View Full Version : Civ3 on Earth. Accurate world map, accurate resource placement, correct startsites.


kittenOFchaos
Feb 09, 2002, 09:32 PM
"Civ3 on Earth" has been updated to take advantage of the features of Civ3 1.29f. The major improvement being that players no longer need to use "Gramphos's Civilization Placement Tool".

I know, I know, I should have done this months ago :p


I will be making a signifcant update to "Civ3 on Earth" with the release of PTW as the PTW editor has many nice features in addition to allowing alot more civilizations, not to mention the new civilizations...


Till then :)


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Civ3 on Earth?

WHAT IS IT?
----------------
In essence this is an "improved" version of Marla's famous world map with customised rules. Marla stopped editing his map and never customised the rules that far to improve gameplay for this Worldmap...I have continued his work and will continue to do so.
I have playtested it and have found it VERY enjoyable...as a person who spent most his time on civ2 on the world.mp map THIS is for all those people who loved to do the same.

I welcome any feedback and if you can help me improve it I'd be delighted. However for very personal preferences please do private modifications and hey release it seperately!

Major things you'll notice!
Redrawn Western Europe...coast sea tiles ARE coastal! Higher research cost...less cultural flipping...more ways to control corruption and a higher optimal number of cities allowed...more expensive workers and settlers...longer Golden Ages...Accurate Strategic Resource Placement...the "Expansionist" has more benefits...ships move faster...MANY resources appear only with the invention of certain technologies e.g fish and whales become visible with the invention of mapmaking.


I hope you enjoy this "Mod/Scenario" as much as I have and have no problems in running it. If you do contact me via e-mail or PM and I'll try and help.


Contents:
A non-comprehensive readme ;)
The scenario file.

Simply extract the zipped files...put the civ3onearth.bic file in your civ3 scenarios directory.

Load it up from within Civ3 as you would any normal scenario.



Previous versions downloaded over 4500 times :king:

kittenOFchaos
Feb 09, 2002, 09:41 PM
KittenOFchaos's WORLD MAP Version 1.4 (custom rules) README...Readme contained with download of latest version will tell you everything about that version!

What the download provides
--------------------------

FOLDER called kOcWORLDMAP contains 6 files...only the folder should need unzipped!
I COMPRESSED THE FOLDER USING WINZIP...www.winzip.com it is free to download!

Format is filename then below it an explaination as to what it is.
1. CPT.exe
Grampos's Civilisation Placement Tool download file. This is required (or his multi-tool to have accurate civplacements).
Once extracted to ANYWHERE on your hard-disk it runs by double-clicking and following the prompts...see "How to use the civilisation placement tool a little further down in this readme.

2. CTPreadme.txt
Readme text for Gramphos's CPT tool.

3. kittenWorldv5.bic
This is the scenario you load to play on the real world I provide AND has the "crippled" civilisations of the Aztecs, Zulus and Iroquois for gameplay purposes. DO NOT have the same civilisation twice in the game (e.g two roman civs) AND Don't Have the Americans (so no random civs and NO AMERICAN civ)

4. kittenWorldv5NC.bic
Same as above (file 1) EXCEPT that no civs are crippled and it is FINE to have the Americans playing :) (again don't have two roman civs etc or else you will have problems!)

5. kitten.cpf (now inside a zip file of called kitten.zip)
This is the "CPF" file required for the "Civilisation Placement Tool" to allow realistic civilisation placement.

6. kOcReadme
This readme file :)

HOW TO USE THE CIVILISATION PLACEMENT TOOL (note: Grampos's Multitool also does this!)
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Utility thread:
http://forums.civfanatics.com/showthread.php?s=&threadid=11829

Having downloaded and installed the CPT (it is a simple exe.file that you extract ANYWHERE and double-click.)

1. Start a game as you want it (on a map that you have a CPF for THUS the filed named "kitten" I have provided).
2. Save the game.
3. Run the exe (no need to exit Civ3)
4. The Exe will ask for a SAV, find the SAV you saved
5. The exe will ask for a CPF file. Locate the CPF-for the map (file 3 of the download...file named kitten)
6. The exe will ask for a file to save it to. (Type in a new name (don't use the file it reads from, as it reads and writes at the same time))
7. A message "Done!" will show up when the SAV is fixed
8. Load the fixed SAV in the game.

Thread for Gramphos's Civ3Multitool:
http://forums.civfanatics.com/showthread.php?s=&threadid=7787

I would like to thank
---------------------
Marla Singer for his work on his world map for civ3 as it provides the "base" upon which I did this map. In addition I'd thank Grampos for his "civilisation placement tool".
Paul Saunders for his Realistic Starting Nations mod and the info THAT provided and this link to his webpage: http://www.wildwales.fsnet.co.uk/civ.html
To Grampos for his "Civilisation Placement Tool" and "Civ3multicopytool" both of which allow accurate civilisation placement with ease.

All those who have made useful contributions to threads at civfantics and apolyton concerning user-made maps.



*THE CHANGES*

Scenario Settings
-----------------

16 civs (though for "crippled civ" version put NONE rather than the American civ)
Raging Barbarians default: don't worry about it though, these guys are puny IMHO!

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General Settings
----------------

Movement along roads:
Increased from 3 to 4...to allow quicker movement across such a vast map. Also makes it easier to defend your empire as you can divert troops in your "interior lines" faster...a greater reward to the now greater cost of building roads.

-mainly done as the map is huge.

Wealth:
Shield cost per gold is now 6 not 8

-to make this a more useful thing...and note it now reduces war weariness (if it works...as it is never complete it may not!)

Citizen value in shields:
Is now 15 to reduce slighly the value of "whipping!"

Golden Age:
Increased from 20 to 25 turns...we all love it!

Forest value in shields:
15

Chance to intercept enemy stealth missions:
Now 5 percent

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Civilisations
-------------

Can't remember the changes I made...some regarding build priorities of A.I I think!

Returned to normal "civilisation abilities" for civs.

"Crippled Civs" (depending on what mappy you chose)
For the standard mappy rules the Iroquois, Aztecs and Zulus are "crippled" by not being able to build workers...but they start with 1 worker each. THE AMERICANS civ should not be used in this circumstance. The effect is that these areas don't reach their full potential for much longer so making them more vulnerable to conquest/colonisation despite favourable geography. Other changes along these lines may be applied.

If you chose the "non-crippled civs version" then the American civ is vital to stop the Aztecs and Iroquois running away with the game as the Iroquois as far as I've seen DO VERY WELL DESPITE BEING HOBBLED!


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Civilisation Advance
--------------------

Increased cost of Steam Engine over and above the general increase in tech cost...the age of sail should last a little longer.

-this area of the game is something I plan to change eventually. More techs, units and improvements rather than longer research times is of more interest I am sure!

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Combat Experience
-----------------

Conscript: 3 hitpoints rather than 2
Regular: 4 hitpoints rather than 3
Veteran: 5 hitpoints rather than 4
Elite: 6 hitpoints rather than 5

-to reduce the effect of the random variable in battles...THUS armour won't be defeated by a horsemen -lets say- so often (though I ain't very often at present BUT I am pleased with the effect)

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Culture (note: massive changes is to counter the culture flipping excess exposed during wartime to some extent)
-------

so now...

In awe of:
5:1 culture (3:1 previously I think)
35% chance of successful propaganda
40% initial, 30% continued resistance

Admirers of
3:1
30%
50% 40%

Impressed with:
4:3
20%
60% 50%

Unimpressed with:
3:4
10%
70% 60%

Dismissive of:
1:3
8%
80% 65%

Distainful of:
1:5
5%
90% 70%

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Difficulty Level
----------------

At Diety, Emperor AND Monarch level no attack bonus against Barbarians

Attack bonus at Regent against barbarians is now only 100%


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Diplomats and Spies
-------------------

Diplomats AND spies can steal plans (revealing troop positions) at a cost
-Can't remember if this is a change


Improvements and Wonders
------------------------

Barracks:
Now reduces corruption

-a trained (and paid being the civ3 implication of the investment) military with centralised command can clamp down on rebellious or corrupt governers and provinces.

Courthouses:
Reduces corruption and propaganda AND costs less to build for civs with the "expansionistic" civ ability.

-I think it is important to tell you what things reduce corruption...I think corruption won't be as hard to deal with in my scenario as it is in the game.

Harbours:
Now are built cheaper by civs with "expansionistic" charcteristic and no longer those with "militeristic".

-expansionistic was of dubious value.

Banks:
Reduces corruption

-Banks (or more to the point the banking system) reduces corruption as to a great degree they can "police" transactions for fraud etc. I know this is simplistic but it is CIV not life.

Universities:
Reduces propaganda

-Universities are supposed to be filled with people that are intelligent, discourse freely and have time to find things out from the information sources they are provided. Though as a 3rd Year at Durham University I do wonder...though I wonder from inside a 1000 year old Castle!

Police Station:
Reduces corruption

-in an ideal world the police act against those breaking the law...however I don't see how the police reduce war weariness BUT since I am not sure about my wealth mechanism reducing war weariness AND the game could do with a bit more war weariness reduction I leave it in...until I properly address this issue.

Walls:
Cost increased from 1 to 3 (thus 30 shields now)

-far too cheap considering how useful...hardly any cost benefit for "militaristic" civ ability civs either!

Wealth:
In addition to now being more effective...every 6 shields produced produces 1 gold it also reduces war weariness.

-If the people are flourishing by way of production mainly going to THEM as an entity they are unlikely to be too upset about how things are being managed. 'Wealth' of civ3 is to me the spending of production to the benefit of the people, e.g all those things civ3 doesn't have, theatres etc and thus benefits the people and the economy.





Natural Resources
-----------------

New Resources: Wheat. Cattle. and Cattle..

Wheat. comes with the development of Chemistry and is the wheat resource visible at a later date in the game.

-Chemistry and thus the growth of the enormous fertilizer industry allowed food production to grow massively and this represents this though I'd have preferred the "farmland" of civII.

Cattle. comes with Feudalism and allows more cattle resources.

- to represent in Northern Europe mainly the rise of cattle farming and to start making Northern Europe a much more prosperous place. In particular France who florished at the time feudalism arises in this mod benefits from this and becomes GREAT.

Cattle.. comes with Navigation and is the cattle resource visible at a later date MAINLY in the New World.

-I was tempted to leave this to refridgeration or some such tech...as that allowed beef export to Europe (keyly from Uraguay) for sale. However I decided that since Navigation in essence allowed the transfer of cattle for breeding and farming in the New World in the many suitable areas afforded to it I should have it then. It also prevents the Aztecs and Iroquois (when crippled in particular) from being too powerful and marks that the start of the development of America...though in civ3 the natives even if ou are playing the crippled version are STRONG and no push-over.

Fish and whales: visible with invention of mapmaking

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Terrain
-------

To allow me the ability to put strategic resources etc where the hell I wanted the rules allow strategic resources on most squares! Since you don't use these rules for creating a new map it is of no consequence (for that use Korn's Blitz rules as these are very good.)

Tundra:
Now produces no food EVER.
Movement penalty now 3

Sea:
Movement cost now 2

-to increase chance that those trying to use galleys to skip across sea tiles will get caught out

Ocean:
Movement cost now 2

-to increase the chance that those using galleys and caravels to skip across ocean tiles will get caught out. In addition it represents the difficulties the open ocean presents to travel by storms etc. To a large degree this is experimentation and it does no harm from my play-testing.

Mountains:
Movement cost now 5

-how quickly do you cross the Himalayas...perhaps the value should be 1 higher...again testing!

Desert:
Movement cost now 2

-for those talking about Rommel etc in the desert remember they usually kept to the coastal area...moving through soft sands which made the front at El-Alamain (for one) narrow and the other problems the dunes present (often very rugged terrain e.g Sinai) deserves the penalty.

Jungle:
Movement cost now 3.

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Picture isn't of the most recent version!!! It is even better now :p

Seems like the Hippo killed my picture (will fix that later) :cry: bet it doesn't look as good now :(

http://apolyton.net/forums/attachment.php?s=&postid=745967

kittenOFchaos
Feb 09, 2002, 09:42 PM
Units
-----

(please note a cost of 1 in the editor means 10 shields in the game)

Settler:
cost increased to 7 (thus 70 shields)

Worker:
cost increased to 4

Explorer:
Costs 3 shields
Costs 1 population
Has an attack of 3 (Stanley & Co were often the equivalent of small armies...and certainly Spanish Explorers were capable of military actions!).
Explorers can in addition create colonies...
Explorers are limited to Germany, France, America (if applicable) and England as they were a 'western' tool of colonialism.

-I have done this as the present explorer though pretty is virtually of no value...were I to put a Spanish Civilisation I would use this graphic for the Conquistador!

ICBMs:
cost DECREASED to 30 (thus 300 shields) to allow MAD to be possible

Tactical Nuke:
cost DECREASED to 20

Galley:
Moves 3, transports 3

Caravel:
Moves 5, transports 3

Frigate:
Moves 6

Galleon:
Moves 6, transports 4

Ironclad:
Moves 5

Transport:
Moves 8, transports 7, defence 3

Carrier:
Moves 8, now requires 2 Iron and 1 Oil to produce.

Submarine:
Moves 6

Destroyer:
Moves 10

Bship: Moves 8, now requires 2 Iron and 1 Oil to produce.

AEGIS Crusier:
Moves 9, now requires 1 Aluminum, 1 Uranium and 1 Oil to produce.

Nuclear Submarine:
Moves 8

Samurai:
Now no longer requires iron

-Japan is not rich in iron and thus doesn't deserve the strategic resource. She was however easily capable of domestically and by limited trade able to get iron for the swords of Samurai (Samurai armour to my knowledge was not made up of metal to a large extend as compared to the plate armour of European Knights). So to not put a major constraint on the A.I Japanese player and to not give Japan an iron resource I have done this...human players could easily get hold of iron by the time Chivalry comes around.

Stealth Fighter:
Now requires 2 Aluminum and 1 Oil to produce, increased operational range to 6.

-operational range is something for this scenario I'd like to increase! In the recent conflict in Afghanistan B2 Bombers fly from West Virginia, bomb their target in Afghanistan and then land in the middle of the Indian Ocean!

Stealth Bomber:
Now requires 2 Aluminum and 1 Oil to produce.

Army:
Cost down to 10 from 40 (thus now only 100 shields)

-I have done this as the benefits of an Army are considered by many dubious and by myself as not worth of an extra 400 shields of production! Especially as armies are cool :)

Man-O-War:
Moves 6, no longer requires saltpeter

-having readup on saltpetre...Britain could supply organically from dovecoates etc enough saltpetre for her navy with if needs be without foreign sources...the question with the civ3 model is whether she can supply an army of musketeers, cannon and cavalry FOR that she still will require importation as in real-life. Again as with Japan it is asking too much of this civilisation naturally capable of producing their unique unit to HAVE that strategic resource or be given it. If this downgrades somewhat the Indian unique unit then my counter is simply that India has so many geographical advantages on the map.

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Worker Jobs
-----------

Mine: 3 turns to complete
Irrigation: 11 turns to complete
Fortress: 14 turns to complete
Road: 6 turns to complete
Railroad: 12 turns to complete
Plant Forest: 20 turns to complete
Clear Forest: 15 turns to complete
Clear Jungle: 20 turns to complete
Clear Pollution: 24 turns to complete
-to slow down the alteration of the face of the world by man...it is far too easy to irrigate the whole of Asia with the original settings in a short period of time!

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World Sizes
-----------

On all world size optimum number of cities (corruption) is 40
- to again counter to problem of rampant corruption in empires that aren't overly large!

Tech Rate is 300
- With 15 civs (16 if applicable) it doesn't take much effort to swap or buy tech from each other and thus technological advancement is very rapid and needs slowing down for each era to be properly played out.

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Version 3: changes
------------------

Eliminated non-coast 'coast' terrain...replacing with sea terrain as I thought appropriate.

Removal of a river in Central Asia that I have no clue why it appears on the map AND it leads via flood plains to an exceptionally fertile area in what is in fact desert!

I also did this in Eastern China by deleting some river tiles so it still looks almost the same (less green) BUT trade and FLOOD plains are diminished (or so I hope!).

Removed some 'whales' from around Iceland as it makes her produce too much food...will be considering researching WHERE the main whale hunting grounds are for a later version.

Version 4: changes
------------------

To rules as I wrote up readme file...the changes are unimportant as the result is what is in this readme :) Changes were simple and conservative. Main change was that Wealth reduces war weariness as the population enjoying the benefits of a country running "wealth" will be less unhappy with how things are. Plus a few more goody huts added.

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Plans
-----

BUY AN ATLAS and then actually improve the map itself more than I've allowed myself to o so using what internet sources I have, memory and imitation of the better aspects of some peoples maps e.g Kal-el. A main area of improvement will be focused at the West Coast of South America.

To increase the number of city names and leader names...though there is a mod to do that around somewhere.

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Independent recommendations for the mappy
----------------------------------------------------------

This one is up to you :) (actually the real readme has some already!)

N.B This is a work in progress :king:

History_Buff
Feb 10, 2002, 09:45 AM
How did you get realistic civ starting locations?

MadAgent
Feb 10, 2002, 10:01 AM
the kitten.cpf is not included in the zip file. so you cant have a historical placement of civs. where can i get that cpf file?

God
Feb 10, 2002, 01:11 PM
Originally posted by History_Buff
How did you get realistic civ starting locations?

Using Gramphos civ placement tool.

Cunobelin Of Hippo
Feb 10, 2002, 02:12 PM
Nice looking piece of work kitten :) And I tried to size up your post as requested and it works though the picture is now very small. If you don't like it as it now is then feel free to edit it yourself.

Grey Fox
Feb 10, 2002, 05:28 PM
Originally posted by MadAgent
the kitten.cpf is not included in the zip file. so you cant have a historical placement of civs. where can i get that cpf file?

Yea I noticed that too!

No fun playing the map without the correct starting locations... you have to include that file and quick, before everyone downloads and starts complaining...

ACruceSalus
Feb 10, 2002, 05:45 PM
Where is the .CPF file???!!!!

kittenOFchaos
Feb 11, 2002, 12:01 AM
Sorry about THAT!

Will fix that after lectures today (got a test on a subject I know approximately nothing about...Basin Stratigraphy hohum!)

Actually I decided it to do it now rather than revise/vise my work for the test.

I HAVE FIXED THE ORIGINAL ZIP IF YOU JUST NEED THE CPF FILE USE THE LINK BELOW!

http://forums.civfanatics.com/attachment.php?s=&postid=170684

My excuse is how EARLY in the morning it was (about 3-5 am)...

ACruceSalus
Feb 11, 2002, 11:30 AM
Here it is

Just rename it Kitten.cpf

Master_Doc
Feb 12, 2002, 05:11 PM
Regarding the problem with tanks getting killed by knights for example.

How about raising the defence and attack values for armored units by a factor of, five for example. Making sure to keep things balanced.

I think this might actually help make the Ironclad beat all non armored ships without problems as it did in the real world.

I realise that this will require a lot of work balancing things, but I also think it would be worth it.

Master_Doc
Feb 12, 2002, 05:20 PM
In the post above I said that you should raise the attack and defence values of armored units, but thats not exactly what I meant. I meant that you should consider what units are vastly superior compared to an older unit (knights vs tanks) and then raise the superior units defence and attack so that it is nearly impossible for it to even get damaged by the inferior unit.

kittenOFchaos
Feb 12, 2002, 09:36 PM
Doc...I may well be changing such values if playtesting with the higher hitpoint values does not bring about sufficient change.

So far I am well pleased with the effect wrought.


The civ3 combat model IS A SIMPLIFICATION. There isn't a smoooth transition in technological change...e.g frigates don't increase in power the longer you have the tech for them and NEITHER ARE the first Ironclads very slow, pretty unmaneouverable and liable to sinking in high seas. Thus I am not too enamoured with the idea of making each new progression a large divide over the older ones.

Indeed if I think the system is still affected toomuch by the random factor I'd increase hitpoints further RATHER than start looking to the more complicated balancing of attack and defense values. If this was the case I'd increase the strength of cannons etc bombard to allow them to hurt these higher value units.


After more playtesting (I'm playing at emperor at the moment as the Russians...it is 1000 AD and the Germans are quite frankly scaring me)...the game is working out very nicely and the combat system appears to be working well thus far.


What has struck me is the need to make resources less likely to be exhausted...I have already lost my iron and it re-appeared in the artic circle near Kamchatka :mad:

:D

_Impreza_
Feb 13, 2002, 03:16 AM
About the Spanish, i think they need to be in the game. I know this will not help France much but eventually they most probarly would expand into Africa along with the Spanish which will even it out. Also the French will make more cities in France probarly. I think witout Spain in there it feels really bad as because Spain plays such a vital part in colonial and European history. I think also the Americans need to be there because again they play such a big part in the mdern world and it would be a bit unrealistic that when you reach the modern world whilst playing the game America was a lang of hunters and gatherers being the Aztecs and Iriques i can see your point of missing them out to make it more realistic at the start, but also if you want to do that speaking in other terms would it not be more realistic then if your left cattle and other European based produce out of the Americas?

I think until there is a scenario editor we should leave the Americans in. I will ask the graphics designers for leader animations for the vikings and incas and also the Spanish just incase you change your mind. I love your map keep up the good work then.

kittenOFchaos
Feb 14, 2002, 02:21 AM
Version 6 already WOOT!

Version 6.
----------

TECH_currency for taxmen
TECH_writing for scientists

Corrected spelling of the name of Marshal Zhukov in the Russian Great leaders names...I am reading his memoirs so I am definitely right!

Changed a vast number of city names for the English civ...we really had some odd ones..."Dureham"...perhaps that was supposed to be Durham HMM? (like where I am at University?)
Cities like "The mumbles", "Jersey", "Cornwall" were obvious bollocks...in addition I changed the order the cities appeared in as befitting to some degree their importance e.g Norwich used to be very important as the second city of England...

Changed the Great Leaders for England...the ignorant Firaxian made a hash of this with Great Leaders such as Clinton and Wallace...now expect to see "Henry V", "Clive of India" and "Lawrence of Arabia" and if you really get loads of GLs MONTY!

Factory now requires iron AND coal.

Changes to resource disappearance probability to reduce exhaustion and thus relocation...I

may in future remove this aspect of the game completely:

iron 800 - 200
saltpeter 800 -200
coal 400 -200
aluminium 400 -200

Japanese now start with the techs of pottery and alphabet to aid their advancement to

mapmaking rather than having warrior code and ceramonial burial. Russians to start with the

wheel instead of pottery to allow them to cope better with the rigours of exploring a

continent, typically expansionistic civs given pottery to aid their progress to mapmaking

-how much the Russians value this NOT! As one poster said and I found out the Russians need bulking up to deal with the European and Middle Eastern Civs moving to Siberia.

Gave New Zealand's South Island a river...tried to redraw New Zealand and failed. Did a few

small alterations all the same. If I get motivated enough to deal with this area I will redraw it as it is in no way purrfect.

Got rid of rubber in Australia...the joy of the "easy to see" resource graphics I have newly installed is these resources can't hide anymore! :)

HUGE correction of rubber allocation that had hidden from my kitten eyes...this resource was far too abundant even though it is extremely important.

Changed Jap starting site as appropriate to where Kyoto is...

MAIN CHANCES THUS:
Redrawing Japan and placing Japanese startsite as appropriate for Kyoto. Correcting

massively "rubber" allocation and resource depletion rates...

ALSO I have corrected alot of typos in attached readme and have updated it to some degree. In addition the CPF file is updated to recognise the change to the Japanese startpoint.

:D

FILE REMOVED AFTER 200 DOWNLOADS...version 7 is now available and I know for sure that one has been more rigourously checked for bugs AND is compatible with patch 1.17f

kittenOFchaos
Feb 14, 2002, 02:22 AM
New looking worldmap:

kittenOFchaos
Feb 14, 2002, 02:22 AM
Screenies of version 5 in action...

Nice things to spot are the French have invaded Nottingham (where Plymouth in real-life is) and the Romans have taken Athens. In addition you will see on the worldmap minimap THAT France has a city on Newfoundland and in Canada...

You see abit of my Russian empire to the East...:D

kittenOFchaos
Feb 14, 2002, 02:32 AM
Now a piccie of my Russian empire: This is emperor difficulty...my empire is rather small because I want to finish my game reasonably quickly for play-test purposes...the fact the Germans would mullah anybody is neither here nor there :)

kittenOFchaos
Feb 14, 2002, 02:35 AM
For those that agree with me that those screenies look a bit naff and want to see my game at 1000 A.D here is the saved game.

Hope it works for you...this file is a zip file as always...

Note: my empire will fail to get the Sistine Chapel unless we get the Germans to quickly take out Paris (my diplomats have been hard at work).

The difficulty is emperor and my expansion was slowed by a barbarian radi destroying a near finished settler VERY early on (my first settler) AND that I played it carelessly so as to play-test as much as possible in as short a period of time.

Enjoy :D

_Impreza_
Feb 14, 2002, 03:28 AM
Oh yes i dont really think them leaders for England is an unreackognized leader in British history but helped us in a very big way was the Duke of Marlborough, and if you want to have an colonial age hero, maybe Livingstone? Just a few ideas. Oh yes and just a bit of info which may or may not be useful, i think it was King Henry IIII i think, i am gonna have to check it up, that in the 13th or 14th century, landed in Newfoundland, this could prove that the ships of this day were somewhat better than portraid in the game, well i think it was in the age of the Holy Grail this happened in.

Well im gonna play your new version now then. Oh yes and on the art modpacks forum i have asked for some animated leaders for Incas, Vikings and Spainsh.

Moulton
Feb 14, 2002, 07:22 AM
A funny thing happened to me on the way to the Empire. I would attach a picture, If I knew how.
Playing Egypt, have pretty well controlled North Africa. Zulus suddenly started pouring out of the Dark Interior en masse. I geared up my defenses, but they strolled on by, and kept coming. Didnt bother to get ROP, and I did not challenge them.. not ready for war yet. They went up to the one French city on the North Africa coast, declared war, and razed the city.... Then the French sent streams of swordsmen doown from the north... again not bothering with ROP, and in fact denying it. They clashed in the controlled area of my capital... Thebes, had a couple of battles, declared peace, and started dispersing.
What triggered the Zulu to come all that way, took many turns, to attack and destroy one city. Not even a colonist with them. It was on an iron deposit, and I thought maybe that was what they wanted, but no, not even a colonist.....
Maybe it is time to charge south, before they can get home to defend...

kittenOFchaos
Feb 14, 2002, 01:15 PM
Impreza...I did consider Dr.Livingston but when compared with a man like "Clive of India" there is no contest!

The Duke of Marlborough IS in the changes I made to the Great Leaders for England :)

Due to the fact people don't get alot of Great Leaders having a large number of names will mean most will never be seen, that is why I had to be cruel :cool:


Will update again once the patch is out and I see if it has any bad affects on my mod...hope you enjoy it!


Moulton...interesting story! I find that the A.I is willing to go A LONG LONG way to fight in a war, it always seems committed to making a declaration of war MEAN something! I bet you were bricking it when you saw those Zulu hordes ;)

(to attach a picture simply click on the "browse" button just above the "submit reply" and find your picture and click on it...then post. NOTE the picture must be a jpg, gif of jpeg etc and no larger in size than 0.5 mb)

Moulton
Feb 14, 2002, 07:07 PM
You got that right, Kitten... I had two cities deep in the Congo, mucking out luxuries. I hasted walls, and sent reinforcements pell mell down my cordouroy road.
I 'll had to load and save and try posting a picutre. I have never seen to AI people duking it out in MY territory.... After they quit, Joan said, "Well, in th interest of world peace, You Will give me Chivalry, right? My swordsmen are waitning your reply..."
I like the reduction in corruption... makes empires manageable.
We'll see what happens with flipping... My plans are to colonize all of africa... just have to see what happens.

Moulton
Feb 14, 2002, 08:20 PM
Here is a picture of the French and Zulu war. Note it is taking place in my territory: Thebes. Neither antagonist bothered with a ROP.

joepman
Feb 15, 2002, 01:01 AM
Having some major problems getting this to work...

I follow instructions closely and everything is good until I go to load the modified save game (after running the cpt utility)
It gets about 1/2 way there and I get an IO error (something about tile) and It says it cant read the save file.

HELP! anyone experience this???

Joe

kittenOFchaos
Feb 15, 2002, 06:10 AM
I have e-mailed you...

If anyone else has a problem PLEASE tell me what version you are trying to get to work...thanks.

kittenOFchaos
Feb 16, 2002, 03:50 AM
The problem has been identified...

The "civilisation placement tool" and other saved hacks like civbreed DO NOT WORK with the new patch 1.17f.

I will be looking to see whether new hacks are needed or if Firaxis have done anything to stop such hacking...I am very annoyed as they have removed the only way of having correct civ placement.

kittenOFchaos
Feb 16, 2002, 07:41 AM
*IF YOU HAVE PATCHED CIV3 TO 1.17f*
-------------------------------------------------

You need this new version of the "Civilisation Placement Tool" if you have patched civ3 to 1.17f if you want correct civilisation placement. (the one provided in the download works with earlier patches for civ3!)

http://forums.civfanatics.com/attachment.php?s=&postid=131945

Hope that helps!


(haha I'm now playing Version 7 of the mod :) will release it when I feel there are enough changes to warrant it).

joepman
Feb 16, 2002, 06:57 PM
OUTSTANDING!

You, my friend are the best!

Im off to start my game as India.

Joe

Zouave
Feb 17, 2002, 12:17 AM
Originally posted by kittenOFchaos
*IF YOU HAVE PATCHED CIV3 TO 1.17f*
-------------------------------------------------

You need this new version of the "Civilisation Placement Tool" if you have patched civ3 to 1.17f if you want correct civilisation placement. (the one provided in the download works with earlier patches for civ3!)

http://forums.civfanatics.com/attachment.php?s=&postid=131945

Hope that helps!


(haha I'm now playing Version 7 of the mod :) will release it when I feel there are enough changes to warrant it).


Good job. Lengthy readme, though!
:goodjob:

kittenOFchaos
Feb 17, 2002, 03:51 AM
Can people tell me if they are getting harassed too much by barbarians at the start of their games?

As this is something I can easily change...civs I think at the moment particularly affected are:

Persians
Indians
Chinese

Any others?

On latest version I am remedying this...what are people finding?

_Impreza_
Feb 17, 2002, 04:54 AM
This would stop the Romans expanding too much into siberia and make them expand into Africa instead.

joepman
Feb 17, 2002, 03:39 PM
Barbarians have been a fairly big problem for me in my game as India. (especially since I dont have much of a standing army)

Other things Ive noticed are that (in my game) Persia and Greece get overwhelmed quite early.

The Island civs (Japan and England) are waaay behind in tech.

And the Iroqouis are second only to me in terms of score despite their crippled status

Been a very fun game so far. Ive been able to secure my borders from russian expansion (thanx to the himalayas) and Ive started to colonize indonesia.

The european nations are in a state of continual war thanks to a myriad of mutual protection pacts and the fact that russia and germany just cant get along.

Ive managed to stay out of it so far and make up for an early cultural and tech deficit.

Again thanks Kitten.... Great Fun!!!

joepman
Feb 18, 2002, 01:17 AM
Im getting a persistent crash at 1200ad right after successfully researching invention and beginning research of gunpowder.

Anyone else getting this?
I noticed there is a post on LWC mod up above about a very similar error. Patch created I assume.

joepman
Feb 18, 2002, 02:33 AM
The problem is with the university which is currently tagged as a small wonder??
Hmm

Oh well.

kittenOFchaos
Feb 18, 2002, 06:07 AM
I'll have a look at that...

My latest game on the newest version saw the Romans do particularly well much to my disadvantage :cry:

The Romans took N.Africa in addition to expanding into Siberia...their capture of Spain allowed them iron for legions and they are pretty unstoppable.


I haven't seen major problems in tech for the English and Japanese...are you sure it isn't just a resource issue with these countries?


Well I'll take you comments on board and see what I can do.

CrazyDuck
Feb 18, 2002, 10:41 AM
i've started off as England and i agree with whoever said Japan and England get way behind in tech. I did

I made up for it though with the G.Libary

I got like 7 techs :D


nice mod kitten

_Impreza_
Feb 18, 2002, 11:41 AM
Ok then i will get to the improvements soon, but first prob is that i have your new patch made to be compatible with the new version of the game to make the starting positions work correctly. But i still find that i can see the civ who are now put in the random starting position i was in and plus they get 4 tecs straight away. Plus i tried to make improvements via the civ editor but then when i did that it said that i could not play on it.

Well the improvements i feel you need to do is to let only a certain civ have a wonder, if it historically belongs to them leaving them having realistic cities. Plus we need more wonders from great capitals, maybe capitalisation for America, and like lets say the tower of London etc for England. On with modern wonders, people seem to get the wrong impression on modern wonders of the world and add stupid things into there game if creating a modpack, but one realistic modern wonder would be the channel tunnel, or Hollywood ,well Hollywood not being exactly modern via when it was established.

Also i feel as you still need to add more civs and plus leaving America out was a vital mistake, and letting the Zulus build settlers etc. Without America the Iriques and Aztecs get all them recources that the modern day superpower America gets, damm whats the point of giving them the restrictions, when they can trade with stockpiles of natural recources? Oh yeah this also goes for the zulus who have all that gold, well you cannot help that, i would rather a small state be modernised rather than a big state.

We need them new civs implemented also being Iriques, incas and Spanish. About the debate of Spain, i just dont reackon Europe looks right without Spain. I feel it shall be balanced in Europe if that is done, and probarly Spain will go to Africa or South America and France to Africa mainly providing you make the Russians much more stronger then.

kittenOFchaos
Feb 18, 2002, 12:09 PM
Version 7: Compatible fully with patch 1.17f

Fixed problem concerning Universities and small wonders -ta Joepman!
Adjusted the starting position of the Greeks southwards slightly.
New CPT file etc to work with the latest patch 1.17f and it should be able to work with earlier version.
Corrected some geography in Persia and changed the Persian placement slightly to be correct.
Barbarian settlements more numerous BUT are further from start sites to stop persecution of civs like the Persians and Indians by barbarians in the early part of the game.
Killed the "exhausting" resource aspect of the game.
Some other little touches.

Plans for the future:
Will finally look to adding new units and improvements...and more civs but I really want to first get what I have at present working well.

The readme file contained in the download should explain virtually everything and has been touched up alot.

FILE REPLACED AFTER 47 DOWNLOADS from this location alone...due to possible problems (hell I never got any!) due to naming of file version7.cpf.cpf rather than version7.cpf

kittenOFchaos
Feb 18, 2002, 12:34 PM
Impreza...ARE YOU SURE you are playing the version I provide that does cripple the Zulus, Iroquois and aztecs...e.g the bic file without NC after it. The following will explain many things as I see it and in no way are an attack on your particular request except that most people are waiting for a better editor to work great changes with!

These civs can't build workers thus they don't easily access the resources of America or South Africa and have a great chance of losing the one worker they have to barbarians or enemies. The disadvanatge is enough to make them frail in regards to development but at the same time they aren't totally written off as I am not FORCING history down a eurocentric line.

The Zulus are not meant to merely sit in Zululand till they are colonised...they represent African tribes and help prevent colonisation of this area of the world so early in the game and without a fight. But the lack of being able to build workers prevents them roading up quickly (the most vital aspect of defense!) and getting all resources of South Africa. They are still to some degree playable but they will be economically at a disadvantage compared to most powers.


At present with constraints on my time and to a large degree the difficulties with bringing in new improvements, civs and units limit me. If you have the time and inclination to do things a certain way do try yourself and I'll incorporate what I think is good as I have done from everything I've seen released by modders (a nod to Korn in particular!).

I want at present to provide an enjoyable game of civ3 on a very good world map with some rule changes to improve the game and give also some recreation of historic factors in civilisation development. Civ3 is not about type casting European civilisation as the most dominant as that was in no way a given with the near infinite number of variables over the last 6000 years.

Hell this mod is mainly for me to enjoy or that is how I've seen it
:p and to not be faced with some odd random maps which may give nice exploration but don't give me the same feeling as seeing the Roman Empire recreated!


(I name this picture "Odd geography" and it is from a game I played on a random map as the Russians! :crazyeyes )

http://forums.civfanatics.com/attachment.php?s=&postid=192422

CrazyDuck
Feb 18, 2002, 01:19 PM
hmm nice picture

:eek: :rocket2:

Winged Hussar
Feb 18, 2002, 07:46 PM
KittenOfChaos, great work! I just have one question.

I started your scenario, saved the game before even making a move, and followed the procedure for correct civ placement. I customized the Russian civ in the civ selection menu before starting the game, and made it into a Polish civ. After running the before mentioned program that places civs in their correct places, I noticed that although the name of my civ was still "Polish", I found all my units listed as "Russian". How can I fix this?

Winged Hussar

joepman
Feb 19, 2002, 02:15 AM
Kitten,

Great work on the new version. You have totally rejuvenated my interest in this game.

I have to say that i find the Zulus to be a perfectly "crippled" civ.
In my current game Im playing the egyptions and Im having a resonably difficult time colonizing southern africa.
But it is waaay fun.

In my 2nd game the Iriqois remain very formidible, but I expect their dominance to be fleeting as we're just entering the age of sail

in this game I have noted that England and Japan are doing alot better. So I guess they were just unlucky 1st time around.

I do find that the near east is quite crowded with Rome, Greece, Babylon, and Persia really struggling to grab land early.
Im thinking of eliminating either the Babs or Persians and adding an Incan civ in my next game.

Anyway,
GREAT JOB

Joe

kittenOFchaos
Feb 19, 2002, 05:22 AM
"Winged Hussar" e-mail me at c.w.hutchinson@dur.ac.uk the changes you want to do to make a Polish civ instead of Russia and I will see what I can do.

_Impreza_
Feb 19, 2002, 09:55 AM
I am giving constructive critisism. It helps people alot normally. Oh yeah and it aint gonna work not giving zulus workers, cos they just build their cities next to gold in which they get and use.
Im sorry but i think you need to implement more strategies for an ENJOYABLE REALISTIC MOD. Im not saying Europe has always been the main continent cos it aint and never was, their is always a chain, Europe would not have been succesful if was not for America and Indo china etc. Anyways i need help of getting a realistic starting position without me seeing the civ that went into my random starting position grow up and them getting for tecs. Please help. I have got your new patch. Please help.

kittenOFchaos
Feb 19, 2002, 06:04 PM
I will when I have time...as a third year undergrad with other interests and a keen respect for sleeping I only have so much time.

I am planning what changes to make and they will be more dramatic than before in some regards.

The Zulus having gold though isn't a big deal...



As for your problem I'm very confused that you have it...but I can prepare you a solution.

E-mail me at c.w.hutchinson@dur.ac.uk and I'll e-mail the game with civs with antartic start sites so they don't have any change of swapping tech...though with CTP that shouldn't happen.

------------------------ ---- --------------------------------------------------
Actually if you can use the editor simply remove the 16 starting locations ALL to Antartica as far apart from each other as possible. Save the scenario and then do the usual setup.

That way even if there is a "memory" of the position the civs previously had it won't mean the civs meet each other from that "memory" of their start site. But as I've said by using CTP you SHOULDN'T have this problem...I certainly haven't and I would soon know!

_Impreza_
Feb 21, 2002, 09:30 AM
It aint working if i try to edit it it says it cannot work the version of the game etc. Oh yeah and for your next map remember to put iron in Wales then.

kittenOFchaos
Feb 21, 2002, 12:22 PM
Why?

_Impreza_
Feb 22, 2002, 09:17 AM
Invalid Scenario Version.
Version 3.00 is no longer compatable.
I look forward to your new map. Oh yeah please add the Americans in it. I love playing when they are in it.

CrazyDuck
Feb 22, 2002, 10:28 AM
kitten I've had two games using your Scenario and both games I've started always crash at a certain point. Is this because version 6 was created before 1.17f patch came out because I've noticed in the version 7 readme it says 'fully 1.17f compatible'.

So does that mean theres a way to load up those saves with the new version or are they doomed forever? :confused:

kittenOFchaos
Feb 22, 2002, 11:09 AM
I am not sure as I started up new games after I patched...I recommend you contact Gramphos (easy to find in the Civ3 Utility Tools section) as his multitool I have heard can fix corrupted savegames...perhaps this is applicable even to the change in mods.

MORE LIKELY is the old university problem that was present in the earlier mod.

THUS send to BAkittenOFchaos@aol.com a ZIP (www.winzip.com) of your saved game and I'll see what I can do.

Can't say fairer than that!

kittenOFchaos
Feb 22, 2002, 10:11 PM
Latest saved game that I am playing...I am the English on Emperor difficulty and am play-testing and making sure I survive!
My policy of avoiding war with China seems especially wise as 50 cavalry of China head towards Zululand :D

The date is 1740 A.D and the latest tech is replaceable parts...and I lack it at present...but I should have rubber aplenty as I hold West Africa having pushed the French out.

The game is in flux as Russia have taken over France and most of Spain in the last few turns...my war with France had crippled them...I had tonnes of Man-at-Wars and Ironclads bombarding their cities from 12 population down to 1! And worse for them destroying all their navy, city improvements (of coastal towns) and as many coastal improvements as possible. HELL I cut the spain to France roads off by bombardment and without any harbours standing the horses and iron of France were useless!

Egypt has fallen...I was pleased that in the turn before their fall I bought 2 of their workers -I am sure Cleo joined their number to avoid capture by China!

I have a Great Leader Edward in London waiting for some possible use -tank commander??? He was gained in the Great War with the Aztecs that took 3 cities of which I still hold 2. If it hadn't been for the pesky culture swap AND the longbow/rifleman hordes I may have done better.

Well playing is the best way of seeing how to improve things...and hell it is 5 am I guess I need my beauty sleep!

Do try out the save...retire and see the movie of my empires progress so far! (unlike Babylon, Egypt, India, France and soon Zululand my empire still matters...the bigshots are Greece, Iroquois, Russia and China).

Moulton
Feb 23, 2002, 09:03 AM
I have always wanted to play the English, and love the M-o-W idea--being somewhat of a history buff, and romantic for the days of sail. I i'lll have to download the newest and try.

I had a repeated crash in the same place, about 1740, v1.16f I was trying Egypt for the first time, and winning. I don't remember which of your versions it was, but was fairly early. The english were destroyed early in that game... don't know who did it.
Love the map... has a good balance of resources and lux, and the corruption is manageable. I understand ( I think) its purpose, but when you have to have a spread to capture resources, and cant have a spread because o fcorruption....:(
If the AI would trade decently, it would work. I had enough territory that I had iron in west Africa, gems in Congo, Wine in NearEast... when France attacked me, I got Rome and Athens to joins for only one luxury each. A luxury Rome would or could only pay 4gold per turn for...France was going down the tubes when the game crashed. When you can get some of the AI to join and cooperate with you, instead of All against the human, it is s fun game.
In my current game (random map) America has only 1 iron and 1 lux... and no money to pay for anything. but on her city screens, she shows 8 luxuries....wonder where her money went??? I cant afford to buy that many at AI prices. Oh well, when I get my Cavalry, I'll rectify that situation..

kittenOFchaos
Feb 23, 2002, 09:57 AM
All versions pre version 7 will probably crash at the onset of people building University.

Version 7 does not suffer from crashing so far as I can tell!

I will soon find out if I can "fix" peoples saved games of the earlier versions...so your game may not be lost!

Stormbringer
Feb 23, 2002, 08:09 PM
well...... I would like to try it, but I have a VERY slow computer and since it is a huge map I think the game is going to take forever. Or am I confused?

Moulton
Feb 23, 2002, 10:52 PM
Good, I saved the game, so I'll try to restart it. Later
Started an English Civ, That island start does put one behind. We will see If I can catch up. Funny thing.. Russia joined Germany in a war against me... Germany gave me peace after loosing only 4 cities. Russia stayed at war. When she finally talked to me--after losing a city--she said, "Elizibeth, Arn't we at war? Shouldn't you be off doing someting miltary?"
Education is about to come up (1000AD), so we will see if I get an error.
Still no trade routes. No ports, except mine, no connecting roads... :(

Esteban
Feb 24, 2002, 12:09 PM
Please try hard to understand how to fix pre-v7 saved game, I would then be able to sleep again :rolleyes:

Thanks, awesome map, awesome mod ! Can't wait for the new units !!!

kittenOFchaos
Feb 24, 2002, 06:51 PM
Well crazyduck failed in his attempt to send me his corrupted game...I'll practice on one of my own later today.

I will soon have internet in my university room due to the power of a wireless network card! (I am in a 1000 year old castle which is a world heritage site...they don't like drilling through walls!)

Esteban
Feb 24, 2002, 07:02 PM
Hey, you live in a freakin castle, don't complain ;)

Thanks for working on that, you're the best :goodjob:

kittenOFchaos
Feb 24, 2002, 08:21 PM
I'm the king of the Castle and you are dirty rascals!

It is my birthday today aswell, I'm 21.

http://www.malburns.clara.net/Images/Durham/cathedral.jpg

CWRJ
Feb 24, 2002, 09:51 PM
Hey. :)
Awesome-cool map-mod, man. :) Everything looks great. Definately is more fun for me to play on Earth.
But, those barbarians you put in... ;P Making it tough for me. Real tough.
Try starting up as Russia. You settle where you start.
If you send out your worker to build irrigation from the nearest river to the wheat your population automatically farms, he gets it from barbs.
If you settle him down to join Moscow, even before you can build your first warrior, barbarians are attacking -- and it's a quick loss, down to 1 in pop, put at a real disadvantage.
It wouldn't be so bad, but Civ is coded, I guess, to give me a harder time with barbs than the computer civs get.
Where can I change this? Or, can you?
I haven't read through the whole thread, so, if the problem is adressed already, sorry.
Thanks. :)

:egypt: :king: :queen: :jesus: [pimp] :viking:

kittenOFchaos
Feb 25, 2002, 08:58 AM
What version are you on...I am pretty sure that Version 7 gives you enough time to prepare b4 the barbarians come as I playtested the Russians myself!!! What I did in version 7 was move the barbarian camps further from certain civ starting sites, especially India, Persia and Russia.

Try out the latest version...if barbarians hit certain civs bad (and the Chinese civ and Iroquois deserve all the barbarians they get) I will give these civs a military unit to start with.


If you are using version 7 (EVERYONE I RECOMMEND DOING SO!) and this is a major problem tell me in what year the barbarians strike at and I'll see if it warrants being dealt with.


I am working on another version but am not a graphical artiste so am limited in this regard.

Features for further development:
1. Civil wars/rebellion/insurrection =don't get too excited ;)
2. Black death -basically a nod to the whole dark ages that civ3 misses completely.

Just a little taster!

CWRJ
Feb 26, 2002, 03:33 AM
I posted the same day I downloaded -- so, unless version 7 came out in-between my post and yours, it's what I'm using.
I found a way around it -- just manually set my pop to go for shields instead of food.

I've got an idea/suggestion -- dunno if you'll like it much, tho.
Maybe just a sort of spin-off of your original idea.
But, it'd be, basically, to skip to the early middle-ages.
Set up each Civ's places geographically, give them what they would have in that era, and let the game start from there?
That way, it works out more like Earth's history -- bypasses all sorts of problems.
And, I don't know about you all, but I find the barbaric-ages to be just a bit boring. ;)
So we'd start out with a pretty close equivelant to the world in the early middle-ages, let it start from there, so that every Civ would have whichever resources it had historically -- you get to play more as the particular civ than just under the name of it?
Sound good? :)?

kittenOFchaos
Feb 26, 2002, 08:35 AM
That does sound a good variant...I'm just wondering when I'll have time to put it into practice :cry:

And certainly it would get round many problems...

Sixchan
Feb 26, 2002, 11:23 AM
I don't know if you addressed this before, but the CPT included in the zip doesn't work for me. When I try to save it says "Invalid file format." and I can't load it.

Moulton
Feb 26, 2002, 05:47 PM
The cpt had a double dot in the name on my download... .cpf.cpf
Simply rename it.

BTW, Kitten, What castle is home? and are you familiar with Moulton University? Located in Moulton?

Esteban
Feb 26, 2002, 06:08 PM
Hey Kit

Did you have time to work on the corrupted saved games or should I just shut up and start a new game ? :cry:

Thanks

Est

Zouave
Feb 26, 2002, 08:48 PM
Many people are unhappy with 1.17 for various reasons described in detail elsewhere.

What happens if we have both 1.16 and 1.17 installed - but then remove 1.17??

---------------------------

Also, about China. The starting position for the Chinese is historically too far north. It should be a little to the west of that central coal tile. This should be changed, for history, and to give the Japanese a chance to get some cities on the mainland before China does. Even so, japan may need some additional free techs to have a chance.



---------------

And belated happy birthday to kitten! I guess you can now celebrate in bars. :D

Esteban
Feb 27, 2002, 04:25 AM
BTW, the game crashez at University whatever version you are on

kittenOFchaos
Feb 27, 2002, 11:46 AM
WTF! In brief Esteban you are wrong.

Why haven't I crashed??????????????????????????????????????

Look at my saved game (available bottom of page 3 of this thread) I have universities in my cities and HELL I haven't crashed!

Link to d/l my saved game:

http://forums.civfanatics.com/attachment.php?s=&postid=197730

Truely how the hell did I get to where I did in my game and build Universities if it crashes the game whenever you build them?
That is beyond belief...:confused:

:crazyeyes :rolleyes: :crazyeyes Esteban I am sure you are confusing patch version and my version of my mod with this problem. WHAT I WANT YOU TO DO is load up your game b4 the crash, go to the civlopedia and post what it says about University. In Version 7 of my mod it is a city improvement NOT a small wonder...that should tell you if you have the right version of my mod or not.

------------------------------------------------------------------------------

Zouave...I have thought about Nanking as the Chinese capital but until this Sunday when my parents bought me the newest version of "The Times Atlas of World History" I wasn't going to change that. And I've been v.busy since then. Being at University I don't have access to all the books I'd like to (finding books in the University library is nigh on impossible and I don't like being seen in there :D )

-------------------------------------------------------------------------------

ANOTHER THING:
With version 7 of this mod it should work fine with 1.16f so no problem if you return to 1.16f (the issue was that before Gramphos's tool didn't work with 1.17f it is backwardly compatible).

ANOTHER THING:
I tried to see whether I could via savegame editors change the rules of the game you are playing so to make the University problem disappear...unfortuantly I have not found as yet any that can do so. :rolleyes:

ANOTHER THING:
I am surprised you need to re-name the ctf file as it worked on my as I make damn sure to use download my mod each time I post it for you lot and then play it personally! ;)

But hells bells I have replaced the download files with the file renamed to avoid possible problems (as hell I never suffered any!).

Moulton
Feb 27, 2002, 05:40 PM
It might have worked fine without renaming, but when I saw the two periods, I just renamed it. Windows will happily put and extension on an extension...
Just for the record, Ihave universities, several. It is difficult to get ahead with only a handful of cities. (Currently 10th), but at least they dont declare war at will any more. "Well, I have bigger fish to fry, " and " Humpph. Good thing I am busy. Just wait till next time..." Of course the score is not everything. they have much more land, but not so many more people... many small, scattered villages, not even connected by road. I am well ahead on tech.

I am watching the trading carefully, being suspicious. (not of your mod -- of the AI) In 1225AD, Rome had 0 gold, and was 3 techs behind me.Germany was 1 behind 44 gold, France one behine, 0 gold. Russia even 42 gold. In 1200 Rome was even with 44 gold, Germany one ahead, 0 gold, france still one behind, and russia even. No outside contacts. Germany could have been researching Horsback Riding. Rome could have been researching 1, not three. and could not buy. I offered to sell her one in 1225--"Not possible" No gold, nothing to trade. How did she get ahead 3? Might have researched or found (goody hut) horseback, and sold it to Germany--except she did not have horseback. And she did have the gold Germany used to have. Was Gibt?

Thats 1200 bc, and 1225 bc....

Esteban
Feb 27, 2002, 06:08 PM
Sorry if I caused quite a comotion here, I meant, if you have pre V7 map, it
will crash at the varsity whatever version of CIV you are on (1.16 and 1.17)
... :rolleyes: I guess everybody knew that :rolleyes:

kittenOFchaos
Feb 28, 2002, 05:32 PM
I was just v.worried that it could be a problem as I get a nice feeling in me to think that other people are getting enjoyment from my mod.

At present I see no reason why anyone should have any problems due to what I have provided and included in it! (version 7 that is).


Hopefully I can maintain that when I make subsequent changes/additions :rolleyes:

;)


Another thing:
If people are e-mailing me concerning the mod can they please make it clear in the TITLE of the e-mail e.g "civ3 on earth" as I do delete most e-mails from people I don't know ESPECIALLY if it doesn't seem relevant...e.g "hi there"

TheBard
Mar 02, 2002, 10:56 PM
The Mod is great, but one little annoyance is actually trying to colonize Australia. Without any Civ starting there, by the time I got to it in 1200 AD there was a barbarian horde waiting. Just about every other spot along the shore had a horsemen waiting, let alone the constant barbarian uprisings once I managed to land a settler.

Otherwise its great.

Esteban
Mar 03, 2002, 05:53 AM
I think that's good ... and hell, you bring a single little musketman (or rifleman) and you'll crush this puny rebellion :-)

Alphamale
Mar 08, 2002, 10:29 PM
Originally posted by kittenOFchaos
I was just v.worried that it could be a problem as I get a nice feeling in me to think that other people are getting enjoyment from my mod.

At present I see no reason why anyone should have any problems due to what I have provided and included in it! (version 7 that is).


I just wanted to say thank you for all the hard work you do in creating these mods. As a business owner, I do not have the time to spend doing the tinkering you have done to make the game more enjoyable. [ I may have made a mistake in turning my attorney on to CIV III. Bad grades is one thing, lost cases (especially mine) are quite another. (Sarcasm intended)]

The Top 10 American Ancestry groups with the highest percentage of Millionaires? .................................................. ........
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.
.
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English, German, Irish, Scottish, Russian, Italian, French, Dutch, Native American (Casino Strategy working), Hungarian compiled from "The Millionaire Next Door"

JoseM
Mar 10, 2002, 05:39 AM
Kitten i downloaded the last version and everything but i dont know how to use the CPT, i unzipped the file and all i see is CPT folder like the figure of a SCREEN... where do i put the CPT folder? because i always start the game and the civs dont apear in the exact place... also can u create something to eliminate the global warming? because i like to play the game long, and when i have played a lot of years the terrain of my world is all messed up because of the global warming, in other words all the terrain is mostly desert, can u create something like avoiding the global warming? thanx

kittenOFchaos
Mar 11, 2002, 05:34 AM
I got your e-mail...I will see what I can do.


As for the CPT file...place that anywhere...

You then follow the instructions I provide in the kitREADME.txt file for how to use this tool. The instructions are pretty clear.

kittenOFchaos
Mar 11, 2002, 06:29 AM
Applications for a "Civ3 on Earth" succession game have started!

http://forums.civfanatics.com/showthread.php?s=&threadid=18158

:D

Desert Fox
Mar 11, 2002, 08:57 AM
I think you did a pretty good job on the map. I was just wondering why you did not finish it? I mean you left some coast lines appear to be unfinished. Did you do this on purpose along most all land masses? I think it would look much better if you did clean up the tiles near the land masses around the world. I did this on my own and it looks much better. Just my opinion though not taking away from what must have been a "real pain in the ass" making this nice map of our world. :goodjob:

JoseM
Mar 11, 2002, 10:41 AM
Originally posted by kittenOFchaos
Applications for a "Civ3 on Earth" succession game have started!

http://forums.civfanatics.com/showthread.php?s=&threadid=18158

:D

i still dont know how to use the CPT thing... can u give me some quick info about how to use it? i read the README stuff but im still unclear on how to use the CPT, sorry for the inconvenience.

Moulton
Mar 11, 2002, 05:57 PM
Barbs in Australia? no prob. Take a few regular troops along, and make them elite. Too bad it cant generate a great leader...

My problem is I am doing th eEnglish, and it just takes too long to get there. But I guess I'll have to. I have piddled around in my war with America so long, the others have taken most of Africa. I got the best parts, but not much land. Maybe I can still snag some good realestate in South America.

Great work, Kitten.
:goodjob:

I am tempted to join the succession game, but I have to be GM in a real time DND starting next week, and probably wont have the time.

Fionavar
Mar 15, 2002, 09:32 AM
Originally posted by JoseM
i still dont know how to use the CPT thing... can u give me some quick info about how to use it? i read the README stuff but im still unclear on how to use the CPT, sorry for the inconvenience.

Jose,

If this has not been answered here you go :) Start your game with the scenario. Save it. Then, either in game or out, start cpt. The rest is simple. It walks you through. First looking for the game you have saved, then wherever you have unpacked the version7.prf and then what and where you want to save the game again. I hope this helps.

On a technical side - this is really small so I understand that it probably does not warrant attention. Since installing the mod and playing the scenario - which by the way is amazing, I love being able to set up the parameters of placement and the feel of playing on earth thanks!! - I have screen tearing when my units march. At the moment it is a warrior while searching through Russia. My system specs are suffucient that I do not think it is that, but anyway, I thought I would throw that in since you are so evidently committed to this mod, which is appreciated. Peace.

kittenOFchaos
Mar 15, 2002, 10:54 AM
JoseM told me that he has got it sorted now :)

I did contact him by e-mail as I do whenever people have a problem that I can try and help with.



Easter holidays now (no more work till my final exams for my geology degree!) so I can return to modding and again make improvements!



:mwaha: NO MORE FOSSILS! :mwaha:

Tyndale
Mar 31, 2002, 04:11 AM
Uh oh, I think something went wrong:

The first time time I used the CPF sucessfully ( I think) I tried to run CIV3 (sos I could get into my new game ) and got an error message when loading CIV3:

CIVILIZATION3 caused an invalid page fault in
module ~DF394B.TMP at 016f:100586b8.
Registers:
EAX=00000000 CS=016f EIP=100586b8 EFLGS=00010246
EBX=00004c26 SS=0177 ESP=00abf9cc EBP=00abf9d8
ECX=00000cb0 DS=0177 ESI=00db391d FS=4cc7
EDX=0000d5dd ES=0177 EDI=008853e2 GS=0000
Bytes at CS:EIP:
66 8b 44 1f fc d1 e8 83 c0 07 99 83 e2 07 03 c2
Stack dump:
01120768 100722f8 000000c8 00abfa04 100180d0 00400000 01120768 100722f8 000000c8 000000c8 00000000 00f84a0c 00400001 00f9a554 00abfa78 00f55af8

If anyone knows what this means I would be really grateful, the strange thing is that I used the CPF that came with Marla Map 1.18 with no problems.

Please help me


Edit

Don't worry, after posting that I was able to get it to work after reinstalling Civ3 and all the patches, however I am using the latest version of the mod so maybe there is a problem somewhere?

Anyway, great mod, and as I'm posting I might as well add some suggestions:

-I think there could be less strat. resources, in the original Marla map only 13 uranium were put in to encourage trade and fighting. However I do agree with the oil in Scotland and the patches of two iron on the map due to changes to carriers, etc - not sure if that much saltpeter is really needed though, if you look at the civilopedia for rifleman it does say that by that time saltpeter is abundant so I think in the game it was meant to show that it was needed when gunpowder technology was quite primitive.

-Iroquois start position is a bit close to the American one although only if you are using the non-crippled map of course

-The tech rate at 300 is good but the problem is that the other civs will only rarely offer a good trade - and thats if you are a civ that actually meets other civs early, if your a civ like china your often so far away that they never trade with you.

-Perhaps Britain could do with some iron, there is a spot just by the forest where you could p[ut it on a hill to make Wales a bit bigger without interfering with Ireland

I don't want this to sound like I' m laying into the mod as these are only tiny points and I still think its really really good.

kittenOFchaos
Mar 31, 2002, 04:39 AM
E-mail me at BAkittenOFchaos@aol.com and I'll reply with the files I have on my computer and we'll see if you can get those to work fine.

Can I ask what version of my mod you are trying to run? E.g is it one of the latest downloads.

If anyone has had the same problem then again make yourself known and I'll see to it ASAP.

Waco Kid
Apr 05, 2002, 08:38 PM
Hey kitten, I love the map. I do have a few constructive comlaints/suggestions however.

First, i like how you made some units cost more resources then before. Battleships for example i believe are now 2 iron and one oil instead of 1 iron 1 oil. Great Idea, however i'm later in the game and have noticed that there are so many resources, that trade is almost eliminated from the game. I'm suggesting that maybe you could increase the ammount of resources needed to build some units more, and making the best units like modern armor very resource expensive. especially units that cost aluminum. Aluminum is the most abundant resource in the world, and since there's so much of it, the units needing it should cost more aluminum. That way you don't have 1 Aluminum your using and 10 that no other civ's want.

Second, i was wondering if it was possible to change how luxuries affect happines. I like their basic concept, but was wondering if there was a way to have two (or more, with a limit)of the same luxury affect happines. Here's an example of what i've conjured up (this example assumes you have a marketplace): say you have 6 luxuries - 2 furs, 2 spices, and 2 wine. The first fur and spice would give you 1 happy each and the wine would give you 2 for a total of 4. With the extra fur and spice would give you 1 additional happy each and the wine again would give you 2 for an additional 4. This would be a total of 8 happy(duh). So the additional luxuries would essentially double your happiness.

I'm sure there are -'s and +'s to each of my suggestions and would like to hear what you and others think.

-Waco Kid

p.s. how do you make changes to the map and scenario paramaters? When i changed the map and saved it, i was unable to re-load the map as a scenario. If you could tell me how to do this you wouldn't have to bother with the above and i could test my ideas myself.thx.

Famous last words: "Don't pay no attention to that alchey! He can't hold a gun, much less shoot it!"

kittenOFchaos
Apr 07, 2002, 07:58 AM
I'll bear those comments in mind as and when I do the next version...I have been commiting my time to other things!


As for editing and getting it to load as a scenario: using the editor

For rules e.g unit strengths

Menu: rules
sub-option: edit rules

For scenario parameters...

Menu: scenario
sub-option: properties

Change things as appropriate.


When you save it chose a different scenario name and remember to save it as a .bic file

The load civ3 and load that .bic file...e.g my latest version was:
kittenWorldV7.bic

kittenOFchaos
Apr 07, 2002, 08:07 AM
Waco Kid: in the tutorial section there is a thread entitled "How to make a scenario" perhaps if my "help" isn't what you are looking for this is:

http://forums.civfanatics.com/showthread.php?s=&threadid=18379

Waco Kid
Apr 07, 2002, 10:54 AM
Thanks kitten!
I think my problem was the ".bic" although i haven't tested it yet. Thanks for the link to the tutorial thread. I'm gonna go read it right now. If i make any changes that i think anyone would be interested i'll post them.

-Waco Kid:beer:

ComradeRed
Apr 08, 2002, 08:24 AM
this would be a nice mod to put in tons and tons of civilizations.......... any civilization of mention..... and then you could truly never have the same game twice, never have the same civs.

kittenOFchaos
Apr 08, 2002, 08:21 PM
Perhaps...but there is a shortage of good quality leaderheads for new civilisations...

I'd love to put the Spanish in and the Mongols...just waiting till I get some time not doing other things.


P.S A reminder about a "civ3 on Earth" succession game...I will be starting it up very soon (we can pick up people as it goes) but getting in early secures a place and you get a "vote" for choosing the difficulty level and civilisation.

I have got myself a new screenshot program just for this succession game (and Warrior Kings!)

Balzemon
Apr 10, 2002, 11:11 AM
The reason that Expansionist civs start with Pottery as their default tech is not so they can get to Map Making more quickly (that's just a bonus IMO), but rather so that they start out with the ability to make Granaries. This allows their population to grow faster thereby facilitating faster settler production. That's why I hate finding myself facing off with Abe Lincoln -- between his rapid growth and uber workers he's a real pain in the rear to deal with. :D

kittenOFchaos
Apr 11, 2002, 01:37 PM
The Iroquois have it aswell!


The point was: the English and Japanese need to get to mapmaking and get off their islands if they aren't going to be middle-minor powers. That is why I felt their start techs should help them towards mapmaking...for other expansionistic civs like America and Iroquois Granaries will be of far greater consequence.

I was thinking less about the Americans but more about the Island civs...still I admitt thinking less about granaries and much more about mapmaking when I was editing the rules :D

Balzemon
Apr 12, 2002, 06:54 AM
While what you say is true, my point was about the Russians:Russians to start with the wheel instead of pottery to allow them to cope better with the rigours of exploring a continent, typically expansionistic civs given pottery to aid their progress to mapmaking

-how much the Russians value this NOT! As one poster said and I found out the Russians need bulking up to deal with the European and Middle Eastern Civs moving to Siberia.

By taking Pottery away from the Russians you're actually slowing the growth rate of their civ because they are no longer able to build Granaries from the start of the game.

My reference to "Annoying" Abe was just me venting my frustrations - it was just an example of how Expansionist can be used to spread like kudzu. :)

kittenOFchaos
Apr 15, 2002, 11:05 PM
After the latest patch: This Friday (the 19th April 2002) I will release version 8 of this mod.


I can't wait to see the readme for the latest patch on Wednesday and see if I can implement further changes to those I have planned.

I will certainly be working on a better installation setup for my modification and maybe even an auto-exe bat for the civilisation placement.

I am also going to ask permission for units designed by people like Dark Sheer etc...I hope to add more graphical flavour to my modifcation.

I certainly am taking on board suggestions people are making here...I just wish there were more of them...

:cool:

Fionavar
May 02, 2002, 12:07 AM
Hey kittenOfchaos,

any updates about the patch and the mod? I have sort of held off installing it lest there be a problem and I am fairly far into a game, and your mod has been most enjoyable - I look forward to seeing what you think, and what you may have done ;) Peace.

kittenOFchaos
May 04, 2002, 04:39 PM
The latest download: first page of this thread has no problems to my knowledge and is compatible with patch 1.21.

Improvements to this mod depend completely on how badly my revision goes!

It is going pretty badly...zero hours in 7 days :rolleyes:

Fionavar
May 04, 2002, 04:43 PM
Hey I am happy with the mod so far and am very grateful ;) I am patient - peace.

God
May 04, 2002, 05:23 PM
Good job kittenofchaos. :goodjob: I like it but it gets a bit long later on. Still good though. :goodjob:

Turjake
May 09, 2002, 05:20 AM
Well done, kittenofchaos! Realistic and enjoyable. For me, this is The Mod of mods.:goodjob:

Fionavar
May 09, 2002, 06:11 PM
Originally posted by Turjake
Well done, kittenofchaos! Realistic and enjoyable. For me, this is The Mod of mods.:goodjob:

I have to agree with Turjake, I have not played Civ 3 w/o your mod since I d/l it in February!! ;)

_Impreza_
May 12, 2002, 03:28 AM
Im back and i will continue to give some constructive critism to your great map. Ok then, we need iron in England, otherwise they cannot build iron clads and have the mechanised Empire which they once had, it would be great if people could make it realistic and put Iron, Coal and Oil in Britain! OH yeah, are you going to add new buildings and units etc, taking the idea of this from the other mods out at the mods?

The other thing i was wondering is if there is an idea to open up trade routes through the Panama and Suez canal? It would be great if countries made money through ship rights or if trading was made much more interesting etc. Also i was wondering where Britain gets its aluminium from to make planes etc or where Germany gets both rubber and oil from to make its tank. This is why trade should be in more detail etc. Well also countries need to be richer. The other thing i still dont understad is that if you want to make it realistic by leaving America out why do you still put cattle in the American continent where it is not native as are the Americans?

Also is there any point in adding Battlecruisers which would make it much more realistic as for the naval race. I know they are vertually battleships but sacrificing armor for speed can be done. Also RUSSIA NEEDS A SPECIAL SETTLER UNIT SO THAT IT CAN SURVIVE AND NOT BE EATEN AWAY BY IGNORANT POWERS SUCH AS ROME AND GREECE AND GERMANY AND FRANCE. Otherwise it will be non desirable without one superpower in Europe who can bring order to europe and asia.

I anticipate your new release. Cya then.

Gelvan
May 13, 2002, 03:11 AM
KittenofChaos: This Mod is absolutely amazing! I allowed myself to use it as a blue print for a Colonization Mod (which maybe one day will be released...), if you don't mind - You have been credited of course in the civilopedia.

I've found out, that with 1.21 the AI is hunting for resources quite fast. At least in Monarch-Mode. It seems, the AI knows where each resource is placed in the beginning (even Uranium) and heads there very fast.

I like this "feature", because now it's possible to control the city building of the AI, by placing nice resources. But on the other hand, they head for Russias Gems and Iron, which makes it a bit cluttered.

This is also due to the disrespect of borderlines! If the AI wouldn't head through every other nation to build settlers, it wouldn't be so cluttered, and the european were forced to build more ships and go colonize instead of stealing russian hunting yards. Therefore the old ZOC was really a good thing.

I thought about adding a second settler to all expansionistic Civ's. But giving Spain a second settler seems unbalanced. Have to check it out.

@Kitten: What I've noticed is that it is very hard for China in the beginning because of the barbarian. Seems to be historically right though. (I have to admit that I don't know this for sure.)

kittenOFchaos
May 13, 2002, 06:29 AM
I confess I haven't played China as they always seem to do extremely well!


I have 10 days till my next exam I think I'll put some work into my mod.


Gelvan...I'm cool about you using anything I've done as a template, accrediting is important, if you are using my map remember to accredit Marla too as I used with his permission his map as a template for my own.

Gelvan
May 13, 2002, 08:22 AM
Will do it in this message poping up whenever starting your scenario. How can I edit this? Haven't found this text anywhere...?

kittenOFchaos
May 14, 2002, 06:34 PM
Using the editor: go to scenario...scenario properties (from memory...which has just watched 20 hours of Buffy in a row before walking 4 miles to get shopping from Tescos at 11 PM!


KittenOFchaos, living life like a fool.

bnmac3
May 17, 2002, 06:41 PM
I love everything about your thread, my only problem is that I still want to incorperate a fascist government into the game. Can you give me anytips as to what I might do, or out of the kindness of your heart, include it in your next mod......

_Impreza_
May 18, 2002, 10:00 AM
When will you have finished your latest version of the mod? Is it going to have radical changes in it?

Paalikles
May 18, 2002, 10:12 AM
Wow. I like this mod. Accurate (Please look at Norway and insert fjords - thnx)

Just one question: Have you done anything to the settings for barbarians?

OK - why I ask?
Right now, I my treasury have suffered from an AMAZING raid by the barbarians. I am playing a Greek game, and I am ahead in science and treasury:), which makes me able to go to war now and then. But, I am currently occupied with settlements...Unfortunately...those (settlements) were not well protected.
It started about 1140 AD. I got message of a massive uprising,and thought there'd be 5 or 6 attacks on one city. Instead there were (initially) 6 groups of about 22-24 horsemen attacking...and in different parts of the worlds at the same time.
The result was unfortunately small losses in the military department, treasury suffered and development entered stagnation :(

I must admit that turns lasted quite a lot longer...barbarians being the only ones that had much to move at the time.
Now I am 100 years ahead of that point,and have pushed those blasted ones back...but they keep coming...probably because there are still empty spots in the world were noone has settled yet.

Impressive work - great mod:goodjob:

_Impreza_
May 19, 2002, 06:34 AM
Have you worked on the canals system? Oh yeah and would it be better to give civs more money at the start of the game? Please can you tell me when your latest version is released.
Thanks Cya then

Sirp
May 24, 2002, 03:51 AM
Great work on this mod! It is a pleasure to play - and adds a whole new dimension to Civilization III.

Just one suggested improvement I have is that I think it might be nice to slow down the rate at which technology is acquired. In a monarch or emperor level game, civilizatoins start reaching the industrial age at about 1000AD. It is almost impossible for a game to last past 1500AD. I think it would be great if this was stretched out a little, so that the industrial age isn't reached until 1300 or so. This would make the game feel a little less rushed, and give more chance for ancient conquest and wars etc. I would like to play a game that actually goes past 1600AD :-)

kittenOFchaos
May 24, 2002, 10:15 AM
I have attempted to slow down the rate of technological progress in the past by increasing the "cost" of each technology and slowing down the "world" tech rate thing.

I have some ideas I know that will be effective...that I will try to implement this weekend if I have time, but I agree that the higher level difficulty games are too short.


What I find annoying is that the difficulty levels make the A.I better at research. Why does difficulty have to affect this aspect of the game to the extend it does...it is a real negative feature of playing at the higher difficulty levels.

bnmac3
May 24, 2002, 02:35 PM
Ive only played with your mod since I found it on this site, its that good. There isnt a whole lot of things that you can do to make this better. The only problems I have is with Japan. It is quite hard to start the game as japan and be a power in the world. Is there anything you can do to make japan a easier country to use?

Tyndale
May 25, 2002, 01:05 AM
In the last monarch game I played I won in 1804 (space race) however this was with only 10 A.I civs so that might have affected it. One thing I have noticed though- is there any way to make the A.I a bit more aggressive, apart from the militaristic civs the A.I seems to hardly ever declare war.

On a related note:
Reducing the no. of Eurpean civs can really shorten the A.I turn length ( as can having all of europe in your empire :) ) I think this might be because it means they don't all keep going into each others territory.

Also- the Iroquois always seem to do badly if america is present, I think america usually beats them to all the good city sites

And finally- has anyone else found that England seems to get almost all the wonders you don't

Other than that keep up the good work, the mod's lookin great and russia seems to be sorted

Fionavar
May 25, 2002, 02:39 AM
To tie in with what Tyndale said, I have found, in general, that the AI nations rarely declare war against one another, but they sure like picking fights with me! Even if they are not on the same continent with me, once we get the old intro, they start nit-picking give me this and that and the next I'm the bad guy - sheesh. This could be the game itself and not the mod, but I needed to vent :) Peace.

_Impreza_
May 25, 2002, 02:49 AM
BNMAC to make Japan a real power, first go for map making and expand into Korea, and then expand into China and then into the oceanic Islands, and maybe Austrailia, its easy to make Japan a power. If you take all these places which is so easy achieved if only you strong units with your settlers to sort the barbarians out.

Sirp
May 26, 2002, 12:56 AM
I would imagine that the reason is that england gets a fairly large number of ancient wonders is because they run out of land to expand into quickly, and thus have to concentrate on improving the few cities they do have. Soon enough their cities have all possible improvements, and building wonders is the last possibility for them.

The civilizations in europe and the middle east have plenty of land to expand into, and so they spend their time doing that, as well as making troops to go to war with each other.

I think that playing the English is much harder than playing the Japanese. The Japanese have a bigger island to start with, and then only have to compete with the Chinese and perhaps the Indians for land in Asia. By the time the English are ready to expand to Europe most good land is probably taken and they are stuck going to the Netherlands or Africa. Also I think that being expansionist and being on and island is still a major disadvantage, despite the cheaper harbors.

Tyndale
May 26, 2002, 01:31 AM
Does anyone know how much of an effect adjusting the A.I to A.I trade rate slider has? This is something that affects the game ( not just this mod) quite badly IMO. I don't mind that the A.I don't offer very reasonable trades its just that they are far more willing to give to the A.I rather than you, no matter what the difficulty level.

As regards to the comments of the A.I hunting down resources on monarch I've had completely the opposite happen, Lincoln demanded rubber from me despite the fact that there was some unconnected about 5 squares away from one of his cities in south america :confused: i dont know, maybe he was just being lazy:)

Sirp
May 26, 2002, 01:56 AM
I must say I am not really impressed by the AI trade slider. One thing that I don't think the AI should do is treat AI players differently from human players when negotiating. This essentially makes it that all the AI players "gang up" on the human player. But maybe the AI just isn't good enough without this advantage.

Tyndale
May 26, 2002, 07:12 AM
I agree that the feature shouldn't need to be there but, as it is I was just wondering whether by adjusting it the A.I cam be made to trade just as unreasonably with each other as they are with the human player because I don't think there is any way of changing how the A.I trades with the human player

Sirp
May 26, 2002, 03:02 PM
I get the feeling that the AI would almost never make trades if they were as unreasonable with each other as they are with human players.

This is a pretty disappointing aspect of the game - there are all these options in there for so many different types of trades, but you hardly ever get to use them because trading with the AI is like talking to a brick wall.

But then again, I guess that they have to give the AI *some* advantages, and just about whatever advantages they give, some people are going to think is unfair...

but still, what do people think of giving the AI greater build time advantages, and more units to start with, but cut down on tech bonuses and AI trading advantages? Or would this just make the game easier?

Tyndale
May 27, 2002, 12:27 AM
I agree with build time advantages as I think it compensates for the A.I not seeming to use terrain in a city radius very efficiently.
However the starting units is something im not so sure, particuarly in this mod. Think about how close the European civs are to each other, and how aggressive and militaristic germany is.....

As regards to the tech trading I have occasionaly had some reasonable deals from the A.I but only when I was quite powerful, ironically this is when you need good deals the least.
Also, I've noticed that if an A.I civ is "discovered" by all the others (e.g America discovered by europe) so long as the civ is big ennough it usually ends up being given all the missed techs. Of course if my civ is "discovered" I get absolutely nothing. This is probably the only thing that really annoys me about it simply because nothing (power, army size, etc) comes into it. The rest I can live as they give the game more of a challenge.

Cutting down on this would help I think, the tech trading problem only really affects me in the first 2 ages really, after that I usually don't need anyone else. I think the answer might to reduce tech trading but increase something ( e.g build bonuses) to compensate, also don't remove it completely, just find a balance between the two

Sirp
May 27, 2002, 02:41 AM
I think what it boils down to, is once you get to a certain level of skill, the game just becomes alot less interesting, because the AI isn't smart enough to compete fairly. The really annoying thing is that the AI is often dumb in areas that I would imagine would be really easy to fix. For instance, for whatever reason it just refuses to build barracks, meaning that battles almost involve your veterans going against their regulars. It'd be nice if Firaxis were to fix this by making better AI; I don't think anyone expects miracles, but something a little better than it is now.

However I don't think better AI sells games as much as having 8 extra civs does, so I don't think it's going to happen.

Also, the tech trading thing only affects you in the first two ages because after those ages, you are either far ahead of the AI, or you've realized you've lost the game and have given up. I'd love an AI that was smart enough to be able to give you a consistent challenge the whole way through. But, it isn't going to happen... :-/

Beloyar
Jun 28, 2002, 05:38 PM
Finally, a mod that works for me. Marla Singer's mod did not work for me. It also had some negative sides which were passed on to this one by kitten. One such thing is that tech research sequence is imbedded in the mod and techs cannot be chosen.

I realized that I can edit the map and other things in the mod. Yeah! So far I made some corrections to the Russia (former Soviet Union) region. I placed resources correctly and made proper geographic and vegetation changes (one is I opened up the Gulf of Finland to allow Russia to place its biggest port city in its historic location). I opened the Black Sea, made fewer tundra tiles in Siberia and got rid of the forests in the steppe zone, among other things. I also changed the Russians' color to red (brown is lame).
I will also change city names, leaders and colors of most civs to suit my preferences, if it will not crash the mod.

So far, game play is fine. The only problem is that Europeans have no room to expand. Because of that, they all migrate into Siberia and Eurasian plains and plop cities there from all civs in Europe and Asia. For the Russians it is impossible to colonize all the way to the Pacific in time, but they can expect many of those towns to culture-flip to their side sooner or later.

I said this before: I propose to make the Earth map with a bigger Europe and smaller Asia. It shouldn't be hard to do. Just mold the continents like they were clay, squeeze Asia down to size and stretch out Europe. That way there will be more room for Euro civs to grow. Also Alaska and Greenland should shrink a little.

You also don't have to be that precise with ocean/sea differentiating, which only makes the map too busy and hard to look at. I have a hard time seeing civ color behind the multitude of white square cities on the mini-map, but that's Firaxis' fault.

Tundra tiles still produce food! It looks really lame when England started colonizing barren Greenland. It also looks lame when desperate Greeks and Germans start putting cities on the barren coastline of the Arctic Ocean, beyond Russia.

Anyway, I look forward to further updates, kitten. If there's anything I can do, I'll be glad to help.

_Impreza_
Jul 20, 2002, 05:07 AM
Please kitten can we have a new version of this great mod, configured for the new patch, plus maybe a few more civs? please, make another version, cya then

kittenOFchaos
Jul 23, 2002, 10:19 AM
I will try to find time to put together the next version!

If things go as planned then possibility I could knock it all together tomorrow if my other Civ3 work doesn't get in the way.


What is taking the time is putting together all the units I want to add and selecting appropriate unit values/properties.

_Impreza_
Jul 24, 2002, 04:06 AM
Just aslong as it is ur mod its great. Cant wait until it comes out.

sebanaj
Jul 29, 2002, 12:29 AM
i have two files and i don't know what to use?
one is Kittenworld7v
the other is kittenworldv8nc
what's the difference?
i see in the 8nc the sea and ocean have movement cost of 1
and in 7v they have 2

_Impreza_
Jul 29, 2002, 06:32 AM
one is with crippled civs and no USA the other one is the opposite.

kittenOFchaos
Jul 29, 2002, 06:40 AM
Sebanaj...I'd wait till I release my next version.

I know you lot have been waiting a while...but I have other commitmens.



The movement coast of seazones was something I experimented with...and now have a perfect solution to preventing the old and new worlds meeting too early.


I'm positive I'll release something by his Wednesday!

_Impreza_
Jul 30, 2002, 07:07 AM
Kitten can i have permision to use ur map for a scenario i am developing on the Victorian era of the world? I would also be very grateful if you could help me develop this aswell. The civs i am using are the Ottomans, Austro Hungarians, Germans etc and lots more, it should be very good. If u are interested just ask and i will let you help. But i cannot do it without permision which is what i am asking for.

sebanaj
Aug 25, 2002, 10:56 AM
could you add the Urals?

kittenOFchaos
Aug 29, 2002, 11:15 AM
Could do...I've put this "project" on hold till PTW is released...

I'm using the PTW editor and new civs so I can't really be bothered making one version for Civ3 and another for PTW when the alternative requires less effort and gives me more gaming time.

_Impreza_
Oct 19, 2002, 06:28 AM
yeah. when does PTW come out again?

BadAndy
Nov 19, 2002, 10:14 AM
do we just need to download the "civ on earth" file to play ur mod or do i need more?

kittenOFchaos
Dec 09, 2002, 07:03 PM
you just need the "civ3 on earth" file...it is compatible with PTW only.

One of these days I'll release an improved version, but I have other things I'd rather be doing (or have to do, darned employment).

_Impreza_
Dec 10, 2002, 03:16 AM
Kitten, if u want, i could carry on your work for the time being? I am currently trying to think how i could make a reallistic scenario of the earth today for ptw but i reackon i could update ur sceanrio if you want.

Shinkan
Dec 17, 2002, 04:10 AM
Originally posted by _Impreza_
Kitten, if u want, i could carry on your work for the time being? I am currently trying to think how i could make a reallistic scenario of the earth today for ptw but i reackon i could update ur sceanrio if you want.


It would be very nice with a version including the new nations in ptw, and maybe adding the incas at a later stage would make the mod close to perfect.

Thanx for a great map/mod, can't play civ without it:goodjob:

_Impreza_
Dec 17, 2002, 05:31 AM
I will only do with Kittens permission. I need new versions as my scenario needs this mod. But i will add new civs.

BadAndy
Dec 19, 2002, 02:47 AM
it works on Civ 3 too

Moulton
Jan 20, 2003, 10:37 AM
I have been away for a long time... downloaded the new map, and enjoyed it... But Raging Barbarians??? I discovered South America first, and though I would see no end of them. I planted cities with 2-4 riflemen defenders, and walls next turm... killed 20-50 barb horsemen every turn for at least 40 turns. They just kept coming and coming.
But it is finally mine.