Firaxis should scrap the map-generator!! (NOT the map-editor) Maybe i am swearing in church now, but please read it through and give it a thought, before you answer this post.
I think the virtues of a map-generator (= random, non-foreseeable maps) can easily be obtained by other means, and that the drawbacks is pretty big:
- Often ugly and unimaginative islands- and continent-shapes/ terrain-distributions. The "feel" is often "lifeless" and "mechanical", in some hard-to-finger-point, kind of way.
Instead they should add a player harddisk-based map-archive containing around 20+ nicely hand-edited maps (shipped with the game), in all variants and sizes, that have real "earth-quality", in terms of the overal feel.
I addition to this, either Firaxis, or some hardcore civers (Apolyton, or anyone) can setup a huge hand-edited internet-based Civ-3 map-archive.
Nowadays, with cable- and above internet-connections, any such archive, almost feels like a second hard-disk. Besides, map-files are relatively small, so even those with 56K modems should not have problems.
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Since some people only read the subject-line and quickly skim through the first post only, before they reply - i feel compelled to edit this part, originally from the my third post in this same thread:
"Come to think of it: I think i rather put my emphasize on the "invisible AI city-placement idea" (read below and second/third post about this idea). Nice hand-edited maps can - after all - ALWAYS be added later, regardless if Firaxis decides to include (or exclude) a good map-generator.
If most civers really wants that map-generator - well, why not? Maybe the "invisible AI city-placement" idea can be implemented in such a map-generator as well? So much the better!"
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- Also, consider the problem of moving around AI-controlled settlers on totally unknown random maps.
To cure this, Firaxis should add the ability for us map-creators to manually pin-point any potential AI city placements, on the map (these are later invisble for the human player). The AI can then ONLY found cities on these pre-designated spots, scattered all over the map (the human player can found his cities anywhere he wants).
The AI must produce the equivalent amount of shields for a settler (no cheating), and then wait a few turns (this simulate the settler-journey). Then, voila! A new AI-city has been founded! No physical AI-settlers aimlessly moving around on the map, anymore.
The AI dont have to "evaluate" and "choose" anymore (which it does pretty badly, anyway). This is already taken cared of by the human map-constructor (which he generally does much better). All the AI-civ has to do is to regurlary check up if these originally empty locations isnt already occupied/overlaped by any other AI-player, or by the unknown "wild card" here: the human player - before expanding himself.
[This message has been edited by Ralf (edited December 25, 2000).]
I think the virtues of a map-generator (= random, non-foreseeable maps) can easily be obtained by other means, and that the drawbacks is pretty big:
- Often ugly and unimaginative islands- and continent-shapes/ terrain-distributions. The "feel" is often "lifeless" and "mechanical", in some hard-to-finger-point, kind of way.
Instead they should add a player harddisk-based map-archive containing around 20+ nicely hand-edited maps (shipped with the game), in all variants and sizes, that have real "earth-quality", in terms of the overal feel.
I addition to this, either Firaxis, or some hardcore civers (Apolyton, or anyone) can setup a huge hand-edited internet-based Civ-3 map-archive.
Nowadays, with cable- and above internet-connections, any such archive, almost feels like a second hard-disk. Besides, map-files are relatively small, so even those with 56K modems should not have problems.
------------------------------------ edited:
Since some people only read the subject-line and quickly skim through the first post only, before they reply - i feel compelled to edit this part, originally from the my third post in this same thread:
"Come to think of it: I think i rather put my emphasize on the "invisible AI city-placement idea" (read below and second/third post about this idea). Nice hand-edited maps can - after all - ALWAYS be added later, regardless if Firaxis decides to include (or exclude) a good map-generator.
If most civers really wants that map-generator - well, why not? Maybe the "invisible AI city-placement" idea can be implemented in such a map-generator as well? So much the better!"
--------------------------------------------
- Also, consider the problem of moving around AI-controlled settlers on totally unknown random maps.
To cure this, Firaxis should add the ability for us map-creators to manually pin-point any potential AI city placements, on the map (these are later invisble for the human player). The AI can then ONLY found cities on these pre-designated spots, scattered all over the map (the human player can found his cities anywhere he wants).
The AI must produce the equivalent amount of shields for a settler (no cheating), and then wait a few turns (this simulate the settler-journey). Then, voila! A new AI-city has been founded! No physical AI-settlers aimlessly moving around on the map, anymore.
The AI dont have to "evaluate" and "choose" anymore (which it does pretty badly, anyway). This is already taken cared of by the human map-constructor (which he generally does much better). All the AI-civ has to do is to regurlary check up if these originally empty locations isnt already occupied/overlaped by any other AI-player, or by the unknown "wild card" here: the human player - before expanding himself.
[This message has been edited by Ralf (edited December 25, 2000).]
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