I'm sorry I misunderstood your meaning.
I thought you meant I am paid for advertising civ4 in discussion like this and thus a biased voice
I thought you meant I am paid for advertising civ4 in discussion like this and thus a biased voice
... In my opinion, a good design for a strategy game like Civ is one where I can avoid messing with a number of small, tedious tasks and instead focus on the big picture and the gameplay. Caravans were one of those annoyance factors, as was not having production roll over, so I felt obligated in Civ3 to check all my cities every turn to eek every last bit of production out of them, and then cut the production down to the bare minimum so that I don't waste any shields...and then there was messing around with the science slider right before I would discover any techs so that I wouldn't waste commerce. The implementation of the roll-over production was a great addition... In Civ3, you lost what you didn't optimize.
One of the benchmarks for pure strategy games was Master of Orion (the original), which gave roll-over production for everything: ships, bases, planetary shields, everything.
Or the ability to move a stack of workers at once instead of moving 50-some workers, one by one, across a continent to clean up some orange goo. I'm playing a game of epic diplomacy and war, but I tend to spend over half my time each turn ordering workers to clean up orange goo
I'm sorry I misunderstood your meaning.
I thought you meant I am paid for advertising civ4 in discussion like this and thus a biased voice
You ever hear the complaint The AI's in civ3 can be bought up and influenced to go to war with the strongest civs for the price of a bag of beans? I hear Smidlee say this .. alot
I never believed this mybe cuz I played CIv3.5 ala mod alot but check this out.
Spoiler :![]()
Freaking Serbs are a lil powerhouse and in the vacinity of my enemy but won't get their hands dirty without me breaking the bank or giving thousands up in research commitments while they go an military spending spree! . IN the next pic You'll see They want all of my money plus the freshest tech on the market! WHat happened to the bag of beans theory? IM better of doing the diry deeds myslef, atleast my units get the promos
Here they are this time asked to go war against Germany, the number 3 ranked powerhouse
Spoiler :![]()
I started using prt screen every time I found this 'fact' to be untrue Now I have a vault of these AI being crafty and I don't know why or how to explain all these smart diplo calls. Heres a slightly less powerful civ taking slightly less money from me but over 100per turn sure aint the bag of beans I hoping for based on CIv4 complainer's remarks.
Spoiler :![]()
Now remember I have to bribe a coalition to be effective in my goals since mega map means mega sized opponents. Whats this cost me in the end? HOw about THe science race to some fat civ that sits untouched after dominating the other side of the world.
LIKE THIS GUY FOR EXBastard blew me off the continant two turns later when I refused the equalizer tech he demanded for the lead in the space race(SR= first to discover the new world by funding a expadition team in 8 'parts')
Wanna know how he got those lead up techs and could still afford army production that doubles mine and counquerd half the world? He simply called me out early and I had to pay all the civs close to me to stay on side. Otherwise what happens? He sends them after me! Think what trouble that would be! > look for yourself on the world map (my sprawlin empire's HQ is orangy red upper left)OK, Now I got my neighbours going against him bad thing though is they will have to settle some day and guess what? Hes bigger so they pay! MOre cash and techs go his way! SO People who say we are master manipulaters in CIv3, mind telling me How this always comes into play?![]()
IS it cuz of my rep? Well some weaker civs will except my smaller offering even with a rep hit or two. They then take my tech, fight a bit with the allience who I paid steep for, with thier measly help they might take some land for themselves then they pass on that tech to the enemy to stop from gettin clobbered in counter. Nice!NOw my enemy has better techs and cleaned out his outdated units to roll in the power units (means better value maint price) for when I decide to come in!
How munipulative was that for my side?![]()
SOmetimes I notice the civ that can't be bought cheap is needing a resource that my propsed enemy is suppling them. ANyway I can share as many as these as you want to see. If your postin counterclaim make sure to display the level you play on. I play monarch![]()
Now please tell me why, after that reply, I would have even the slightest inclination to teach you anything? I learned to mod both Civ3 and Civ4 without your help, I'm sure you're quite capable of the same accomplishment.Now please tell me...
Sorry pal, sad to see an enthusiast go like that. To be honest, I am not quite sure I can share your hopes regarding Civ V modding, as I see 3d graphics beeing even more sophisticated and thus harder to mod there. Recently I stumbeled upon a guide to the Civ IV worldbuilder, link here:
http://forums.civfanatics.com/showthread.php?t=132800
The introduction of that guide rather impressed me, just have a look, maybe it'll give you some answers to your frustration. If not, all the best to you also - and see you in another thread.
Less is more
This is an extremely important concept that should be considered first and foremost before embarking on any scenario design. The Less is More concept means that the less scenarios the more fun they will be.
Essentially the concept works on the basis that there are a finite amount of people interested in creating scenarios. These people include designers, modifiers, programmers and artists. If these people are spread over a large number of scenarios then the quality will be less than if they were concentrated on a small number of scenarios.
For example there are 20 people interested in creating scenarios. These people are spread between 20 scenario designs. The quality of these scenarios will be very low, as it is simple human nature that no one person will know how to do everything in a project. However, if the 20 people were spread between only 4 scenario projects that means that 5 people are working on each scenario. The quality of each scenario will be much higher than if they worked independently, or even in smaller groups.
So keep in mind and decide if an existing scenario project would benefit more from your help than if you started a new scenario.
Now please tell me why, after that reply, I would have even the slightest inclination to teach you anything? I learned to mod both Civ3 and Civ4 without your help, I'm sure you're quite capable of the same accomplishment.
Thank you for your kind words and for assisting our (not too realistic) efforts for doing an upgrade for Civ 3.![]()
For me "less is less", even if it concerns big empires or the possibilities of modding. With this methode the creators of Civ 4 have cut out a lot of creativity of thousands of people who have no proper access to improve Civ 4.
<snip> It’s a pity some of you out there don’t want to see the potential of that package. But that’s your’s to cope with. <snip>
I'm sure there are many people who want to be able to see how to mod Civ 4, but aren't prepared to have to learn various programming languages to have to do it. Which is the core of the problem. Casual modders can't tweak Civ 4 to their preferences anywhere as easily as Civ 3 can be tweaked.
I'm sure there are many people who want to be able to see how to mod Civ 4, but aren't prepared to have to learn various programming languages to have to do it. Which is the core of the problem. Casual modders can't tweak Civ 4 to their preferences anywhere as easily as Civ 3 can be tweaked.
You already got that simple editor - it's called Notepad.I just want an simple editor for Civ 4 to create maps like I could in the Civ 3.
Actually the main problem is the lack of an editor like what is in CivIII.
Now, if only someone would be willing to invest some time in coming up with an editor like CivIII that act as a go between and let you edit the numbers without having to first look for the individual file and then the specific line, that would be a god send.![]()
Therein lies the problem.Now please help me to reach this level, you are speaking of. How can I simply transfer this unit to Civ 4 ? This is a central point for me, why I don´t move to Civ 4. Or are you not able to do this and this is a limitation of Civ 4 ?
And none of this has even touched on the expanded capabilities of Civ IV modding. I've added in completely new terrain types expanding the number of terrains in the game from the base set [/COLOR](grass, plains, desert, tundra & snow) to nearly three times that with climate variations of the grass, plains and desert. Not only is this a visual change but each terrain type can be treated as entirely new terrains with their own yield values, allowable improvements, resources, defensive bonuses, etc... AND it works with random maps, not just pre-made maps for scenarios. I have new units that use completely different rules than the default units and the AI knows how to use them. Granted these are complex changes involving C++ and python code, but the simple fact that they are possible makes them infinitely easier to impliment than they would be in a game that doesn't offer the same support.
About what I blued up, Can you show me some of these examples? I would love to see where civ4 is going with this.
Also, HAve you seen potential for cultural indicaters or geographic representation of resources? . Do you make chinese planations look differant then AMerican farms and so on? Or, THink of the way Thai/ Vietnam irrigate on hills to maximize space. Has that been repreasented with rice farms that refelect thier cultural style compared to say american food grow- op? I would like to see examples please. THanks!
Therein lies the problem.
In Civ II & III you had to create new unit graphics if you wanted a new unit. In Civ IV you don't need to do that, rather than creating an entirely new model with new animations and new textures you simply find one that is close (and there will be one unless you're looking for something really unique) and modify it. For instance, say you want a medieval footman with a specific shield, you can simply change the texture (2D image) of the existing shield in a similar unit such as the spearman. No animation work, no modelling work, just copy and past some files into the appropriate folders, edit a 2D image and add the unit to a couple of XML files. You can get more involved and change attached pieces such as helmets/hats and shields/weapons but that's up to you, and it still doesn't require 3D modelling, just following a well-written tutorial. A good example of this can be seen in the Graphics Modpack forum, there are mods that add entire sets of civilization specific unit appearances created by people that didn't create or animate a single model.
Terrains are even easier. You just need to make sure the tiles have no visible seams in them since they repeat, something I'm sure you also deal with in Civ III. They can also be full color images, no pallets to worry about and the blending is handled with a alpha transparency layer which is easily moved between images. Mountains use a single 2D image for the texture (color and details) and a set of greyscale heightmaps for their physical shape. So, unlike the Civ III tiles, you can change the appearance with a simple recolor in all of 30 seconds or combine the shape of one person's mountains with the textures of another, a feat that is effectively impossible in Civ III. And then you have the forests & jungles, features that you can completely ignore when modifying mountains in Civ IV since those features are idependant of the terrains. This makes it possible for me to take mountains from one mod, recolor them to my liking and then add in the jungles and/or forests from another and be done within a matter of minutes.
And none of this has even touched on the expanded capabilities of Civ IV modding. I've added in completely new terrain types expanding the number of terrains in the game from the base set (grass, plains, desert, tundra & snow) to nearly three times that with climate variations of the grass, plains and desert. Not only is this a visual change but each terrain type can be treated as entirely new terrains with their own yield values, allowable improvements, resources, defensive bonuses, etc... AND it works with random maps, not just pre-made maps for scenarios. I have new units that use completely different rules than the default units and the AI knows how to use them. Granted these are complex changes involving C++ and python code, but the simple fact that they are possible makes them infinitely easier to impliment than they would be in a game that doesn't offer the same support.