Which Editor Option shoudl be added first

What do we want first?

  • Complete Diplomacy Editor

    Votes: 49 24.6%
  • Preload units in Ships/Armies

    Votes: 5 2.5%
  • Preset trage agreements

    Votes: 2 1.0%
  • Turn off pollution option

    Votes: 8 4.0%
  • Turn off "raze city" option

    Votes: 15 7.5%
  • Copy/Paste option for maps

    Votes: 18 9.0%
  • Easier way to add new Terrain types

    Votes: 13 6.5%
  • Improve the "Delete" feature

    Votes: 2 1.0%
  • Limits for movements on railroad option

    Votes: 17 8.5%
  • Automatic entries to PediaIcons and Civilopedia when adding Units and Techs

    Votes: 63 31.7%
  • Automatic creation of directory structures for mods

    Votes: 5 2.5%
  • Map format compatibility in all directions

    Votes: 2 1.0%

  • Total voters
    199
i can't say that i've seen such a thing (razing of a city that is size 25/10K culture). but, yes, that is a bit unacceptable.

i suppose that all that would be needed is a 'no razing' flag in the editor.

seems simple enough
 
Almost all of them but I've had to select "Automatic entries to PediaIcons and Civilopedia when adding Units and Techs". I've just found out how to write the text for them properly and therefore have only just found out how long and tedious it can be. :(
 
voted:Complete Diplomacy Editor

but
Turn off "raze city" option and
Limits for movements on railroad option

would be good too
 
Automatic entries still far ahead: 16 votes
next comes Diplomacy Editor: 13 votes
Railroad limits: 9 votes
far behind with 3 votes: turn off raze cities
and all the others....
thx for voting, please continue, the more the better----
 
I've voted for "Easier way to add new Terrain types", but I wish to have the ability to ADD ERAS !!!!!
 
keeping the count:
Automatic entries to .txt files: 20 votes
Diplomacy Editor: 15 votes
Limits on railroads: 10 votes
Add Terrain, turn off raze and Copy paste: each 4 votes
add cultures/Eras 3 votes
all others less than 3 votes

total: 63 votes (13.03.04 10:24 GMT+1)
 
Another one for the automatic entries....
 
Auto entries.

Why? Because it takes FOREVER to add all the units you want and not only that it is incredibly annoying.

Also, with automatic entry, you wouldn't have to worry about mistyping one little thing (a tester that cross checks your pediaicons text file with the files etc. would be AWESOME) and then you wouldn't have to waste a million years reloading the game 20 times because you messed up 20 units out of 100.

I speak from experience:mad:
 
IMHO, you'd need to run 2 different polls: One for 'What's needed most for mods?', and one for scenarios.

Diplo and no razing are absolutely needed for scenarios, but pointless for a complete mod, whilethe auto-generating...well, I guess Isak would have completed RaR (aka DyP for c3c) for several months ;)
 
75 votes now:
Automatic entries to .txt files: 24 votes
Diplomacy Editor: 17 votes
Limits on railroads: 10 votes
Copy Paste for maps: 7 votes
turn off raze 5 votes
Add terrain 4 votes
all others 3 or less votes...
 
I vote for complete diplomacy editor, but turning off razing cities would be great too. It would be nice to have automatic pedia entries when units are added, but since it is something that doesn't add anything new to the editor, it's not of the greatest importance to me.
 
Razing citys can be a pain in the neck (in scenarios), the US troups should free italy...not burn to the ground... same for germany (who acts like the golden horde) in russland and france.
 
I think that there's one more critical than any of those, as they're only adding features. Currently, you can't flavor buildings, even though the tags are there. This, in my opinion is CRITICALLY needed. Without it, your scenarios can get really screwed up when someone builds a building that they don't have flavored for them, especially if it's a wonder. Until it gets fixed, this is going to be a huge exploit that the AI will take full advantage of. In the meantime, we'll just have to design our scenarios with that sort of stuff more carefully...
 
@King tux: there is always a solution for that, make a ressource required for the building, only place 1 tile of that ressource f.e. on the square of the capital City of the CIV that is the only one to build the building... works at least 80 %...
 
@Aeldrik: The proposed solution works for pre-defined maps only, if I understand it correctly.
As I am planning to make use of the flavors as well, the information given by KingTux indeed frightenes me....

Btw, there are 8 traits and 7 flavors.... so you just don't have a good chance to customize the civs very well, even if flavors were working correctly.
 
I agree there is a problem there.... just that you can get around it a little bit.... razing cities for example is a nightmare for any historical scenario, and it just has no solution.....
I would also say the max of 8 civs on MP-Mode is also a huge problem, and the list goes on and on....
but yes, the flavors should also be improved....
 
Add this please: Massive barbarian uprising needs an editor switch, slidder etc. How about something that sets it between one and twenty instead twenty or nothing!
With this give barbarians city control as in CIV II and more options with barbarian camps.

Also editor control over Goody Hut triggers, with this in detail it could get close to acting as an makeshift 'event editor'.

And of course add a on/off switch for razing cities.

I better stop, one has morphed to three and half!!
 
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