A Few Forgotten Modding Questions

I'm dismayed that I didn't see whichever posts @Blue Monkey is referring to, but, irrespective, I'm delighted that you're back!

I also checked out your website, and like both it, and what I've read :goodjob: so far. One quick suggestion: change from 3rd person to 1st person on your landing page. It's very well written, yet it is also plain that "he" is "you." It will also immediately change a fine style "imitating" a passive voice to a more "active" one. You have a good story to tell: make it personal.

Although very different in intent, etc., I suggest reading the (admittedly brief) 'About Me" at: ! Paying Attention ! I also use the first person, throughout every article.

- So, now back to both your well being and you're writing - :thumbsup::thumbsup:

-:)z
 
Now back to All I've Forgotten, @Civinator and everyone else - Is the same true for Worker Jobs? - That no more than one Tech can be used to enable one of these Jobs?

I ask because, in Terra Fantasia, I would very much like, e.g., the River Peoples ("Peoples" = "Culture") to begin - before any of the other Peoples - with the ability to build bridges.
 
Ozy, bridge building isn´t a worker job. It is enabled by a tech. Of course you can give different civspecific techs to individual civs.

bridge-building-jpg.577110


Concerning worker jobs:

With the Quintillus editor it is now possible that an AI worker can have only one worker job (p.e. building railroads) for enabling the worker strategy. In the Firaxis editors an AI worker must have enabled all worker jobs for properly performance (so some of those jobs could be assigned to techs that the civ that uses this worker, will never achieve).
 

Attachments

  • Bridge Building.jpg
    Bridge Building.jpg
    124.4 KB · Views: 92
Ozy, bridge building isn´t a worker job. It is enabled by a tech. Of course you can give different civspecific techs to individual civs.

Concerning worker jobs: With the Quintillus editor it is now possible that an AI worker can have only one worker job (p.e. building railroads) for enabling the worker strategy. In the Firaxis editors an AI worker must have enabled all worker jobs for properly performance (so some of those jobs could be assigned to techs that the civ that uses this worker, will never achieve).

Once upon a time, I would need to stifle a groan whenever someone said that, "I've forgotten more about (pick any topic) than he/she will ever know!" I now will go back over, say, my stickied FUBAR thread, and think, "Gee, did I really know this much, then?" :cringe:
 
Once upon a time, I would need to stifle a groan whenever someone said that, "I've forgotten more about (pick any topic) than he/she will ever know!" I now will go back over, say, my stickied FUBAR thread, and think, "Gee, did I really know this much, then?" :cringe:

Ozy, I think this is a common issue haunting civers, who are modding Civ 3 for nearly two decades. I sometimes discover settings in modding Civ 3, only to recognize later, that I had known this setting many years before. :) This was one of the reasons, why I wrote a big modding tutorial (in German language) nearly one decade ago.
 
This was one of the reasons, why I wrote a big modding tutorial (in German language) nearly one decade ago.

Now that might be a fine excuse for trying a translation program or 2!

I am, quite literally, C&P-ing various postings of yours, spread across many Threads, Years, and Subject Matters, in a sporadic effort to finally gear up address the specific details (and I believe some might be unique) for the ever so slowly, trudging along, Terra Fantasia.
 
Back
Top Bottom