View Full Version : GOTM 43 Saves Available


AlanH
May 14, 2005, 11:31 AM
GOTM43 - Japan

http://gotm.civfanatics.net/games/images/gotm43civ.jpg

The saves are now available for GOTM 43, brought to us by the evil genius that is mad-bax. It's Japan ... it's Deity ... it's probably trouble! :eek:

Civilization Japan.
Difficulty: Deity.
World: Standard 5000 tile, Continents, 70% Water.
Climate: Wet, Warm.
Barbarians: Restless.
Goody Huts: Workers, not settlers.
Rivals: 10 pre-selected.

Note: Some usually scientific civs have had their traits altered so as to provide only one scientific civ in the game. Nothing else about those tribes have been altered.

Starting maps:

http://gotm.civfanatics.net/games/images/gotm43large.jpg

http://gotm.civfanatics.net/games/images/gotm43mini.jpg

Conquest class bonus:


Knowledge: The knowledge of Masonry and Bronze Working (in addition to The Wheel & Ceremonial Burial).

Predator class equalisers:


Knowledge: Your people are backward. You start with no techs whatsoever. :)
You can see more details of the game and download the starting save files from the Game Release (http://gotm.civfanatics.net/games/index.php?month=43) page.

IMPORTANT ... CUSTOM RESOURCES IN USE

All players must ensure that they have installed the extra files needed to play this GOTM. Details are on the Game Release (http://gotm.civfanatics.net/games/index.php?month=43) page.

Please note: Once you have downloaded the starting save file, please DO NOT post in this thread or the pre-game discussion thread. If you have any technical problems please alert us by Private Message.

ainwood
May 14, 2005, 08:45 PM
...And for all conquest-class players, remember that we will be opening a hunting-tips thread on (or about) the 5th. If you're really struggling, then you can stop playing and wait for that thread. :)

ignas
May 14, 2005, 09:35 PM
i got and i am going to play to the very end.thanks

Denniz
May 14, 2005, 09:56 PM
Looks like it is not just the resources that will be different.

NOTE: Differential Naval Movement is ON
I've only played one game where it was turned on. So, had to search around to find this.

Differential Naval Movement

For all classes of play the naval movement has been differentiated for different types of water terrain as listed below:

Movement Cost for "Coast": increased to three (3) move points per tile
Movement Cost for "Sea": increased to two (2) move points per tile
Movement Cost for "Ocean": unchanged at (1) move point per tile

Naval movement rates for all units are DOUBLED (example: Galleys and Junks are now 6)

NOTE: You may discuss more specifics about this naval Movement rate feature as first introduced in the Gotm21 Predator class game the special discussion thread (http://forums.civfanatics.com/showthread.php?s=&threadid=56886) established for that purpose.

Xerol
May 14, 2005, 10:02 PM
I also noticed that REPUBLIC IS FINALLY BACK TO "NORMAL", and the wall's changed back as well, so no more "great wall makes you immune to catapaults" syndrome either.

Redbad
May 14, 2005, 11:42 PM
To wheat or not to wheat, let the fun begin

solenoozerec
May 15, 2005, 01:48 AM
I download the save, but I did not open it in any means. Sorry for breaking the rule a little bit, I hope moderators will forgive me.
I just want to thank Denniz for the information on Differential Naval Movement. I never played any game with such a condition and now I have a chance to study it before playing.
:thanx:

The best explanation of this feature was given to me by ControlFreak during discussion of Chinese GOTM in January:

http://forums.civfanatics.com/showpost.php?p=2476111&postcount=89

I think this feature should help us

Megalou
May 15, 2005, 02:36 AM
Yeah, well, the differential naval movement is a smart thing designed to make boat trips faster, but I can't say I like it.

The AI understand it. I've seen them finish the Great Lighthouse and then go like a bullet over to another continent.

Republic back to "normal?" This just gets better and better :(

AlanH
May 15, 2005, 03:19 PM
For anyone who is having problems with installation of the extra mod pack in PtW, here is a screenshot of mad-bax's own Civ3 directory structure to show you what the PtW setup *should* look like after you have expanded the downloaded file in Scenarios. Don't worry if you don't have all M-B's extras, the important part is that there has to be a path that goes "Civilization\Civ3PTW\Scenarios\MedMod\, and at this point there should be \Art\ and \Text\ folders containing the mod files for this game.

http://www.civfanatics.net/uploads9/Xerol_help1.jpg

MeteorPunch
May 15, 2005, 04:04 PM
Could someone please explain "normal" republic?

Edit: I guess it means this: Republic free unit support is zero. Maintenance cost is 1 gold per unit.

@AlanH: I'm playing QSC this time :)

AlanH
May 15, 2005, 04:16 PM
Could someone please explain "normal" republic?Well, I did try :hmm:

Edit: I guess it means this: Republic free unit support is zero. Maintenance cost is 1 gold per unit. Indeed :rolleyes:

@AlanH: I'm playing QSC this time :) My sig has not been in vain :D

denyd
May 15, 2005, 11:13 PM
Thanks for the picture of the structure - it saved me a lot of searching for why the initial screen was missing goats.

I've downloaded the game and the new resources, so see everyone in the first spoiler and good luck to all.

Obormot
May 16, 2005, 08:55 AM
I'm playing civ 1.29f, and i propably messed something up with all those patches. When i advanced to the MA, the game crashed with the message "cannot find reference ERA_SPLASH_ERA_0 in pediaicons.txt" or something like that. I found the ERA_SPLASH entry in that file and it was ERA_SPLASH_ANCIENT, .._MEDIVAL, etc.
I changed them to 0, 1 ... and everything started working. But i had to reload the last turn a number of times before i got that fixed. So now i'm afraid that my saves can be disqualified by the program that checks them (Information about reloads is stored in the saves, as i understand it). Is there anything i can do about that?

AlanH
May 16, 2005, 10:04 AM
What do you mean by "all those patches"? You should have applied a single All-in-One installer. If you did I believe it should "Just Work" (TM).

No entry is rejected automatically. The submission system flags those that look like they need investigation and we apply human ingenuity and low cunning to determining who are the guilty parties.

Obormot
May 16, 2005, 10:15 AM
What do you mean by "all those patches"?

I used the all-in-one installer. I also downloaded files needed to play SGOTM7 in c3c on the same day, and maybe i got confused while copying them.

Yakodi
May 16, 2005, 02:20 PM
What do you mean by "all those patches"? You should have applied a single All-in-One installer. If you did I believe it should "Just Work" (TM).

But you must have the right version of the game. As I posted in the pre-game-thread already the mod doesn't work with the German version.:(

AlanH
May 16, 2005, 03:44 PM
Sorry, Yakodi, I was responding to Obormot.

I'm not sure why anyone who has C3C would want to play GOTM in vanilla, as PtW is delivered with C3C and works for most GOTMs out of the box. For this one there is just a small graphics mod that lives in its own scenario folder. Vanilla requires a 25 MByte download and modifies the main game file structure..

It is a known fact that the GOTM All-in-One Installer for vanilla 1.29f will only work with the English language version, and I'm sorry, I don't have a simple answer for that problem. The way unit names are embedded in the software makes localisation of mods involving new units very complicated. I did some localisation work with a French Mac user a while back but it fizzled out after he went back to the drawing board.

I don't know what problems you will have if you use a German version of PtW as I don't have a fast PC and can't test it, but they are likely to be fewer, as the PtW mod for this game is mainly a graphics change which ought to be language-independent. If you have trouble with the Civilopedia.txt change then you can swap that back, and you'll only lose the 'pedia entries for a few items. However, if you can give details of what happens when you try to play GOTM43 in PtW in German I'll see if I can assist.

Mahler
May 17, 2005, 04:13 AM
But you must have the right version of the game. As I posted in the pre-game-thread already the mod doesn't work with the German version.
It works if the stanard patch from the German civ3 forum is installed.

Markus5
May 17, 2005, 12:16 PM
Hunting tips in 20 days? I can't wait. Thanks.

AlanH
May 17, 2005, 12:24 PM
I *think* Ainwood meant the 5th day after release :rolleyes:

Markus5
May 17, 2005, 01:43 PM
Good, I can wait for a few more days.

Obormot
May 17, 2005, 02:03 PM
I found out what was the problem with the game crashing. I copied the files necessary to play sgotm c3c into my civ directory instead of my conquests directory by mistake. I also didn't see some of the civilopedia icons. I reinstalled the gotm mod, and everything works fine now. I hope my saves would be accepted, although that reloading was entirely my fault. I didn't do anything bad: just played the same actions after the game crahed and saved at the end of the turn. After that i reloaded a few times more, each time just hitting spacebar.

tR1cKy
May 18, 2005, 03:55 PM
Hope to have time to play it. Deity level + overcrowded map, it's easy to assume a very limited space for expansion and an ultra-fast tech race. A challenge that really deserves to be taken!