Civ3 conquests editor features

I think I attached the editor screenshot

As you can see landmark terrain is "special" terrain that can give certain bonuses. But I tried to have impassable landmark deserts and regular deserts but no luck.

The Landmark terrain graphic files are the same as the original (for desert, plains, grassland, forest, jungle, sea) except they have an LH or LM before the file name. SO you can add graphics if you copy over these files (like mixing snoopy with original graphics) but its the same big files and have to tie into whatever your normal ones are.

Back to my desert issue. The way I figuredI could get around to have passable and impassable desert, was to make normal desert impassable but then make Landmark plains use desert graphics instead of plains graphics. The problem however has been the way they inerlock so you'd have to edit some of the plains overlap graphics to desert but this would mess up your normal graphics.

In the next patch they need to add the impassable etc to be independent of landmark and normal. That'll be one of my requests (#1 wouldhave to be unique city graphics)
 
I can SOOO see how to Make some more effective Fantasy game setting... Heres what I'll use to its best Effect

Fog-of-War
Allows a designer to "paint" areas of the map that he wishes to be automatically revealed to all civilizations at the start of the scenario.

Heres your Quest: The Sword of Fargoal, Aquire... you win...

Construction Bonus
Finally Blacksmiths, Quarries, Within City Dwarven Mines/Foundaries, etc etc

Civilization Advances Page
New Advance Flags (Cannot be traded, Permits Sacrifice, Bonus Tech, Reveal Map); "Flavors" Settings

No more undead trading thier Spell/Techs to the other races...

New Improvement Flags (Double Sacrifice, Stealth Attack Barrier, Required Good With City Radius)
AHA, Buildings that require resources nearby, (wood/ore/stone) for game play and feel, and troops being able to be built from cities with appropriate buildings!!! Birch Trees=Archery Range=Archers...

"Units Produced" Feature The other part of the afore mentioned archers

Terrain Page
Landmark Terrain

Skull island, The Forgotten forest... Etc etc etc

Units Page
New Unit Statistics (Air Defense Strength, Worker Strength, Create Craters, Collateral Damage)

Specialist Workers, Spell fire= Craters (or other made graphics... Null magic field/ necromancer death...

Flavors Page
Allows you to establish "relationships" between the various technology advancements.

I dont know what this does... but hopefully it reduces the costs to build a tech based on a tech you allready have? or Boundary crosses the ERA's for Tech requirements! please please please....
 
Does anyone know what the time scale means I tried to read the help menu but I still do not understand it

For Example:
First 25 turns = 50 units
Next 25 turns = 40 units
and so on

What does that all mean
 
Stormtrooper IIRC Its just the number of years that passes on the timescale between turns. Eg for the first few turns its like 50 years or something. By the time you get to 1850 i think its one year per turn....

or at least thats how it works in PTW.
 
Originally posted by Bane Star
New Improvement Flags (Double Sacrifice, Stealth Attack Barrier, Required Good With City Radius)
AHA, Buildings that require resources nearby, (wood/ore/stone) for game play and feel, and troops being able to be built from cities with appropriate buildings!!! Birch Trees=Archery Range=Archers...

It doesn't work that way. You can only make building to produce units every X turns. You can't make building a prerequisite for unit.

Flavors Page
Allows you to establish "relationships" between the various technology advancements.

I dont know what this does... but hopefully it reduces the costs to build a tech based on a tech you allready have? or Boundary crosses the ERA's for Tech requirements! please please please.... [/B]

Nope... AFAIK with flavors, you can just make some civs "like" certain techs/buildings. Still very useful, ie. undead may like necromatic techs, while dwarves should pursue techs like engineering, mining etc.
 
Originally posted by embryodead


It doesn't work that way. You can only make building to produce units every X turns. You can't make building a prerequisite for unit.
Whao, I read that Building req for units was a feature... It may not be this particular feature, but Civ3 pages said something.. Lemme find it and I'll edit this post....
 
How does that new AA ability work? Are planes approaching within range shot down? This would be a good flag for AEGIS Cruisers to have, with a 1 tile range.

I saw that "requires elite naval units" flag. What is that supposed to be used for?

That new generate units flag is interesting. How about a Civilian Conservation Corps wonder, available with Recycling, produces a worker every 10 turns?
 
Originally posted by ozymandias
New type of defensive construction -- "Barricade" -- no idea what it does ...

-Oz

Basically, a barricade is an improved fortress. It stops all movement through the barricade for one turn, even if you have a railroad built through it. Playing as France, I improved my 4 fortresses in the below screenshot to barricades. But I then discovered that the barricades kept my rail traffic from having unlimited movement. I then pillaged one barricade to allow free-flowing rail traffic, leaving my strongest unit (MI) to defend the normal fort. The other 3 barricades are left in place. In modern times, they appear with barbed wire around them. And yes, my only allies, the Spanish, can get around the westernmost barricade, but very slowly.
 

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Originally posted by Bane Star

Whao, I read that Building req for units was a feature... It may not be this particular feature, but Civ3 pages said something.. Lemme find it and I'll edit this post....


There are at least two ways you can make each city produce a unit that is unique to that city:

The first method requires that you give each civ a preset empire. You need to then give each city a great wonder. Only the Great Wonder will do because only one city may produce a Great Wonder. Then under 'edit rules,' you need to check the 'produce unit' flag. Then you can use one scroll bar to designate which unit you want the Wonder to produce and then use another scroll bar to tell the program how many turns it will take to produce that unit. Then to ensure that no other city will be allowed to produce that unique unit, you'll have to go to the 'unit' tab under 'edit rules' and 1) make sure that no other unit may upgrade to it; 2) make sure that in the 'available to' scroll bar, only the civ that owns the city can build it; and 3) give it a tech requirement.

Regarding #3), you're going to have to give it a tech because otherwise, every city in the civ will be able to build it from the beginning of the game. But I don't know exactly what options this may allow. For instance, say I preset a city and give it a Great Wonder that builds a unit; but I choose a late era tech as prereq. Then I have no clue at this time whether the city will begin producing the unit from the beginning of the game or if it will wait for you to research the tech before building.


Note: unfortunately, the rate at which the unit is built is fixed, so (I'm not totally certain of this, but) when building, even if your city is under civil disorder or have incredible productivity, that city will produce that unit at the preset rate, regardlessly.

Following this method, you can have every preset city produce a unique unit. If you want the city to produce more than one type of unique unit, you're going to have to provide that city with a great wonder for each unique unit you want to produce because the unit produced option allows you only one unit per building.

For example, say I want only one city in my American Empire - Los Angeles - to produce an overly fast and powerful unit called, The Laker. Then I would create a Great Wonder for Los Angeles and call it, Showtime, and have it produce a Laker unit every three turns. This Laker unit would be available only to the American civ and would have 'Got Game' for its required tech.

=====================================

Now, if you don't want to make a map with preset empires, then know that you can greatly restrict which civs would be able to build a cerain city-linked unit by fiddling with the relationships between 1) resource as prereq for building Great Wonder (make sure that only like-flavored civs can 'see' a particular resource); 2) gov as prereq for building great Wonders (make sure that only like-flavored civs can have a certain government); 3) unit available to (this will ensure that only one civ may build a unit, but it will not ensure that only one civ will build a Great Wonder); 4) and the flavored tech tree (but note, there are only seven tech flavors).
 
Originally posted by Quasar1011


Basically, a barricade is an improved fortress. It stops all movement through the barricade for one turn, even if you have a railroad built through it. Playing as France, I improved my 4 fortresses in the below screenshot to barricades. But I then discovered that the barricades kept my rail traffic from having unlimited movement. I then pillaged one barricade to allow free-flowing rail traffic, leaving my strongest unit (MI) to defend the normal fort. The other 3 barricades are left in place. In modern times, they appear with barbed wire around them. And yes, my only allies, the Spanish, can get around the westernmost barricade, but very slowly.

Many thanks! -- So there's finally a way to limit rail movement ... :D

Best,

oz
 
@Runamok Monkey
But this is exactly not what he wanted ;) He wanted buildings to be a prerequsite for units, as in his example - you need to build Archery Range to let a city build archers. This is not possible, and makes people frustrated as you can see looking at Conquests forum ;)
 
Gentlemen on the Governments page in the editor what does the govt. flags of xenophobic and forced resettlement do in the game?


Cheers Thorgrimm
 
it's for fascism IIRC.
xenophobic causes your cities with more than 50% of foreigners not produce any culture.
forced ressetlement kills some of your citizens when you switch to that government so if you switch to fascism, you lose 1 pop in towns, 2 in cities and 3 in metros (not sure of values).
 
@ Embryodead thank you very much for the info very enlightening.

Cheers Thorgrimm
 
FOR ANYONE WHO READ MY ABOVE POST, I WANT TO APOLOGIZE BECAUSE IT CONTAINS SOME SERIOUSLY BAD INFO. To make a building-produced unit, you MUST set the unit such that 1) it has no prereq tech and 2) it is 'available to' no civs.

ALSO:

Originally posted by embryodead
@Runamok Monkey
But this is exactly not what he wanted ;) He wanted buildings to be a prerequsite for units, as in his example - you need to build Archery Range to let a city build archers. This is not possible, and makes people frustrated as you can see looking at Conquests forum ;)


Ah, I see. Thanks for the clarification, embryodead.

So Bane Star, I apologize for giving you info you probably didn't want. Basically, all I should have said is that anyone who wants an 'archery range' as prereq building for an archer unit, can make this happen, but you have no ingame control over the rate at which you would be able to produce your archers because you set this rate in the edit program. In other words, your archer production rate would be independent of the city's shield production rate.

On the other hand, I suspect that fantasy modders may still get good use out of this new building ability. For instance, anyone making a 'Clone Wars' type of scenario can make barracks or a factory (special, flavor-specific barracks, if necessary) be able to produce a clone unit every couple of turns. It would be creepy to play against such an empire.
 
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