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Old July 17, 2002, 12:23   #61
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Looks really good Firaxis - particularly the city & unit placement .

Bit disappointed that there's no flap map capability. That means that any scenario has to be on a global scale, since you'd have Russia crossing the edge of the map to get to France on a map of Europe! Which is a bit limiting.

Also, it would have been nice to see era-adding put in. I know this throws up all sorts of questions about era splashes and city graphics, but still...would've been nice...
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Old July 17, 2002, 12:26   #62
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Quote:
Originally posted by G(R)EEK
Well, I am thinking hard as to what we should ask for right now, but it is getting hard to find something that isn't there...
What about an ability to make a map you have created "flat", so that you cannot move over the edge of the map. Like when playing on a Europe map, it shouldn't be possible to sail west from Spain and reach Turkey or Russia.

But apart from that I like the patch.
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Old July 17, 2002, 12:27   #63
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Trip I think that is Civ color, it would be nice if you could set teams.
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Old July 17, 2002, 12:32   #64
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Hmmmmm, still, there has to be a way to set default scenario diplomacy (I mean, geeze, it won't be very fun to make scenarios when the Union and the Confederacy aren't at war).

[Edit]But why wouldn't they call it "Civ Color" instead of "Team Color"? It's not like playing ONE civ is a team. [/Edit]
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Old July 17, 2002, 12:33   #65
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Re: 1.29f PATCH README
* Editor: Added zoom in/out functionality.

* Editor: Added zoom level to status bar.

* Editor: Added zoom quality controls.

* Editor: Added zoom in/out to context menu.

THANK YOU SID
 
Old July 17, 2002, 12:36   #66
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Went through the readme again, and still see no mention of removing the hardcoded Food-production by the Center tile of a city.

So I guess nothing has been done about that, is that right? Will we just have to settle for 2 Food in the center tile in the Double Your Pleasure mod??

Thats a bit of a downer - not enough to ruin my day, but close...
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Old July 17, 2002, 12:36   #67
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Without an ability to set teams then it will be very difficult to create historical scenarios. Imagine Napoleon and Wellington allying against Prussia, or America and Germany against Britain in a WWII scenario. I really hope the team color thing means we can set teams for scenarios. Firaxis?
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Old July 17, 2002, 12:38   #68
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Re: Re: 1.29f PATCH README
Quote:
Originally posted by Edrix
* Editor: Added zoom in/out functionality.

* Editor: Added zoom level to status bar.

* Editor: Added zoom quality controls.

* Editor: Added zoom in/out to context menu.

THANK YOU SID
Sid didn't even work on this, did he?

I was thinking about team colours: it sounds more like a prelude to multiplayer than scenarios.
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Old July 17, 2002, 12:41   #69
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Quote:
Originally posted by Trip
Hmmmmm, still, there has to be a way to set default scenario diplomacy (I mean, geeze, it won't be very fun to make scenarios when the Union and the Confederacy aren't at war).
Or the Fire and the civlians make a war alinance aganst the Fire fighters in one I made

Quote:
[Edit]But why wouldn't they call it "Civ Color" instead of "Team Color"? It's not like playing ONE civ is a team. [/Edit]
Isn't it show team color disk in the preferances?
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Last edited by Level; July 17, 2002 at 12:53.
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Old July 17, 2002, 12:43   #70
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Quote:
Originally posted by Level
Isn't it show team color disk in the preferances?
You're right... but we can still wonder why...
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Old July 17, 2002, 12:54   #71
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looks awesome guys

one thing i was hoping for was a way to make the manhatten project a small wonder, i didnt see it anywhere. is it possible or is everyone gonna get the ability to build nukes still because i split the atom?
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Old July 17, 2002, 12:56   #72
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Quote:
Originally posted by Trip
Hmmmmm, still, there has to be a way to set default scenario diplomacy (I mean, geeze, it won't be very fun to make scenarios when the Union and the Confederacy aren't at war).
Or the Fire and the civlians make a war alinance aganst the Fire fighters in one I made.

Quote:
[Edit]But why wouldn't they call it "Civ Color" instead of "Team Color"? It's not like playing ONE civ is a team. [/Edit]
Isn't it show team color disk in the preferances?
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Old July 17, 2002, 13:02   #73
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Re: 1.29f PATCH README
Quote:
Originally posted by MarkG
***********************************
SID MEIER'S CIVILIZATION III README
***********************************

Additions v1.29f:

* Editor: Added a new flag to terrain types to be able to set whether or not cities can be built on a particular terrain type.
I notice they listed my favorite change first! Thanks Firaxis for everything!

Now if only I wasn't leaving on vacation Saturday..........
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Old July 17, 2002, 13:02   #74
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Firaxians,

Since everyone will be making mods, how easy will it be for people to install other people's mods? I mean, something has to be done about that, right?

I remember reading in a chat about that though a Mod Manager wasn't being created, they were making it easier for mod makers and user. How?

I like to play the Double Your Pleasure mod which about doubles the techs, units, buildings and pleasure However, there might be times where I would like to play a different mod or even Civ3 unmodded (or view other peoples' games). Now, is there any way to install multiple mods and choose which you play?

I've created a mod manager that does plenty for me. But, the only way I can do that now is to uninstall one mod and install another. Though that doesn't take much time, a better solution would be nice.
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Old July 17, 2002, 13:06   #75
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I haven't played in a while: are the city conversion and combat settler problems fixed yet?
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Old July 17, 2002, 13:20   #76
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/me thinks it will be a long night of programming on friday to make a new version of C3MT. (Or at least some parts of it.) I'll lso have to take some time to figure out what parts of the tool to drop due that it can be done better wih the official tools.

What definately will be left is the Civilopedia Editor and Unit Creation wizzard.

And for now I'll probably keep the SGE as well, but I might drop that when PTW comes out.
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Old July 17, 2002, 13:21   #77
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Oh, and I don't see anywher that they have fixed the civilopedia links. I guess they still are incorrect. Oh, well it doesn't do so mush.
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Old July 17, 2002, 13:22   #78
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Quote:
Originally posted by Gramphos
* Gramphos thinks it will be a long night of programming on friday to make a new version of C3MT. (Or at least some parts of it.) I'll lso have to take some time to figure out what parts of the tool to drop due that it can be done better wih the official tools.

What definately will be left is the Civilopedia Editor and Unit Creation wizzard.

And for now I'll probably keep the SGE as well, but I might drop that when PTW comes out.
Always appreciated, Gramps.

Some things that would be especially useful would be .BIC modification, diplomacy, etc. if that's not included.

Some of the same stuff that you can do with your save-game editor now, only with .BICs for scenario editing.

Danke.
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Old July 17, 2002, 13:29   #79
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Quote:
* Removed the water restriction from terraforming so that all terraform types are now based on the terrain type (except for forts).
* Editor: Added a new flag to terrain types to be able to set whether or not cities can be built on a particular terrain type.
does that mean underwater colonies+improvements can be modded in?
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Old July 17, 2002, 13:33   #80
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I think so but I don't think the graphic will be any diferent.
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Old July 17, 2002, 13:41   #81
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diplomatic settings in editor
Patch sounds great, can't wait for some wonderful scenarios..this is what I"ve been waiting for.

So, Mike - we all need to know - diplomatic settings can be done for scenarios? (ie unable to negotiate peace with each other, or at least start out at war with each other?). It's a necessity for scenarios.

Thanks! Look forward to more civing!

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Old July 17, 2002, 13:42   #82
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Well done everyone Well done
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Old July 17, 2002, 13:45   #83
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First of all, thanks to Firaxis for all these changes and additions. I confess that I expected a few additions to the editor and maybe one or two typo fixes, but the patch gives us much more than that! Good job.

Quote:
* Editor: Added a minimap.
Quote:
* Editor: Fixed bug that caused the minimap to not be updated after loading.
It's nice to see that they are squashing the bugs before the patch is released

About the restriction to roads/railroads being built on terrain that has no road bonus, I think that that restriction only applies if you change the road bonus in the editor... Is this possible? (I never played much with the editor.)

All in all, kudos to Firaxis... but let's see how these things work in the game.
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Old July 17, 2002, 13:50   #84
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Good news all around. Definitely looking forward to the patch.
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Old July 17, 2002, 13:51   #85
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Some clarifications:

1)
Quote:
* Editor: Changed city placement so that roads/railroads are not automatically added to the tile but neither are they removed and they can be manually placed underneath cities.
This is mostly an interface issue for the editor. When you build a city in the game, you get roads/rails in the city tile. When you place a city in the editor, it does not automatically place roads/rails so that if you later delete the city, it doesn't leave a road behind. When the scenario is played, however, the roads/rails will be there as though you built the city.

2)
Quote:
* Changed city code so that a road/railroad is not placed under a city if a road/railroad is not allowed on the terrain type the city is built upon.
This means that the above automatic roads/rails are not placed when you build a city if the terrain type under the city does not allow roads. This is only for mods. You can make, say, mountains get no road bonus which will make roads be unable to be built on mountains. Unmodded, all land terrain has a road bonus.

3) Team Colors = Civ Colors. I've always referred to them as "team" colors for some reason.

4)
Quote:
Went through the readme again, and still see no mention of removing the hardcoded Food-production by the Center tile of a city.

So I guess nothing has been done about that, is that right? Will we just have to settle for 2 Food in the center tile in the Double Your Pleasure mod??
The center tile now produces as much food as is required to support 1 citizen (i.e., 2, unmodded).
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Old July 17, 2002, 13:55   #86
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Quote:
Originally posted by Mike Breitkreutz FIRAXIS 3) Team Colors = Civ Colors. I've always referred to them as "team" colors for some reason.
Ahhhh, okay, thanks for clarifying.

In a related matter, can you set diplomacy in the editor? That's something that will be very important for scenarios.
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Old July 17, 2002, 13:59   #87
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I'd like to add that it is nice to see the Firaxians posting here, not only Mike, but also Soren. Good support, guys.
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Old July 17, 2002, 14:04   #88
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Quote:
Originally posted by Mike Breitkreutz FIRAXIS

3) Team Colors = Civ Colors. I've always referred to them as "team" colors for some reason.
Just trying to confuse us huh?

Seriously, the changes to the editor look great, and Firaxis desreves some respect for the time it puts in to creating FREE upgrades to their games!
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Old July 17, 2002, 14:06   #89
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Quote:
Originally posted by Mike Breitkreutz FIRAXIS
Some clarifications:

The center tile now produces as much food as is required to support 1 citizen (i.e., 2, unmodded).
In case you missed my ecstatic response at CivFanatics...

BIG HUGE thanks -

.... and I take back all those bad things I didn't have time to say in the first place
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Old July 17, 2002, 14:06   #90
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I guess I'll reinstall Civ3 this weekend then
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