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Wishlist for the new Editor

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  • Wishlist for the new Editor

    Importing player-generated maps
    It would be nice to be able to import maps created by some other application into the Editor. For example, I may want to use some other application to generate a map, and then import this map. An alternative would be to allow players to plug in a terrain generator into the Editor. For example, I might want to use my own software to create lots of 100-square islands for the ultimate Island map, and doing this by hand in the Editor is tedious.

    Auto-allocate Resources
    This would randomly allocate resources on the map, without changing the map. This will be useful when you have spent ages creating a map and you want to let the Editor allocate the resources for you. It can also be useful for juggling resources around if you're not happy with how they're placed. It should also warn you if some resource cannot be placed, such as no Oil or Coal.

    Painting terrain
    The CIV2 editor allowed you to copy a section of terrain, and use this as a brush for painting the map. This was quite useful, and I would like to see this in the CIV3 editor.

    Adding new units, techs, buildings, terrain etc.
    This isn't easy at present and should be a standard editor function. One thing I would love to do would be to add Desert Hills to the terrain mix - these would be normal hills, except they are desert-yellow and produce no food. I find it unconvincing how a hill in a desert is green and produces 1 food.
    None, Sedentary, Roving, Restless, Raging ... damn, is that all? Where's the "massive waves of barbarians that can wipe out your civilisation" setting?

  • #2
    I thought 1.21 added "none" to barbarian settings. If no barbarians, no free gold/warriors/techs/ warrior upgrades from fighting battles. You sure this is what you want?

    I think "Desert Hills" are Kansas small towns, too arid to be plains, but do produce dry land wheat. That is in non drought years. Dry land wheat is wheat that is planted and there is no irrigation.

    Comment


    • #3
      When I think about desert hills, I think about hills in the Sahara which, don't produce any food. So the idea is relevant.


      Starmouse :
      All these ideas are good, but I hope Firaxis deals with more urgent priorities, except for the "adding stuff" part.
      "I have been reading up on the universe and have come to the conclusion that the universe is a good thing." -- Dissident
      "I never had the need to have a boner." -- Dissident
      "I have never cut off my penis when I was upset over a girl." -- Dis

      Comment


      • #4
        A good addition to the editor would be to allow civs to have three traites rather than just to. It would allow for many more civs, and some that are only slightly different but still unique, such as industrious, expansionist, militaristic, and industrious, militaristic, sientific.
        Another would be simply put easier to build senarios, such as it was with civ 2.
        Plus adding new units is something I greatly miss.

        Comment


        • #5
          Originally posted by rhenric557
          A good addition to the editor would be to allow civs to have three traites rather than just to. It would allow for many more civs, and some that are only slightly different but still unique, such as industrious, expansionist, militaristic, and industrious, militaristic, sientific.
          You can, can't you? The civ setting are checkbox selected, as opposed to selecting from two menus or something. Just select the three (or more. You can have all types) you want and voila!
          I AM.CHRISTIAN

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          • #6
            The ability to change the value of railroad movement!
            However, it is difficult to believe that 2 times 2 does not equal 4; does that make it true? On the other hand, is it really so difficult simply to accept everything that one has been brought up on and that has gradually struck deep roots – what is considered truth in the circle of moreover, really comforts and elevates man? Is that more difficult than to strike new paths, fighting the habitual, experiencing the insecurity of independence and the frequent wavering of one’s feelings and even one’s conscience, proceeding often without any consolation, but ever with the eternal goal of the true, the beautiful, and the good? - F.N.

            Comment


            • #7
              Originally posted by TechWins
              The ability to change the value of railroad movement!
              Yes ... I would love to have Railroads have merely a "large" value instead of infinite because this will make it necessary to place your troops carefully.

              Originally posted by rhenric557
              A good addition to the editor would be to allow civs to have three traites rather than just to. It would allow for many more civs, and some that are only slightly different but still unique, such as industrious, expansionist, militaristic, and industrious, militaristic, sientific.
              Can already do this ... and I am also considering adding this to my current mod.
              None, Sedentary, Roving, Restless, Raging ... damn, is that all? Where's the "massive waves of barbarians that can wipe out your civilisation" setting?

              Comment


              • #9
                I'd like to see the ability to let enemy roads be used; albeat at a deminished rate.
                Try http://wordforge.net/index.php for discussion and debate.

                Comment


                • #10
                  Make all flags available for city improvements also available to wonders, and small wonders. That way it is possible to create a small wonder that gives +1 trade to all city squares and other matches.

                  An option to where a certain form of government CAN’T build a specific building, wonder, small wonder, or unit.

                  An option where certain buildings, wonders, or small wonders can be set as a requirement for building a unit.

                  Allow for advanced era technologies to have a prerequisite of an older era technology, and so the older era doesn’t have to be a required tech to advance in order to move on to the next era of technologies or moved to the advanced era. An example of this would be as follows: Feudalism should have a prerequisite of Monarchy, but in order to do that Monarchy would either have to be put in the Middle Ages era or make it become a required tech to advance to the Middle Ages, which isn’t the same thing as a perquisite for one single technology. Overall, just make it possible to match all techs with each other in terms of prerequisites.

                  Decide what units can be destroyed from bombing (lethal bombardment). An example of this would be to have submarines not destroyable by bombing, but to have battleships destroyable by bombing.

                  Include more options for units available to the Barbarians instead of just 2 land options and 1 sea option.

                  Allow for corralation between unit status and unit stats. Example, a veteran swordsmen could have a 25% attack increase (i.e. Civ2).
                  However, it is difficult to believe that 2 times 2 does not equal 4; does that make it true? On the other hand, is it really so difficult simply to accept everything that one has been brought up on and that has gradually struck deep roots – what is considered truth in the circle of moreover, really comforts and elevates man? Is that more difficult than to strike new paths, fighting the habitual, experiencing the insecurity of independence and the frequent wavering of one’s feelings and even one’s conscience, proceeding often without any consolation, but ever with the eternal goal of the true, the beautiful, and the good? - F.N.

                  Comment

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