Editor wish-list

Super Mutant

Chieftain
Joined
Jan 8, 2002
Messages
75
* Ability to place Civ-Specific Starting Locations

* Ability to assign more then one Default starting resource

* Ability to assing Civ-Specific starting resource (ex. Rome start whit iron, England starts whit coal)

* Ability to set Science penalty/bonus to Govs

* Ability to set Happyness penalty/bonus to Govs

* Ability to set Maintainece penalty/bonus to Govs

* Ability to set Civ-Specific specialists (ex. Japan gets Courtesan instead of entertainer which make 2 happy faces instead of one)

* Ability to set XX% science/tax output on buildings.

* Give all buldings the same menu of opions("required resource must be in city radius" on improvements and gr.wonders instead of only on sm.wonders or "can explode or meltdown" on a Gr.Wonder)

* Ability to add whole new Terrain types

* Add a mini-map to the editor

* Ability to place Civ-Specific city improvments (ex. Greeks get Forum instead of library)

* Ability to set Start and End Year.
 
*Campaign editor to string scenarios together

*Longer opening story/narration thingie

*Ability to easily rename units without renaming unit files

*Ability to rename units for ONE civilization only

*Option to Restore Defaults for sections of Rules menu individually
 
*Add a new civ without getting rid of an old one (alot of people wish to add civ such as canada, isreal, spanish....) and it would be nice not to have to "delete" another one to get them. Even if it was a max of 1.

And yes there is some long way to do it, but id like to find a quicker way:)
 
*Add worker jobs.

*Add Eras.

*Change Start and End year.
(i know its been said but its so insanely stupid not to have it i'll say it again.)

*Change Culture Points required for Cultural Victory.

*Tag terrain types as to function as landing fields.
(so we could make a landing strip terrain improvment like in SMAC)

*Change movment along railways
(infinite movemnt from a train? ...ummm No.)

*Change land percentage for domination victory.l
 
I think the biggest complaints we have here are probably (in order) 1. START AND END YEAR, 2. Specific victory conditions (amount of culture, domination percentage), 3. Easily adding eras/units/jobs/civs/everything, 4. Mini-map for the editor, 5. Science, happiness, etc. penalties and bonuses for different government types.

I sure hope these issues get addressed by Firaxis sometime...........
 
My wishlist is the following (sorry if any of this was already mentioned)

* Be able to set arbitrarily large values for operational range and bombard range (ie get rid of the stupid limit of 8) - I think this is the biggest disadvantage of the editor because on a huge map a range of 8 is nothing, so nothing even close to a long-range bomber is currently possible!

* Have an option of whether an air unit can destroy naval or ground units and whether it can defend against ground units

* Have gov-specific units (eg Stormtroopers for Fascism)

* Ability to add new terrain improvements (eg airbase, mag-lev railway etc)

* Set

* Ability to set turn length in years/months (ie maybe shorten length of turn in modern age to 6 months, or so)

* Multiple zoom levels in map editor

* Have more unit options for barbarians, so that their units can also improve with time

* Add 'invisible unit' flag, and similarly 'see invisible unit', so that not only subs can be invisible

* Add 'guerilla' unit flag, so that the unit appears whenever a city is captures (like partisans in Civ2)

* Have custom unit classes (like footsoldier, wheeled, mounted etc but custom-made) and allow transport units which can carry a certain combination of unit classes (eg carry 2 footsoldiers and 1 air unit or 1 wheeled unit and 1 missile unit)

* Ability to change support cost for the unit (I find it silly that a band of warriors costs the same to support as an aircraft carrier or a battleship!)

* Ability to assign resources required for a unit's or building's operation (ie a tank should not work if its owner ran out of oil, or a coal plant can't work if the coal supply is terminated, etc) - This should not be implemented in the standard game, but could be a welcome extra for mods

* And last but not least, real scenario editing tools - ie ability to place and edit units, cities, terrain improvements, edit research, and scenario event editor
 
* Edite and create civilization characteristics like "industrious", create new ones as "colonizative" or "tactical". This will allow to make a HUGE variety of civs.

* Narrative events, random events, "year events": you can edite an event and make it happen after a determinated number of turns, no matter what the player does, for example: you are making an scenary of the Roman empire, to represent its decadence, you create huge hordes of barbarians in the IVth century.

* Edite new technologies.

*Create specific civilization techs.

*Make an intuitive graphic editor for the units.

* To put more specific units for the civilizations, and decide to enable or disable the "golden age" effect for some of them.
 
*Set frequency of palace upgrades

*Set how lucrative barbarian villages are, on the whole or individually

*Set overall chance of global warming

*Set frequency, historian, and type of those occasional rating thingies (e.g., The LARGEST Civilizations)

*Set demographics categories

*Ability to lock/require certain civs

*Ability to block communication/deals between certain leaders (anybody remember Consul Hitler of the Germans offering peace in the WW2 scenario in Civ II?)

Any comments from Firaxians on these suggestions?
 
My comments are: keep 'em coming!

I actually have suggested some of these myself, but there are a lot of good ideas here that have never been bounced around AFAIK.

One thing I will say is that the requests that are most likely to be implemented are the ones that simply expand on existent game functionality, rather than ones which require radically altering the code. A good rule of thumb is that the closer it is to the core Civ III gameplay experience, the better candidate it is for potential inclusion in any possible future editor updates.

For example (and this is JUST AN EXAMPLE :) ) , the ability to add new worker jobs is much less likely than the ability to modify the culture points needed to secure a cultural victory.

Don't read anything into this other than what it is, but it may help you triage the things that are most important to you.

Dan
 
To Dan Magaha of FIRAXIS,

I'm glad you are reading this thread. I also hope that you are following the Forums/Civ3-General Discussions/Civ Add-on Expansion ideas started by qslack. There are many good suggestions in this thread, especially about bringing 'dead' nations back into the game and the breakup of empires on page 9.
 
Here is a list of what I feel are the most important requests that have been posted here. For the most part they should be the ones that are easyer to do.

* be able to set air unit ranges to greater than 8
8 just isnt very far on a bit map

* Have an option of whether an air unit can destroy naval or ground units.

* Ability to set turn length in years/months (ie maybe shorten length of turn in modern age to 6 months, or so)

*Specific victory conditions (amount of culture, domination percentage),

*Add Eras. (We can add techs and units (with work) but their is almost nowere to put them. I see no garunty that IRL by 2050 we would be able to launch a colony ship or cure cancer. I want a future era to do that stuff in.)

*Change movment along railways
(infinite movement from a train? ...ummm No.)

* Ability to set Science penalty/bonus to Govs

* Ability to set Happyness penalty/bonus to Govs

* Ability to set XX% science/tax output on buildings.

And the request that apeared on the most lists and is one of my personal favorites:

* Change Start/End year

There is other stuff like easyer unit adding suport but things like that would prob require a significant amount of coding and require PCX and FLC files and other complications like that. Most of the things here im pretty shure are just varyables listed somewere. Just let us get at them
 
One thing I can tell you is that messing with eras is a very nasty proposition. It doesn't seem like a big deal, but the entire tech tree system (and by association, the units, city improvements, and wonders) is directly connected to the eras. The chances of the era system changing are very slim because of this.

Dan
 
1 i would like to see some functions for the armies like

* editing what kind of units you can have in the army, so i can create a kind of army that only accepts workers. that would be very useful

* how many times the army is able to attack per turn

2 it would also be cool if it was possible edit what kind of units a barbarian upraising contain. like if they had a settler among them and founded a brand new town, it would be much more interesting.

3 this might need a lot of changes in the code, but i would like to be able to change the units characteristics in different environment, like tanks got less attack and defence points in cities. i think that would improve the scenarios a lot.
 
Originally posted by Dan Magaha FIRAXIS
One thing I can tell you is that messing with eras is a very nasty proposition. It doesn't seem like a big deal, but the entire tech tree system (and by association, the units, city improvements, and wonders) is directly connected to the eras. The chances of the era system changing are very slim because of this.

Dan

First of thanks for bothering to pay attention to us never-satified-gamers. ;)

Second: could you explain this statement? what to you meen by "directly connected"?do you meen that it would take a lot of work to make a playable future mod? or are you talking about some oddity of the game code (if so what)? Why would to game have more trouble moving for the 'modern' era to add
'future' era assuming one made all the proper graphics files and a tech tree for it? I just dont understand what your trying to convey here. I dont understand the reason you gave for it being more complicated then its seems. Perhaps it would help to tell us what exactly the games looks for/does when a player has all the techs that are required for era advancment.
 
What I was saying is that there are (unfortunately) a lot of hardcoded things connected to the current era implementation. So for the forseeable future at least, you are probably going to be locked into having four eras, no more, no less.

Altering it at this point would mean quite a bit of programming time. It may happen but I wouldn't count on it.


Dan
 
What I'd like is to have AI/player specific Building/units, to be able ajust difficalty level more fine.
 
Originally posted by Dan Magaha FIRAXIS
One thing I can tell you is that messing with eras is a very nasty proposition. It doesn't seem like a big deal, but the entire tech tree system (and by association, the units, city improvements, and wonders) is directly connected to the eras. The chances of the era system changing are very slim because of this.
So what youre saying is that messing with eras automatically messes with existing techs, which messes with existing improvements, wonders and units... but if, for instance, you are making a mod where techs, improvements, wonders AND units are all different, presumably messing with eras would have very little effect?

A
 
You can modify the eras currently in the game, but I was referring more to the fact that if we enabled the removal or addition of eras in the editor, for example, there would be a lot of issues and the game would probably crash.

The game was designed to work with four eras, so deviating from that paradigm is problematic. Renaming or otherwise altering those four eras shouldn't be a problem, though.


Dan
 
Dan,

Any word on when we might see the next patch? Or are we all waiting for the announced expansion pack?

By the way, when was that expansion pack supposed to be available?

(Despite all the griping on this forum and at Apolyton, CivIII is an absolutely awesome game that will only get better as Firaxis allows us to tweak it.)
 
I'd just like to second all the questions master of ceremonies just posted. Any new news firaxis.... I really want to play mp with my friends, or at least be able to make my sp games better. I almost want to just go back to civ2, but its so hard. :(
 
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