- Joined
- May 5, 2005
- Messages
- 8,882
That's a hell of a lot of steps... I'm a very... basic user of the editor... but I'll figure it out!Hi B-29_Bomber
1. Yes, but I was trying to keep it quiet until my next release.
- Go into scenario properties
- Remove civilization defaults from all players
- Make all players human playable (not required for preplaced factions on a custom map)
- Pair each player to a civ
- Create two (or more) techs enabling their own unique government with the same tech coordinates
- Make them not required for era advancement.
- They also need at least 1 normal prerequisite tech in the tech tree
- Create an equal number of era-none techs as a requirement for the techs above
- Make them untradeable.
- Assign these era-none techs to the desired players.
2. No. You can only have 32 factions. The 32nd being the barbarians
I think we’re working on something similar.
I currently have 29 governments but no single civ has more than 11 of them accessible throughout the game.
I also haven't been able to figure out how to open Quintillius' Editor...
Version 1.39 has the following changes:
- You can now enable custom player data with the editor (shortcut: Ctrl/Cmd+Shift+P)
- Long upgrade loops are now split into multiple lines so they don't run off the screen.
- The size of capital city graphics is now bumped up by one level, to match Firaxis behavior.
- Civ-specific settings on the PLYR tab are only modifiable if "Civilization Defaults" is unchecked (also included messaging making that clear), as they have no effect otherwise.
- The player-based owner dropdown on the Map tab will now indicate when the player is assigned to Any or Random civ, in addition to specific civs
- Numerous small fixes to the PLYR tab when there was custom player data, but no custom map, or the custom map had been added after the scenario was opened.
If you aren't sure if you have Java installed, most likely you do not.
In that case you don't need the second part of that sentence ;-) It's there in case you weren't able to determine.I do have Java install though. Specifically Java 8 as stated in the OP.
Quintillus, is there a grid that can be used in the map-part of your editor as it exists in the Firaxis editor ? I use the 'deepharbor' option of your editor massively for the SOE map, but there are a lot of missings of tiles I want to change with that option.
If you go to Options -> Editor Settings (which has the shortcut Ctrl/Cmd+P), and then the Map tab of the settings, it's the "Grid" option, which is unchecked by default. You may need to scroll the map to make it appear after checking the box and saving the new setting.
Do the City "reduces war weariness" and "propaganda resistance" stack up with multiple buildings or is that a 1 time thing only?
You must mean this thread? https://forums.civfanatics.com/threads/what-will-the-ai-research-next.45559/ I somehow hadn't come across it before. Or is there one more specific to units?
The only mention of the build often flag in that thread is posts 8 and 9, which is not conclusive. I would assume the "what to build next?" system works similarly with weightings, and the "build often" flag adds a modifier to the likelihood of buildings settlers, similar to the "optional" modifier for techs. But I that's purely speculation based on what I would logically expect it to do.