More Modification Power

Gogf

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I would like to be able to...

...modify the effects of civ traits, as well as their names
...modify the names of, and add culture groups
...truely modify terrain (viewing levels, etc.)
...be able to edit worker actions (and have the terraform work for a unit that doesn't have all the options checked, etc.)
...implement a building that automatically disbands all of a certain type of unit (for example, slaves)
...give certains things "morals" in the AI's eyes. For example, having slaves is extremely productive, but it will deteriorate your ralationship with other civilizations that view it as immoral
...and use a programing language (I know this has already been requested), for example: in year 5000BC, the entire continent sinks into the ocean.
...have a locked peace, and be able to put in MPPs, ROPs, alliances, and embargos from the editor.

I'm sure there are more, so if you think of any, post them. If I think of any others, I'll do the same.
 
I agree. I'm not very good at making scenarios, but I like it when other people are able to make better scenarios for me to play :)
 
To make it short:
Variables (parameters) should be editable by the editor, algorithms should be hard coded (after massive optimisation for computing speed).
 
Well, we should be able to mdo AI objectives. For example, if we are making a mod where only certain civs can build workers, the other civs shoudl be very focused on capturing them.
 
Originally posted by Gogf
Nobody agrees with me :eek:!?

Everybody agrees with you, but you said it all, there's not much to add except a bunch of "me too" posts.

Having said that...

"Me too!"
 
ME too :)
 
YES!!! Good idea. I can't mod myself but some of the others people make are really cool. Just think what people could do if modding were easy.
 
I also would like "Always on top" and "Always on bottom" flags. So, you can have a unit that's always on top of a stack. King units would then be given the "always on bottom" flag, even though this already seems to be in effect for them.
 
The only problem I have for that Gogf is that the top unit will be the first defender. Or perhaps you're just saying for cosmetic purposes? I rather like how it is now that the strongest defender is always on top. Makes sense to me. Annoying sometimes, but usually works fine.
 
Well, realistically, there have been "shield units," that would always be on top, so I would like these in Civ3. There wouldn't be any in the epic game, just a possibilty to make them. I don't see why not give us the power to make them.
 
I have heard that Python would be the scripting language. If so would compliling a python into a DLL (or some equivlent file) speed things up and if so i hope it would then be possible to add new effects like you mentioned, even a new AI!
 
Gogf, I find your ideas very good. I'd like to add: not only we need an editor that allows many more features to be made, but we also expect to be able to modify one civ's stats/characteristics 100% for each age. e.g.: when we set "plague" that would affect only the civ we want; when we change a unit's stats: that would have an effect only for the civs we choose(and all the civs would be able to built the same unit, but others with more , and others with less abilities).

I know: I'm asking too much. But with an editor like that, we could emulate certain periods of civs better, and make almost any mod look like a new game for the player.
 
King Alexander: to make units available only for certain civs already can be done - just have look at the UUs. And nobody prohibits you from assigning more than just one UU to a given civ....

Again, I would like to mention, that any parameter should be made changeable by using the editor. Especially, there shouldn't be any percentages anymore, but plain figures (see the working of banks, factories and so on). At the current status, this is very limiting. It should be changed to allow for numeric (positive and negative) effects.
Scripting would be another addition, which is needed: If xy then abc.... with x,y, a, b,c marking events like: X has built <given number> of unit type....; Y has made contact with zz nations of abc trait; and so on...
 
I'd like to be able to mod a unit that all civs can built. Same with plague: It should be less effective for the civs the player wants for whatever reason. The way the editor is, that simply cannot happen. When you change something, it applies for all civs. That's what I meant.
 
@ King Alexander:
About plague, you are right.
About the units, I guess I don't get your point. You may add additional units to the game, and you may allow them for all or just some or even only one civ.
 
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