Editor - Ideas and Suggestions

@MPK: Decimal points? No. Allow them, yes, to be calculated when involving terrain bonuses, but don't allow them to be set as the base stats for units. After all, there's infinite numbers! You don't have to keep Firaxis' moronic 'let's simulate a boardgame' approach anymore! You can just have your basic, cheapest, crappiest unit start out at 20.20 and go on from there, havign a slightly better defender with 20.23, and the like.
 
@MPK: Decimal points? No. Allow them, yes, to be calculated when involving terrain bonuses, but don't allow them to be set as the base stats for units. After all, there's infinite numbers! You don't have to keep Firaxis' moronic 'let's simulate a boardgame' approach anymore! You can just have your basic, cheapest, crappiest unit start out at 20.20 and go on from there, havign a slightly better defender with 20.23, and the like.


When you say terrain bonuses, do you mean things like defense bonus?

So for example a hill gives a 25% defense bonus, then adding that to a 2 def would give 2.5 defense?
 
Does CivIII not already do that?

I was pretty sure it did. Anecdotally, I'm almost certain enemy Archers do better when in forests/hills when I attack with Warriors than when in open terrain. Never did a mathematical test.

Also, just discovered this sub-forum. Kinda handy to have this all in one place now that I know it exists.
 
Jimmyh;12097125]I've not done any thing with combat yet apart from import the att/def values from a biq file, but why not just use whole numbers? Some thing like this?

Warrior:.............. Att: 1 - Def: 1
Axeman:..............Att: 2 - Def: 2
Tribal Spearman:...Att: 1 - Def: 2
Light Spearman:....Att: 1 - Def: 2
Spearman:...........Att: 1 - Def: 3
Later Spearman:.. Att: 1 - Def: 4
Pikeman/Hoplite:...Att: 1 - Def: 5
Tribal Archer:.......Att: 2 - Def: 1
Archer:...............Att: 3 - Def: 1
Later Archer:.......Att: 4 - Def: 1
Light Swordsman:.Att: 3 - Def: 3
Swordsman:........Att: 5 - Def: 3
heavy Swordsman:Att: 5 - Def: 3 ,,,,,, etc.


This is what I want to avoid. The Increments of Advancement on these unit stats is already to great. I tried something along these lines with Ships...and made a complete mess of things. As soon as I change the first Ships built, I needed to change the next generation of ships , and so on. It just created a never-ending Snowball effect.

We now have a Pikeman at Def: 5 - which would mean all the following units would need to adjust accordingly. ( Musketmen units at present are only Def: 4. we would probably have to double this Def: Stat. Then all following units would also need a new calculated adjustment. Pikemen at Def: 3 in the Early Ancient/Medieval Ages are hard enough to remove and defeat. Def: 5 would now make them near impossible.

Swordsman is now up to Att: 5. Same thing happens. All following units need to be adjusted with a calculated increase in Attack Ability. Cavalry at present are Att: 6. They would need to be increased to [?], 8-10-12. At that level we might have Horse units taking out tanks. [ Polish Cavalry destroyed the German PZIII's. ]

Really i'm just looking at the cramp space at the lower numbers...1-3. I think adding .5 is easier than re-doing all the Unit stats for the whole game just to accommodate a few slight differences in the simple Ancient units. There just needs to be a difference between "Tribal Spearman and a Spartan Spearman". I don't think that just increasing the Unit Stats by whole numbers is the answer. Of course having the option would be nice.
 
is your concern about having to adjust the later att/def values? if that's the case then i could add an option to the biq import that allows you to multiply the values by a certain amount
 
What I meant was; simulating a boardgame can be a good thing. Numbers are infinate, and so is our imagination, Takhisis may think it moronic, but the game was developed using a board. The main comment was "Imagine all this [A Civil War scenario] on your computer screen." That was at Origins I and I can tell you it has been an impressive journey. So, yes whatever we can imagine is good, remember our roots.

















th
 
what did you mean by "not simulating a boardgame"?
The game's so limited because itattempts to replicate boardgames (believe it or not, there's an '80s board game called Civilization which Sid Meier claims was not an inspiration), when you could do so many more things…
This is what I want to avoid. The Increments of Advancement on these unit stats is already to great. I tried something along these lines with Ships...and made a complete mess of things. As soon as I change the first Ships built, I needed to change the next generation of ships , and so on. It just created a never-ending Snowball effect.

We now have a Pikeman at Def: 5 - which would mean all the following units would need to adjust accordingly. ( Musketmen units at present are only Def: 4. we would probably have to double this Def: Stat. Then all following units would also need a new calculated adjustment. Pikemen at Def: 3 in the Early Ancient/Medieval Ages are hard enough to remove and defeat. Def: 5 would now make them near impossible.

Swordsman is now up to Att: 5. Same thing happens. All following units need to be adjusted with a calculated increase in Attack Ability. Cavalry at present are Att: 6. They would need to be increased to [?], 8-10-12. At that level we might have Horse units taking out tanks. [ Polish Cavalry destroyed the German PZIII's. ]

Really i'm just looking at the cramp space at the lower numbers...1-3. I think adding .5 is easier than re-doing all the Unit stats for the whole game just to accommodate a few slight differences in the simple Ancient units. There just needs to be a difference between "Tribal Spearman and a Spartan Spearman". I don't think that just increasing the Unit Stats by whole numbers is the answer. Of course having the option would be nice.
To uncramp it, multiply it by any number you want to have. :)
 
MPK's suggestion of having an option to adjust or assign new A/D values to units is a good one. It would give the units a slight advantage over other units (especially when adding terrain bonuses, etc).

So far the only counter I read to his suggestion is to add or multiply by whole numbers. Increasing these units' A/D value by 100% or 200% in the early game will give them a greater advantage than needed, plus (as MPK states) screw up the A/D values for future units somewhere down the line.

If adding a decimal point to the A/D options for a unit on the units page is beyond what we can do, then it can't be done. But having the option would be nice.
 
is your concern about having to adjust the later att/def values? if that's the case then i could add an option to the biq import that allows you to multiply the values by a certain amount

Originally Posted by Takhisis
To uncramp it, multiply it by any number you want to have.


"multiply"?? - multiply what? I am at a loss to understand what either of you are suggesting.
 
"multiply"?? - multiply what? I am at a loss to understand what either of you are suggesting.
What they're saying is easy to understand, it's just that they don't see YOUR points. Or they are side-stepping the issue. Maybe putting in decimal points is beyond our capability.

jimmyh is talking about using a multiplier when importing mods (.biqs).

Takhisis is just throwing out an easy solution that does not really satisfy your request.
 
So far the only counter I read to his suggestion is to add or multiply by whole numbers. Increasing these units' A/D value by 100% or 200% in the early game will give them a greater advantage than needed, plus (as MPK states) screw up the A/D values for future units somewhere down the line.

What's wrong with increasing the A/D values of later units as well?

If adding a decimal point to the A/D options for a unit on the units page is beyond what we can do, then it can't be done. But having the option would be nice.

It can be done, I just need to understand why you need it, when some thing else would do.
 
What's wrong with increasing the A/D values of later units as well?
:) Nothing's wrong with doing that, if that's what you want to do as a player/modder.



It can be done, I just need to understand why you need it, when some thing else would do.
Well, see MPK and I see it in a different light. Why spend all the time required to bump up the A/D for the later units if using slight increases for the begining units will suffice. Adding a decimal point option for all units will increase the usability of the Editor. Plus make the game more fun for those of us who like to experiment.
 
Well, I can have an opinion on everything, but you wanna talk to Steph.
 
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