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Old Sep 05, 2009, 06:53 AM   #1
MeteorPunch
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Need beginner modding help

I've been interested in making a mod, but after looking at the Civ 3 editor I have some questions.


1. Road and Railroad -

a. How do you edit what bonuses are gained from roads and railroad. I would like food to be decreased, like how commerce is gained.
b. Also where do you change where Railroads increase Irrigation and Mining by +1.

2. Traits - I'd like a more powerful traits to be available, but I can't find where to edit these at all.

3. Eras - I want to increase Eras to 6 or 8, not a big deal though.

That's all for now.

Last edited by MeteorPunch; Sep 05, 2009 at 08:48 PM.
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Old Sep 05, 2009, 08:29 AM   #2
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3. You can't have more than 4 eras. But you can make it so that i.e. first era is called Ancient and Classical Age, second Medieval and Gunpowder Age, third Enlightement and Industrial Age and the last one is called Modern and Information Age, or what ever you want them to be called.
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Old Sep 05, 2009, 09:51 AM   #3
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Thanks for the reply. I wanted to add some different city graphics for era diversity, but it doesn't effect game play any, so no biggie.
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Old Sep 05, 2009, 08:28 PM   #4
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/bump
/help

Last edited by MeteorPunch; Sep 05, 2009 at 08:47 PM.
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Old Sep 05, 2009, 10:10 PM   #5
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You can edit commerce bonus (only) of roads in editor under /terrain. Don't know how to mod railroads.
I don't think you can edit traits (except what give to whom).
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Old Sep 07, 2009, 06:48 AM   #6
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Yeah, you can't do any of what you're after, I'm afraid
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Old Sep 09, 2009, 06:49 PM   #7
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Ahh well thanks anyway.

Alright, I've done most everything in the Ancient Age except for arranging the Tech Tree, which has been pretty difficult. Does anyone have tips for precisely arranging Techs and drawing arrows?
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Old Sep 09, 2009, 08:09 PM   #8
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Unfortunately all of those are hard-coded behavior. You can augment traits though, by adding no-era techs that give additional bonuses, and assign them to the appropriate civs. Rob did this in Anno Domini, and even created a couple extra traits.

Use Steph's editor for the techs. It has a GUI drag-and-drop tech tree builder. For the arrows, there's a pack of C&P graphics for that around here somewhere. I think Kal-El made it.
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Old Sep 14, 2009, 07:18 PM   #9
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I've begun editing Tech Trees and I'm getting these pink lines where the box is too short for the research time text.
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Old Sep 15, 2009, 07:28 AM   #10
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Where do you get these pink lines? In game?
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Old Sep 15, 2009, 09:56 AM   #11
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Yeah it's in game. They actual science box .pcx is spotless.
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Old Sep 15, 2009, 10:20 AM   #12
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It looks to me that it's just a "...". Surely this is ignorable?
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Old Sep 16, 2009, 05:43 AM   #13
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Some of my .wavs don't work. Do they need to be a certain quality?
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Old Sep 16, 2009, 05:46 AM   #14
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http://forums.civfanatics.com/showpo...6&postcount=10

Does this help?
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Old Sep 16, 2009, 07:59 AM   #15
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My files are different quality, so that'll probably work.

Thanks
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Old Sep 16, 2009, 08:15 AM   #16
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yeah it worked. i had to lower the quality.
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Old Sep 20, 2009, 05:59 PM   #17
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What determines how much Culture a city gets from a sacrifice?
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Old Sep 20, 2009, 08:40 PM   #18
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IIRC the amount of culture is twice the cost of the unit.
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Old Sep 21, 2009, 05:46 AM   #19
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I'm pretty sure it's exactly the cost of the unit, of course also allowing for the "Doubles Sacrifice" buildings (which are cumulative).
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Old Sep 21, 2009, 11:56 AM   #20
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Quote:
Originally Posted by Virote_Considon View Post
I'm pretty sure it's exactly the cost of the unit, of course also allowing for the "Doubles Sacrifice" buildings (which are cumulative).
In the Mesoamerica Conquests scenario workers can be sacrificed for 20 culture (40 with a sacrifical altar) and only cost 10.
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