What is the chance we will get a firm commitment to if the mac version of the game will eventually get the development tools (specifically the map editor/world builder)? I know its not even out yet on PC even though its been 5 months, but they had always stated that the Mac build would get...
I understand this may be an extreme longshot considering how old the game is, but is there any chance a fellow mac user has a link to a mac-compatible download of Rhye's? It's been years since I played it last and I'd love to give it another go (so far I've only seen a few broken links here to zips)
Can the ige let you change the team you're playing as? If so its a convoluted solution, but I suppose the best we can get.
In case anyone was wondering I tried to wineskin the civ5 sdk without any success yet.
You can set the position of the settler on your first turn when the game starts; so if you made a map with the IDE & saved the map in order to play it subsequent times you would need to reposition the settlers every time you started a new game on the map.
The in-game editor is very cool but doesn't really do the trick (for example no option to set a civs start location)
Has anyone ever tried to wineskin the pc editor?
Can I at this moment play Civ 5 on my mac and make custom maps on the same mac? It seems like the answer to this keep changes and steam makes it unclear.
Thats exactly the look i mean, and doing that in something like poser seems like overkill.
If i understand you correctly steph, its easy to just make perhaps a pcx for a unit just so long as i know that it wont be animated.
Ive had on my mind an idea to create a mod visually to look more like a simulation or to really play up a more graphic interface (think defcon if anyone's played it) Isnt there any easier way to make units, lets say just with photoshop or illustrator?
Shouldn't the upgrade lines be primarily based on what the AI can handle? They seem to understand offensive, defensive, and to some extent generic support (even though they dont use it much)
When units depart radically from this formula it becomes too easy to take advantage of the AI- doesnt...
Have you considered using some bonus resources as planets? I mean something where the resource image is the image of the planet (overlaps the image of the terrain), and with so many more resource slots available you could have far more variety of planets (at least visually)
Just a thought
Are you sure the AI can handle the "naval" units in a fair way? Why not use mountains instead of water? Wheeled would keep land units out of space, and you could still use impassable and different MP to make travel lanes.
Just a though- but it could help keep the AI from being laughably easy...
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