Civ3 conquests editor features

Originally posted by Drift
From what I've heard of the Conquests editor, the most exciting new option for me is the "rendered obsolete" for improvements and small wonders. It opens very interesting possibilities. The classic example of slave markets & slave farms that are rendered obsolete by the discovery of emancipation, internal propaganda ministry that is rendered obsolete with information networks or gallows that become obsolete for example with human rights

It does contribute to the micromanagement side of Civ3 and I'm not too fond of that, but it is simply too interesting not to test it.
I forse the return of Civ1/Civ2 style barracks...

No more ancient barracks in modern time... ;)

It would be good with an obtless by entering a specific era option as well as the obstless by a tech option. But you can't whish too mush.
 
Did anyone else notice (yes I got mine today :king: ) that maps cannot go beyond 160 X 160 (kind of again !) ?
Not that my personal Cray (;) ) could handle it with 31 Civs in DYP mod anyway but, just in case....
 
Originally posted by Runamok Monkey
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.

Hmph, well I guess Thats better than nothing.... Graveyards producing undead every 10 turns, and similar..

Lemme get this right:
1. unit producing building is wonder only?
2. Unit that building produces Cannot have a tech req?
3. Unit that building produces cannot be built normally?

Originally posted by LouLong
Did anyone else notice (yes I got mine today :king: ) that maps cannot go beyond 160 X 160 (kind of again !) ?
Not that my personal Cray (;) ) could handle it with 31 Civs in DYP mod anyway but, just in case....

ARARARARGGHHH, WTH, So even though they bring out all these new features that FINALLY looks like I can make my fantasy mod... Now my 360x360 Map isn't usable????? God Damn Sunofa....

I swaer, I'm going to go learn programming and write my own damn game... This is driving me nutz.....
 
I think that the size capability is larger than that as my mod war of the worlds has been converted to c3c and my map is 254X243 and it works just fine.


Cheers thorgrimm

Here is an example of my map and you see it works just fine.
 
Hey Bane Star:

re 1): no all buildings can build any unit. But each building may produce only one type of unit. But if you let any civ produce a barracks, and you let barracks be able to produce an undead unit, then any civ will be able to produce undead creatures also. So using flavor-tech option would restrict grayard buildings to the undead. The reason I talked about using Great Wonders is because I misunderstood you: I thought you wanted to produce region/city specific units. Great Wonders are great for this because only one city may build it, and therefore, only one city may produce the unit. For instance, you can create a preset map of Australia and give each city a unique Great Wonder, each of which would produce a pre-NewsCorp rugby team unit.
 
re 2+3): I think from the beginning, we were talking about two different things. At first, I thought you wanted each individual city to be able to produce a unique unit; in which case, you would have had to create a whole bunch of Great Wonders. Then embryodead explained that what you wanted was, for instance, a civ-wide available archery range building to be prereq for an archer unit. If this is the case, then you don't want your unit to have a tech req or be available to any civ. But you can make any tech be the de facto req for the building-produced unit by making that tech be the req for your building. If you want to build a monk-producing temple, then nobody will be able to build a monk until mysticism is researched.

(Interestingly, you can make the Byzantine palace build a harem of Cleopatra king units; don't ask me why I'd want to do this.)
 
re 3) (again): no, you can make it so that you can build an undead without a building, and also have a graveyard improvement that gives you a bonus undead unit of the same type.
 
Oh yeah, also, know that a unit-producing improvement never builds its unit on the first turn. If you set the rate at one turn, then you'll have to wait until the next turn for your bonus unit.
 
@ Thorgrimm

Happy it can work for importing. But for actual creation I don't know. If you check in terrains in the editor, you will see huge being the largest map with 160X160.
Anyway, someone will probably try that out and find the answer soon...
 
You think with so many detailed mods in the new Civ3 Editor that they would simply add a Map copy and paste option. We only need it for the terrain, not reasources or cities!!! This is the simplest option to add, and would make it so much easier and more accurate to update Maps.

Another cool option would be these event options. If a victory switch is reached, then locked alliances should be able to change. The creator needs more control over his/her scenario. So on/off event switches should be added for Conquest realism.
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Civ 4 should have Civil War, Barbarian playable groups and large tribes the option to Settle, more natural disasters (flood, drought, earthquake, whirlpool, hurriacane, tidal wave, metoer Mecca!, flowing lava for volcanoes, desertification, and restoration). Diplomacy is still not as far as I believe possible.
 
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