Editor wish-list

2. A tradable checkbox (default on). We can define whether each specific tech is tradeable or not or whether or not it will be discovered in goody huts. This means you are forced to research some techs. Also, techs in the "none" era can be defined as tradeable. So maybe each civilization can be given unique techs but they are bargainable.
Howabout a culturally-linked researchable checkbox, so some techs can only be gained through trade with other civs that can research it? For example, Europeans can only discover gunpowder if they come into contact with Asians (or maybe build Marco Polo's Embassy...) Romans can only arm their legions with the gladius if they contact Iberian Celts. You wouldn't need EVENTS to do this, then.

Basically, non-tech prerequisites for techs, culturally-linked as with UUs in the Editor.
 
A request:

Honestly I could not be bothered reading 10 pages of this thread to see if anyone has requested this so :

Would it be possible in the future editor to be able to import only certain attributed of a mod into another.

For examle ..if I have made a map that I want to play but have not added any units and notice that another mod has the units set up similar to the way I want them.
It would be much easier just to be able to import those "unit" attributes from the other to my one than to manually copy bit by bit etc..
 
Originally posted by Architekt
Would it be possible in the future editor to be able to import only certain attributed of a mod into another.

That is already possible. Just use the File|Import feature in the Civ3 or PtW editor menu and use the checkboxes to select what you want. Initially you only have 3 choices, but if you check the 'plus' signs, the lists expand and you can select exactly which sections of the rules or scenario properties you want to import. :)

For regular Civ3, I think you need version 1.29f to have this feature, though.
 
This thread is HUGE. I wont read all of it but:

1) A Decent Manual

2) A simple 'add custom unit' that you can with a couple of clicks add a new unit with animation and everything.

3) ditto for all other things you can add.

4) When you save, it should automatically generate the directory structure, .txt files and everything else you need to make sure you dont permanently naff up your PTW expansion by mistake.

5) In built .pcx editor that you can edit the games graphics, save it in the right place and then use in the editor straight away, all in the same program.

6) In built .flc generator using generic models that come with the game ( A bit like SMAC's design workshop). For instance, you have a generic ancient guy with a spear, add the animation for a shield and you have a lancer type, add the generic horse animation and you have a mounted lancer.

7) Ability to have different styles of the same unit. For instance, a Spearman with a different shield design, no helmet or leather armour instead - still a Spearman but they dont look too boring. See Icewind Dale's Barbarian types for instance.
 
Originally posted by Greyhawk1
2) A simple 'add custom unit' that you can with a couple of clicks add a new unit with animation and everything.
lol thats how it is now;)
 
Originally posted by Greyhawk1
You're joking? With all the messing about in the pedia.txt and stuff - thats one click??

I know you can add/change units using the existing graphics but using entirely new graphics is a different kettle of fish. Isnt it?

Unless I missed a button or something somewhere?
It is really easy.If i want to add a unit, lets say a "Spy". I add the spy in the editor, then i write PRTO_Spy in the little box. Then goto the PediaIcons.txt file, find the place it says "aminname. Just look how the other units a written, and do the same thing with the spy, remember PRTO_Spy. The name you write below the PRTO_Spy is the name of the folder it will look in, after the graphics. Make sure the ini file is called the same thing.
 
I also haven't read all 10 pages, but here are my ideas.

1.a. Be able to separate the mobilization bonus (being able to retreat) from having more than one movement. (no, just using the "treat all terrain as roads" is not good enough" (I want to give berserkers 2 move but no mobilization bonus...)

1.b Be able to only have mobilization bonus when attacking or defending only (under this scheme the mobilization bonus is canceled if the attacker has attacking mobilization and the defender has defense mobilization. (Take away knights defensive mobilization - it takes hours to put on all that amour)


2. Be able to specify the "bombard" ability for just defense or offense. (A special ops unit with very high defensive bombard representing a mined area around the perimeter. Guerillas with this and defensive mobility representing how they really fight a little more...)

For the above, to make all mods backwards compatible, make the unit flags in the editor in the negative ie "no attacking mobilization"

3. Have a flag where the bombard is done right (and only) as that unit attacks (somewhat like the defensive bombard now). One use would be to make a cruise missile type unit that will definitely do some serious damage but have a low (but not zero) chance of survival. (Call it a "sapper" or fanatic... or terrorist? maybe that’s not in good taste...)

4. Be able to set different values for offense and defense bombard (makes #2 above not needed)

5. For mobilization, have a flag that enables chances for mobilization retreat when attacked when at 1 HP. (another Guerilla option)

6. Add a flag that makes it so a units mobilization bonus cannot be negated. (yet another guerilla option ...)

7. More automatic update links between rule changes and civlopedia entries (covering Hit point bonuses or penalties, unit flags etc.)

8. Be able to edit how culture affects boundaries for each civ individually. (I'd make expansionist cives have a power of 8 instead of 10).

Example:
10 100 1000 10000 Normal
8 64 512 4096 Expansionist

9. This might be a stretch but - be able to flag units with defense and offense values as captureable (when attacked only). Also be able to assign the chance that their captured (I'd use this on early ships).
 
Hey i was wondering if someone could make a really accurate standard size UK map, i would like to make a scenraio with scots,picts,irish,mercians,saxons,welsh,northumrians,vikings

thx

scotland_no1
 
There already is a U.K. map available for download. I can't remember if it is available from this forum or the Apolyton forum, try both. :)
 
What I would really like is a pop up to tell me when another has researched a new tech to save all the tedious repition of ringing around every turn to see what is available.

Even better would be a "deal book" summarising everything that is available for trade and from whom. Also telling me how much gpt a civ can afford.

That would save a ton of micromanagement. All this information can be obtained anyway by contacting every civ every turn, it remove so much repetitive tedium.
 
This might have already beed=n sugested but this thread is so long I haven't got time to read it all.

But if there could be a redistrubuition of rivers that would be helpful.

Meaning that you could put rivers in at a click of a button.:)
 
I haven't read this whole thread either, but here's an idea I'd like to see implemented. You can already specify that a unit can cost a pop point. What I'd like to see is another flag: "causes unhappiness if lost" for units. This way you actually have to use your population to wage war, and there are consequences for brash mistakes. This would not be practical in earlier times, but starting with Infantry in the industrial age would make sense. This would reflect the massive conscriptions necessary to fight the first big wars, like WWI. You could tie the effect to different governments, too - if a unit is lost under communism, a happy face becomes content; under democracy a happy face becomes unhappy, etc. Again you don't have to tie this to every unit - just the premium units used for war. Unhappy faces could last for a certain number of turns.
 
I started reading the first 2-3 pages, and most of the requests for the editor are now in... So could a moderator edit out all the posts that are obsolete... Or could you re-start this thread with a 'DATE' on it... also since most people seem to be skipping the first 10 pages.....

Ok, some things I'd like in the Editor that I haven't seen anyone request

building expiry:- wonder expire at certain stages of the game, what about other buildings
River, Road and Railroad effects.. how can I edit these....
 
2 things I really miss:
1)An easier way to select terrain to paint, sort of like the civ2 editor that had a menu with all the terraintypes
2)A way to set what terrain jungle/forest will reveal when cleared (grassland, bonus grassland etc)
 
ECM (Electronic Counter Measures) Aircraft! You would have an ECM flag in the "Aircraft" box. It would enable you to make a "ECM" run over a city. The ECM run would cut in half the chance of your fighters and/or bombers being intercepted by enemy fighters and/or SAM missile batteries for the rest of the turn! ECM aircraft would be expensive, but useful. These would be needed until the advent of stealth came along.
Also Reconnaissance should be able to be used muliple times in your turn (given that you have enough moves).
 
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