas they would make their units 3D with anims.

                Of course, there would have to be a "plain vanilla" version of the game, for comparative or competitive (ladder) purposes. Also MP games would have to be the same in contents.
                As for coding - these plug-ins are only sub-routines in the grand application program (engine) and a relative ease to code.

                for the full discussion plese click CivIII - an open-ended application?

                Grrreat fun... great fun, indeed...

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