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#1 |
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King
Join Date: Dec 2002
Location: Kentucky
Posts: 611
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specialist citizens
What kind of steps do I need to follow to add a specialist citizen to a mod; that is besides adding it into civ3edit, adding a row to the popheads and a civilopedia entry? Are there any other important things I need to know or do?
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#2 |
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Multi Many Tasks man
![]() Join Date: Sep 2002
Location: Pont de l'Arn, FRANCE
Posts: 17,758
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I think you have it covered.
Why do you ask, it doesn't work?
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Steph's tools: SBB including New automated "Sandris" version, CEC. New expanded editor for civilization III! Download version 0.8.1, support compressed biq (development thread) |
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#3 |
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Civ3 Modding Archivist
Join Date: Nov 2001
Location: The lone and level sands
Posts: 8,476
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... Also, I'm not certain how well the AI handles new specialists ...
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"God of our fathers, known of old -- Lord of our far-flung battle line -- Beneath whose awful hand we hold Dominion over palm and pine -- Lord God of Hosts, be with us yet, Lest we forget -- lest we forget!" May you be at peace, General 666
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#4 |
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King
Join Date: Dec 2002
Location: Kentucky
Posts: 611
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I saw the popheads pcx for RAR and there seems to be several rows of added 'normal' citizens below the specialists of the normal game and then a lot of specialists that they added. Just wasn't sure what to think of that and if it was necessary to do something like that.
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#5 |
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The Great Dictator
Join Date: Jul 2004
Location: Skaville UK Reputation: 1
Posts: 8,686
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Yeah, you have to add in the rows of "normal" citizens to stop the game crashing. Just make them require an un-researchable tech, and everything should work fine.
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