Mod Testing Idea

PatLasch

Chieftain
Joined
Apr 14, 2002
Messages
7
This isn't perfect, but it is a way to test mods with the new patch.
In the scenario menu, choose custom player data.

In that menu, also go to player properties. In that menu you can choose starting techs, starting ages, and assign units for every player to start with.

With this you can tst out units, instantly. You have to build through the buildings and everything, but it is much quicker than starting a new game and waiting to get to the age. It is also possible to start a game in any age, pick possible civs, or eliminate them from even existing, or god forbid cheat, if that's what you want to do. This editor has a lot more to offer, and it is even possible to create basic scenarios with it. The main limitation is the inability to place units in a certain location, but other than that, it has plenty of toys to play with.
 
Good Idea... this way one can check if the units work !!! Had thought about preempting such unit related gamecrashes, but this is a prety good mechanism :goodjob:


...And two steps back

But this will not solve problems with interacting units in a field experiment (i.e. running game): One may have a helicopter with a range of 6 squares- halfway through the game the player realizes that 6 is not a good stat - well tough... cuz its gonna B 6 squares until a new game with new settings is started.

Me thinks we should make a poll in a few days or so to ask Firaxis to disable that function ...?! :confused:
 
True, it's not perfect, but at least a unit can be tested without having to play all the way through. And, it's possible to set everyone up to speed up the process. That's what I've used it for. To start in the industrial age. Several settlers for each civ. And an appropriate government and treasury, right from the start.
 
Hey just wanted to say thanks for mentioning this. I would have never even bothered to look! Stupid ? was this just added in latest patch? or have I just been a moron by never noticing this?:cool: :cool:
 
:confused:

Since I have a lot of crashes after editing, please explain the procedure with more detail.

I went into Editor but can't figure out exactly how to check to see if a new or edited unit will work with a mod. Thanks.
 
Ok, After you open up the bic file in civ3edit, this is all done through the scenario menu. Make sure that custom rules are enabled. Then make sure that custom player data is enabled. After that you can go to player properties. Player one is the human. Inside of this dialog box you can set the treasury for each player. Initial Era changes the era you begin in. Ancient, middle, industrial, modern, or future. It will give you all of the techs that lead up to that era. under starting units you can ctrl-click them to add that unit to the starting pool. note, you need to already have added the unit to the bic file. then you can use the drop down box right next to it in order to change the number of that unit a player starts with. The free techs menu works just like the units menu. Ctrl-click to add techs in addition to the ones given by the era. Hope this helps!
 
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