View Full Version : MOD: Alien Legacy


s3d
Jan 28, 2002, 01:41 AM
Aliens legacy

v0.04

Here I testing a new concept: middle game difficalty increase.
I hope to defeat late-game-boredom problem, then you are winning game in the middle-age and have nothing to do aftewards.

If you want to play increased difficalty setting you should coose scenario with the name of the country you want to play.
(for example If you want play America choose ALmodAmerica.bic)
Increased difficalty: there are building, tech and resuorce available only to AI in the middle of the game.
Tech Lucky and resource Luck for AI only.
AI only buildings/wonder : Treasure (feodalism), Alien Temple(feodalism), Entreprise (Magnetism)

New units in v0.4:
Dragoon (Dark Sheer animation)
landmine (pesoloco animation, one-shot unit, like cruise missile)

Amfibious warfare now require replacable part
Great library give 2 free techs instead of previous function

English UU now longbowman. Common unit instead of longbowman is Crossbowman.
Man-o-War is a common unit now.
Fregate now require Astronomy

Mounted_marksman now require
Industrialization
Iron
Horses

because patch is more then 2 mb I put it on my cite:
patch v0.0->v0.4
www.geocities.com/ocs271


changes in v0.03:

version v0.03 some rebalansing was made
changed stat for high-tech units, Brain dissassembling have now required more prerequisites.

United Nation require nuclear power instead of fission
Pentagon require 3 army, reduce corruption (like forbidden palace and expansionist/military)
Alatr of Blood now -4 culture, reduce corruption, +50% tax, resistant to propaganda, militaristic/expansionost/commertial. Coven have no shield bonus now.

to use this mod you should have version v0.0 unpacked into your civ3 folder or installed. After that find patch v0.0 --> v0.03 it this thread (last message) unzip it into civ3 folder and run ALcopy_v0.3.bat

My site with version v0.0 is up again

12 new techs, 2 new buildings, more than 20 new units.

www.geocities.com/ocs271

because the site is on/off should I repost complete pack in this thread ?


Load scenario ALmod.bic and play... :)


New in version 0.02:
New buildings: Coven , Altar of Blood
New unit: Greek Fire

Tanks to BlueO for High-Tech/Amazon units, without them this mod would be impossible.
Also Thanks to Dark Sheer for modern frigate.


Important notice ---> Some modern High-Tech units can not be shipped by transport. They can be shipped by nuclear submarine only.

some techs cheaper
expirience hit points now 2,4,6,8
fortress cost now 6
Diplomacy/Spy mission reduced twice in cost (not counting build embassy/plant spy)
pentagon require Democracy
Heroic epic don't require army, cost 20 shields.
Military academy increase size of army, require 2 armies
normal Army have blitz ability
Corruption reduced
Army require 2 cities to support
Bonuses vs Barbarian now : 250 200 150 100 50
Worker can be now airlifted
Settler can be now airlifted

All attack/defence values adjusted to be more realistic (as far as it possible for SF mode of cause :)
about x1.2 - 2 times for each era.

New techs:
------------------------------------------
Human Sacrifices
Aliens Cult
Altered Consciousness
Aliens Perception
Aliens Research
X-Covenant
Aliens Logic
Artificial Consciousness
Downloaded Personality
Cyborgization
Cross-species breeding
Brain disassembling

New strategic resources
--------------------------------------------
Aliens Ruins
Aliens Tomb
Aliens Artefact
Aliens Storage
------------------------------------

New alien-tech units
------------------------------------
*Ancient::
acolyte
war maiden
*Middle ages:
Berserker
Witch
Priestess
*Industrial:
Battlebike
Enforcerer
ACS
*Modern:
Mobyle Infantry
Suppressor
Cyborg
Battlemech
Panzerdragon

New hidden nationality units
-------------------------------------------
Raider
Assassin
Spetsnaz

Also new armies units and normal units


removed units:

explorer
chariot
Musketeer
Cossack

heardie
Jan 28, 2002, 05:19 AM
Can you post a version for those who already have the units, and don't want to re-download them?

s3d
Jan 28, 2002, 05:45 AM
Yep, I will, but I renamed them, so you have to use my ini files

s3d
Jan 28, 2002, 12:14 PM
Here is pack without unit animation.
If you have : All BlueO's Amazon/High-Tech units, my Assassin unit, Dark Sheer Perry Fregat and Stormtrooper (Author ?)
copy all units _without *.ini files_! into your civ3 folder, unpack zip into your civ3 folder and run ALcopy_v0.01.bat

s3d
Jan 28, 2002, 12:20 PM
here is I repost stormtrooper (don't remember author, thanks anyway :) ) in case someone don't have it.

DarkEvent
Jan 31, 2002, 11:43 AM
Nice units animations
and nice technologies
I will it include to my private mod

but I don't test your aliens mod now, :scan: :D

have y create the units animations or somebody other ?

s3d
Jan 31, 2002, 02:06 PM
My only Assassin unit and spec army banners (legion, isurgent, airborne). Most of unit of BlueO's and one or two by Dark Sheer.
BTW, english is not my native languadge, so I guess I have some bad stile/mistakes in civilopedia description. I'd be grateful if someone can point them/fix them. I also hope post next version soon (with new buildings).;)

s3d
Feb 01, 2002, 08:23 AM
Here it is:

you have to unstall version v0.0 befpre applying the patch

DarkEvent
Feb 02, 2002, 10:28 AM
you have increated the number of units icons in the units_32.pcx
do it work ?

your units_32 have 112 icons ( with some clear fields) , but my ( the original ) have 84

s3d
Feb 02, 2002, 11:06 AM
Yes, it works.

james14
Feb 03, 2002, 05:19 AM
any chance of posting version 0.0 it doesn't seem to be working anymore

s3d
Feb 03, 2002, 05:45 AM
Thanks!

Bug found:

In the folder Art/units/grenader rename file musketman.ini into grenader.ini

s3d
Feb 03, 2002, 03:46 PM
bugs fixes for v0.02:
patch v0.02-->v0.02a

dix2der
Feb 06, 2002, 05:28 AM
Hello s3d

First, I would like to thank you cause I'm having great fun with your mod - the funniest I've played until now. I'm not keen on aliens, but I must admit that you managed very well the transformation of the game: firstly, I can play with "futurist" units, and that gives a new interest to a tedious modern era; and secondly the concept of alien cult, priestess and so on modifies the gameplay as soon as the game begins.

So, thank you

Now, after the rewards, the big PROBLEM I have with my current game. I got Iron, Horses, and Alien Ruins in the radius of my capitol til the beginning. The tile is exploited. But there is NO Alien Ruins in my resource box, and I can't build the War Maiden I yearn for

Is that just me? There's something I didn't understand? Or there is another explanation? Please answer quikly, I enjoy this mod and want to go on in my game

s3d
Feb 06, 2002, 06:32 AM
Most probably you've traded them to someone by mistake. It happens to me yesterday. I was sitting on rubber and not having it in the resource box. Then I've checked all current agreements and seen that I accidentally agreed to give my rubber to someone. Also check that you have the road, connecting resource to the city where you want to build unit.

GenPatton
Feb 06, 2002, 06:34 AM
S3d,

I have been trying to download your mod the last two days, but the links always lead to a page that says it is temporarilly out of service or unnaccessible. If you could look at the links and see if there is anyway to get them working it would be much appreciated!

Thanks in Advance

s3d
Feb 06, 2002, 06:36 AM
Wait until twomorrow, I'm at work now. As soon as I at home I'll upload it to other site.

dix2der
Feb 06, 2002, 01:01 PM
I've checked, it's not the problem. But as someone else supposed on the apolyton thread concerning your mod, I think the problem comes from the fact that alien resources always appear in coastal squares. I verified with the editor, and they're supposed to appear on the ground, not in the sea... in the sea, no possibility to build a road and have the resource.

I downloaded your mod yesterday, installed it very carefully, and play with civ 3 v.1.16, so... I guess it comes from the mod.

Let me know if you understand those problems, I can't wait playing my civ 3 with the remains of an ancient alien Empire :D

hzm
Feb 06, 2002, 01:24 PM
Screenshots would be nice.;)

s3d
Feb 06, 2002, 02:50 PM
Originally posted by dix2der
I've checked, it's not the problem. But as someone else supposed on the apolyton thread concerning your mod, I think the problem comes from the fact that alien resources always appear in coastal squares. I verified with the editor, and they're supposed to appear on the ground, not in the sea... in the sea, no possibility to build a road and have the resource.



There was this problem with v0.01, but I thought I have fixed it with v0.02a ...You can check v0.02b (download part 5 only and take bic file from there), I will be online soon, I'm uploading it just now (well, 56k modem...). in v0.02b Witch airdrop fixed also.

s3d
Feb 06, 2002, 03:31 PM
patch v0.02a-->v0.02b

dix2der
Feb 06, 2002, 03:37 PM
Ok, I'll try the day after tomorrow (Alas, I still have a work in real life ;) )

Thank you for your advice

kaigun
Feb 08, 2002, 04:21 PM
The concept seems intresting but how playable is it??? I downloaded all the parts then installed on a fresh set up of Civ3....then the problems begun at first the game would crash as soon as you tried to build a city....After filling the many gaps in the unit list that your ALcopy creates--Bonapartist Raider etc and moving the city.pics got the game to run to 500AD now when trying to enter the city screen crash when trying to reply to an advisor message about changing production crash..these problems are mod related as they dont surface in the reg.game

s3d
Feb 09, 2002, 02:04 AM
Heh, it seems that there was an error in patch 0.02b, i fixed it and reuploaded in previous post . You have to install v0.0 and apply 3 patches:
v0.0 (10mb)
v0.2
v0.02a
v0.02b (ALcopy_v0.2b.bat)

You seems to be skipped one of patches. Unzip them again and run bats one-by-one
If there are still problem post here
I made one single patch and testing it now.

s3d
Feb 09, 2002, 04:10 AM
Well here one single patch v0.0 --> v0.03.
I'm still testing it, so please report any problem ;)
You should have v0.0 installed, or at least unpacked into civ3 folder. After that unzip patch into civ3 folder and run ALcopy_v0.3.bat

s3d
Feb 12, 2002, 02:09 AM
patch for fixing assassin (or you can just copy Art/units/assasin (if it exists) folder to Art/units/assassin and file assasin.ini to assassin.ini in assassin folder

Shastram
Feb 17, 2002, 11:46 AM
Hi S3d,

I like your mod, can i use some of the units and ideas to add in my mod??

I would appreciate that :-)

THanks

Shastram

s3d
Feb 17, 2002, 11:55 AM
Of cause, but my only 2 animation, assassin and Geek Fire, High-tech/Amazone are BlueO's, frigate by Dark Sheer.
Don't forget give them credit :)

Shastram
Feb 17, 2002, 03:24 PM
absolutely, if there is one thing i hate is Plagiarism.. there is no way will I ever take credit for anyone's work :)

Shastram
p.s. Thanks.. If i put in any of your units, I'll make sure to let you know.

Ater Draco
Mar 01, 2002, 12:03 AM
after many problems i have reinstalled civ 3 (after uninstalling it and deleting the folder) and then installed the newest patch 1.7 or something and then i installed alien legacy and your newest patch (v4 i think its the 4 or 5 part one off your website) and still several of the unit files (such as war maiden and greek fire and others) were not installed properly and i had to do it manually, now i do not mind this after all this is over all a great mod so a little work is no problem, but i cannot find the .ini files (or any other files for that matter) for the units 'spetsnaz', 'bonapartist', 'grenader', and a few others whose names elude me at the moment. Any assistance would be greatly appreciated. And again the only reason i am so frustrated with these errors is because this is truly a great mod and idea.

s3d
Mar 03, 2002, 03:30 AM
I tested ALcopy_v0.4.bat again it's working OK. I think you fogot ro run it and run ALcopy.bat instead. To run ALcopy.bat not necessary, but ALcopy_v0.4.bat is. The tested way to install mod is to unzip v0.0 into civ3 folder, after taht unzip patch v0.4 , after that run ALcopy_v0.4.bat

Axid
Mar 17, 2002, 07:57 PM
i have tried to download part 2 of the mod 5-6 times on your website and it just on't do it, it keeps going to the screen not enough transfir or something like that. could you try to do something about that? i'd greatly appreciate it as i really want to play this mod. thanks