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Does PTW have something that helps you manage your mods?

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  • Does PTW have something that helps you manage your mods?

    If one scenario uses modified file like resource.pcx and another modified it differently, is there a way of using both in PTW?
    "You're the biggest user of hindsight that I've ever known. Your favorite team, in any sport, is the one that just won. If you were a woman, you'd likely be a slut." - Slowwhand, to Imran

    Eschewing silly games since December 4, 2005

  • #2
    Yes. There is a scenario search path in the editor that lets you say what directories to get art, text, animation, etc. from. It's labeled Scenario Search Folders under the Scenario Propetties Tab.
    Seemingly Benign
    Download Watercolor Terrain - New Conquests Watercolor Terrain

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    • #3


      I think I have made myself clear.
      "You're the biggest user of hindsight that I've ever known. Your favorite team, in any sport, is the one that just won. If you were a woman, you'd likely be a slut." - Slowwhand, to Imran

      Eschewing silly games since December 4, 2005

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      • #4
        At last, an answer to that one!

        Tell me, can you set a starting year and year increment rules for mods?
        Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
        Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

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        • #5
          Yes, actually on the same page of the editor as the scenario management stuff.
          Seemingly Benign
          Download Watercolor Terrain - New Conquests Watercolor Terrain

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          • #6
            Yeah! But now I have to wait about 3 weeks for it to arrive here (New Zealand). Oh well.
            Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
            Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

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            • #7
              Look on the bright side. At least you'll have three weeks less to wait for the patch that will make MP usable.
              Try http://wordforge.net/index.php for discussion and debate.

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              • #8
                Yes, but I'm not so much interested in MP as the mod editor.
                Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
                Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

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                • #9
                  Ok, here's another question. Can you create a variable number of eras, that is from as low as 1 to as high as whatever?
                  Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
                  Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

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                  • #10
                    Yes you can. I must say that I am positively surprised by the great editor. I hope many good Mods and Scenarios will be created with it. The only thing I miss is an event editor like the one in Civ 2, but I guess they will sell another addon in a year or so with such event editor.

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                    • #11
                      Thanks. That leads me to my next question. Can we effectively create unique tech trees for different civlizations? In the standard version, you can give civs individual techs at the start of the game which are defined in the "None" era which remain unique to them; they cannot be traded etc. However, you couldn't define a tech which needed a prerequiste from another era. If, however, you can now do so, then voila! Unique tech trees!
                      Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
                      Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

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                      • #12
                        I was wrong about eras (too early to think clear). You can't create new ones just modify the existing ones.

                        And no you can't have perequiste for advances in different eras.

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                        • #13
                          If all your advances are set in the none era can they be traded if they are not availabble at start? Otherwise you just could set all advances in the none era.

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