View Full Version : Govern and make war
Ralendil Feb 10, 2002, 09:45 PM Version 1.20 available –
Now version 1.20. Allow to use patch 1.29.
GMW website
http://www.civs.org/
Now it is good for the english website...
Rules of GMW (http://civs.org/viewtopic.php?p=683#683)
I will put also a download for terrain and interface but the leaderheads would be only avalaible in TGMW pack.
Nota: GMW and TGMW have got two differents BIC. You can take TGMW only on my FTP and only when my computer is on !!!!
I am too sorry of this...
DOWNLOAD GMW FROM CIVFANATICS
Instructions:
* Download and run GMW.exe to extract all files into your civilization III main directory.
>>> http://www.civfanatics.net/downloads/civ3/modpack/GMW.exe <<<
(The mod is now in one 32.13 MB file. :) -- TF)
Caladan Feb 11, 2002, 12:50 AM This is a very ambitious mod.
I am wondering if your mod can be played using a custom Earth map with correct starting positions.:cool:
Ralendil Feb 11, 2002, 10:43 AM Originally posted by Caladan
This is a very ambitious mod.
I am wondering if your mod can be played using a custom Earth map with correct starting positions.:cool:
If i put it to download it's that it can be played. Yes it's a beta but seems to work. Due to the importants modifying I need sometime to test it. But I play on it.... and i test it.
As i had said It will help me more that players report me bugs....
And for the earth map idea it's a good idea cause I used to play on earth map in civilization 2, but I test this part for the moment and after I will had some civilizations... maybe the third part will be that but if you have done some work on civilization 3 mod you know the civ.bic file is the heart of the civ rules. So if I integrate this map it will mean that I will remake all the mod......
If anyone know a tip for import map into a mod it will help me more if you can help in this way... but I hadn't seen something on that.
tpasmall Feb 12, 2002, 02:29 PM Wow, great start once you get all the .pcx files in there, this will be one of the greatest mods. Also, some updates from LWC hops and barley, distillaration(new civ advance), brewery 1 happy, -1 corrupt. Might want to throw that in the next update.
tpasmall Feb 12, 2002, 02:32 PM Ohh yeah, pesoloco is creating an engineer unit which is not yet finished, but is close that too would be a great addition.
Also, the Louvre as a small or great wonder depending on how good you want to make it.
Ralendil Feb 13, 2002, 01:53 AM When I tried to built this wonder named "Curia Regis" the program dies.
If I try and scroll over enemy cities it dies.
Just one quote to tell you that you can expect a minor patch soon.
Well I have constated me too the 2 same bugs. One is for the past. The resource bug with tabacco that cause crash your game when you scroll on map. (FIXED)
And yes for the wonders.... ARG... Mistake by me.... thousands excuses. I think the bug is simple to understand. I have worked on the civ.bic files but I hadn't put the new wonders PCX in the art folder and doesn't integrate that in pediaicon.txt.
I have seen on this current site that can cause crash. So It's an big mistake from me....
But I work on that... and delease a minor patch that can correct this with the hability to play with your saves (for me it's most important). To keep this possibility I haven't to add any new units or any tech.
Know bug that I have to fix:
I have constated is some game unbalancing. Very too generous for Comitentasis (same shields need for them and legion but moves x3), crossbowman got an animation bug, And I haven't test yet the modern army and kamikaze unit...
I take pleasure to play on this mod... and I will release a patch as soon as I can.
Jandor Feb 14, 2002, 06:36 AM i want this mod, but i dont want crashs, ive been making my own small mod myself, and i know how annoying it is when it crashs, especially new civs, im gunna wiat till youve added your civs and stopped wonder crashs before i get, sorry ;)
Caladan Feb 14, 2002, 08:07 AM Sounds like you have your work cut out for you in making this Mod the best it can be.
Just an idea in relation to incorporating an Earth Map into your Mod, why not adapt Marla Singers Earth map or Zebs Map, as a scenario addon if you don't want to be hassled with reworking the bic file.:cool:
sjanich Feb 14, 2002, 09:30 AM The array of government choices is very broad.
I have a few question. Perhaps I am just looking for matching historical governments that corresponds to the new gov choice.
Revalutionary War: New name for Anarchy, correct?
Fundementalism: To you mean modern theological fundementalism, or do you mean things like the crusader states. For the modern stuff, I would use industrilization as the enabaling (really in reaction to) advance.
You have Monarchy and Feudalism as seperate govs. According to the civ guide, the civ3 Monarchy is a Feudal Monarchy. What we would consider a monarchy is really under the depotism type.
You might want to have Social Democracy use sanitation as the enabling advance.
What is corporatism? Please give anexample?
What is capitalism? Do you mean Western Liberal Democracies with a mixed, but mostly capitalistic economy? or do you mean a sort of Libertarian-ish Democracy?
How do you differentiate Republic and Domocracy? Could you give hostorical exmples for both? In my thinking, Civ3 Democracy was really a "Modern Democracy", and the civ3 Republic is really a "Classical Republic" (ruled by an olgarchy, that practives democractic procedures only for that ruling class). But I see that your list includes a "Greco-Roman Republic", so, that is already split out.
Please give historical examples of a Federation. I am guessing, Papal States, Germanic States, CSA, etc. But, I think those could come under Classical Republic.
What is a Virtual Democracy? Do you mean the AI is ruling and making decisions? Or do you mean a a sort of Direct Democracy enabled by modern information technologies.
What do you mean by empire? In my own in process gov mod, I have a Beurocratic Empire to represent the British Empire hey day, or the old chinease emprire. Sort of expantionistic; ruling enabled via civel service of sort. Needs a code of laws. Is this what you had in mins?
Can you give differenting historical examples for fascism and military dictatorships?
Why not just combine those and the communism into a "Totalitarian Dictatorship"?
Great work!
ComradeRed Feb 16, 2002, 07:37 PM I'm happy to see my mod incorporated into another, sort of giving me some sort of legacy. :egypt: hehe.
I can answer some of these government questions too, since I made most of them.
*Revolutionary war is just a rename of anarchy
*Greco-Roman Republic is just a rename of Republic since the US is obviously not a republic in the sense used in the game or whatnot, sort of gives it a better reference.
*Fundamentalism is fundamentalism, regardless of technology.
*Capitalism is capitalism based on small business, what existed in Adam Smith's time.
*Corporatism is corporate based capitalism, what the modern US uses. Abe Lincoln and Tom Jefferson warned against this.
Ralendil Feb 16, 2002, 08:36 PM Originally posted by ComradeRed
I'm happy to see my mod incorporated into another, sort of giving me some sort of legacy. :egypt: hehe.
I can answer some of these government questions too, since I made most of them.
Yes your mod was great for me ! And I've played on it more hours.
But I've changed some governments features (see my site for details). In summary, The (it's my preferred government form) Greco-roman republic is similar as republic except on two features:
- The Greco roman republic support 1 unit by town or city and 2 by metropolis. The legion concept: each city provided some legions cause of the roman nationality concept. You have to do your military service in legion to win your nationality or to have title and to become an judge, a prefect or to get another function.
- The Republic has an assimilation rate more important (10 for Republic and 2 for Greco-Roman Republic). Difference is in Republic nationality is more easy to win.
- none government form exceeds 3 in worker rate.
You can find all differences between governments forms on my site.
But I give some example here: (now integrated to civilopedia with definition of each government)
Revolutionary war: other name for anarchy.
Despotism: First governments’ forms.
Fundamentalism: Egypt ancient times, Israel ancient times, Arabian empire, Iran nowadays, (Israel nowadays?)
Feudalism: All European governments forms toward the year 1000.
Monarchy: France absolute monarchy, Austrian absolute monarchy, Prussia.
Soviet communism: USSR, China (before 90's).
Marxist communism: Paris in 1871 ("commune" government), Spain under war (1936), Ukraine during October revolution...
Techno-Marxist communism: Not yet. Sci-fi governments.
Social democracy: All USSR Republics sisters during the cold war.
Military dictatorship: Chile (under Pinochet), Iraq, some governments during the cold war (Nicaragua, Costa Rica), some Africans governments form, Japan's empire (1942), Pakistan nowadays...
Fascism: Italy and Germany between 1936 and 1945.
Corporatism: not yet. Cyberpunk possibility. But possible since the invention of the corporation concept. For me it is the corporations rule. Maybe USA today but I don't think...but Russia with Gazprom could enter in this new era (I hope someone know Gazprom!).
Capitalism: USA nowadays, England (XIX century)
Greco-Roman Republic: Greece and Roman Republic.
Republic: France Republic, Weimar Republic.
Democracy: Japan (nowadays), Suisse, USA modern time until 1975, all constitutional monarchy (democratic form), Korea (nowadays), Italy....
Empire: Chinese middle realm, Roman Empire, Charlemagne's empire, Charles Quint's empire, French Empire and British empire until the 60's.
Federation: USA at beginning (but now also but in the game it will be capitalism), EEC in few years?. Germany also.
Virtual Democracy: Not yet. Sci-fi governments.
For now I haven't add the propaganda resistance factor ( a little later). If you something that you think have to be removed or improved say it !
Sorry addition on february 23. : If I have made difference between Fascim and Military dictatorship it's because one keep its democratic form (fascim, Hitler was elected, Mussolini was called...) and after the fascim use terror to keep power. Military dictatorship is a gouvernment by one military man who have take power by force and keep it by army. So there's really difference. Spain after 1936 war was fascim or military dictatorship? I think it was military dictatorship but as I'm not Spanish...
Kublai-Khan Feb 22, 2002, 06:23 AM [
sealman Feb 22, 2002, 08:52 AM Looks like a well concieved and thought out mod. Not to mention detailed. Can you let me know what the wonders do. I visited your site, which is also pretty nice, but the link to the wonder descritions is not there. (there is a mention on the side-navigation bar for it but it does not go there.
Also.. any recent crash repotings?
Ralendil Feb 22, 2002, 09:18 AM Originally posted by sealman
Looks like a well concieved and thought out mod. Not to mention detailed. Can you let me know what the wonders do. I visited your site, which is also pretty nice, but the link to the wonder descritions is not there. (there is a mention on the side-navigation bar for it but it does not go there.
Also.. any recent crash repotings?
Thanks to your compliments. I want to improve it even. ;)
The site will have to be improved. But you will find an edit on the download page. On it I have precised that I will release the wonders page and the make war page (units features) soon but I have to work on it before.
For bug crash, no new report. :) .
For next version (0.3) I will add some things:
- Add fire longbow man unit.
- Add APC unit.
- Replace of Iroquois by Naturals Americans.
- Remove of grenadiers unit.
- Some civilopedia adds I can do. (I want to make the government part).
- Some game play change to balance more even the mod.
- Rename of Fundamentalism by theocracy.
For the earth map integration I will add it when the final version will be ready. I promise but now it will be too early!
rangers85 Feb 22, 2002, 11:58 PM I'm getting a 404 error while trying to download the top link for the full install. Ya might check and make sure it's uploaded.
Ralendil Feb 23, 2002, 03:36 AM Originally posted by rangers85
I'm getting a 404 error while trying to download the top link for the full install. Ya might check and make sure it's uploaded.
Corrected. It was uploaded but mistake by me....
You can find it now.
Kublai-Khan Feb 25, 2002, 06:12 AM --------
Optimizer Feb 27, 2002, 07:16 PM Why has Fascism got such a high assimilation rate, Ralendil? IMO, it should be zero.
Ralendil Feb 28, 2002, 10:05 AM Originally posted by Optimizer
Why has Fascism got such a high assimilation rate, Ralendil? IMO, it should be zero.
Before answering to that I precise something, I am not fascist no more and there are no possibility for me to join this political ideology!
Well as It have been specifying I can answer.
As you have seen Fascism and Military dictatorship has got strong assimilation rate. It is because in these governments types, opposition is eliminating by the State. So if you kill all opponents, population will be assimilated more quickly :) . Nobody could oppose resistance against that.
Note: I will release the 0.3 in beginning of March.
Something hurt you? Something have no place in this mod? Something have to be added? An idea to purpose? Tell it…
noon_sun Feb 28, 2002, 11:20 AM This is a great modpack. I like the added units and governments. Although the wonders remain a bit of a mystery without the Civpedia entries. Nevertheless, they are great and most are pretty much self explainatory.
I played with this modpack a bit over the last few days. I used a Large map and played as China. Previously I attempted to play as Native Americans but, they were still Iroquois. (that's one apparent glitch.)
At around 1545 A.D. the game "performed an illegal function." and I had to quit out of Civ III entirely. I attempted to start again through the Auto Saves and did so a few rounds back. Once I got to year 1545 A.D., the same error occured.
I was not doing all that well with my Chinese Civ, and wasn't building a wonder, but I noticed on a thread above that one of the wonders was causing a crash. Perhaps one of the computers completed that wonder in my game?
I attempted to create different units to hopefully avoid a crash, but each time, come 1545 A.D. the darn thing shut down.
I hope that this modpack is successfully de-bugged, because it is truely a great one.
Thank you for your great work!
Oh yea, a couple of other things. The war galley seems like a great idea, but I don't quite understand what the difference is from the galley. It does hold only one unit, but it seems its stats and movement are identical. Perhaps there is some special ability I haven't noticed.
Also, great job inventing the Mercenaries! Land pirates, the game just isn't the same without them. Is there an upgrade to these?
Ok, thanks, and I look forward to reading your response.
Ralendil Feb 28, 2002, 01:19 PM Originally posted by noon_sun
At around 1545 A.D. the game "performed an illegal function." and I had to quit out of Civ III entirely. I attempted to start again through the Auto Saves and did so a few rounds back. Once I got to year 1545 A.D., the same error occured.
Perhaps one of the computers completed that wonder in my game?
I attempted to create different units to hopefully avoid a crash, but each time, come 1545 A.D. the darn thing shut down.
Thank you for your great work!
ARGGGG! :mad:
Well three questions:
_ Did you play with the 0.2? Cause this version fix all bugs I had on my computer.
_ Are you sure you haven’t create new unit that come on this round? I think it's that. I will try some units of the integrated mods (cause mine own creations have been tested succesfully).
_ When happens this crash? In your turn, just before it or in enemies moves?
_ Other players have this same bug? (contact me see below)
PLZ contact me to fix that !!!!!!!!!!!!!!! (see my profile).
And few answers:
_ Wonder bug have been fixed so it is not that. The only thing I will add it is the specifics pictures of each new wonder. For now you will have the originals pictures for wonders. It is not the best so when it will be good and exempt of bugs I will add this.
_ Naturals Americans will come with the 0.3. It isn't a great change but all cities have name of "Indians" tribes. And it's looking better than the Iroquois civilization.
_ Mercenaries are coming from the special ops mod. There is no upgrade for them. But Terrorists that came later have also hidden nationality capability.
_ Thanks for your question on war galley. Then in the future 0.3 I will add the difference I have forgotten. War galley don’t need hemp to be built although the galley need it. In the new version all war galleys will be upgradeable to galley. Also I’ve modified the cost. War galley will cost now 1/3 less in shield. Finally I’ve decreased moves of war galley. Now they can only move 2. This will give certain advantage to nation that can be capable to assure any supply of hemp to coastals cities the first.
Keep your save if it can be fixed it will be....
noon_sun Feb 28, 2002, 02:58 PM Response to your inquiries:
1. I downloaded modgmw0_21.exe from your website. I assumed this is the version .2? If not I will patch it up.
2. The only new mod unit I built at that time was the Arquebusier. I thought that maybe that was the problem so when i restarted, i didn't make one...but it still crashed. (I did notice that a computer player had one of these units on the map.)
When it first crashed, it was at the end of my turn. I think I had a problem starting Civ III right after that, it would not load all the way. So I re-started my computer and then Civ III. That time I chose an older auto-save and it crashed at 1545 A.D.
It is possible that my computer had a problem, and I will toy around a little tonight to see what happens.
Ralendil Feb 28, 2002, 03:22 PM Could you attach an save (like 1540 AD or 1542) to your last post (edit it)?
Do you use a chat medium. If yes contact me it would be easier and faster.
ADDED March 1st: I remember one bug like that. It was when I use 2 versions of civilization III as I have told to do in the version 0.1. But with a properly install it works (single install of civIII on the PC with the mod). Have you done that?
ADDED March 5th: No news, good news, we said in our country. So I think it was that.
Ralendil Mar 04, 2002, 04:16 PM Version 0.3 available
See first post for the link to the site.
Website is now available. But adress have change so I put it here: Govern and make war website (http://membres.lycos.fr/ralendil/)
In version 0.3:
Replacing Iroquois by Naturals Americans.
Rename fundamentalism by Theocraty.
Some game play change to balance more even the mod. (war galley = first galley ; Republic assimililation rate increased to 20%).
Theocracy now have normal population grow rate and low worker rate.
Increase of corruption level in feudalism to rampant level (balance with monarchy).
Greco-roman republic: diplomat and spy are now conscripts, draft is impossible under it (balance with republic).
Civilopedia entries: add the governments entries.
Replace Grenadier unit by "Fire longbowman". (be careful with your saves!).
Replace cargo ship by modern destroyer. (be careful if you are under modern era !)
Adding the SCUD launcher unit.
Bug of the transparency of crossbowman animation fixed.
It is not a final version but it is in progress...
Wonders would be the next part of my work on this mod. (I will make this page I've promised and add them to the civilopedia !!).
SoulOnIce Mar 04, 2002, 08:13 PM I love this mod, it's really great, thanks to people like you, the game feels kind of new again, with new tactics to develop and new nuances to discover!
I just started a game, and mercenaries really surprised me..able to capture workers without starting a war, anyways, great work and keep it up!
:goodjob:
NexusLazarus Mar 24, 2002, 09:13 AM Going to give this mod a try. Hopefully it won't give me an error. Only one way to find out.
Joe R. Golowka Mar 24, 2002, 07:36 PM Originally posted by Ralendil
Marxist communism: Paris in 1871 ("commune" government), Spain under war (1936), Ukraine during October revolution...
Uh, Spain during the war definately wasn't Marxist. It was anarchist as was Ukraine during much of the russian revolution.
Ralendil Mar 25, 2002, 05:24 PM Originally posted by Joe R. Golowka
Uh, Spain during the war definately wasn't Marxist. It was anarchist as was Ukraine during much of the russian revolution.
I don't think so for Spain because there was a republic government. Precision: I talk about Barcelona Government during civil war. And in anarchy there's no government, but it was example so.... :) See in the civilopedia of the mod for the definition I have adopted to the mod.
For Ukraine I don't know, I have read this on an history book but this world history part is too much obscur and I haven't made researches so maybe you should be right... But it was an part of Ukraine that organize itself with soviet group and keep this organization mode. But with the war between whites and reds this small government was annexed to Bolchevik state.
PS for Nexus Lazarus: I haven't understood that your post could mean. You have no bug? Is it right? And the end what did you say? Sorry i am not english and i think I have missed something in your post. :)
PS for Soul_on_ice: Thanks for your compliments. It is great to see that you find my work fine. :D
NexusLazarus Mar 26, 2002, 02:37 AM Ok, I have downloaded the Mod. I have had very few errors, most have happened because of something I have done. So I will have to say that this mod is one of the better ones out there.:goodjob:
ComradeRed Mar 26, 2002, 08:50 AM As far as Spain...... they were a mix... there were democratic socialsists, communists, and anarchists working together, then Stalin came along and claimed all but the communists illegal, so the war started to between the leftists and the Stalinists
Ralendil Mar 26, 2002, 10:32 AM Originally posted by ComradeRed
As far as Spain...... they were a mix... there were democratic socialists, communists, and anarchists working together, then Stalin came along and claimed all but the communists illegal, so the war started to between the leftists and the Stalinists
Totally agree with you.
But history is a big part of interpretation so each may do his opinion about this...
Well two precisions for NexusLazarus: Thanks for your compliments.... you can rate this mod because me I do not do that. :)
I let the users decide how my mod is. :D
The second precision is that if you have found one error tell me, even if this error is minor. If you find something you are disagree tell me. Except of minor bugs or things I will correct (see that in the work section of the website).
NexusLazarus Mar 27, 2002, 07:57 AM I have done a clean install of the game, and applied the mod. I have had no errors up to now. the earlier errors was due to an editor I was using on the game. I will write again if I find any. Like I said before, this is one of the best mods out there, Thank you for all the work you and whomever else has put into it. It makes the game have a new feel to it each time I play it.:goodjob: :goodjob: :goodjob:
Ralendil Apr 01, 2002, 03:47 PM Big changes in this version 0.32:
Changes on units:
• Add the impossibility to upgrade some units: caravel to modern ships, pikeman to musketeer, catapult to cannon, cannon to artillery, galley to caravel, galleon to transport, hoplite to musketeer and impi to musketeer.
• Add the possibility to upgrade some units: battleship to modern battleship and longbowman to fire longbowman
• Increase the transport capacity of the nuclear submarine to 2 nuclear units.
• Correct values of modern destroyer, armored war elephant, War elephant, fighter and kamikaze.
• Other correction like resources needed to build an unit.
Fixed in this version:
_ Fixed wonders splash screens.
_ Fixed crossbowman icon.
_ Civilizations colors (return to civilization 2 colors or something near).
_ Correction of some errors in governments features: Socialist democracy and Marxist communism have no trade bonus now, change of Greco-roman republic titles, corporation war weariness now low
_ Add the Earth map scenario (Marla singer’s map) with permanent or without permanent resources.
ufftyuwe Apr 06, 2002, 10:20 PM New city improvements: Concentration camp
remove it and i'll play...
Ralendil Apr 07, 2002, 05:03 AM Originally posted by ufftyuwe
New city improvements: Concentration camp
remove it and i'll play...
About Fascism: see post of the Februray 28th, 2002.
Precision: I want to make a mod as historically exact as we can in a game or something near
No problem. It comes from the mod "Triple your government mod". Give me an idea to replace it cause if i remove it i must add something else to keep saves playable.
But:
1. Me I not play Fascism but I think concentration camp are historically exact. Do you think fascism can be an humanitarian government?
2. When I have made the mod I have thinked to remove it but after reflexion I have kept it cause of this infamous type of government. I think it will be make the "ostrich" to forget this. Regrettably this infamous government have killed many people and if we remove all infamous features it will look as a correct government. I want to keep it infamous. To me, fascism of my mod, inspirate me disgusting and I won't adopt it. It is that I had researched....
3. Until the v 0.3 concentration camp make some unhappy citizens where it will be builded. It was to limit this improvement.
4. I do not like this wonder... So it would be a pleasure to remove it but propose something else to replace it..
5. And the other players what do you think about this. The mod is for all so give your opinion about this... Can we keep it or replace it by something else or can we change its name and features? How keep the infamous feature of fascism ?
I would think about its replacement if there's no new post about it.....
EmprorCoopinius Apr 07, 2002, 08:40 AM Personally, I'd keep both, in the interest of historical accuracy. I enjoyed your mod for a variety of reasons, but mostly for the increased units and government forms. I know that in game terms you only really need 4 or 5 governments, but having a wide range of choices lets the player decide, and adds great depth, to me at least. Having the option to lose a war, have to pay reparations, then have a fascist revolution and take your lost land back is just too neat to let go, in my opinion. Flagging the concentration camp to cause unhappiness would be fine, as long as it still increased production. Just some random thoughts on the subject, I've played and enjoyed your mod for about three weeks now. Thanks for all the hard work, much appreciated.
Ralendil Apr 07, 2002, 09:06 AM As each week-end I prepare the next version (for now 0.33 that can be avalaible soon).
1.) There are more errors in the scenarios. Don't play it. If you have began one game I am too sorry. Errors have been corrected. This is due to a mistake. I've deleted the good scenario and keep the bad. :mad:
2.) I've thinked about something to replace concentration camp. What do you think about "Gestapo HQ"? It keeps the infamous feature of fascism and remove the concentration camp. I'll have to rename the wonder "Nazi's program" too but it will seem more correct for some players... But it exists a wonder "secret police" so....
ADDED 8th: Stupid idea "Gestapo HQ". No enough infamous and there's the "secret police" wonder. I need some comentaries....
I precised yet that "Fascism" government design "Totalitarian government instituted by democratrics rules and caracterised by terror, propanganda, population control, political education and strong army rule in society." (from civilopedia).
One vs one. I keep it until other commentaries.
Well post your suggestions.... I need them to improve this mod.
Ralendil Apr 07, 2002, 05:12 PM v 0.33 avalaible now...
It is a minor correction but scenarios have been correted and some other minor things.
In version 0.33 – Mistake patch:
_ Colors in scenarios. Correction of the scenario.
_ Praetorian Guard and officer high school have now a Defense bonus of 10
_ Correction of the broadcasted entertainers (now make 2 peoples happy instead of 3)
_ Civilopedia entries added: Helm, Tobacco.
_ Credits into Civilization III (just for fun!). ComradeRed have been adding into credits page (plz pardon me…).
Well a question to all players: As the civilopedia update take me long time I would want to know if someone is interresting by it or would the rules.pdf and the website be enough?
Thank you EmprorCoopinius. It is a very pleasure to see that my work is appreciating...
EmprorCoopinius Apr 07, 2002, 07:47 PM No problem. I've had some memorable games already coming out of this mod. A few suggestions...
- make Empire available earlier. Empires were some of the earliest political structures in real history. I edited the bic and changed its' prereq to code of laws.
-push Federation back a bit....I tagged it onto education, but there's any number of advances that you could hang it on.
-cut the cost down of some of the gov specific wonders. I wanted to build an Imperial Council, but I wasn't gonna wait 3000 turns.
Just my two cents on some minor details with the mod. Also, I vote for you to keep incliding civilopedia entries, always nice to click on something in a mod and be able to see what it does without opening the readme.
sealman Apr 07, 2002, 09:30 PM I am playing some earlier version and am wondering this. If I download this version, can I still play my current game?
ComradeRed Apr 07, 2002, 10:22 PM My hands were already tied about the Halocaust, same person came in to complain about it even after Thunderfall erased it... I'm willing to send it to people on an e-mail basis still........ But I hope this mod can at least keep it....... I think the historical accuracy is good, plus it gives you an actual "reason" to go to war with someone...... japan builds the halocaust, or you know they have those concentration camps, you crush them...... but of course, the US had Concentration camps during WW2. Concentration camps, "did I say concentration camps, I meant happy camps... "* don't mean death necessarily, the Halocaust does. And I still think strongly that if you don't want to see it, just don't play it....... this is sort of a gamer's democracy, and the right to free mod reign is necessary. I don't make my MOD to be politically correct, and I don't think that Ralendil does either. It's here if you want it.... I play to simulate history, and these ammendments make it more historically accurate in my opinion.
Some people simply have to grow up and realize that the world isnt' perfect, there are horrible things that happen and you have to live in the same world as them. Sid Meier blocked them out for you, these are mods, we modify his work to make the game more accurate in our opinions.
ComradeRed Apr 07, 2002, 10:27 PM one more thing, I read at the very beginning you said you were going to make vessels unupgradable...... as you already have obviously (I haven't gotten on a computer with both a cd burner and a internet connection in awhile so I couldn't get such a huge file to play :( ). However, in my new version of the Triple your governments mod, you'll see upgrades for units that weren't there before, such as dragoon upgrades to modern armor and you get riflemen from swordmen (better in all ways, and who the hell would use a sword when rifles are available?)
Ralendil Apr 08, 2002, 02:32 AM Originally posted by sealman
I am playing some earlier version and am wondering this. If I download this version, can I still play my current game?
Always until the version 1.x. All versions 0.x are compatibles.It is for that I do not want add or delete a wonder, a unit or a civilization until the version 1.x.
You can see this on the work page of the website.
As it is holidays for me I can work more on the mod. So you would benefit of an another patch "EmprorCoopinius patch" that would integrate the suggestions made by him and the good suggestions of ComradeRed.
thx, it is critics like that I need.
Well for fascist problem there's 3 in favor to keep this improvement and 1 against. So I will keep it if no other commentaries against... but if you think as us (ComradeRed and me) you can tell it.
Ralendil Apr 08, 2002, 06:35 PM In version 0.40 – “EmprorCoopinius :)” version:
I am too sorry for the errors of the last days. Well as promise the new version. The Earth map scenario will come with a patch later as I need to remake entirely the work on it. This version includes the corrections of the versions 0.32, 0.33 and other changes.
Changes on units:
•Add the possibility to upgrade: battleship to modern battleship, longbowman to fire longbowman, fire longbowman to infantry, destroyer to heavy destroyer, kamikazes to jet fighters, legionary to musketman, immortals to musketman.
•Army can be upgrading to modern army. Modern army need now rubber and oil to be built.
•Now mercenaries can be upgrading to crossbowmen and crossbowmen to terrorist. Crossbowmen have now the hidden nationality ability.
•Now Civil defense can move and join a city.
•Correct values of modern battleship, armored war elephant, War elephant, fighter, kamikaze and conscripts.
•No draft for Civil defense, conscripts. New unit that can be drafting: Modern infantry.
•Increase the transport capacity of the nuclear submarine to 2 nuclear units.
•Add the impossibility to upgrade one unit: galleon to transport.
•Other correction like resources needed to build an unit.
Civilopedia entries added:
•Helm, Tobacco
•generals concepts
Other:
All wonders cost have been modifying. But not for allowing you to build them in few turn. It follows the game logic (time advance= one cost). Before I’ve followed my own logic (advantages = cost). But as I have done some wonders to improve its government needed to be built, some wonders would have to be built a bit later. You can build them but don’t forget that the Versailles’ palace construction has lasted 20 years and it was at the 17th century.
•Fixed wonders splash screens.
•Fixed crossbowman icon.
•Praetorian Guard and officer high school have now a Defense bonus of 10.
•Correction of some errors in governments’ features: Socialist democracy and Marxist communism have no trade bonus now, change of Greco-roman republic titles, corporation war weariness now low, federation government now comes later (Democracy) and empire government comes more early (cod of law).
•Correction of the broadcasted entertainers (now make 2 peoples happy instead of 3).
•Improvement of the rules.pdf document (bookmarks, corrections…).
•Credits into Civilization III (just for fun!).
•Concentration camps make unhappy 2 citizens instead of 3 citizens.
Post your commentaries... ;) and you can also rate this thread... ;)
ComradeRed Apr 08, 2002, 07:57 PM well you can add in what I add in to mine on wednesday or thursday
Ralendil Apr 09, 2002, 06:52 AM Originally posted by ComradeRed
well you can add in what I add in to mine on wednesday or thursday
Maybe in version 1.x...
As the rename of "war galley" to "primitive galley",
As maybe for "Goulag" improvement,
As maybe the change for the secret police to small wonder,
As the civilizations adding,
and other little things that crash my save if I make a change....
All 0.x versions are compatibles between them. You can play your saves with the new version until it is the same master version. When version 1.x will be released you will have to begin a new game. But until this version all patchs and version are compatibles.
sealman Apr 09, 2002, 08:10 AM Quick question... is there anyway to tell what version I am currently playing. Waht to make sure that I upgrade in the correct order.
Ralendil Apr 09, 2002, 08:24 AM Originally posted by sealman
Quick question... is there anyway to tell what version I am currently playing. Waht to make sure that I upgrade in the correct order.
Now yes. I've modified the version.txt (technic details :) ) and you can find the number of your version on the Civilization 3 main page. But if you don't have got any mentions it is that you are under an old version before the version 0.32.
I hope it have answered to your question. I will make a FAQ entrie on the site about versions and upgrades.
Since the beginning to now it is the same version the version 0.x.
I am waiting for finishing this version entirely to begin the civilizations adding that will be avalaible into the version 1.x.
But the new version haven't got patch. It is because of that. I am not sure wich files you have and I can't make the patch. (crash DD I have lost some files....).
So you can install the version 0.40 without problem. It contains all files of the mod and would update your files.
The probleme, how you have describe this, is only for the patches that you have to be carefully to avoid files losing.
ComradeRed Apr 09, 2002, 09:22 AM I think it's written Gulag
Ralendil Apr 09, 2002, 10:15 AM Originally posted by ComradeRed
I think it's written Gulag
French mistake ! :)
yes it is.
But I need some comentaries about it. My idea would to improve the the mod by add "gulag" as an improvement for Soviet communism. But I wouldn't add a wonder for it like for fascism government because I think soviet communism have made more deads than nazis but it was not on the same idology.
In fact Nazis want to exterminate a people. Soviet communism want to exterminate [CORRECTION the april 14th: want to arrest and submit] opponents.[CORR: Infortunately this program have made more deads than the Halocaus]. And with this improvement Fascism won't be the only infamous government type.
The other thing I want to test It's how IA would adopt government without prefered government. I will try one time to see that... But I don't think it would be fun.
We can also delete the concentration camps... but to make that it will have more post than one post against it.
As I've said for me fascism would appear as correct political form if I remove it. And I do not want this !
And you haven't got obligation to build these improvements!
As it has said on another thread it would be fun to make war against an evil empire as fascism Germany or Soviet Russia.
I would make some differnets scenarios for that... (like one named "Dictator scenario" always on earth map).
To finish I will put the Earth map scenario as soon as I can but I do not want to repeat my last mistakes... ;)
EmprorCoopinius Apr 09, 2002, 01:46 PM Wow, the "EmprorCoopinius" version indeed...I'm flattered. ;)
I wasn't even sure the AI used the preferred governments thing...I always end up as an Empire battling Federations or Greco-Roman republics.....damned civil liberties..;)
Ralendil Apr 09, 2002, 04:20 PM Originally posted by EmprorCoopinius
Wow, the "EmprorCoopinius" version indeed...I'm flattered. ;)
I wasn't even sure the AI used the preferred governments thing...I always end up as an Empire battling Federations or Greco-Roman republics.....damned civil liberties..;)
Yes but the AI adopt it if it can be possible...
I'm glad to see that you appreciate the name of this version. :)
I am thinking yet on empire avalaibility. The problem it is that it appears after Republic and monarchy in history but before feudalism... but for now I think it will be better but perheaps I will improve that. Difficult to place that. Cod of law would be too early. But feudalism appear after reflexion just a little later. But I don't know where to put this at better place than "feudalism".
Moreover feudalism was the beginning of the great empire of the middle age. And it permit like that to see the Middle Ages era with some empires.
Post your commentaries...
EmprorCoopinius Apr 09, 2002, 08:28 PM I was under the impression that some of the first nations were empires...the Assyrian Empire certainly existed before the republic. Regardless, there were empires in actual history in the 1200 BC's, and code of laws comes online around then in the game, so I think empire fits rather well there, in the sense that the discovery of feudalism didn't lead to emperors being proclaimed, but the formulation of codes of law did.
Ralendil Apr 10, 2002, 12:42 PM Well my website I've been deleting. Great.
So I've got a problem cause I can't upload this mod to th civfanatics website (too heavy).
Well the reason (I've got a mail finally) was due to the success of this mod. They said that my site cause abusives downloads (too many).
I don't how to do...
Cause I don't want to pay...
EmprorCoopinius Apr 10, 2002, 02:05 PM Ugh. Hella weak. Could you split the file up into three or four pieces maybe? That seems to be how others post theirs to the forum.
Ralendil Apr 10, 2002, 02:24 PM Originally posted by EmprorCoopinius
Ugh. Hella weak. Could you split the file up into three or four pieces maybe? That seems to be how others post theirs to the forum.
I will contact thunderfall for that cause 10 Mo it is heavy. And the forum have too little place. I've tried to make the archive it takes 4 parts + the rules.pdf.
But it will be a tempory solution... cause I need to be able to change files when i want and need some place to show the rules.
As you know this mod change all the play with civ3 and rules are indispensables.
It happens when I am at the end of the version 0.x. It will delay my work.
Well finally I have uploaded the files to the site. (see first post)
Now two solutions:
1.) I make updates more consequent but more espaced in time.
2.) I find another website...
NOTA: Empire will be avalaible now with cod of law. You're right EmprorCoopinus ;)
EmprorCoopinius Apr 11, 2002, 11:59 AM Originally posted by Ralendil
Well finally I have uploaded the files to the site. (see first post)
Now two solutions:
1.) I make updates more consequent but more espaced in time.
2.) I find another website...
NOTA: Empire will be avalaible now with cod of law. You're right EmprorCoopinus ;)
I vote for number 1. You already are the best mod updater out there...been from version .32 to .40 since I've been posting, and that's not a long time. I wouldn't mind waiting for a larger update longer.
ComradeRed Apr 11, 2002, 01:07 PM The only problem with using an empire, is a problem with the game's flow itself....... the original empires were nothing more than some city-states deciding they wanted to take over others..... Ur founded itself independently of Babylon, and was later taken over. it'd be nice if we could just have cities pop up in areas only to be taken over by us. Sid Meier, if you ever read this, I could make this game sooooooo much more realistic if you're just willing to drop some of the players who don't like the game becoming complicated.
Ralendil Apr 11, 2002, 01:37 PM Originally posted by ComradeRed
The only problem with using an empire, is a problem with the game's flow itself....... the original empires were nothing more than some city-states deciding they wanted to take over others..... Ur founded itself independently of Babylon, and was later taken over. it'd be nice if we could just have cities pop up in areas only to be taken over by us. Sid Meier, if you ever read this, I could make this game sooooooo much more realistic if you're just willing to drop some of the players who don't like the game becoming complicated.
Yes but it is for that I've added for each government, 2 specifics wonders. (It would be that in the next version). Yes I know democracy seems to have got only one wonder (for Republic and other it will be corrected see on the poor site I've got sine the delete of my old site LOL), but there's the woman suffrage that can only be built by democracies.
For Empire these wonders are imperial council and imperial war academy. These 2 small wonders represent the upgrade of the empire with a well-orgarnized centralized government (imperial council) and with an imperial army (imperial war academy)
Nota: I prepare the version 1.00 (not compatible with the versions 0.x. You can take a look about the work on the poor website I've got since I've been deleting by Multimania and you can make your comments cause I can add or delete units wonder... I will release it when it will be finished. (all added)
I've added 2 civilizations for now (arabia and israel) and I test if it works perfectly. If all works I will add all (the 5 civs).
For the civilizations work see this:See this thread opened by me (http://forums.civfanatics.com/showthread.php?s=&threadid=20091)
sealman Apr 12, 2002, 11:33 AM FYI:
I installed version .4 and my previous saved game would not load. I have reverted back to the older version and everything is back to normal. I do not know what version I am currently playing so I probably skipped an undate which may or may not have been at fault. Can't wait for the final product though.
Ralendil Apr 12, 2002, 04:30 PM Originally posted by sealman
FYI:
I installed version .4 and my previous saved game would not load. I have reverted back to the older version and everything is back to normal. I do not know what version I am currently playing so I probably skipped an undate which may or may not have been at fault. Can't wait for the final product though.
I am too sorry of this inconvenience. :o . I think you would have the version 0.2 or 0.21 before the changes on grenadiers and cargo ship.
For the final product you will wait not too long but it will take a little moment. :)
For now I try to balance more this mod to something near that:
2 special units for each civilizations
2 small wonders or wonder to each governments
I try also to add more units with hidden nationality ability.
I've added the bandit an upgrade of the monk. I want to find an upgrade of the crossbowman (between it and terrorist)
I've got also one idea from the post of ComradRed. Why not replace despotism by City state and add despotism as a specific government? I will try also this idea.
I try to add some custom graphics for some countries like eastern pikeman for the eastern civilizations (same features of the pikeman but customized graphics. I've improved some graphics of some units (all the new animations come from civfanatics forum or appolyton forum) like dreadnought and royal dreadnought, modern infantry or kamikaze.
I've added 2 futures units for now (mecha and plasma soldier) that don't appeal to me (no sound and I don't find them adapted to Civ3). So I think about the delete of them... But it will be great to have got some future units.
For the wonders I want to make them avalaible with a technology. With this feature added wonders would come more later for some governments. I think here about the Imperial war academy.
Well all this to say your wait will be gratified. :)
sealman Apr 14, 2002, 06:28 PM I have been getting a crash at a certain point and was wondering if you could shed any light on the situation.
one of my cities is building Copurnicus' Observatory. Another civilization beats me to it. When the start of the next turn brings me to the city and tells me that I can not build it any more and moves to another improvement (does not really matter which one as I tried various ones), the game crashes. Here is the message I get:
<QUOTE>
CIVILIZATION3 caused an invalid page fault in
module CIVILIZATION3.EXE at 017f:00403036.
Registers:
EAX=00000000 CS=017f EIP=00403036 EFLGS=00210206
EBX=005cb848 SS=0187 ESP=00abf798 EBP=01360eb0
ECX=0becc46c DS=0187 ESI=0becc46c FS=12c7
EDX=00000939 ES=0187 EDI=00000000 GS=0000
Bytes at CS:EIP:
8b 80 3c 01 00 00 83 c1 58 8b 50 04 52 e8 e8 d8
Stack dump:
00000000 004063e3 00000000 0becc46c 0becc280 01af27b0 0000148e 00000000 0058bf02 005cb848 005121fd 0becc060 00abf804 005993bb ffffffff 004ef898 [/QUOTE]
Any ideas why? I have tried changing the the improvement before the end of the turn and the crash still occurs. I am in the midst of a real frustrating game (see the Indian Empire thread in stories) and do not wish to start over.
In regards to my previous problem, I think it might have something to do with my changing some of the terrain features in the bic file. In can you can not recall. It was the problem where I upgraded to the newer version and then the saved game would not load. I have not gone and made changes to version x.4 and tried to load yet, but I would assume that it would work, provided I can remember what exactly I changed besides desert being un-improvable.
Ralendil Apr 15, 2002, 04:02 PM Originally posted by sealman
In regards to my previous problem, I think it might have something to do with my changing some of the terrain features in the bic file. In can you can not recall. It was the problem where I upgraded to the newer version and then the saved game would not load. I have not gone and made changes to version x.4 and tried to load yet, but I would assume that it would work, provided I can remember what exactly I changed besides desert being un-improvable.
Well 2 questions and 1 note:
* Have you done other changes? Check them.
* Do you play under 1.17f? It would be that if.
Note: The civ.bic file come from the 1.16f. So the version would work perfectly with the 1.16f but I have experimented most problems under 1.17f.
Version 1.00 will be ready for the end of the week. I have made a geocities site so it will be uploaded on it Saturday or Sunday. Before I want to check all.
And no I don't know why. But these annotations (error in module....) are useless. We can't do nothing with that!
And maybe you are under a bugged version...a bug that have been fixed since your version (I have understood you don't have upgrade to 0.4?)
sealman Apr 15, 2002, 08:24 PM Yes. I play under 1.17. Have not checked my other changes yet, but I think that is the main reason why the game could not load.
Ralendil Apr 16, 2002, 08:42 PM Well the version 1.00 is ready.
Be careful. After some bugs report I can say this version isn't compatible with the 1.17f patch. So play this mod with the version 1.16
I am waiting for the next announced version cause 1.17 bug too much.
Hard work done on it see the rules for that.
As it is a geocities site, you will have to take it in many times, maybe.
I have tried all links, and download it, one time entirely, cut the site for one hour.
But I will upload the patch 0.40 to 1.00 soon... ADDED 2 hours later: I can't cause it is the same size or near the entire version. So no benefit...
I don't want to upload the entire version on this site (because it is civfanatics and not geocities :)).
Well, nice, it is finish... for this time...
Time for me to begin a new game....:)...after all these tests without a real game it will be great...
Ralendil Apr 16, 2002, 10:23 PM Attachment contains all rules for the version 1.00. (i have forget it in my previous post).
Roughcombat Apr 17, 2002, 01:41 AM I might be dumb :) but i can't see the address to your geocities site. If u can post the link again i would be grateful
btw i love your mod it the best one i eva played
Ralendil Apr 17, 2002, 02:45 AM Originally posted by Roughcombat
I might be dumb :) but i can't see the address to your geocities site. If u can post the link again i would be grateful
btw i love your mod it the best one i eva played
You can use the link to the FTP today.
But it is the word geocities.
And but don't take it I have to remake the archive and reupload all. When it will be done the mention on the first post of this thread will be removed.
You can use also multimania site.It is upadated (the mod not the site!). As you know my site (on multimania also) had been deleting... so i hope there will be not too much downloads.
For all when the geocities link will be avalaible try to use it first.
Ralendil Apr 18, 2002, 07:11 PM All is good finally ! It was hard.
Use ie for download the mod, for other no problem but for the mod use only internet explorer. Right click "save target as..."
Ralendil Apr 19, 2002, 09:40 PM I don't want to make patchs like for version 0.x (each week).
But with the release of the patch 1.21 for Civ3 I prefer release it very very soon after the version 1. Why?
Cause the version 1.21 repairs the bug knowed with improvement, wonders or small wonders that need specific government to be built.
So I am sorry but...
For those who have got and wish to stay under 1.16 you must take it or don't build heavy destroyer (understood?).
I have raised the corruption level too... I think all of us wanted this...
You will find it on my website
ComradeRed Apr 19, 2002, 10:23 PM Needed to post about how great alcohol is, nothing to do with the mod, other than you need to adopt the wine distillery.
Ralendil Apr 20, 2002, 12:37 AM Originally posted by ComradeRed
Needed to post about how great alcohol is, nothing to do with the mod, other than you need to adopt the wine distillery.
Explain...:confused:
I haven't understood nothing. :confused:
But maybe you speak about the compatibility. Yes it is true that the mod 1.00 (with the 1.16 bic) is compatible with the patch 1.21 but it hasn't got the same features.
For information with this patch and ONLY FOR CIVILIZATION III 1.21
*This patch allow sea units to destroy other sea units by bombard.
*Conscript cost raised by 10 shields. HP -1. Same features of the infantry.
*Army HP bonus of 2. Modern army HP bonus of 3.
*Change of corruption level to 75% of normal level.
*Correction (not me but Firaxis) of the bug with wonders, small wonders and improvements that need specific government.
The effect will disappear when you change government.
* Coffee ressource have been adding (more have to come !)
jongon Apr 21, 2002, 11:45 PM wats rate cap? or RC on ur legend of governments
Ralendil Apr 22, 2002, 12:34 PM Originally posted by jongon
wats rate cap? or RC on ur legend of governments
:confused: :confused:
Am I too silly or what? I don't understand that you said.
Again. (not u but last post same thing)
Sorry I am not native english.
What's RC. Rate cap? what do you mean with legen of government? what's your question?
Jandor Apr 22, 2002, 03:22 PM I think (think not certian) that he wants to know if the governments can all research up to 100% and if so which ones cant and how far can they go ?:goodjob:
Ralendil Apr 22, 2002, 04:34 PM Originally posted by Jandor
I think (think not certian) that he wants to know if the governments can all research up to 100% and if so which ones cant and how far can they go ?:goodjob:
Well I have made a summary of all rules into a document. Only one thing miss to it, the units features (retailed).
It is on my site.
I work on the civilopedia as I know you use it, to incorporate all info usually in. But you should look after it cause the rule document summarize all differences between original Civ3 and the mod.
I hope it will answer... if no ask again but with more explications.
PM: Thx Jandor to try to help me !
jongon Apr 22, 2002, 05:57 PM nm
great mod
like the hemp and war galley's especially
Ralendil Apr 24, 2002, 02:47 PM Thx. But i will improve it more yet....
I post a fix of some errors. But it is not a patch it is just fix of bugs that I have found.
It is just name mistake so it is only 68 kb
As I said you won't have new patch until I have conduct more essays on the mod. I have some projects, and I must make tests.
Rename the file fix_gmw_101.exe to be able to extract it (winace compression with self extraction)
MAY 12 TH: OBSOLETE
AD_KB Apr 29, 2002, 05:18 AM :king:
WOOOOOOOOW
Frix should hire you as a full time worker because you've made the game more interesting than anything they've done Ever(ALL WORKERS PUT TOGETHER) ... up until i read abut your mod i had given up on civ3 altogeter(i am a dedicatedciv player from civ1 -3)...
lets hope i can download and apply these ..(i have v1.21)
I was wondering about the future units.... from previous experience etc (especially Call to power).. i noticed that when u add future units it tends to make the game very boring as they seem to be very strong and instead of having many units each with their own unique ability (STRATEGY), there are only a few units which can do everything ..[make game less interesting..less need for strategy and less fun since many less units....]
AD_KB Apr 29, 2002, 05:34 AM RALENDIL I HAVE A PROBLEM
I have a question: how do i apply your mod if i already have v1.21?
the problem is when i try to install your 1.00 mod it says its for v1.6 ... shoulda i uninstall, intall upto v1.6 then install parts 1-4 of 1.00 and THEN install 1.01 OR
simply install all of them on 1.21??
Ralendil Apr 29, 2002, 08:41 AM Originally posted by AD_KB
RALENDIL I HAVE A PROBLEM
I have a question: how do i apply your mod if i already have v1.21?
the problem is when i try to install your 1.00 mod it says its for v1.6 ... shoulda i uninstall, intall upto v1.6 then install parts 1-4 of 1.00 and THEN install 1.01 OR
simply install all of them on 1.21??
Oki.
First I would say I am sorry with this discord into patch version etc... since my website losing. But it is for now repaired and I could update the site and upload more easily the versions or patchs (i think here about the release of the 1.00).
Second, to install it is easy (not to follow me I know :)): install the master version and all patchs in the order. For now it is 1.00 after the patch 1.01 and to finish the fix I've put in my last post.
NOTA: fix are just correction and are including into patch. This will be important for future reinstallation if you want to uninstall it.
Third, I prepare the next version. When it will be ready you won't need the fix cause the patch will contain the fix i have uploaded in my last post.
Fourth, the work on the new version is in progress. I have corrected some errors that have never been reporting to me (he he), I have fixed the propanganda for each government, add some resources (camel...), replace the arabian special unit scud by Mamelouk, fixed the civilopedia display of units, increase HP for units by 1 per era, fixed the color (and now it is working :)), etc...
You see I try to make this mod better.
Now I've got a request. As you said add units can sometime be useless cause IA cant choice between them. But in my game i find most of new or differents units... But I am agree with you and I think I must delete some. So all i need suggestion of units you find useless. Tell me what I must delete (or maybe attibuate to one civilization...)
I think here about units with same or nearly features and that appear in your city view. I have got some ideas but I want some confirmations...
Ralendil Apr 29, 2002, 08:50 AM I have a project with Future.
I have added only two future units cause I dont want to more units in modern era.
But as I have put all units (or near) upgradable it is not a very big problem.
But for now there s no future units that appeal to me except the 2 i have added. I search for a laser infantry, an anti grav tank and something for replace modern planes.
And for this units I will add some futures technologies and increase the tech tree by 3 or 4 techs.
Jandor Apr 29, 2002, 11:35 AM Why dont u make a techafter Integrated defence called "Future Era" after that theres loads of new techs and units and biuldings and such like a new era, i know that theres a UFO unit Gundams and theres soon to be loads more Graphics
Ralendil Apr 29, 2002, 01:38 PM Cause it crash games....
I have tried to make a future era.
Firaxis have disabled this option with 1.21 but it is possible to add ti by the civeditor 1.16.
As result you will obtain a game without crash but with strange things (bugs).
Like: icons show bad, no possibility to build a railroad, units that dont appear in build queue etc...
So it is not possible at this time.
Jandor Apr 30, 2002, 09:57 AM Maybe you didnt understand, or maybe you did and im patronising you, if so sorry.
Anyway all the future era would be in the modern era, a tech in the modern era would be "Future Era" after you researc this it opens up the future (extended modern) era. :D maybe you did and im making myself look stupid :confused:
Ralendil Apr 30, 2002, 10:32 AM No it isn't u but me. It appear clear now :)
Yes it was I would want to do, exactly. And the last tech of modern era would be robotics (renamed Perfect AI for now).
Sorry to my ununderstanding.
The 1.02 (I profit of the post to keep you informed of my work) is about to be finished. I've added some units (all special units for civ or special animations that replace some of original units or added units for a specific civ), yesterday I've done the icons of wonders and improvement in queue city view, and now I try to test the luxury resources addition.
Ralendil Apr 30, 2002, 12:56 PM I've just seen that Womocks have began (and it is very advanced) the anti-grav tank I have requested. It is very great, better than the CTP anti grav tank.
He make a modern marines too that could be the future infantry?
Maybe it will replace Plasma Garrison and I will create a new unit to the animation of them (not good for this unit type, too hight).
He make also a Mech Walker that could be an heavy Mecha.
He he. Here I have got almost all units I want. Need only a futurist aircraft...
I will wait all of them (the 3 units until the next release)
Jandor Apr 30, 2002, 02:09 PM ---
ComradeRed May 04, 2002, 11:00 AM you know, no one wants to hear that you deleted it and especially for a reason that is 1) literally impossible and 2) misspelled.
Jandor May 04, 2002, 01:21 PM Touch-ee :p
Ralendil May 04, 2002, 03:54 PM Just a comment.
I have less time now cause exams. But GMW 1.02 is ready. I haven't made the work on civilopedia but I have tested errors and improve the 1.21 patch integration into my mod.
It will be the finale version 1.
For the version 2 you will have to wait more than for this version. I have to consider each units and the units tree upgrade to improve the mod. Moreover I will work with Womocks for that, so its creations will be integrated into this mod (see the note with the next 1.02 install). Also we have to organize our job on this mod with all who works on it (only 3 but need little time).
Well when all will be ready (i have to prepare the archives) I will post here.
Ralendil May 09, 2002, 07:30 AM version 1.02 “Finale version 1”:
Here only the principals changes.
Deleted:
•Explorator, civil defence, T34, eastern pikeman, Japan marine, stormtrooper, war elephant
•Scenarios (new project).
Added:
•Units: Mamelouk, camel rider, modern carrier, hind, elephant archer, penguin, KV2, assassin.
•Resources: Camel, oasis.
Other changes:
•Borders country are now more visibles (line).
•Colors of each civilizations (now works!).
•Fixed propaganda and resistance for each government.
•Added icons in queue city screen.
•Conduct the changes of HP for units. The rule is +1 HP by era. Army give +1 HP and modern army +2 HP. Conscript have none bonus and reservists have +1 HP.
•MP for Greco roman republic of 1.
•Minor corrections for units (upgrades), Civilizations and other.
•Bandits can be upgraded to tank now.
•Ironclad and monitor sink in ocean.
•Min turn to discover a tech set to 1. Max set to 30.
Ralendil May 10, 2002, 05:20 PM Fix on the website with correction for my error (unit name...)
I have deleted the fix as I have uploaded it on my website.
A question of a suggestion by someone: Do you think Cavalry won't be able to be upgrading? or the upgrade would be infantry? or do you think that upgrading to tank is historically correct (cavalry regiments was replacing by tanks in Germany, suggestion of De Gaule in France by the same period)?
hansdampfaka May 13, 2002, 09:09 AM For example - the British Lancers got Tanks during WW2. I think it's right to make them upgradeable.
http://www.btinternet.com/~britishempire/empire/forces/armyunits/britishcavalry/17th21stlancers1923.htm
Ralendil May 15, 2002, 06:44 AM Thanks to answer hansdampfaka. It was a request from a player who thinks that cavalry would be upgraded to infantry.
Me I think like you. Cavalry have disapeared to let the place to Tank. I didn't know the example you have quoted so this is a new justification of the upgrade of the cavalry to Tank.
shultster May 17, 2002, 05:39 PM Ok, help me out...throw me a bone here!
I read through most of the posts and I cannot find a single one that has any instructions on how to install this mod pack. It is just me or when did people start posting mod packs to this site and not include instructions?
I finally figured out where to go to download the files for this mod pack (http://civ3.fr.fm) and still didn't find any instructions. I figure all is not lost, so I start downloading all the files and ran into further problems.
1) Why all there 5 seperate files to download? Couldn't they all be zip'd together or included in one .exe file? This should be fixed.
2) Why do the files have to be renamed? Guarantee if you require people to rename the files, someone will have a typo and make a mistake. This only creates problems and increases the frustration for people who would like to play this mod pack.
3) The instructions for renaming the files are not clear. Do you remove the .zip extrention and rename it to the file name on the page, or do you rename the entire file to the name on the page?
4) Download part 2 and part 3 have exactly the same names on the page, so how are you suppose to rename them on your computer?
5) After downloading and renaming all 5 files (who knows if I really did it correctly), I then executed the first file. The program begins the installation, but then it abends with the following error message: The hilited file(s) failed CRC validation.
Honestly, a good set of instructions are needed here. Perhaps you can sense the frustration I have from trying to download and install this mod pack. I know how to use a computer pretty well so if I'm distraught at my attempts, imagine how others who aren't as proficient might feel.
I think this is one of the kewlest mod packs I've seen and I'd really like to play it. I hope you'll write up some instructions and fix the errors on your website so I'll be able to do just that.
Thanks,
Shultster
Morbius May 17, 2002, 05:50 PM yeah, im waiting for a selfinstalling version actually, cause otherwise im sure that it wont work, as i'll surely ruin it by making lots of mistakes.
i hate computers, and they hate me back.
please create one file that unpacks the stuff to the correct destination.
that would be really cool :)
Ralendil May 18, 2002, 04:46 AM Originally posted by Morbius
yeah, im waiting for a selfinstalling version actually, cause otherwise im sure that it wont work, as i'll surely ruin it by making lots of mistakes.
i hate computers, and they hate me back.
please create one file that unpacks the stuff to the correct destination.
that would be really cool :)
:mad: ARGGGGGGGGGGGGGGG :mad:
That was I have done MAnnnnnnnnnnn !
And it had take me more time.
Have you seen the website? there's an indication that exist also a version with setup and unistaller. But cause of a lack of place the uninstaller is only on my FTP
No problem for the unic file: it is on my ftp (the file countain also the Fix, the uninstaller and the rules). For long time. But I can't upload it to a server...
Nota for the uninstall: Wiwi try to make an easy install uninstall mod manager that will integrate GMW (Govern and make war) and another mods.
for shultster:
1.) It is an archive pack so you must down all files before can do something with them. To unpack them use the exe.
2.) The files have to be renammed to be uploaded on geocities. If not I can't upload them.
3.) The names of the files are: gmw102.exe, gmw102.c00, gmw102.c01, gmw102.c02, gmw102.c03.
4.) gmw102.c01 and gmw102.c02 for the part 2 and gmw102.c03 for the file of the part 3 (thx i will correct !).
5.) I will verify all files (but if i remember good i have made it but error is possible. On the ftp there's an install (in one file!) sure it works (i used it more times). But to verify I must down the files...
I will clarify as I see you have some difficults to take the archives :)
oh I have make a forum with a FAQ so I copy this into...(infos centralistaion)
Morbius May 18, 2002, 10:41 AM _____________________________________________
ARGGGGGGGGGGGGGGG
That was I have done MAnnnnnnnnnnn !
_________________________________________________
oh, ic. thats good news. :)
im confused sometimes -- thats not your fault dont worry.
hehe.
Ralendil May 18, 2002, 11:21 AM no it wasn't against you but against me.... if it is confused for you it must be confused for other.
Well as I am not very clear sometimes:
_ on the FTP (you can view a list on the site on what there is on the FTP) you can find 2 versions:
* gmw102.exe = all gmw with graphs
* gmw102with uninstall= all gmw graphs with uninstall
_ on the website: gmw 1.02 but in 5 parts. Moreover dont forget to download the fix cause the website version isn't corrected.
As i have exams at the end of the month I have less time. So I will update the site after it.
shultster May 18, 2002, 12:45 PM Well, after reading your reply I found where I could download the entire mod pack by following your "My FTP server" link. By the way, this is a very slow download. I have a cable modem which usually reaches speeds of 200-300 kb/sec. but the maximum speed I could download the entire mod was only 15 kb/sec. I believe this is due to your PC or server having a ADSL connection and that's the maximum speed I can expect with that kind of service.
It took over 1/2 hour to download, but once it was finished I executed the file and it still crashed with the following error message: "The hilited file(s) failed CRC validation".
I noticed there was another file that included the uninstall, so I will attempt to download and install this mod pack and see if it works.
I still have not found instuctions anywhere for downloading and installing this mod pack. I suggest adding to either your Main Page or the Download page something that everyone could easily understand. Something like the following:
1) Click on the links below and download the 5 files. After each one is downloaded, rename them to the file name on the page you downloaded them from, respectively.
Note - You should mention where to download all the files. For instanst, should they all be downloaded to the same folder or in the Civilization III directory?
2) Once all the files have been downloaded and renamed, double click on the gmw102.exe file to begin the installation.
3) After the installation is complete, download and install the Fix for GMW 102 file.
Note - This is only a suggestion. I don't even know if what I wrote was correct. I'm only guessing this is what you have in mind. Also you should inform people that they could download the entire mod from your FTP site. I know you have included some of this information in your posts, but people should be able to find all of this information on your web site instead of looking through 5 pages of posts and replies.
I have been having a hard time reading your English, but I think I'm getting better at it.
Hopefull, this next file I'm downloading will install successfully.
Thank you for the time and effort you have put into this mod.
Shultster
Ralendil May 18, 2002, 03:24 PM I don't know why you have got a CRC error :( cause it is good (i have re re verified it before replying)
Maybe you have rereresume it (i have see something like that in the log someone who have download it strangely maybe u???)
And yes my english is not good...
For the archive on the website i will verify but when geocities will finish the maintenance.
Well for the FTP, yes it is my FTP (easy to upload files and to verify them lol) so it is ADSL (16 Kb in up) but as it is unlimited....
And there's a note just near the FTP access that resume all on this FTP. As it is not online all the time I have put this as an option as I know most doens't know how to use a FTP.
And why you want to download them into the civ3 main directory?
you just have to put all archives in same directory and renammed correctly.
And thanks to encourage me to improve this mod :).
richard shults May 19, 2002, 09:21 PM i used your inst. on how to download,and install, i put all five(5) files into one folder, and installed with the exe. file. the game would not install keep getting an error message "hilter failed CRC validation" , i have tried this at least 3 times. i used the fixed patch and civ3 1.21. i have windows XP. i tried to download from your FTP files but could not get access "no user code, or pass word" . your game looks great i wish i could install and plat. by the way i think your english is ok, better than me, thanks richard
Ralendil May 19, 2002, 09:51 PM FTP was closed. for the files it were good... I
It is the last archive
I upload it again... grrr
Ralendil May 19, 2002, 10:16 PM Oki Geocities corrupt my files :( :( :(
So I will correct this tommorrow with a poor zip install (only thing it seems to accept correctly !)
For now go to bed :)
Well since I am on free hosting (after my website delete by multimania/Lycos again a little pub) there are most errors in downloads than I can correct :(
Well all I can say it is I will try to repair this. But don't know if I will be able to.
Again, only FTP downloads seems to be correct even if speed isn't good... Morality: My PC is better than website hosting company !
LOL
But it is near that...
Well I make the archive and will put a mention into news on my website when all will be ready. I will test all so it will be long...
Last: try to keep your archives...
and maybe I will have to think about an another solution... again.
Ralendil May 20, 2002, 07:30 AM It is on civfanatics. Look at the first page.
I have tested and it is good.
For the download page i think i will remove the geocities links cause I can't upload nothing without they corrupt my files !
But I have to search another solution.
Don't forget you can find the complete version ONLY on the FTP. In the complete version there's graphics and uninstaller more.
The website would be actualized later.
I hate when all go bad like that but finally Thunderfall has saved me !
Oups !!!! This is the 3rd post consecutive. Sorry. :o
yexusbeliever May 21, 2002, 12:11 PM I am a new fan. I am lost because I do not know how set-up the Danes file to play it. Also, I do not know how to set-up units like the assassin files. Can someone help me?
Ralendil May 21, 2002, 12:46 PM I don't think u think about my mod.
In it u don't need to install unit by unit. It is a pack with its own rules...
EmprorCoopinius May 21, 2002, 07:27 PM Hey, I have Windows XP, and I can't delete the .zip extensions on the files, and thus can't play the mod. Any suggestions, etc?
Ralendil May 22, 2002, 01:19 AM yes
go in your options (folder options) and discard hide file extensions for know file type.
You can take it on the FTP also (single files install).
If you don't find where I will ask to someone with XP (i ve got 2000) cause it is not exactly the same place where you can find this option on 2k and on XP. So tell me if it is good.
I look to an install that would be a single files in some parts (like the Eclipse's mod).
kingjonn May 22, 2002, 01:54 AM Would it be possible to build a city improvement like a coastal fortress but for inland cities? Maybe a special improvement for the military dictatorship.
Ralendil May 22, 2002, 02:28 AM yes i think
But have to think if i replace the military school
Cause I want to balance more, so I must have 1 improvement by government.
Ralendil May 22, 2002, 03:42 AM For Empror Coopinus and other
I have made a bat file to renamme and launch the installer.
So take it, unzip it and run install.bat into the same directory where the archives of the mod are.
Enjoy.
(he he for the next version you will beneficit of this system. A bat will rename all your down and start auto the install that will be in a single file. Good !)
EmprorCoopinius May 22, 2002, 11:14 AM Thanks for the quick response, much appreciated. I was able to get the files to download by right clicking them and going to "save target as". Everything worked just fine after that. Thanks again.
richard shults May 23, 2002, 10:43 AM i downloaded and installed the mod, it went ok, thanks for the new downloads. only have a few comments; (1) it run a bit slow before each turn,(2) can not find any minor tribes, no civ advancements, gold and etc.(3) did not change adversor faces. i just begun playing but it looks great thanks richard
Ralendil May 23, 2002, 10:54 AM Just the France have a new leaderheads (Napoleon)
For all new civs I have used some of the original game.
There's also something you don't have remarked it is the provencial government that have no icon that be displayed in building queue. I will coorect this... Tell me if you see some features to change, some units to add, or to delete.
Minor tribes ?? I always play without... But i don't think there's a bug. I will verify but maybe you just have forgot to change the barbarian activity set to none by default by me.
Thanks for all your comments.
richard shults May 23, 2002, 09:40 PM the game still crashes, (1) can not go to the foreign advisor, when i do the game crashes(2) will not go pass 90ad , games crashes(3) i can not go to your ftp site , i use a modem. i will try to redown load all 7 files and try again
Ralendil May 24, 2002, 08:52 AM Could you send me the save???? by my FTP or by mail (ralendil@hotmail.com) cause my game dont crash (1000 AD with 16 civs (it is the GOTM that i have put on the website)). Plz send me a save 1 or 2 turns before the crash not the save when it crashes.
FTP is a personnal server. So as I use my connection it is not opened all time... Moreover when Tiscali disconnect me and when I am not at home I can't reconnect it auto (Tiscali have made a system to forbid this... they say it is our computer but it is all Tiscali users computers so...)
And for the foreign advisor see rules.... read them all is written into.
I quote here the updated chapter:
FUTURE AND KNOW BUGS.
Future adds not done at this time:Civilopedia.
Future Civilizations add: Mongols, Ottomans, Vikings, Mayas.
BUGS KNOW:
Install the mod in a clean installation. Installing it in a different folder can cause crash (the 1545 AD crash).
This version works only with the VO version 1.21f.
If you type F4 (foreign advisor screen) you wil obtain a crash of the game. But sometimes it works.
The AI won't use the legionary ability to build road. But I have tried a tip. So if you see AI using the build road ability of legionary tell me.
Ralendil May 25, 2002, 04:43 AM Sorry to say that but the last save that i have received wasn't a save of the GMW 1.02 final release.
Well there was a beta before the release of this version (on the FTP...). It seems you have this...
I will correct your save but don't know if I will be able (there was most version of the beta before the release...)
Well if you download the mod from the FTP download archives that are here when you enter in the FTP. Currently the name of the GMW mod setup (i haven't corrected the website...) TGMW102.exe.
On this website there's the 1.02 finale release...
Moss May 25, 2002, 12:51 PM Is there any chance that you can put all of the files on one zip so it is easier to download. Also do the files on the first page include the graphics, and if not where do I get them. Another question do you have any civilpedia entries for the newly added units?
Ralendil May 25, 2002, 01:17 PM No chance for the zip file uploaded here.
Read rules of civfanatics....
And if you give me one adress to host this I will be able (and that doesn't delete it). But I don't think we can (35 Mo...and more downloads no host will accept that free).
For Civilopedia as I have put on the website... As you know if you use GMW (Govern & make war) for long time there's no civilopedia. So if someone is interresting into completing this tell me (I will make that but as I said it is not my priority). I search also someone who wants to develop a scenario for GMW.
richard shults May 25, 2002, 07:31 PM i have downloaded and installed the game over 6 times and it still crashes about the year 200ad, i downloaded tgmw102.exe and gmw102with uninstall.exe they both crashed. i have reinstalled civ111, at least 4 times and same thing crashes. i am using 1.21; a red box apeares around the inside of the city after i build walls. i traid to send a email but that did not work(saved game)
Ralendil May 26, 2002, 03:53 AM I have received your mail....
Look at my mail answer...
richard shults May 26, 2002, 12:09 PM i got your email an went to the link, i sent you a new replay to you link and a new email, i think the fix maybe to install patch 1.17 then patch 1.21, and reinstall tgmw102.exe
Ralendil May 27, 2002, 06:10 PM All problems with Shults' save are fixed.
You can take the patch on the website...
It corrects some bugs and add some units animations.
Moss May 28, 2002, 02:01 PM Hey do the files on the first page of this thread include the graphics? I was going to give it a shot, but I want to know where all of the files are first.
Ralendil May 28, 2002, 06:22 PM Originally posted by Moss321
Hey do the files on the first page of this thread include the graphics? I was going to give it a shot, but I want to know where all of the files are first.
on my FTP not on the first page...
Cause lack of place
I will try next time with free hosting, but with all errors (geocities corrupt files that have been renaming) I have done by past I have to test and test more than once.
Well for a complement of info go to civ3.fr.fm
look at the news from may 25th.
Download:
So now I have repair downloads. So now you can take the mod from Civfanatics or here.
GMW (on civfanatics)
The mod, just the mod, and only the mod.
Civfanatics
7 parts (18.4 Mb)
TGMW (on my FTP)
The mod with the special graphics and the uninstaller.
FTP
1 file of 35 mo
For GMW installation pack: look on civfanatics all is explained.
For TGMW installation pack follow instruction below.
TGMW uninstallation: Plz follow these instruction carefully.
1.) Open your control panel and choose add/remove programs. Run GMW ininstaller from this panel.
2.) Open your Civilization III main directory. Delete the GMW folder.
3.) Run the uninstaller by the add/remove programs panel a second time. Answer yes to delete the entry.
4.) All is done. You can play at Civilization III original game.
Moss May 28, 2002, 07:08 PM So if I copy everything on your FTP to my computer it should work?
Or do I just need: TGMW102.exe and not the rest of the folders?
Ralendil May 28, 2002, 08:30 PM dont take the rest cause you will be on my FTP for one year :)
and i don't laugh (yes i laugh he he!)
More seriously you can't enter anywhere you want...
You have to take TGMW102.exe and the fix 110beta1.exe.
Install first TGMW102 after the 110beta1... as I said here and on my website...
Ralendil Jun 08, 2002, 02:43 PM Well I prepare the next version but it will be long.
I will add Veritech (finally !), and think about other units.
I would study a litlle the units tree to improve it yet.
I have to study some suggestions also.
theinsomniac Jun 25, 2002, 01:40 PM Whenever I try and download one of the files in the modpack it says that it's not a valid archive and to try and download it again. How can I download it?
Ralendil Jun 26, 2002, 05:30 AM You have to follow the download instructions
Download all files, after rename them and install...
If u have any difficult with renamming files see this: http://forums.civfanatics.com/showthread.php?s=&postid=293132#post293132
See also first post for entire instructions.
And there's a new version I prepare (with some corrections).
It will be released as a patch for the GMW 102 (as before with version 0.x I have kept all files that have been chaged).
I hope to finish my work for the july 10th. But very big work to do on it !
pesoloco Jun 26, 2002, 05:32 PM Originally posted by tpasmall
Ohh yeah, pesoloco is creating an engineer unit which is not yet finished, but is close that too would be a great addition.
Also, the Louvre as a small or great wonder depending on how good you want to make it.
I just noticed this thread. the engineer has been finished for a long time now in case anyone still wondered about it.
see link in signature.
theinsomniac Jun 27, 2002, 06:10 PM I can't figure out how to do it. Could someone please explain it to me? I have winzip 8.1.
Ralendil Jun 28, 2002, 08:55 AM you don't need winzip or other program !!!
Read the first post PLZ !!!!!!!!!
If you don't want to follow instruction I can't help u and u won't be able to play
Understood?
All is written on the first POST !!!!!!
Read and follow instructions
Mattius41 Jul 08, 2002, 05:45 PM i would like to say cheers for a satisfing and worthy addition to civ3, if only fireaxis could show the same dedication and attention to detail as you have in this mod...
Although iam with you for most of the mod i would like to make a few comments...
firstly the monarchy in the game is provided earlier than fuedalism govt, being as monarchy in this mod is the absolutist version, which was a response to the shortcomings of fuedalism, it should always follow the fuedal system not precede it.
The use of units such as bandits and other early raiders that dont require a declaration of war to attack is clever but later to difficult to handle, i find myself fighting battles of survival and constant undeclared war against special ops and SAS units......perhaps make them disband after an attack or return to capital, not be able to capture a city and raze it to the ground...clearly not something that has happened with these units in reality
The government system I have not playtested at length nut one question...why does fascism see your growth levels of your cities fall as if in anarchy?
A general issue and iam not sure can be solved, is that technologies turnover too soon, i find large segments of possible units lost due to being obselete...perhaps slow down tech paradigm if it is possible in civ3, so as to enjoy the variety of units you offer.
of course some basic explainations of what the many small wonders do would be great, im sure a patch is in the pipeline
Cheers anyway ive enjoyed your mod
Ralendil Jul 09, 2002, 04:58 AM Thx for the compliment.
Well now answers...
firstly the monarchy in the game is provided earlier than fuedalism govt, being as monarchy in this mod is the absolutist version, which was a response to the shortcomings of fuedalism, it should always follow the fuedal system not precede it.
You are all right. I will think about this change...
The use of units such as bandits and other early raiders that dont require a declaration of war to attack is clever but later to difficult to handle, i find myself fighting battles of survival and constant undeclared war against special ops and SAS units......perhaps make them disband after an attack or return to capital, not be able to capture a city and raze it to the ground...clearly not something that has happened with these units in reality
SAS units have been correcting and are no longedr hidden nationality units... (1.10 beta 2 so it would be in the 1.10 final).
The government system I have not playtested at length nut one question...why does fascism see your growth levels of your cities fall as if in anarchy?
Cause Fascism let countries ravaged.... and with less people in it... So I would wanted to have an effect to growth more slowly.
A general issue and iam not sure can be solved, is that technologies turnover too soon, i find large segments of possible units lost due to being obselete...perhaps slow down tech paradigm if it is possible in civ3, so as to enjoy the variety of units you offer.
I work on it (1.10 beta 2 and it will have more beta for that)
of course some basic explainations of what the many small wonders do would be great, im sure a patch is in the pipeline
You can find the rules on the website. As I have said I search someone to complete the civilopedia cause I am french so my english isn't the best and moreover because I am too busy to make that. So I have regrouped all info into a pdf file (avalaible now on the website sorry for the dead link).
I will complete it with the 1.10 final.
rg3333 Jul 09, 2002, 02:15 PM well, i would just like to say that this is a great mod it makes Civ 3 really different to play.( different in a good way :) )
however i would i to download the rules to see what the new stuff does, but i can't download it off you website could you help.
Thanks for a great mod!:goodjob:
Ralendil Jul 09, 2002, 02:20 PM go here I would repair the link soon but for now go here (I work on too many thing in same time ! as always ;))....
http://ralendil.phpnet.org/viewtopic.php?t=177
rg3333 Jul 10, 2002, 11:13 AM Thanks for that! Hope you don't work too hard and go mad lol. keep up the good work!
Mattius41 Jul 10, 2002, 04:40 PM I do feel there are two areas your Mod could expand into to become more detailed and realistic..
As far as governments go I would be useful to have tension between socialist and capitalist governments(in the form of bad relations and economic blokade) and once the UN wonder is built for all military dictatorship/fascists to be sanctioned and have awful reputation....perhaps certain governmental differences between nations would allow the use of covert ops and espionage without declaring war when the nation is in revoultionary state....freedom of intervention.
Another important area largely neglected by fireaxis is that of religion. For the pre-industrial world (and still today) religion is a major driving force in culture. I would see the following areas in civ
1. Civ specific religion (i.e arabs with islam, european powers start catholic some turn protestant, india is hindu, ect) with specific wonders and improvements. all civs start pagan.
2. Religious differences between nations a cause of war and poor relations
3. Each main religion has technological advances tree, the more advances, city improvements and wonders the hgher culture rating
4. if possible combine religion into culture rating and make it so one religion can convert other nations cities, either fully or partially, without taking control of it. therefore your civ has to deal with religious and ethnic minorities. Make it possible for these divisions in time of weaknesss, to cause civil war...in thats possible in civ3
I feel these changes would be difficult to make but would be worth it for those looking for more realistic interaction between powers, thus more realistic alliance systems, not always about a raw power struggle
Please tell me Ralendil what you think.
Matt
richard shults Jul 15, 2002, 04:52 PM love the mod when are you going to come out with new addations? still can not go to foreign advisor in modern times
Ralendil Jul 18, 2002, 11:55 AM First sorry ! I was tring to check one compatibility patch for my mod with french games (not made by me I precise me I work only on VO). It have taken most of my time I usually spend on civ3.
Moreover I have worked on my website...
@ Mattius41
Civ3 have its own limit. Religion isn't integrated by firaxis. For your idea "each main religion has technological advances tree, the more advances, city improvements and wonders the hgher culture rating" I don't think. Too much work, PTW arrive I don't want to make unuseless work. Moreover I prefer to make differences between Culture (concept of civ3). I would want a units tree for European cultures and one other for east cultures.
It would be graphical differences on units. I have to think about american civilizations (Naturals american, Aztec...).
if possible combine religion into culture rating and make it so one religion can convert other nations cities, either fully or partially, without taking control of it. therefore your civ has to deal with religious and ethnic minorities. Make it possible for these divisions in time of weaknesss, to cause civil war...in thats possible in civ3
Again ! It was asked by most of us... like in CTP or in Civ2. But here it is Firaxis work not mine.
I feel these changes would be difficult to make but would be worth it for those looking for more realistic interaction between powers, thus more realistic alliance systems, not always about a raw power struggle
Yes too difficult see upper.
Well now a nota on religion: I think like u on many things except one. Religious isn't a cultural concept. It is due to the domination of a civilization. But religion can change !!!! See Roman Empire with Christians... Oki I don't know most examples... an another, the United kingdom that have created its own religion (or near).
Germany with Luther. India with buddhism, Japan with buddhism, India with........ etc.....
@ richard shults
Well see the beginning. I will release a new beta soon. But beta are only on my website. I release here only final versions. Don't want to purpose something buggued !
You know where to find this I am sure ;)
Alexander86 Jul 18, 2002, 02:20 PM Hmm, Mattius is right. Some changes about religion should be done.
Could you change the temple to a church or something else for european nations, a mosque for isalmics and leave it this way for others ? Yes I know there is a cathedral but there is a difference between a church and a cathedral.
It would look nicer and it would solve some religion problems.
I don't think the temple looks good for european nations because it is in fact Stonehenge.
I look forward to your reply.
Ralendil Jul 18, 2002, 03:40 PM First have you seen this?
Well now a nota on religion: I think like u on many things except one. Religious isn't a cultural concept. It is due to the domination of a civilization. But religion can change !!!! See Roman Empire with Christians... Oki I don't know most examples... an another, the United kingdom that have created its own religion (or near).
Germany with Luther. India with buddhism, Japan with buddhism, India with........ etc.....
Hmmm... the only thing I would perheaps done it is change the name of temple to something else. But temple is a word use by first christians. Used also by Jews. Also by "Protestant" (french word). I don't think there's an another good words.
My idea is not to making a game where you will do the same history as Earth history ! Our history have been able to be totally different. And if the D Day have been a total failure? We wouldn't be under a democratic system but a fascist system (maybe).
And about muslims. Don't u know the history of Mahommet (french name plz correct me)? Mahommamet was the prophet. He have tried to bring his writting to The Mecque. But there was an another religion in it.... and it was the Hegire...
So don't think the religion is a thing that could be fixed to a country ! Think about the indonesia... the country with the most part of muslim isn statistics. Mahommet was not from indonesia !
For the fact religious was a reason of some wars.... don't think... it is a pretext to make war ! Not the reason.
The religious war between Europeans and Muslim Empire have opposed some countries. Not religions. First it was Roman Byzantine empire against it, after the Holy Empire Germanic (=> in french saint empire germanic).
And in my mod it would be Arabe (civ) Gvt: Theocratic
For the fact Arabian Empire was making religious war. But in reality it was a war between two countries. (we can see that also as a cultural fight... but that have been for 2 countries.
Tell me what do you think other...
For cathedral make suggestions about the new name
Totally agree it is not a general name but christian name.
Alexander86 Jul 19, 2002, 05:46 AM European religion hasn't change it's still Christian, but faith has changed: Catholic, Orthodox, Protestant etc.
Ah, c'mon Christian religious structures don't look very different, make the change.
Yes I know about the temple thing ex: Temple of Solomon etc, but the European one is in fact THE STONEHENGE. Can you change it's look, more Christian,European etc. Personaly I don't like it. It ruins the city look. Sure the English may keep it if you want.
BTW can you post more screenshots on your site? They're too few.
Mattius41 Jul 19, 2002, 07:20 AM I undestand if my suggestions are somewhat difficult to implement, but perhaps they can be simplified. Make pagan religions for ancient times, probably making them universal for all civs until they discover monothesism. When they do a choice opens up to them to research religions specific to their global position. i.e europeans christianity, asians discover monothesim allowing buddahism, islam, confiusiosm,...once decision has been made you can convert to another religion at the demand of a foriegn to the displesaure of population , or advance to a different civ-specific version of your religion (only allowed for some civs who have religion as their attribute). This allows religious civs to build more buildings and be more able to make other civs convert.
Alternativelty miltary civs can recive religious techs from which civ they decide and then spread their religion by the sword
Religion is often downplayed by modern historians in favour of relapoitik being used by figures of the past. This has some truth but we must never forget that in the past people firmly belived in their gods will and that if they should die their fate depended on their religious devotion. This extended to all elements of society and had an effect on foriegn policy.. Of course in the game this can become impossible after a certain advance(natonalism). Religion was one of the main factors in dark age and early mediaevil age, not nationalism or loyalty to the state...states hardly exisited in this fuedal age... religion cannot be forgotten in any game that spans human history.
thisismysn20 Jul 19, 2002, 10:38 AM Hey I was just wondering what your stats you used for your modern carrier? And did you use the same graphics as the one in the game?
I've been looking for another carrier to add to my game for a long time, seeing how one doesn't truly reflect modern times.
Let me know thanks.
Ralendil Jul 19, 2002, 11:28 AM Modern carrier is a nuclear carrier.
One mouvement more it is all...
No modern carrier use the defaut animations of Civ3. But "normal" carrier use the carrier animation that you can find here in the forum of units creation.
It is a carrier of WW2.
For religion.... It is good that you said... Do you want me to develop a game? cause no way to integrate that like u say. Or give me a link |