Online petition for an updated Civ III editor

Hi guys...is there anything I can do now that I have voiced support in the 2K forum thread? or are we still waiting for more ideas?
 
Cool. Then I may as well throw this one out.

I know I am WAY ahead of the current events, but if this happens is there a chance of us adding in more than 8 open slots in a multiplayer game? (I would also suggest removing the score list from the interface - or at least movingit into its own screen and off the main screen.) I would love to see the same options for singleplayer (31) come into multiplayer. But I can understand if there are some restrictions. But hopefully we can take it up to at least 12 to 15. Perhaps 20? :mischief:
 
Heres what I would like
-No city limit
-more civilizations
-limit railroads move cost (I dont like to travel anywhere in 0 turns that sucks and its unreal)
-Posibility of making larger maps
-posibility to create units that can go over land and water(this can be done by making it as air unit it can attack normaly but when it gets attacked its destroyed automaticly so I sugest something like this - land,water,air,amphibious)
 
What kind of changes would we be talking here? I mean, we could be changing this big-time, or just fixing the un-fixed bugs, making the AI smarter, or just adding a couple of ideas. However, I do think un-fixed bugs (like the Science Age) should be kept and de-bugged...
 
well AI is bit dum....bit more...only reason why its strong is becose of all the bonus production ( I turned all of those bonuses of and it played like an idiot)
Does anyone thing that theyll fix it or let someone fix it? or maybe modifie it? after all its quite old game
 
Multiplayer should allow more players because when the game came out high-speed internet was still rare, so 8 was the slow limit.
Unless there is a correction in the game speed (turn years) railroads should have infinite movement, because things can go almost anywhere in the shortest time possible (2 years). I for one want this problem to be fixed, and RRs to only give a certain MP bonus.
How often do you reach the city limit?:lol:
More Civs, yes.
Yeah, 512 x 512 maps would rule! Or why not 4096 x 4096!?!?!?!?
Multi-terrain units would be cool.

What is the science age bug?
 
Great Scientific Leaders can do 2 things...they can rush buildings and wonders, or they "can" initiate a scientific golden age. The rush buildings/wonders works, but the scientific age is bugged: it plainly does not work.
 
someone PM me with this "Bug" regarding scientific leaders that is being mentioned...Im afraid I have no idea what you mean...

Holy Jeez man! You saying that after all the epics and mods you've played and time on this forrm discussing them, you've been under the impression science leaders could be cashed in for increases to beaker production? :eek:

Surley you joke good sir, or I must have heard that wrong ;)
 
Yeah, Dominatrix is right.

The "Age of Science" is bugged, so that it appears that research is a lot faster, however, when research hits one turn, it stays on one turn until the actual amount of time that it would have taken normally has passed.
 
Multiplayer should allow more players because when the game came out high-speed internet was still rare, so 8 was the slow limit.
Unless there is a correction in the game speed (turn years) railroads should have infinite movement, because things can go almost anywhere in the shortest time possible (2 years). I for one want this problem to be fixed, and RRs to only give a certain MP bonus.
How often do you reach the city limit?:lol:
More Civs, yes.
Yeah, 512 x 512 maps would rule! Or why not 4096 x 4096!?!?!?!?
Multi-terrain units would be cool.

What is the science age bug?

how often? dont even ask with maps I make for my self its realy often so I have to reduce terain and change it in to water.
yes its true you can get everything anywhere in years but if you change time scale in editor to any other time unit it becomes unreal unless you got teleport, stargate or hyperspace. Anyway lets test your thery about years in that case tank could travel across the world infinite times during one turn but ship can still travel 5-6 squares for turn that means like 10 km a day so thats why I consider railoads very unreal.
4096 x 4096 that would be game of the lifetime I gess it would be perfect for like 100 + players that would be cool :D
 
woah...I just got an Idea that would REALLY change the game: make MEGA cities possible. Not just size 70 cities, but I mean maybe make it so a workable city radius can be more than 2 tiles. A city with a workable radius of even double what it is now could make it huge!

Of course, there would have to be draw-backs bigger than population pollution and unhappiness to off-set the power the city would have...like, maybe increase corruption for your empire per extra tile (over the BFC limit) the city can work...
 
that would mean increasing max shield cost....unit for 100 000 shields that would surely be a damsday weapon
 
Yeah, there would be a problem with that...

I guess what I meant was make all cities be, like, radius 4...and then adjust costs for everything as necessary.
 
@HunterAnubis

Ships should just get a lot more MP as time progresses, and in the editor have a number that says something like : "Gain X amount of MP per time-unit change."

@sercer88

Make the city radius the 3rd expansion instead of the 2nd, but ONLY after said city attains a certain population. Then units could be every-turn things, intstead of every-other turn. During war, there was a constant flow of troops to the front, not just every few years.
 
domiatrix
ading extra monement to ships is stupid idea. why? becose it could come to anyones teritory bombard and get back across whole world to your town without any chance of interception. Same goes for artilery if it haves 2 moves 1 move it gets in to position cost is 0 so it can go bascily anywhere and fire thats one move on the other one it could get back on the other side of your teritory.
meaning raoiloads should get limited or canceled
 
Holy Jeez man! You saying that after all the epics and mods you've played and time on this forum discussing them, you've been under the impression science leaders could be cashed in for increases to beaker production? :eek:

surely you joke good sir, or I must have heard that wrong ;)

No, what Im saying is Ive never bothered to use them that way anyway, so I had no idea a bug existed...

Not to mention the fact that I dont "Play" civ3 as much as you would think...I play EFZI2 ALL the time tho...and Sci leaders are non-existent...I made my mod (MWNN) for my G/F who is a lousy playtester, and doesnt notice stuff like that (Tho she is working on a 2 era scenario, should be interesting), and I cant get anyone else to comment on it....

As far as the Game goes...I spend 5 times as much time MODding as I do playing...(WHICH IS WHY I WANT A BETTER EDITOR!!!!!!!!!)
 
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