Editor wish-list

Wow, that separatist thing is a good idea, would really be interesting in large empire-type games. Maybe having it timed would be good, kind of like volcano eruptions or plague? Just some thoughts...;)
 
Balam,

I like the seperatist idea too. But it doesn't need a PRNG event to start it: they would arrise from the unhappy sods in some city.


D.
 
Had another idea, I don't know if its already been mentioned in this huge thread. What about a function, maybe in the civ editor, that created a barbarian island or section on random maps (kind of like the barbarian breakout scenario, but a function rather than one specific map)? One could customize the barbarians to be pirates, Spanish conquistadores, Sea Peoples, steppe nomads, or any other number of really disruptive civs that everyone would have to worry about. Maybe even relatively unconquerable (maybe with adjustable power levels, as opposed to just frequency); right now all you have to do is plop a settler down or expand cultural borders to get rid of them, such that by the mid-game there are no 'disruptive' people running around amok. I know we all hate the 1000s of barbarians in the 'massive uprisings', but they'd be really good for mods.
Anyway, just a thought.
 
What still sets Civ II: FW apart from C3C is the events language. Even a simple language, such as that used for FW, would allow a massive enhancement in scope for Civ II modders.


Another thing that is better in Civ II than in Civ III - graphic editing. In Civ II, to change or add a unit or resource, you simply draw what you want and then paste it in (or, if its already there, you just find it using the editor program).
In Civ III, although the graphics for most things are displayed, there is no way to change/alter the graphics (eg icons for techs, improvements and resources) in the editor - you have instead to wade through files and complicated hard text documents. The ability to change graphics using the actual editor program would be a massive simplification to the modding process.

Just my two pence.

John Berkeley
 
Another thing I noticed when playing a scenario in Civ II FW.

In Civ III, air units can't move - they're forced to use the missions system, and, as the game wasn't designed with anything else in mind :gripe: making air units move normally simply results in laughable scenarios, such as a Harrier (UK VTOL Naval fighter jet) being shot down by an archer. :hmm:

If The Powers That Be ever read this, I would put to you that the air unit system be modified so as to allow air unit movement akin to that seen in Civ II. This would be useful for such units as helicopters and airships that can stay airbourne for significant lengths of time.


Another interesting (though, sadly, less likely) addition would be the ability to have leaders change every so often (representing deaths of monarchs; the defeat of Prime Ministers and Presidents in elections, &c. Each leader could have separate characteristics (like Hitler being a very efficient industrialist and (later) a militant dictator, and Margaret Thatcher being a controversial reformer).
By the same token, one could have the ability to have spies assassinate a leader, forcing a change of government.
:sniper:

I myself am in the process of making an extensive mod, and one feature I find to be lacking is that there is no way to find out how a modified tech tree would look, so that in order to find out how everything is laid out, you have to fire up C3C and look. It would be much simpler to, literally, click and drag the relavent icon across the science advisor screen 'canvas'.

Another (slightly more simple) modification would be the ability to add culture groups and flavours in the editor.

More thoughts.

JB
 
Hello, I am first time poster and a newbe at Civ3 Editor (and don't have C3C, so if what I suggest has already been implemented there, please bare with me).

* Add a "create a copy" button to the Editor. In [civ3] the editor has an "Add" "Remove" and "Rename" button, about almost anything (Civs, Improvements, Units...), but if I want to make a new Civ which is very similar to Germans, I have to do it from scratch. The new button I propose "create a copy" would allow me to create a copy of Germans and then edit it, rather than fill up all the details from scratch.

* Help function for the items, many items are not hintuitive at all to me. e.g. What does it mean that a unit can make a Blitz? And what does "Increase luxury trade" do? how does it differ from "Luxury +50%".
These are just examples, almost none of the items is intuitive (for me)...

* Civ-specific City Improvements, Wonders...
Edit: I saw on this forum that some people have made workarounds by introducing techs such as "being egiptians". I therefore edit my wish by asking that Civ-specific city-improvements, Wonders... be made easier to make (following the same approach already used for units)

* Ability to link newly created Civs to overarching culturs. i.e. if I create the Longobards, I want to be able to put them in the same overarching culture as the Europeans. And reassign overarching cultures e.g. move the English together with the Americans
 
In C3C there is a Culture flag that lists the culture group to which the Civ belongs. This affects the relationship a civ has with you (1 point better if you are both European culture) although not very much (other factors cause much more changes).

As for what is a blitz, it simply means that the unit can make multiple attacks (thus giving blitz to a unit with only 1 mp would be oxymoronic). Increase of luxury trade means that you get more smilies for every odd numbered luxury (i.e 2 smiles for the third luxury; 3 smiles for the fifth luxury).

As for copying, that would really be nice, but the biggest problem I had with modding (I just made my first successful one today) was with all of the different files and parts of files that needed to be done. I followed Colonel Kraken's thread http://forums.civfanatics.com/showthread.php?t=71114 and it took me through the process fairly well.

Unfortunately, I happened to copy a unit which used the Swordsman\SwordmanFortify.wav file and this caused no end of trouble due to the presence/absence of the 's' after ...man. However, the instructions are very complete and I also got some poignant help from LouLong :worship: by posting for help in the main section (i.e. this forum). Just scroll past the stickies and there are lots of people willing to help. Post there and they can help take you through, step by step if necessary.
 
Hi rcoutme

first of all thank you for answering my questions!!!! and for the very nice links

rcoutme said:
the biggest problem I had with modding (I just made my first successful one today) was with all of the different files and parts of files that needed to be done.

Yes. Now that I am (just slightly) less of a newbe, I see what you mean. I wish that was easier.

I also just wish that you could set a parameter in the editor that allows to chose between a mod with all nice artwork like the standard game and mod to be written with less artwork (e.g. the leaderhead for a new civ could just be a picture in .bmp or whatever) so that you don't need the animation, same for units...
This way those of us who want to concentrate on creating a different balance have an easier life
 
One other thing -

In similar fashion to editing graphics, in order to edit sounds and civilopedia entries, you have to slog through various complicated text files, and even then, you have to be careful what you do, or you screw up the entire game. It would be far simpler to edit these things through a window in the editor, as you could in the Civ II FW editor.

Also, a 'debug' utilty or something similar, that could check if you've done something that the game engine would react badly to (eg a technology loop) would be very welcome.

BTW, if anyone knows how to get around the archer vs. harrier scenario outlined in my previous post, would they contact me ASAP

JB
 
what about a more visual editor where you get to see the things you are editing. e.g. you can actually see the tech tree when you're changing the techs and you drag the arrows around with the mouse.
 
I really like the idea of visuals for the idea for visuals for the editor, this would really help modders. Also, I think there should be civil wars, revolutions, assasinations, and make it so that the leader of the civilization doesn't encourage revolutions. (" People of [insert civ namre], I have decided that you should overthrow me, then put me back in power in a different form of government." :crazyeye: :rolleyes: :lol:) There also needs to be events, and the randomness of battles needs to be lessened( :spear: )
 
*Ability to set a spesific date for when a country goes to war.(Example: December 1941 USA goes to war against Japan)

*Ability to set more than only four locked alliances.

*Ability to add eras.

*Ability to add difficulty levels.

*Ability to set Landmine as a AI strategy.

I think that was all.:D
 
Here's something I'd like to have added: having the help section for the particular bit of the editor you're looking at come up when you right-click an area where you can't type!
 
I wish that there could be more than 1 golden age per civilization. Just because your very successful early in the game doesnt mean you should be limited later in the game. Maybe rename the later golden age as a Renaissance.
 
Something I'm not sure i is in this thread. I read through the first 10 pages but didn't see it..

Units requiring a certain building to be made!

i.e. Swordsman requires barracks.

I think this would be a fairly easy thing to change because there are buildings that require other building.. just not the units.
 
A Viking Yeti said:
I would really like to have the civil war option put back in. No civil wars is really ahistorical and unrealistic. Also, barbarians should be able to capture cities, enslave the populas, and produce units, instead of just plunder. The Visigoths captured Rome once, even though they lost it again, still I think it should be in there.

So, has there been any progress on this in the past 19 months?
Has anybody made a modpack that allows for civil wars, or was this just a hoped for feature of Civ 4?

Please let me know.
 
Was it really necessary to revive a 4-year-old thread to ask that?
There are no civil wars in Civ3, and never will be unless the source code is released. It's not something that you can just mod into the game without changing the gameplay mechanics (source code). If you want a civil war, you have to set it up from the start, with 2 separate civs.
Welcome to CFC, btw :)

edit: crosspost
 
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