View Full Version : Heretic_Cata's "All in One" mod (Semi-Private Beta)
Heretic_Cata Apr 05, 2006, 12:37 PM EDIT: Mod released here (http://forums.civfanatics.com/showthread.php?p=4303634#post4303634).
Mod uploaded! (yey[party])
Technicaly it's ready for the release, it is only missing some civilopedia icons, the units do not have a proper description and nothing has a historical descriptions. But that is about it - the only things i am going to add are a few units some of you are making (if only my PM-ing would work:mad:).
I don't think there will be many beta-testers, kuz i see everyone is busy with smthing, but if at least 2 more ppl would help me beta test i would be eternaly greatfull.:worship: Because i am not the most experienced gamer around, i like to make mods, i don't play civ as much as most of you here. I need some more opinions.
So if anyone would like to help, post in this thread saying that you want to. And i'll give you the link when i will upload the mod (in a few days).
I will leave the mod in beta-testing untill i finish all that is left to do - and that might take 2-4 weeks.
If you don't know anything about my mod, here's a little description :
It is a mod for Civlizations 3 Conquests with all the patches added. (i don't remember which was the version of the last patch)
It's a random map mod.
It's basicaly built on the frame of the civ3conq normal game.
I started working on it about 2 years ago with large (6 months pauses between work periods.
What's new in my mod ?
-> Religions are added - Each civ starts with a pre-determined religion (one of the 5). Don't start arguing why did i include that and why didn't i include this.
Also - i know you will eventualy ask why i did not add Hinduism/Taoism among the 5 major religions - because it would have been for only 1 civ and i don't want that.
-> Negative-positive effect buildings.
-> Unique resources. (i.e. there will be only one on the map)
Also i STRONGLY recomend that everyone would play with a RANDOM CIV because the civ-specific wonders are not balanced - and i don't want them balanced. In history no one had an "equal" start.
IMPORTANT NOTE:
This is a "pseudo-realistic - pseudo-fantasy - pseudo SF game". :)
And anyone is welcome to ask(/curse/send death-threats to) - me with "why does X-wonder does Y" as long as X-wonder is a realistic one.
Take a look at the :
Civ specific wonders:
America: Statue of Liberty
Arabian: Ka'abah Sanctuary
Aztec: Twin Pyramid of Tlaloc & Huitzilopochtli
Babylon: Ishtar Gate
Byzantine: Hagia Sophia
Carthage: Double Harbour
Celtic: Stonehenge
China: Tomb of Confucius
Dutch: Wind Mill Complex
Egypt: The Sphynx
England: Doomsday Book
France: Versailles Palace
Germany: Hanseatic League
Greek: Acropolis
Hittite: Shrine of Yazilikaya
Inca: Machu Pichu
India: Temple of Shiva
Iroquois: Ancestral Lands
Japan: Himeji Castle
Koreean: Changdeokgung Palace
Mayan: Chichen Itza
Mongol: Golden Horde
Ottoman: Galata Bridge
Persia: Yazd Fire Temple
Portugal: Henry's School of Navigation
Rome: Apian Way
Russia: Kremlin
Spain: El Camino de Santiago de Compostela
Sumerian: Library of Nineveh
Vikings: Viking Ingenuity
Zulu: Great Zimbabwe
(i removed all those controversial ones from my previous list;))
New improvements(some of them are smallwonder-type - not sorted yet) :
A relatively large part of them are gov-specific and resource in radius. Smallwonder-type improvements are improvs that i will turn into small wonders ONLY IF i have the time(ex: marine corps, covert ops ...).
Concentration Camp
Lord's Castle
Horse Ranch
Iron Mine
Alchemist's Lab
Oil Refinery
Chemical Plant
Aerospace Industry
Nuclear Research Station
Vineyard
Hunting Grounds
Paint Shop
Shrine
Weaver
East India Company
Ivory Dealer
Gemstone Mine
Sacrificial Altar
Bath House
Brewery
Artificer's Guild
Jousting Arena
Area 51
Missile Silo
Covert Ops
Mill
Colonization Center
Medical Research Center
Jade Carver
Distilery
Sacred Grounds
Tavern
Marine Corps
Modern Navigation School
Collective Farm
Slave Market
Slave Trade
Siege Workshop
Siege Factory
Cannon Foundry
Artilery Plant
New wonders (great and small - still no time to sort them out):
City of the Dead
NORAD
Eiffel Tower
Forum (not CFC;))
Magna Carta
Robin Hood
SkyLab
Capitol Building
White House
World Trade Center
Ares Prime Colony
Iron Curtain
Olympic Stadium
Altar of Summoning
Altar of Fire
Office of Internal Security
Supreme Court of Justice
Great Aqueduct
Bachanallia
Den of Spies
New Resources(not sorted yet):
Polimetalic Nodules
Beer
Jade
Medicinal Herbs
Fertile Soil
Strange Fields
Quality Wood
Sea Food
Slaves
Jewish Community
Christian Monastery
Mosque
Buddhist Shrine
Freelancer's Guild
Annoying negative bonus resources :):
Haunted Ruins
Shipwreck
Oil Spills
Radioactive Wastes
Unique resources
Temple of Zamolxis
Holy Hand Grenade(not yet added)
Philosopher's Stone
Ancient Ruins
Cornucopia
Religions :
Most of the stuff in this category will be small wonders, but there are a few improvs here as well.
(Catholicism
Orthodoxism
Protestantism
Islam
Buddhism) These are the 5 major religions.
Temple of Solomon
Anti-Semitism
Sanhedrin
Sionism
Athos
Order of the Dragon
Bogomilism
Inquisition
Jesuite
Cistercian
Catharism
Nestorianism
Arianism
Manichaeism
Crusades
Knights Templar
Hospitaller Knights
Quakers
Methodism
Amish
Pythagoreans
Hand of God
KKK
Kharijites
Kalam
Dome of the Rock
Jainism
Lamaism
Soto
Shaolin Temple
Temple of Zamolxis
Philosopher's Stone
Synagogue
Christian Monastery
Mosque
Buddhist Shrine
Military Groups:
Almogavars
Fianna
Jomsviking
Habiru
Landsknecht
Ninja
Peltast
Ronin
Mauri
Operation Gladio
Krypteia
New Units
(in no particular order)
(it's still missing 1 or 2 units:))
Serf
Colonist
Engineer
Flamethrower
Terrorist
V3 Rocket
Inquisitor
Covert Operative
Baloon
Long Range Bomber
Napalm Bomber
Sattelite
Champion
Dora Rail Gun
Tactical Submarine
Jump Carrier
Conjurer
Summoner
Barbarian Galley
Maccabee
Camel Warrior
Mameluke
Muslim Fanatic
Templar Knight
Hospitaller Knight
Dragon Assassin
Shaolin Monk
Ancient Weapon Cavalry
Fireball
Firestorm
Almogavars
Fianna
Huscarl
Habiru
Landsknecht
Ninja
Peltast
Ronin
Moorish Cavalry
Krypteia
Skirmisher
Sentry Tower
Bombard Tower
FireBase
Fortress
Forcefield
Some other modified stuff:
Plague added with nice stats.
Erruption Period is a lot shorter so stay clear of volcanos. (i just love them:))
I fiddled with the Agresivness of some civs.
Worker Jobs turns to complete were increased (especialy clearing stuff)
5 civs have no religion (they remain pagan), i am thinking of making their civ-specific wonders stronger ... i'll see.
General corruption is increased because there are a bit more "2nd Capital" type of wonders.
Settlers and workers cost a lot more.(i hate it when there are too many cities on the map)
Beta testers (so far:)):
Mirc
Ares de Borg
kairob
azzaman333
Virote_Considon
odintheking
matteo773
conquer_dude
BadKharma
William GBTW
Thanx guys. :thanx:
Heretic_Cata Apr 05, 2006, 12:38 PM Some concepts in my mod:
1. All civs get a specific wonder.
2. Major Religions :
Orthodox Christianity
Catholic Christianity
Protestant Christianity
Islam
Buddhism
When you research the tech named after these religions you are allowed to make that religion the state religion in your empire. By doing this you are allowed to build some wonders that require the state's aproval and power to build. There are also some wonders that do not require that religion to be the official one, it is enough to research the tech to make your ppl follow that religion.
But check out the civilopedia description of each because for example, making Protestantism a "state religion" makes 1 citizen happy in every city (the other state religions don't do that).
3. Minor Religions :
Over here there are the resource-religions.
Judaism - jewish communities appear on the map if you research the Judaism tech, which will allow you to build some wonders.
Zen Buddhism - just like the above it allows the building of some cool wonders, but this time you don't have a separate tech for it.
Note1: This is just a small part of what the relgion part would have been in my "big mod", and what it will be in my "religion mod".
Note2: I hope you don't expect a preety algorithm for religions like Rhye has in his mod. :p So read the civilopedia entries. I like my mod to seem a little chaotic & stochastic. :p
4.Christian Monasteries & Mosques - If you have a ch. mon. or a mosque it's no big deal (in this mod), but if you have 2!!! (and by all means you should struggle to get another 1) you can start the crusades/jihad.
And if you start the Crusades you can build the a)Templar Knights; b)Hospitaller Knights
If you start the Islamic Jihad you can build a) Mamelukes; b) Kharijite sect
All these are unit-producing wonders.
5.Freelancer's Guild - if you have this resource then you can build skirmishers(yey), if you have it in the city radius you can build "Peltasts"(yey again). This is not the important part. The better part is that when you get a luxury - that luxury + freelancer's guild allows you to build a unit generating wonder. I made one for each luxury (i think i left out incense:hmm:).
This seems a little complicated but it's a handy thing indeed. When you build an embassy you see what resources the other civ has and you can think about what freelancing units he might get.
In the game i am playing i have freelancers and beer. That means i have Landsknechts which are really powerfull but come every 9 turns:(.
6.Resource in radius buildings
If you have ANY (strategic or luxury) resource in the city radius you are able to build an improv, or a wonder... it depends. This is usefull to know when placing a city.
I may add more concepts later.
I hope this clears up some question (or confuse you even more then you already were:D).
____________________________________________
The Patch is in the attachment.
Mirc Apr 05, 2006, 01:46 PM I'd like to help you.
And BTW, you can be sure PM works now.
Regarding the mod:
Taoism is not considered by everyone as a religion. It's more a way of living and thinking. I don't mind that it's not in.
I generally like a lot the idea, especially like your civ-specific wonders!!!
Do you think that the Apian Way is the best civ-specific wonder for Rome? They were great constructors, so you have a lot of possibilities. How about "Circus Maximus" or any other big buildings.
OT:
El Camino de Santiago de Compostela
How strange, I'm having in my repertoire a piece called "Suita Compostelana". I know what the wonder is about, and I know how it looks, I just remarked the fact the I'm playing a piece with this name.
Heretic_Cata Apr 05, 2006, 02:21 PM I'd like to help you.
Thanx Mirc :love:
Do you think that the Apian Way is the best civ-specific wonder for Rome? They were great constructors, so you have a lot of possibilities. How about "Circus Maximus" or any other big buildings.
The reason why i chose the Apian Way is because the second civ-specific wonder that was in my big mod and will be in my 3rd mod will be the Pax Romana. It is a little bit vague but it is one of the Super Wonders in my 3rd mod - it will also give a Colosseum in every city (Circus Maximus) among other things. ;)
So i dunno if i will change it - i erased LOTS of intresting stuff from my big mod because i want ppl to play my other mods too ;) .(which will probably come out at the end of this summer:()
How strange, I'm having in my repertoire a piece called "Suita Compostelana". I know what the wonder is about, and I know how it looks, I just remarked the fact the I'm playing a piece with this name.
What does Compostela mean ? (i don't know much about the history of the Iberic Peninsula - i said this before, so don't laugh:p).
Mirc Apr 05, 2006, 02:25 PM Compostella is the name of a place, with a famous castle and other stuff.
But the piece is called "Compostellana".
Santiago comes from Saint Jacob.
I don't laugh at all. Except the history of the Arabian conquest, the Reconquista and the Spanish colonial empire that included all America except Brazil (well North America was captured by England early enough), except these parts I don't know too much either.
Roman Legion Apr 05, 2006, 05:01 PM wow, you really did alot of work!!!! great job!
Heretic_Cata Apr 06, 2006, 08:32 AM Thanx RL. :)
and
Thanx for the info mirc. :)
I added this little info to the end of the first post with smallish tweaks:
Some other modified stuff:
Plague added with nice stats.
Erruption Period is a lot shorter so stay clear of volcanos. (i just love them:))
I fiddled with the Agresivness of some civs.
Worker Jobs turns to complete were increased (especialy clearing stuff)
5 civs have no religion (they remain pagan), i am thinking of making their civ-specific wonders stronger ... i'll see.
General corruption is increased because there are a bit more "2nd Capital" type of wonders.
Settlers and workers cost a lot more.(i hate it when there are too many cities on the map)
Mirc Apr 06, 2006, 08:50 AM Worker Jobs turns to complete were increased (especialy clearing stuff)
General corruption is increased because there are a bit more "2nd Capital" type of wonders.
Settlers and workers cost a lot more.(i hate it when there are too many cities on the map)
I understand your reasons, but I don't think the others will like those changes :).
Heretic_Cata Apr 06, 2006, 09:06 AM I understand your reasons, but I don't think the others will like those changes :).
:hmm: Why? I don't recall anyone complaing about it when Rhye did that.It makes cities far more important.
And it makes the game more realistic with the worker jobs - you can't clear jungles and forests so easy, and the computer razes every forest and jungle in the normal game - not here. And also settlers can't build a city in jungles.
I am not sure about the corruption thing - we will see in testing if there is to much corruption, and switch it back to what it was if it doesn't work out. I just recall that in my last test corruption was just too low everywhere, even in far away cities, and since then i added several 2nd capital wonders ... so i thought it would be even less polution, we'll see.
Mirc Apr 06, 2006, 09:31 AM I don't know. I posted something about similar things and I got a lot of complaints. I understand you, as I said. I'm afraid of the others' opinion. I would like to see it this way personally. Also one of the main reasons a lot of people like Civ4 more is that corruption is totally eliminated.
Heretic_Cata Apr 07, 2006, 11:18 AM I added an ugly pic of the ancient tech tree in the first post. As you can see i am still missing some icons - but i will search for them during the beta.
Anyway, almost everything is finished up. Now i have to decide which terrain set i shall use. I wanted to let the default terrain but everybody hates that. So since i have no specific preference with the terrain sets (default, rhye, snoopy, ares) i'll test them to see how my resources look on them. That is what will decide what i will use.
But if the resources will look good on all off them ... that would $uck. :)
Mirc Apr 07, 2006, 11:30 AM I think most people here like Ares' terrain most.
Personally I like Snoopy's most, followed by Ares' and Rhye's somewhere very close one to each other.
Nice tech tree.
Ares de Borg Apr 07, 2006, 08:49 PM Hey, looks like you put a lot of effort in this mod. :goodjob:
I'm looking forward to play it. And... if I can help, tell me.
Mirc Apr 08, 2006, 02:31 AM Finally we got someone else than us to post here! :woohoo:
Heretic_Cata Apr 08, 2006, 04:10 AM :woohoo: Nice to have you aboard Ares. :salute:
I will send you the link as soon as i start uploading it. :)
So i finnished testing the terrains last night - here are the results:
Rhye's- did some strange things with the resources, and on some tiles it looked like the resource was on water but it was actualy on land.:confused: So i can't use this one.
Snoopy's- resources looking good, but there is one teeeny thing that bothers me and always made me dislike snoopy's terrain. I CAN'T SEE THE SEA TILES - well i am not colour blind, i can see then if i look closely. But i want it to poke me in the eye. And another thing that made me like rhye's better than snoopy's is because snoopy's is a bit to bright and colorfull for my style; i like darker, pale shades of colours.
And here is where ares' comes in :) :
Ares'- resources looking good so there was a tie between snoopy & ares.
The difference between sea&coastal were obvious and did not require squinting - so 1 point for ares.
The overall colours are darker - so 1 more point for ares.
Ares 2 - Snoopy 0.
Oh yea, and now that we have polar caps, everything is great. :)
I will use Ares' terrain. :woohoo:
Mirc Apr 08, 2006, 04:52 AM The difference between sea&coastal were obvious and did not require squinting
I think you mean sea & ocean. Snoopy's terrain has the biggest difference between sea & coast.
Heretic_Cata Apr 08, 2006, 05:06 AM FTP doesn't work for my connection, so now i have to upload via 3D Downloads. :cry:
And after i get the confirmation for the account in God knows how much time, i have to upload it and then wait for 24 hours to get the link. :cry:
Heretic_Cata Apr 08, 2006, 06:58 AM @mirc - That's what i ment to say actually :crazyeye:
I've uploaded it (after numerous attempts), and now i have to wait for confirmation and i'll have the link. [party]
So far the beta-testers are : Mirc and Ares :worship:, i'll send you the link as soon as i have it.
Here are the drill instructions for the beta-testers.
-Play on a large or huge map - i recomend a huge map for saftey, because if the map is smaller than "large", the random map generator may not place all the resources.
-Keep the autosave on, just in case i made a typo for the wondersplashes/units/stuff:blush:
-I know there are several improvs that have the same graphics as others - that will change in the final.
- NOTE: Aztecs, Zulu, Iroquois, Inca, Maya have no major religion to research, so they might have somewhat stronger civ-specific wonders
-I put the corruption as it was (almost default), but you should tell me if you feel there is too little corruption
-If at any point you think that "this unit is a bit to strong", or "this wonder is to wimpy and it costs way to much, no one will build it" PLEASE post this. ANYTHING. Because basicaly this is one of the things that this test is about, technicaly i only need to add some graphics for esthetics.
I may think of other things you should be on a lookout for later.
Cheers and thanx again Mirc & Ares :thanx:
Heretic_Cata Apr 08, 2006, 03:51 PM OMG OMG OMG it is here i got the URL. [party]
I'll be PM-ing you 2 after i post this message.
I started beta-testing myself and i encountered 2 teeeeny, noobish problems.:blush:
So after you download the mod you must do these 2 things (or else the game will crash at that time):
1. Go here: "Scenarios\My Mod\Art\units\Broadswordsman\" and rename the "Broad Swordsman.ini" to "BroadSwordsman.ini" with no space between them. If you think that was silly wait till you here this one:
2. I forgot to add a unit :suicide:. So just dl the zip in my attachment and put it in the "Scenarios\My Mod\Art\units\".
That will be all mistakes ... for now. Remember: Autosave is your friend.
Cheers :)
Heretic_Cata Apr 08, 2006, 04:02 PM Maybe i could get 1 or 2 more ppl to test my mod with this:
To all that might want to play it a little: It's ok if you don't have time right now to play it, i will leave it in beta version untill i play it myself a little, after which i will have to find the graphic stuff that i need, after which i have to find civilopedia descriptions. And, to top it all, the beech that teaches calculus wants a test 2 weeks from now and i'll have to work hard to get a 5.
So, in conclusion: this all may take 3-5 weeks. That will be plenty of time for you to play at least once and tell me what you think. :)
Hope this draws more ppl:hmm:- even though i am happy i managed to get 2 ppl to test it. :)
Mirc Apr 08, 2006, 04:13 PM [party] Congratulations!!!
I'll dl it.
kairob Apr 09, 2006, 05:58 PM ill test your mod!!!! it looks ace, plus i like cookies :mischief:
machia Apr 10, 2006, 08:58 AM What does Compostela mean ?
From Latin Campus Stellae (field of stars). The place is supposed to be considered magic from ancient times.
Heretic_Cata Apr 10, 2006, 09:05 AM Yey [party] - another beta-tester. :woohoo:
Thank you kairob. :thanx:
Don't forget to read post nr 18 - for some instructions, and post nr 19 (to correct some mistakes i made:blush:). I PM-ed you the link.
I'll give you a cookie, but first you have to test my mod :D, because if i start to bake my "special" cookies, then the bad men in white plastic suits will come again and put the yellow signs that say "quarantine" on my door :scared:, and i have to be preety quick to make them and run to the post-office and mail them to you 3 before they find out i am at it again... I hope they won't find them till they reach their destination.:crazyeye:
EDIT: Thank you machia. :)
Mirc Apr 10, 2006, 11:11 AM Thank you machia, I never connected the word Campus to Compostella.
Heretic_Cata Apr 10, 2006, 11:33 AM I feel the need to explain how several resources work because they may seem chaotic.
Christian Monastery & Mosque - If you have a ch. mon. or a mosque it's no big deal (in this mod), but if you have 2!!! (and by all means you should struggle to get another 1) you can start the crusades/jihad.
And if you start the Crusades you can build the a)Templar Knights; b)Hospitaller Knights
If you start the Islamic Jihad you can build a) Mamelukes; b) Kharijite sect
All these are unit-producing wonders.
Freelancer's Guild - if you have this resource then you can build skirmishers(yey), if you have it in the city radius you can build "Peltasts"(yey again). This is not the important part. The better part is that when you get a luxury - that luxury + freelancer's guild allows you to build a unit generating wonder. I made one for each luxury (i think i left out incense:hmm:).
This seems a little complicated but it's a handy thing indeed. When you build an embassy you see what resources the other civ has and you can think about what freelancing units he might get.
In the game i am playing i have freelancers and beer. That means i have Landsknechts which are really powerfull but come every 9 turns:(.
azzaman333 Apr 11, 2006, 04:28 AM I wish to test your mod.
EDIT: BTW, you might want to make the religion-less civs have Paganism as their religion? :hmm:
Heretic_Cata Apr 11, 2006, 05:13 AM I wish to test your mod.
Holy Army of Rabid Squirels!!!
Azzaman wants to test it too. Yey[party]! I sent you the link right now.
EDIT: BTW, you might want to make the religion-less civs have Paganism as their religion? :hmm:
That might be a bit complicated because Ch Orthodox (for example) civs can build Mount Athos Complex and the Order of the Dragon. Paganism is kinda vague and i can't give common stuff to those religion-less civs. I made their civ-specific wonders more powerfull - kuz they are all in the ancient period and they are all kinda pagan.
But rest assured that in my religion mod (2nd mod) there will be more civ-specific religions.
Heretic_Cata Apr 11, 2006, 05:18 AM Anouncement to beta-testers :
I found out that sacrificing a captured worker gives you 150 culture points :eek:. (because of the higher shield cost of the workers). I will deactivate the sacrifice option because 150 is to much.
So, please don't sacrifice captured workers - it might off-balance the game.
Sry for the inconvenience.
Ares de Borg Apr 11, 2006, 05:27 AM Ok, thanks for the info.
Mirc Apr 11, 2006, 05:57 AM I played your mod a little.
1. FANTASTIC! I never though it was so complex! I have to say I am very surprised! It is one of the best I've played.
A suggestion: Make more pedia entries and correct the existing ones.
For example, if you check the entry for "Mosque" you will see something like ".... and it appears in tiles". I guess this means that it appears in all tiles. At normal resources the entry looks like this "... and it appears in Grassland, Plains and Hills tiles".
Explain some of the game concepts, like religion. I have (almost) no idea how it works, and a newbie at civ wouldn't understand anything of the new mechanism.
Give links to units and other stuff. When you write "This wonder spawns a "Unitname" each 13 turns", give a link to the "Unitname" unit pedia entry. It's very annoying that you have to exit the "Wonder" section from the civilopedia, enter the "Unit" section, select the unit, look at the entry and then go back to the "Wonder" section.
I discovered some bugs.
- All the units look bad in the city screen and "Change Production" screen.
Look here:
http://img86.imageshack.us/img86/7189/0000aabug16hl.jpg
http://img132.imageshack.us/img132/7376/0000abbug22un.jpg
- I've seen graphics errors with the info screen from the bottom right corner of the screen
- Not really a bug, and I'm sure you are aware of this, but make the tech tree look better. It is way too crowded. You can't hide some of the "Obsolete" icons from certain techs?
Something strange, but I'm not sure that it's because of the mod. The settler costs 3 pop. So you shouldn't have too many cities in the beggining. But something is wrong with the AI. They appearantly can build them very fast.
Check this screenshot. Chieftain (I was just testing the mod, I never play on Chieftain), normal rules, I meet the Mongols. With the benefits I get from Chieftain and with the experience I have in civ I managed to build one city. But look, I'm in the beggining of the game (check the date) and look how many cities the Mongols have!
http://img86.imageshack.us/img86/35/0000acbug36kw.jpg
Also, I played the game a little more and I saw they started in some plains with no fresh water and just 2 grassland tiles. How did they build this many cities? And don't forget it's Chieftain.
Virote_Considon Apr 11, 2006, 06:31 AM I'll try to test it this week if I can find the time...
Heretic_Cata Apr 11, 2006, 08:47 AM I played your mod a little.
1. FANTASTIC! I never though it was so complex! I have to say I am very surprised! It is one of the best I've played.
Thanx :)
A suggestion: Make more pedia entries and correct the existing ones.
For example, if you check the entry for "Mosque" you will see something like ".... and it appears in tiles". I guess this means that it appears in all tiles. At normal resources the entry looks like this "... and it appears in Grassland, Plains and Hills tiles".
(...)
Give links to units and other stuff. When you write "This wonder spawns a "Unitname" each 13 turns", give a link to the "Unitname" unit pedia entry. It's very annoying that you have to exit the "Wonder" section from the civilopedia, enter the "Unit" section, select the unit, look at the entry and then go back to the "Wonder" section.
Don't worry, as soon as i finish a game (or maybe in the Easter break) i'll do aaaallllllll the civilopedia entries (i didn't even write entries to some stuff- units).
Explain some of the game concepts, like religion. I have (almost) no idea how it works, and a newbie at civ wouldn't understand anything of the new mechanism.
Ok - i'll explain them in the 2nd post (and over here) along with the freelancers guilds - but a bit later, this evening.
I discovered some bugs.
- All the units look bad in the city screen and "Change Production" screen.
Look here:
http://img86.imageshack.us/img86/7189/0000aabug16hl.jpg
I know :cry: - i was waiting for someone else to see this, i don't know what is causing it :cry:. It might be a pallete problem with the unit_32 file ... I will make a separate thread with this problem - kuz it's big and it must be fixed.:sad:
Heeey, wait a minute, is that a victory location in Trondheim - how did you do that ? :confused:
- I've seen graphics errors with the info screen from the bottom right corner of the screen
I've seen this too - a very small portion of the info screen stays on the edge of the screen. As soon as i will make a screenshot i will put it in "My Graphic Problems Thread".
I haven't got the slightest clue as to what the hell is causing this because i never fiddled with the info screen. I don't even know where those files are.:confused:
- Not really a bug, and I'm sure you are aware of this, but make the tech tree look better. It is way too crowded. You can't hide some of the "Obsolete" icons from certain techs?
I asked this question in a separate theread, there are numerous ppl that want this but it is impossible to make the obsolete thingy not appear.
I am gonna try some moving stuff around ... but in the Easter Break, kuz i hate fiddling with the tech tree, it's annoying.
(Technicaly this tech tree looks a LOT, and i mean a LOT better then how it looked before i erased stuff - there were about 10 techs that had 6+ obsolete stuff, it looked awfull)
Something strange, but I'm not sure that it's because of the mod. The settler costs 3 pop. So you shouldn't have too many cities in the beggining. But something is wrong with the AI. They appearantly can build them very fast.
Check this screenshot. Chieftain (I was just testing the mod, I never play on Chieftain), normal rules, I meet the Mongols. With the benefits I get from Chieftain and with the experience I have in civ I managed to build one city. But look, I'm in the beggining of the game (check the date) and look how many cities the Mongols have!
http://img86.imageshack.us/img86/35/0000acbug36kw.jpg
Also, I played the game a little more and I saw they started in some plains with no fresh water and just 2 grassland tiles. How did they build this many cities? And don't forget it's Chieftain.
That is really strange :hmm:. I looked at editor options and the mongols have nothing in particular that might explain this... :confused:
Maybe they found a settler in a village ?
I will look at the towns i have later this evening and look at how many cities i had at that turn.
Thank you for the feedback mirc. :thanx:
P.S. I hope you won't get crushed by the mongols, they have a killer civ-specific wonder :sad: (when they will have 5 barracks). Maybe you can prevent them from getting horses. That will help.
@Virote_Considon - Yey, my mod is becoming popular.
I'm sending you the link now.
Mirc Apr 11, 2006, 08:56 AM I am quite sure it is a pallete problem, I didn't see any other cause to this kind of problem (of pink showing up in the game). Did you edit the unit icons with a simple program? It might have changed something.
Heeey, wait a minute, is that a victory location in Trondheim - how did you do that ?
I checked the VP scoring button from the beggining of the game.
I haven't got the slightest clue as to what the hell is causing this because i never fiddled with the info screen. I don't even know where those files are.
I looked more in this forum and it appears to be a problem for everyone, even if playing regular C3C. I heard someone saying there's a fix for this somewhere, but I couldn't find it.
Maybe they found a settler in a village ?
This could be a simple explaination.
P.S. I hope you won't get crushed by the mongols, they have a killer civ-specific wonder (when they will have 5 barracks). Maybe you can prevent them from getting horses. That will help.
It is on Chieftain ;). Anyway I'm not going to play this save too much, it's just my first try to get familiar to the mod.
Ares de Borg Apr 11, 2006, 11:27 AM I'll take care of your units_32.
;)
Edit: Here you go. I hope it works, buddy.
Heretic_Cata Apr 11, 2006, 01:37 PM OMG, it works now. How did you do that ? :eek:
Thank you Ares :worship:, that was one of the major problems of my mod. :thanx:
EDIT: A little OT here ... Why, whenever i dl a file from someone's atachment, the nr. of views stays the same ? :hmm:
Mirc Apr 11, 2006, 02:12 PM The download count of CFC has some serious problems. It was reported a case where it was written 93000 views!!! So more than the number of members at CFC.
BTW, I think Ares took care of the palletes.
Heretic_Cata Apr 11, 2006, 02:14 PM I discovered another MAJOR MISTAKE i made. And there is no way to change it if you already started a game. Sorry:blush:.
If you are playing with a country that has the Islamic trait, you will only be able to build the "Dome of the Rock". You were supposed to be able to also build the "House of Wisdom" but i accidentaly put from the editor: "Required resources - Mosque". Which is wrong - there should not be any required resources. So, if you plan on playing with a Islamic civ you should go to the editor and remove the mosque from the required resources tab.
Sorry for the inconvenience. :blush:
BTW, i will explain tomorrow some game concepts, such as religion...
Mirc Apr 11, 2006, 02:19 PM Thanks for the info, Cata!
azzaman333 Apr 11, 2006, 06:55 PM How easy/hard is it to update the download file?
Mirc Apr 12, 2006, 02:22 AM I think he just needs to upload the file to 3DDownloads, but I heard something with waiting 24 hours before having acces to the link. But I also think he should change the file, it's easier (for us) than making all those changes in it.
Heretic_Cata Apr 12, 2006, 10:38 AM Yes, it is hard to update the download file. :(
This is from the instructions of the 3D Downloads:
"Once you've uploaded your files, you can make changes to them. However, after the file has been approved, changes will not be allowed."
So i made an update in the 2nd post (http://forums.civfanatics.com/showpost.php?p=3894852&postcount=2).
So i will have to make another:
ANOUNCEMENT for the beta testers. :)
Please dl the first patch over here (http://forums.civfanatics.com/showpost.php?p=3894852&postcount=2).
If you already started a game (like i have) and don't want to start a new one (like me:)), you can put the patch, but it won't change the game (sacrifices will still be allowed and the House of Wisdom will still be unbuildable w/o a "mosque" resource), however the patch also contains the missing unit files so you should dl it nonetheless.
10x10pickup Apr 12, 2006, 11:16 AM I,m willing to test, but I've only got civ3v.:blush:
Heretic_Cata Apr 12, 2006, 11:25 AM I,m willing to test, but I've only got civ3v.:blush:
:sad: It's for Civ3C only.
Sorry. :(
Mirc Apr 12, 2006, 11:26 AM I'll dl the patch. Among others it contains the new unit 32, right?
Heretic_Cata Apr 12, 2006, 11:38 AM Of course.
Heretic_Cata Apr 13, 2006, 03:08 PM I added this text to my 2nd post.
Some concepts in my mod:
1. All civs get a specific wonder.
2. Major Religions :
Orthodox Christianity
Catholic Christianity
Protestant Christianity
Islam
Buddhism
When you research the tech named after these religions you are allowed to make that religion the state religion in your empire. By doing this you are allowed to build some wonders that require the state's aproval and power to build. There are also some wonders that do not require that religion to be the official one, it is enough to research the tech to make your ppl follow that religion.
But check out the civilopedia description of each because for example, making Protestantism a "state religion" makes 1 citizen happy in every city (the other state religions don't do that).
3. Minor Religions :
Over here there are the resource-religions.
Judaism - jewish communities appear on the map if you research the Judaism tech, which will allow you to build some wonders.
Zen Buddhism - just like the above it allows the building of some cool wonders, but this time you don't have a separate tech for it.
Note1: This is just a small part of what the relgion part would have been in my "big mod", and what it will be in my "religion mod".
Note2: I hope you don't expect a preety algorithm for religions like Rhye has in his mod. :p So read the civilopedia entries. I like my mod to seem a little chaotic & stochastic. :p
4.Christian Monasteries & Mosques - If you have a ch. mon. or a mosque it's no big deal (in this mod), but if you have 2!!! (and by all means you should struggle to get another 1) you can start the crusades/jihad.
And if you start the Crusades you can build the a)Templar Knights; b)Hospitaller Knights
If you start the Islamic Jihad you can build a) Mamelukes; b) Kharijite sect
All these are unit-producing wonders.
5.Freelancer's Guild - if you have this resource then you can build skirmishers(yey), if you have it in the city radius you can build "Peltasts"(yey again). This is not the important part. The better part is that when you get a luxury - that luxury + freelancer's guild allows you to build a unit generating wonder. I made one for each luxury (i think i left out incense:hmm:).
This seems a little complicated but it's a handy thing indeed. When you build an embassy you see what resources the other civ has and you can think about what freelancing units he might get.
In the game i am playing i have freelancers and beer. That means i have Landsknechts which are really powerfull but come every 9 turns:(.
6.Resource in radius buildings
If you have ANY (strategic or luxury) resource in the city radius you are able to build an improv, or a wonder... it depends. This is usefull to know when placing a city.
I may add more concepts later.
I hope this clears up some question (or confuse you even more then you already were:D).
Civinator Apr 13, 2006, 10:20 PM When you research the tech named after these religions you are allowed to make that religion the state religion in your empire.
Hi Heretic Cata, do you replace governements by state religions ? (at least this is one of the options I tried in my mod). Monastries work like a sacrificial altar (double culture gained by sacrifice); The SW "The Great Monastery" produces a missionary or fakir unit that is enabled to enslave other units to monks; the text for sacrificing a unit is changed, so it´s less bloody and make sense for putting monks to monasteries (or later operastars to the opera).
Good luck to your scenario. May be there are some parallels to the mod I do.
Heretic_Cata Apr 14, 2006, 04:02 AM Hi Heretic Cata, do you replace governements by state religions ? (at least this is one of the options I tried in my mod).
Not exactly. :) State religion is just a bigger name for building the 1shield cost-religions, and thus allowing the building of some wonders that are abstract and should be built in the capital so that it won't be possible to capture it (too easy).
Monastries work like a sacrificial altar (double culture gained by sacrifice); The SW "The Great Monastery" produces a missionary or fakir unit that is enabled to enslave other units to monks; the text for sacrificing a unit is changed, so itīs less bloody and make sense for putting monks to monasteries (or later operastars to the opera).
This is an intresting idea, go with it, new ideas always draw a crowd. ;)
Good luck to your scenario. May be there are some parallels to the mod I do.
Thank you. But my mod is called "All in one" because it has religions&other new stuff. My 2nd mod will be more based on religions, but from what i see, you have more new ideas then me. :)
odintheking Apr 15, 2006, 11:44 AM Hmm, this mod seems pretty interesting. I had the same idea, but a little more fantasy/sci-fi based (made up names for real countries, along with civs like orcs, lizardmen, etc.). I may be able to test this mod after this week, may even give me some ideas for my mod, :).
Heretic_Cata Apr 15, 2006, 12:22 PM Great [party]. I'm sending you the link now.
BTW i like your new avatar, you should can use it as a tech icon for christianity or smthing and enter it in the contest thingy... Or did you already do this... :hmm::crazyeye:
SneakitySneak Apr 15, 2006, 02:08 PM Do you pick religions like in civ4?
I don't get it, you said you build them? couldn't you make more than 1 state religion?
Heretic_Cata Apr 15, 2006, 03:20 PM Do you pick religions like in civ4?
I don't get it, you said you build them? couldn't you make more than 1 state religion?
Nope ... didn't i mention this ? :hmm: Oh wait, no i didn't.:blush:
It is (almost) imposible to have mutualy exclusive buildings like civ4 has. So every civ has a predetermined religion asigned to it.
For example the Russians can research "Orthodox Christianity" tech but cannot see "Buddhism", "Islam" tech(and the others) tech.
The "state religion" part is just to make it official. :)
SneakitySneak Apr 15, 2006, 07:03 PM Oh okay. So its like Rise's mod
matteo773 Apr 16, 2006, 07:00 AM I'll help you test it, as I have little to do now i've got bored of testing my own mod. And from what I've read this looks like a very interesting mod. Unfortunately I may not be able to test as extensively as others because my computer is lacking in speed; but I'll try the larger maps anyway.
Heretic_Cata Apr 16, 2006, 01:16 PM Hey, my mod is drawing a crowd [party], i'm sending you the link now matteo773. Thanks. :thanx:
Don't worry, i doubt a comp that is older than mine. (7 years and counting) You'll be fine if you don't put to many civs on the map.
I used some of rhye's tricks to slow the citybuilding process (higher shield cost, pop cost, upgrade path ... etc.). I'm in the industrial age (with 6 civs on the huge map) now and we're almost out of land to colonise and i only wait about 20-30 seconds between turns, which is unimaginably good compared to others mods.
Heretic_Cata Apr 16, 2006, 03:42 PM Announcement for the beta testers.
New patch released.
After extenisve testing i think there won't be any more "the game will now exit" errors because of the units.
The patch is in post nr 2.
I've replaced the old patch. This one contains the old one as well.
Ares de Borg Apr 16, 2006, 03:44 PM Ok, downloading. :)
Stormrage Apr 16, 2006, 03:49 PM So this is only for big maps? :sad:
Heretic_Cata Apr 16, 2006, 03:54 PM So this is only for big maps? :sad:
(large and huge ... and maybe standard)
Weeeelll, technicaly ... i am not sure :D. It needs testing - generating lots of random maps with the editor and seeing how the resources are placed. The random map generator seems to completley ignore some resources if the map is too small.
The mod works on smaller maps, but some bonus resources will be completley missing. That is the only thing that will be wrong.
Stormrage Apr 16, 2006, 03:57 PM I play on tiny maps, I guess I`m the minority here :)
Heretic_Cata Apr 16, 2006, 04:05 PM I play on tiny maps, I guess I`m the minority here :)
Why ? Do you like short games ?
My mod is actualy meant to get longer and slower than the normal game.
-research costs more;
-settlers & workers cost more and have an upgrade path like rhye's
-the towers exist and they cost a lot, but they can take a beating, so atacking is harder and it takes more time
I like reaaaallllly loooooooooooooooooooooooooong games that never seem to end except with a nuke fight or a peacefull ending.
Stormrage Apr 17, 2006, 08:30 AM My games last 6 hours tops. Mostly I play from start to finish without stopping :D
kairob Apr 17, 2006, 08:44 AM i like long games but i dont like stopping, if i dont finish in three days ill get bored, the longest ive played at a time is 18 hours ;) the shortest i would even bothering to turn me comp on for is about 2 hours but i do other stuff at the same time (my girlfreind tought me to multitask ;) )
Stormrage Apr 17, 2006, 08:51 AM Its so strange to see you outside the WH threads, Kai :) :wavey:
When I load a saved game I completly lose interest in playing it again.. thats why I like tiny maps. I either finish quickly, or I don`t miss much when I have to quit :goodjob:
kairob Apr 17, 2006, 11:57 AM im the same my personal mod is the only one i can reload, and i have only finished one game of it cos i keep changing stuff and starting again, im strying to get the civ placment perfect :blush: i am actually quite proud of how well the civ placment is going....
edit; sorry this is going off topic, im not having chance to play ya mod too much atm cos i have exams and a girl friend, but i will dedicate an afternoon to it within the next couple of weeks and get a good game out of it, and i love what you have done with your resaurces btw
Heretic_Cata Apr 17, 2006, 02:06 PM :hmm: I started a game 1 week ago when the beta test started and did end it. I get bored easly by most computer games. I have to play several of them per day. Now i play Diablo 2 and Civ3. I can't play only one of the 2, i'd get bored to fast. :)
edit; sorry this is going off topic
I don't mind the offtopic. :)
im not having chance to play ya mod too much atm cos i have exams and a girl friend, but i will dedicate an afternoon to it within the next couple of weeks and get a good game out of it,
It's ok - there is still lots of time left. I have to actualy finish the game i started 1 week ago and then search for graphic stuff (2 weeks probably) and then the civilopedia descriptions (another 2 weeks probably). There is still time. :)
and i love what you have done with your resaurces btw
Thank you. I am really proud of them because i modified/made quite a few of them there. :)
matteo773 Apr 18, 2006, 02:44 PM :( Error!
art\wonder splash\ruin.pcx
:cry: And I was enjoying the game so much!
Since I'm posting, I'm making my report now.:)
The first game I started, well didn't last long, starting next to a volcano had something to do with it.... I also noticed that on an island you do not get many of the important resources; but that's the same in normal conquests.
The next game (the one I'm playing now) i have no problems with resources at all, but a couple of things i noticed....
The AI are really expensive to trade with
It's almost imposible to sink galleys in sea or ocean (which I don't mind:)) but seems to give the human player an unfair advantage.
Also most of the special wonder produced units are conversions, which I'm not a fan of and felt should be a bit more special (but thats just my opinion:p)
But I'm loving the game so far and I'm real impressed with the extent of buildings and resources!
A great mod, my only worry is... whether I autosaved recently:confused:
EDIT:found out what the error was I'd just built a scavenger camp
Heretic_Cata Apr 18, 2006, 03:38 PM :( Error!
art\wonder splash\ruin.pcx
:cry: I made a typo in the pediaicons. It was supposed to be ruins.pcx but it is easier to rename the splash now. (i see you already did that)
The first game I started, well didn't last long, starting next to a volcano had something to do with it....That is dangerous:scared:The erruption period is 1500:D.I also noticed that on an island you do not get many of the important resources; but that's the same in normal conquests.:hmm:Maybe the resources on those islands happened to be only modern resources. (maybe)
The AI are really expensive to trade withI have no idea what might cause this ...
It's almost imposible to sink galleys in sea or ocean (which I don't mind:)) but seems to give the human player an unfair advantage.
Maybe you are playing a seafaring civ... kuz my 2 galleys went to the bottom on the first turn.
Also most of the special wonder produced units are conversions, which I'm not a fan of and felt should be a bit more special (but thats just my opinion:p)
I didn't have a choice in most cases, but if you happened to know any units somewhere that are not conversions and that might replace them, then please suggest... i never was good at unit-stuff.
But I'm loving the game so far and I'm real impressed with the extent of buildings and resources!
A great mod, my only worry is... whether I autosaved recently:confused:
EDIT:found out what the error was I'd just built a scavenger camp
Thank you :thanx:
And thank you for the report :worship:
Yes, please leave the autosave on ... it saved me a couple of times. :)
matteo773 Apr 18, 2006, 04:00 PM Maybe you are playing a seafaring civ... kuz my 2 galleys went to the bottom on the first turn.
Yup:), but I'm never normally that lucky:rolleyes:
That is dangerousThe erruption period is 1500.
Tell me about it!
I didn't have a choice in most cases, but if you happened to know any units somewhere that are not conversions and that might replace them, then please suggest... i never was good at unit-stuff.
Well... I've made ONE unit so far... (not very good but I'll hopefully improve)... and no promises... but... if i find a decent FREE unit creating program...i might make some units for you... no promises mind but IF I have time I just might... Just don't get your hopes up I'm very unpredictable:D
Anyway! Back to testing!
T.A JONES Apr 18, 2006, 04:44 PM I just read this report and must say it sure sounds most promising. I hope you hang-on to that complete pedia idea. :coffee: Helta remember what I said, the Pedia is a players best friend. :) Now I can't wait for this release so I'll keep bizy 'n add a longer shelf to my Mod Mantle(CivContent) :hammer: Goodluck, and all the best in finishing your modjob
conquer_dude Apr 18, 2006, 05:01 PM I would love to help test.
Heretic_Cata Apr 19, 2006, 07:50 AM Well... I've made ONE unit so far... (not very good but I'll hopefully improve)... and no promises... but... if i find a decent FREE unit creating program...i might make some units for you... no promises mind but IF I have time I just might... Just don't get your hopes up I'm very unpredictable:D
I didn't exactly mean you should make those units (i know it's hard and it takes a long time to make - unless you are an aaglo-ppl:D). I was thinking if you saw another better one on the forum.
I just read this report and must say it sure sounds most promising. I hope you hang-on to that complete pedia idea. Helta remember what I said, the Pedia is a players best friend. Now I can't wait for this release so I'll keep bizy 'n add a longer shelf to my Mod Mantle(CivContent) Goodluck, and all the best in finishing your modjo
Don't worry, i'll make the pedia (as) complete (as i can:D).
I still don't know what Helta means. :hmm:
I would love to help test.Yey[party].
Welcome to the beta-testing team. :) I'm PM-ing you now.
Heretic_Cata Apr 19, 2006, 08:03 AM Oh yea, and could someone please play the feudalism gov through the 2nd age... kuz i think i made it too strong with the Lord Castle - improvement and the others.
(And if it's not strong enough maybe i will decrease the shield cost of the castle. :evil:)
I will test this too when i start my second game, but that will be a little later since i am lengthening my current game as long as possible to get to build as many improvs, wonders, units, stuff - as i can to see if there are any other errors.
matteo773 Apr 19, 2006, 12:49 PM I tried to find some replacements for some the units, and this is what I found.
Kinboat's achilles unit to replace the broadswordsman (http://forums.civfanatics.com/showthread.php?t=93682)
Kinboat's cataphract to replace the cataphract (http://forums.civfanatics.com/showthread.php?s=&threadid=56408)
maddy1983's mercenary to replace the almogavar (http://forums.civfanatics.com/showthread.php?t=151008)
aaglo's b29 to replace the superfortress (http://forums.civfanatics.com/showthread.php?t=52789)
I also thought that the american flamethrower from PTW could replace the current one; and that one of wyrm's submarines to replace the polaris.
EDIT: Error-art\units\RomanCavalry\RomanCavalry.ini (there was a space between roman and cavalry in the ini:))
Heretic_Cata Apr 19, 2006, 01:14 PM I tried to find some replacements for some the units, and this is what I found.
Kinboat's achilles unit to replace the broadswordsman (http://forums.civfanatics.com/showthread.php?t=93682)
Kinboat's cataphract to replace the cataphract (http://forums.civfanatics.com/showthread.php?s=&threadid=56408)
maddy1983's mercenary to replace the almogavar (http://forums.civfanatics.com/showthread.php?t=151008)
aaglo's b29 to replace the superfortress (http://forums.civfanatics.com/showthread.php?t=52789)
I also thought that the american flamethrower from PTW could replace the current one; and that one of wyrm's submarines to replace the polaris.
:)
- the broadswordsman will be replaced. Kinboat's does look a LOT better.-
- the cataphract i added ... well ... technicaly, historicaly it was not supposed to be a cataphracti at all, it was supposed to be a relatively quick horseman for kamikaze style assassinations. I added the AoE cataphract kuz i didn't know what to choose. So kinboat's goes in the game. :)
- that mercenary is not very apropriate, since it has no assegai and doesn't look very catalunian (or at least non-asian:D)
- i don't even remember the superfortress i added :crazyeyes: , i never could tell some conversions from made ones. :) I'll add this too.
- there's a flamethrower in ptw ? :blush: Where ?
- does wyrm have a missile shooting submarine ?
I'll add them in the final version of the game, since they are a bit too big for patches. :) I could add lots of smallish patches ... but neah, it's just an aestethic thingy, so it is not very important for the beta (but crucial in the final:().
Thank you matteo :thanx: i really don't have an eye for units. (i only have eyes for wondersplashes :D)
matteo773 Apr 19, 2006, 01:59 PM - that mercenary is not very apropriate, since it has no assegai and doesn't look very catalunian (or at least non-asian)
:rolleyes:
- there's a flamethrower in ptw ? Where ?
In the extra files somewere:confused: i think...
- does wyrm have a missile shooting submarine ?
Several! I think you can find the link in the unit artist's library; if not I can send you them (Ihave most of them:P)
The sounds in the roman cavalry file seem to be not there.... as well as the ini's title...
Heretic_Cata Apr 19, 2006, 03:20 PM Several! I think you can find the link in the unit artist's library; if not I can send you them (Ihave most of them:P)
I'll take a look in his library soon. :) And post if i find what i was looking for.
The sounds in the roman cavalry file seem to be not there.... as well as the ini's title...
OMG:blush:
I put ares' modified ini file in my attach, it solves the sound problems too.
I'm gonna make a patch tomorrow in the afternoon, kuz i found another unit with missing sounds (actually with a wrong ini file ... i'll try to find the files now...)
Heretic_Cata Apr 19, 2006, 03:37 PM Ok, i have NO IDEA how the guys at this thread (http://forums.civfanatics.com/showthread.php?t=32617&highlight=bunker) got the darn thing to work.
The ini file is screwed , it's not pointing properly to the right wav files. :(
Can anyone please modify it till 15 hours from now ? (it's in the attachment) I have to go to sleep now, and then to the final school day before the 1 week Easter break.
Ares, could you please modify it (i saw you modified the roman cavalry's ini) or anyone else that knows what he is doing. :)
EDIT: after some trial&error i figured it out, yey, i learned smthing new. :D
Mirc Apr 19, 2006, 03:40 PM A lot of things happened here while I didn't have my computer.
I will dl the new stuff.
Mirc Apr 19, 2006, 03:42 PM My Edit button is not working, so I have to make a double post. I think that PTW has some extra units that come only if you buy it separate from C3C. I'm not sure.
Heretic_Cata Apr 19, 2006, 03:45 PM My Edit button is not working, so I have to make a double post. I think that PTW has some extra units that come only if you buy it separate from C3C. I'm not sure.
:hmm: I think i threw away/ burned my PTW cd after getting Conquests. :D The only thing i see in the extras folder of ptw now is just medieval japan. :sad:
What happened to your computer ?
Mirc Apr 19, 2006, 03:54 PM Nothing. It's working perfectly. I've been in Arad, for the National Music Olympiad. I took the FIRST PRIZE, and it's the first time in the history of the national music olympiad of Romania when the guitar wins the first prize. I'm in the 9th grade, and I participated together with Cello, Double Bass, Harp, and Violla, and with all the 9-12 grades, and I won this section. I'm very proud. Me (and some other friends of mine) are heros in my school. I used to be a hero in Dinu Lipatti (my ex-school), but I have to renconquer this position here, in George Enescu. Unfortunately the money was sooooo little... It was... well just for you (if you are not him you can read, but since you don't know the value of the Romanian currency you won't understand):
1.000.000 lei vechi (ROL).
100 lei noi (RON)
conquer_dude Apr 19, 2006, 04:00 PM One question: How do you dload mods? Just like scenerios?
I ask this because I have never dloaded any mods, just scenerios.
Mirc Apr 19, 2006, 04:14 PM Of course, it's the same thing.
conquer_dude Apr 19, 2006, 06:26 PM Of course, it's the same thing.
Thought so, but ujst making sure. Thanks.:)
conquer_dude Apr 19, 2006, 07:54 PM Open Civ now. :)
conquer_dude Apr 19, 2006, 07:56 PM Hmm... An error that has something to do with the sphinx. Game will now exit. Where do I put the patch into?
Heretic_Cata Apr 20, 2006, 02:02 AM Hmm... An error that has something to do with the sphinx. Game will now exit. Where do I put the patch into?
You put the patch in the "conquests" folder, and let it replace everything.
But the patch doesn't do anything about the sphynx. :( I am at school now so i can't check the files for embaresing typos. :blush: I'll get home in 3 hours ... i'll check it then, and post a patch.
Heretic_Cata Apr 20, 2006, 07:46 AM Congrats mirc. :cheers:
In curand, o sa ne faci cunoscuta tara in strainatate asa cum face si Gheorghe Zamfir . :goodjob:
@conq_dude
I checked the Sphynx and there is nothing wrong with it.
But since it is the first improv i ever added i think you might be putting the mod in the wrong place.
The folder named "My Mod" should go in the "Scenarios" folder. Same thing with the MyMod.biq
And, from the patch, the folder in the archive "Scenarios" should replace your current "Scenarios" folder.
Either this, or you don't have Civ3Conquests with all the patches:( (which i forgot to mention that it is required).
Heretic_Cata Apr 20, 2006, 09:24 AM Announcement:D
Yet ANOTHER patch released. :)
Version 1.02 :)
Check the attachment in post nr. 2 (http://forums.civfanatics.com/showpost.php?p=3894852&postcount=2).
I finally figured out how that .ini file worked ... those .amb files confused me, so i ignored them. :D And it seems to work.
Mirc Apr 20, 2006, 10:49 AM Thanks for the new patch! Dl-ing.
matteo773 Apr 20, 2006, 12:46 PM Well, I played with the feudalism government for a bit... At first it seemed as if it was WAY overpowered; but when I started to use it and had built a few lord's castles I realised how expensive the unit costs are..... -400gold per turn....:cry: so it's only really useful if you have loads of cities.
Also, the unit producing small wonders which require a luxury + freelancers guild, aren't replaced in later ages. If you ever wish to do a v2 of this mod you could do that (that would make it perfect:D)
Oh yea, the wonders such as pythagoreans which are very useful but create minus culture, do you know if they carry on producing minus culture once they're obselete or not? Cos I'm not really using them.
I must admit I'm really enjoying this mod:) and I can't wait until the release.
Heretic_Cata Apr 20, 2006, 01:29 PM Also, the unit producing small wonders which require a luxury + freelancers guild, aren't replaced in later ages. If you ever wish to do a v2 of this mod you could do that (that would make it perfect:D)
I'm not quite sure what you mean. Are you saying that when those unit-producing wonders go obsolete i should make another wonder that require the same resources, except it gives a modern unit ?
In which case it's a wonderfull idea :goodjob:, but it would make even more buildings in the game... and as you may have seen on the "i hate firaxis" thread in my sig. There is no room for that many buildings. :cry:
However, not all is lost, this is a really good idea and there is a small chance i might add it in my 3rd mod where i think i might have a bit more room.
Oh yea, the wonders such as pythagoreans which are very useful but create minus culture, do you know if they carry on producing minus culture once they're obselete or not? Cos I'm not really using them.
But the Pythagoreans produce 2 culture.
I understand what you mean though. (the city of the dead, bachanalia, sacrificial altars and others are examples of stuff that decrease culture)
I never actualy thought of this ... but theoreticaly it should still produce -culture. Because when a normal wonder expires it still produces culture. I am pretty certain that the game & editor were never intended to make buildings with -culture, so i think the normal wonders rule is kept and the neg effect wonder still produces those -culture.
I don't build the pythagoreans either, but it is very surprising to see THE AI BUILD IT. :eek:
I did build on my current game the city of the dead though (it is one of the best wonders if you start in a place with lots of food and get to the 14 limit fast). So i could do some math work to see if it still substracts culture... But there is a lot of arithmetics kuz i have lots of wonders in my capital, i may do it nonetheless ... a bit later.
I must admit I'm really enjoying this mod:) and I can't wait until the release.
I think it will take a bit longer till the final release :sad:, kuz the incarnation of Satan on earth (my Calculus teacher) and the epitome of stupidity (my Java programing teacher) are plotting against the inocents (us students:D) AGAIN, with their meaningless tests that have ABSOLUTLEY NOTHING to do with the course they are teaching us:mad: . Correction: "they are trying(not moving a finger) to teach us". So unless God works a miracle, or unless we call an exoricist and a shrink (respectively) my mod will suffer a delay...
T.A JONES Apr 20, 2006, 01:52 PM I concur! Youve got some great testers on yer payroll, the pays being an early go at this gem, of course!. If you step up mateo's ideas your only going to improve this one some more.
Heres a good idea After you build 10 coastal fortress(for exp), your able to construct the Navy Base(exp), A wonder that gives you a stealth sub ever # of turns!.
It makes sence cause A Civ with lots of built up harbours deserves a central power base wonder!. and steaalth subs are cool lookin. by the way its not my idea I borrowed it from Kinpin and changed said sub instead of the boat he used (can't remember what)plus theres no other reason to build a coastal fort sometimes
Keep up the good work,btw Sorry about name thing for some reason I think Helta Celta :crazyeye:
matteo773 Apr 20, 2006, 02:08 PM I'm not quite sure what you mean. Are you saying that when those unit-producing wonders go obsolete i should make another wonder that require the same resources, except it gives a modern unit ?
Yes, sorry I was a bit vague....
In which case it's a wonderfull idea , but it would make even more buildings in the game... and as you may have seen on the "i hate firaxis" thread in my sig. There is no room for that many buildings.
I thought maybe you could use lots of more generic buildings which could be used for multiple things...but that would be very difficult to get the right balance:( .
I think it will take a bit longer till the final release , kuz the incarnation of Satan on earth (my Calculus teacher) and the epitome of stupidity (my Java programing teacher) are plotting against the inocents (us students) AGAIN, with their meaningless tests that have ABSOLUTLEY NOTHING to do with the course they are teaching us . Correction: "they are trying(not moving a finger) to teach us".
:lol:
EDIT:Just had a thought instead of making wonders etc. which become obselete with negative culture and pollution; you could make the culture and pollution 0 and just have a production cost raise....
Heretic_Cata Apr 20, 2006, 03:36 PM Just had a thought instead of making wonders etc. which become obselete with negative culture and pollution; you could make the culture and pollution 0 and just have a production cost raise....
Yes, but that would be less annoying. :evil:
But the negative culture is not that big deal if you ask me ... since none of those decrease too many culture points.
Did pollution ever appear to you in the ancient age ? It did to me, and it's really annoying since you only have serfs and they suck. But as much as you try, you simply won't get that much pollution to become frustrating.
Also, if i remove these negative effects it would make my mod look to much like the other mods. :D
matteo773 Apr 22, 2006, 12:35 PM Did pollution ever appear to you in the ancient age ? It did to me, and it's really annoying since you only have serfs and they suck. But as much as you try, you simply won't get that much pollution to become frustrating.
Yes it did appear but nothing serious:)
Anyway, found a new error... Art\units\shaolin_monk\shaolin_monk.ini
I also decided that feudalism is a bit overpowered, but it gets bad later on, while democracy, communism and fascism get much better. And aren't as expensive either:D .
One more thing... combat is getting quite interesting with fireballs:eek: and various mercenaries flying round all over the place:mischief: .
Heretic_Cata Apr 22, 2006, 12:50 PM Anyway, found a new error... Art\units\shaolin_monk\shaolin_monk.ini
GOD, when will these errors end. :cry:
This time it was NOT a misspelled ini file, this time it is a typo in the pediaicons.txt, i actualy didn't intend to have that underline anywhere except the entry name. :blush:
I hope i will have time to make the patch tomorrow (i found another typo besides that... i hope you don't get to the eiffel tower by tomorrow:blush:)
Kuz it's Easter and i'll be going to church this evening and tomorrow morning to my grandma, and i don't know how much time i will have.
I also decided that feudalism is a bit overpowered, but it gets bad later on, while democracy, communism and fascism get much better. And aren't as expensive either:D.
Maybe with these modifications ppl will actually play with feudalism ... at least a bit.
One more thing... combat is getting quite interesting with fireballs:eek: and various mercenaries flying round all over the place:mischief: .
Yea, i thought of getting some of those "modern warfare" techniques that no one uses (because few ppl play till the modern age). And i see that they fit in the earlier times. :)
Wait till you get the "Firestorm". :D
Thanks again for the feedback... i'm off to see a movie...
And remember ... keep praying and sacrificing to the "gods" beyond the "strange fields" they always reward their disciples ...
(in my 2nd mod they will grant even more "blessings":evil:)
conquer_dude Apr 22, 2006, 08:39 PM Either this, or you don't have Civ3Conquests with all the patches:( (which i forgot to mention that it is required).
I have comlpete and that comes with all the patches, correct? But anyway, I'm gonna check it out. I put the .biq folder in conquests, but it still seems to not be working correctly. :hmm:
Mirc Apr 23, 2006, 04:17 AM You have to put the .biq file in the /Civilization III/Conquests/Scenarios and the other files in a folder from /Civilization III/Conquests/Scenarios (something like All in one beta, you have to check). If you place just the biq it won't work.
BadKharma Apr 23, 2006, 01:03 PM If you still need testers I would be willing to give it a go this sounds like a very interesting project.
Heretic_Cata Apr 23, 2006, 03:12 PM Of course i still need beta-testers. :) The more beta-testers there are, the more mistakes and suggestions i will get. :)
I'm PM-ing you now. Welcome :salute:
BadKharma Apr 24, 2006, 12:56 PM Ok I'm into the Fuedalism era now with no crashes so far evrything is great although with all the new improvements its almost overwhelming you can really see the amount of work that you have put into this mod. Asthetically I would suggest making a custom science background so the techs dont overlap onto the border if you want I could make one for you that matches the coloration and scheme of the original unless you want something completely original.
Heretic_Cata Apr 24, 2006, 01:30 PM Asthetically I would suggest making a custom science background so the techs dont overlap onto the border if you want I could make one for you that matches the coloration and scheme of the original unless you want something completely original.
:eek: Do you really want to help with the research tree ?
I was kinda evading this problem as much as possible, but the ancient tree looks in preety bad shape ... and the industrial one's every tech overlaps smthing :sad:. I never did any modifications to the tech tree (except adding new techs). Isn't it kinda hard, with all those arrows and stuff ?
You are helping me in all the parts of the mod in which i suck ... :love:
But you will have to (again) wait about a week before you can start modifing it... Because i might add/remove a building/unit or 2, so it might screw up everything. :)
I'll give you the details of what needs moving around in the tech tree in a few days...
Also, i don't want anything original with the tech tree, the original theme is fine ... Oh, and my mod is practicaly an expansion pack, so it's better to leave the colours and stuff as they are. :)
Thank you, again :thanx:
Heretic_Cata Apr 24, 2006, 01:36 PM Announcement again
Patch 1.03 released :)
Dl it from post nr. 2 (http://forums.civfanatics.com/showpost.php?p=3894852&postcount=2)
Have a nice day. :D
Also, matteo:
You probably modified the shaolin monk ini file or folder name to make the game work ... you are going to have to modify it back to "Shaolin Monk.ini" and the folder name "Shaolin Monk". Because i modified the pediaicons text kuz that "_" looked strange there...
Sorry :sad:
Mirc Apr 24, 2006, 02:15 PM Thanks for the patch!
It's a really nice mod.
BTW, I hope you will use for your mod Ares' terrain pack II when it is released...
Virote_Considon Apr 24, 2006, 02:40 PM Or you could link the "Scenario Search Folder" to Ares' Terrain. It'd save time on the DL, and mean that people only need 1 installation of Ares Terrain!
Mirc Apr 24, 2006, 02:41 PM That, assuming that you use Ares' terrain already....
Virote_Considon Apr 24, 2006, 02:47 PM And who wouldn't?:crazyeye:
Besides, if the Terrain is an "Optional" download, it means that the download will be shorter, and also means that people with very low HD space can also still just about manage to install this mod...
Virote_Considon Apr 24, 2006, 03:11 PM does the patch in Post 2 contain all the previous patches?
Heretic_Cata Apr 24, 2006, 03:31 PM does the patch in Post 2 contain all the previous patches?
Yes it does :), that is why i replace the previous patches.
About Ares' new terrain ... dunno :), we'll see if it passes the "resource compatibility" test. But if it does it will not be included in the beta.
Also, i should let everyone know that the Hellish Assembly which is temporarely banished because of Easter, will come back in full force as they are plotting their revenge.
So the mod's final release is delayed even more. Sry. :sad:
Ares de Borg Apr 24, 2006, 04:10 PM About Ares' new terrain ... dunno :), we'll see if it passes the "resource compatibility" test.
I hope it does. :)
Mirc Apr 24, 2006, 04:17 PM Yes, the optional dl's are making the file smaller, but ideal would be to have a link to the version without the terrain, a link to the terrain, and a link with the full mod.
BadKharma Apr 24, 2006, 10:31 PM No problem I dont mind fiddling with the techs in fact I even made a photoshop master of the science screens that matches the original but I can cut the right side down to give more room for techs and it doesnt interfere with anything else because other than the top right no graphics are overlayed on the right side. The arrows are really easy in fact I custom make my own arrows using photoshop then bevel them and voila they match the originals that firaxis uses.
Also I vote for ares terrain as long as it works with the resources I saw it will be done in a couple of weeks.
William GBTW Apr 24, 2006, 10:46 PM BadKharma is right...its not hard...just professional. I use Microsoft Digital Imaging though.
Heretic_Cata Apr 25, 2006, 02:44 AM but I can cut the right side down to give more room for techs and it doesnt interfere with anything else because other than the top right no graphics are overlayed on the right side. The arrows are really easy in fact I custom make my own arrows using photoshop then bevel them and voila they match the originals that firaxis uses.
I didn't even know you can cut any part of the background ... but then again i don't know to much about mods. Kuz this is basicaly my first mod. (actually the first one i am going to realease:))
Also, i have a question, and since more ppl started visiting my thread i don't need to create a new one for this. :)
How do i add more songs for each era ?
Like TAM has. Actually like most nice mods have. :)
Mirc Apr 25, 2006, 05:15 AM I heard that music changing can affect the game somehow and make it buggy. If you want to change the music, I can help you a lot, since music is my "job" and I have hundreds of CD's with music (in fact, about 180, so more than 100 anyway).
You can change any background, from the info box edges to the dyplomacy screen. :D
Heretic_Cata Apr 25, 2006, 05:44 AM I heard that music changing can affect the game somehow and make it buggy. If you want to change the music, I can help you a lot, since music is my "job" and I have hundreds of CD's with music (in fact, about 180, so more than 100 anyway).
I was thinking of just adding the ones in the Conquests - kuz technicaly this is a expanison and i don't want to add anything to much ...
Maybe in my 4th mod (fantasy mod) ... that will come in 2 years from now probably. :) But by then i will probably retire from modding.
Mirc Apr 25, 2006, 05:54 AM In 2 years you could retire, switch to cIV or maybe the Internet will become a crime and we won't acces anything here.
:rotfl::rotfl::rotfl:
Heretic_Cata Apr 25, 2006, 06:04 AM In 2 years you could retire, switch to cIV or maybe the Internet will become a crime and we won't acces anything here.
:rotfl::rotfl::rotfl:
From what i heard cIV si a pain in the a$$ to (try to) mod, so unless the expansion(s) bring some heavenly options (like the civ3 expansions) and untill i win some high-end computer i won't switch to civ 4.
Or maybe TF will get really angry one day and ban everyone on the forum. :lol:
Or maybe the site would get hit by a bus ... :D
William GBTW Apr 25, 2006, 08:03 AM Can I plz test!
matteo773 Apr 25, 2006, 11:33 AM Also, matteo:
You probably modified the shaolin monk ini file or folder name to make the game work ... you are going to have to modify it back to "Shaolin Monk.ini" and the folder name "Shaolin Monk". Because i modified the pediaicons text kuz that "_" looked strange there...
Sorry
No problem I changed pediaicons anyways:D.
I've not had any problems with the game so far... but maybe corruption's a bit low. Even though I prefer it that way:). I'm in the Industrial ages now, last tech was communism, but I don't think I'll be able to test for a while; cos of exams and various people stealing my time:(.
Virote_Considon Apr 25, 2006, 12:29 PM There are a LOT of missing 'Pedia entries... You should at least have a basic description of what a unit does in the entry... If you want, I could try to write you up some 'Pedia entrys for the units sometime soon?
I also noticed a lot of units with no build cost and no preq. in the 'Pedia... could I ask what they are?
Heretic_Cata Apr 25, 2006, 01:22 PM @William: Of course you can... i'll PM you the link in a bit ...
(yey, more testers [party])
There are a LOT of missing 'Pedia entries... You should at least have a basic description of what a unit does in the entry...
Well, they don't do that many things (most of them) ... :crazyeye: (really:mischief:)
If you want, I could try to write you up some 'Pedia entrys for the units sometime soon?
Well, BadKharma volunteered first. So:
@Badkharma: Do you want to do the units too ? I mean, you are already doing so much stuff for my mod ... Maybe you could let Virote_Considon make the unit entries, so that you might have fewer stuff to do ?
What do you say ?
@Virote_Considon: If you are going to write the entries then you have to wait at least till the end of this week ... i am still making minor/major modifications to everything...
I also noticed a lot of units with no build cost and no preq. in the 'Pedia... could I ask what they are?
Those must be the wonder-produced units (there are a LOT of them). I could add a fictive shield cost just to show the unit's "value", but i don't want them to be Disbanded for shields.
Virote_Considon Apr 25, 2006, 02:43 PM Ah. You can uncheack "Disband" in the editor. It won't nullify any AI Flags at all. Infact, It can open the "King" flag up, and maybe the "Flag Unit" one, although I'm not to sure on the later...
Heretic_Cata Apr 25, 2006, 02:48 PM Ah. You can uncheack "Disband" in the editor. It won't nullify any AI Flags at all. Infact, It can open the "King" flag up, and maybe the "Flag Unit" one, although I'm not to sure on the later...
I never thought of that ... :hammer2:
Though i might be to lazy/busy to actually add proper shield cost for realism ...
Virote_Considon Apr 25, 2006, 02:56 PM Ah. Well, I'll remember when it comes to their descriptions, to put what building they come from ;)
Also, to make less icons appear on the Tech Tree, if a building/Unit requires a resource to be built, and the resource comes with the same tech, don't have a preq. for the building/unit. It still won't be buildable until the descovery of the resource, anyway!
kairob Apr 25, 2006, 02:58 PM yea but then you can still build stuff even if you dont have the resauce
Heretic_Cata Apr 25, 2006, 03:00 PM Also, to make less icons appear on the Tech Tree, if a building/Unit requires a resource to be built, and the resource comes with the same tech, don't have a preq. for the building/unit. It still won't be buildable until the descovery of the resource, anyway!
Well, TBH i actually added that to put MORE stuff in the tech tree :mischief:. The thing is IIRC, i added them to techs that do not overlap anything ...
BadKharma Apr 25, 2006, 03:01 PM @Badkharma: Do you want to do the units too ? I mean, you are already doing so much stuff for my mod ... Maybe you could let Virote_Considon make the unit entries, so that you might have fewer stuff to do ?
What do you say ?
No problem I'll concern myself with graphic issues :)
Heretic_Cata Apr 25, 2006, 03:06 PM No problem I'll concern myself with graphic issues :)
K then :).
Virote_Considon i will tell you when you can start writing stuff (by the end of this week, i think)... Also, you should know that after i give the green light there will be 3-4 weeks in which you can do the entries for the units. :) Plenty of time IMHO. So you don't have to work too hard. :)
Mirc Apr 25, 2006, 04:25 PM Also don't forget to link from wonders to units.
BadKharma Apr 25, 2006, 09:40 PM Also don't forget to link from wonders to units.
Going to make him work arnt you Mirc ;)
Mirc Apr 26, 2006, 03:14 AM Yes, but you can create links to other pedia icons very easy with certain utilities.
Virote_Considon Apr 26, 2006, 01:07 PM I'll do it with good ol' notepad!
Oh, are there any Game Concepts that need changing, so that I'm ready for them. They're my least favourite part ;)
Heretic_Cata Apr 26, 2006, 01:20 PM I'll do it with good ol' notepad!
Oh, are there any Game Concepts that need changing, so that I'm ready for them. They're my least favourite part ;)
:hmm: I think there might be a bit of changing ... but only a bit. :D
I am close to the end of the game i started. After i finish it i will check all the major things that need changing and also look upon the game concepts to see exactly what need changing (if there is smthing that needs changing that is ...).
I found a lot of mistakes in the industrial to modern "transition" areas. Lots of smallish modifications and mistakes concerning shield costs, unit-producing buildings spawning units to rarely and such things ... none that made the game crash though. :)
I will make the patch with all of them soon, kuz they are on paper now ...
Also i should announce that corruption will be increased by 5% everywhere. Because in the game i played corruption was insignificant, and that means that several "forbiden pallace"-like wonders were liabilities and i don't want that. Especialy since there are quite a few of them out there...
BadKharma Apr 26, 2006, 02:24 PM I find the game concepts very interesting but you almost need a help guide because there is so much new. How can a forbidden palace be a liability?
Heretic_Cata Apr 26, 2006, 03:18 PM I find the game concepts very interesting but you almost need a help guide because there is so much new.
Are there so many new things ? :hmm:
How can a forbidden palace be a liability?
If there is too little corruption then the Forbiden Palace isn't that important and not worth the shield cost.
BadKharma Apr 26, 2006, 06:24 PM Ok I guess the word liability threw me..............there is quite a few new things I am constantly checking the Civlopedia to figure out what I should do with city production.......of course that is another reason to ensure that the Civlopedia is complete.
Heretic_Cata Apr 27, 2006, 02:23 AM ^
Yes, and speaking of that ... Don't forget that some of the old buildings have been/will be changed. I will make a complete list of them ... but here are a few of them:
- coastal fortress stats are tripled (at least)
- recycling center ALSO gives 50% production
- marketplaces no longer double luxury
- banks do that ^
- the Sistine Chapel is only available to Catholics
And others. :)
Mirc Apr 27, 2006, 04:30 AM Nice ideas IMHO.
Heretic_Cata Apr 27, 2006, 05:55 AM Also another thingys i am going to change for the final version.
-The industrial&modern ships have waaaay to little movement points. So they are going to get pumped progresively (industrial ones a bit, more modern ones a bit more).
-The unit-spawning buildings in the industrial & modern era spawn units waaay to rarely.
William GBTW Apr 27, 2006, 07:30 AM I'm fixin' to start.
Heretic_Cata Apr 30, 2006, 03:21 AM Hi,
I finished my game and i am working on a final patch now. But i just discovered smthing wierd.
When i researched Integrated Defence i got a free tech. I thought ...i probably put "bonus tech" for it. But now i did NOT put that. :eek:
What happened ??? Is this hardcoded ? The last thing in the tech tree grants a bonus tech ?
Mirc Apr 30, 2006, 03:26 AM Were you playing a scientific civ? They get a free tech at the beggining of each era, but if you look better, you realise it's more the "end" of each era, because they don't get a free tech at the beggining of the ancient era.
Just a guess.
Heretic_Cata Apr 30, 2006, 03:36 AM Nope i was with the Iroquois... I have no idea - i think i will ask in the FAQ over at Civ3 Discusions.
Either way, the bonus tech is a good idea. :)
Heretic_Cata Apr 30, 2006, 06:45 AM Questions:
1. How many of you got to build the Crusades/Jihad ? Is finding 2 ch.mon/mosque resource hard ? I didn't have problems finding 2-3 mosques on time (not too close to my border).
The Crusades/Jihad wonders are more of a detail for multiplayer games i think. Kuz the AI is to stupid to realise what advantage this could give and don't bother to build the stuff to fast even if they have the resource.
2. I can't find the darn thing that limits the research per government. Where is it ? :mad: I can't find it anymore. (the no-limit in all governments was removed for the beta-test only, just like the 600 turn limit which in the final & in the next patch will be turned to 565)
3. What city ruins shall i use ?
The current ones don't fit the scenery ,i don't remember where i got them, but i just left them kuz it wasn't important for the beta.
4. There are sound problems with the camel warrior sounds in the game. :( What is causing this ? The sounds are fine when you listen to them outside of the game.
5. Do you think the "haunted ruins" resource apears to often ? This might just be my luck, but in my game ALL haunted ruins resources were in MY empire. :mad: After i explored everything i realised that they actually WERE all of them there. Might this be just a stupid random generator mistake ? (like the time with the walruses ...)
matteo773 Apr 30, 2006, 07:30 AM 1. How many of you got to build the Crusades/Jihad ? Is finding 2 ch.mon/mosque resource hard ? I didn't have problems finding 2-3 mosques on time (not too close to my border).
I had loads of them, but I think I was lucky with my starting position.
The Crusades/Jihad wonders are more of a detail for multiplayer games i think. Kuz the AI is to stupid to realise what advantage this could give and don't bother to build the stuff to fast even if they have the resource.
I know:D.
2. I can't find the darn thing that limits the research per government. Where is it ? I can't find it anymore. (the no-limit in all governments was removed for the beta-test only, just like the 600 turn limit which in the final & in the next patch will be turned to 565)
sorry can't help you there, might have a poke around the editor later.
3. What city ruins shall i use ?
The current ones don't fit the scenery ,i don't remember where i got them, but i just left them kuz it wasn't important for the beta.
Try these (http://forums.civfanatics.com/showthread.php?t=95432), these (http://forums.civfanatics.com/showthread.php?t=43560), or these (http://forums.civfanatics.com/showthread.php?t=50161). Hope there's one there which fits.
4. There are sound problems with the camel warrior sounds in the game. What is causing this ? The sounds are fine when you listen to them outside of the game.
I haven't noticed this... maybe my sound's been turned off...:blush:.
5. Do you think the "haunted ruins" resource apears to often ? This might just be my luck, but in my game ALL haunted ruins resources were in MY empire. After i explored everything i realised that they actually WERE all of them there. Might this be just a stupid random generator mistake ? (like the time with the walruses ...)
No problem with haunted ruins, there are about three on my map, but I have a big problem with shipwrecks. Also there's no fur...or philoshipher's stone.
I need to ask a question, has anyone else had a problem with the firebase file or had I done something to it:blush:.
Anyway back to revision....:(
azzaman333 Apr 30, 2006, 08:05 AM I've noticed a couple of bugs. I am able to see beer even though i havent learnt Feudalism, and I can build Jainism even though i havent built the state religion.
Mirc Apr 30, 2006, 08:12 AM I didn't have time to play civ too much this week, so I can't answer most of your questions. I will come back after some playing and see what I can answer.
Heretic_Cata Apr 30, 2006, 09:44 AM I've noticed a couple of bugs. I am able to see beer even though i havent learnt Feudalism, and I can build Jainism even though i havent built the state religion.
Beer apears at Pottery.
...
But i found what you mean. The civilopedia is wrong... but the civilopedia is not even close to being a final version. Rest assured that this will be corrected.
Not all religious wonders req. the state religion. This time AGAIN the civilopedia is wrong.
Everybody is going to be very confused with my religion system ... But i think i found a better way to explain it ... i will say it a bit later. :p
Heretic_Cata Apr 30, 2006, 09:55 AM I'll look at the ruins in a bit...
I haven't noticed this... maybe my sound's been turned off...:blush:.
R U sure ? Did you build the Kharijites ?
Every time you do anything except move with that thing a ... "squeak" is heard. And it's annoying as hell.
No problem with haunted ruins, there are about three on my map, but I have a big problem with shipwrecks. Also there's no fur...or philoshipher's stone.
:lol: For me it was exactly the opposet. The shipwrecks were far away and spread from eachother. And i had a problem with the haunted ruins.
No fur ??? Are you sure ? ... that is basicaly impossible, kuz it's a luxury.
I am sure there is at least a philosopher's stone around ... check the jungles, marshes, volcanos, mountains... They are VERY hard to spot. When i first saw it i was thinking ... what the hell ? this mountain looks wierd ... why did Ares made it like this ? ... And there was actualy a phil. stone behind the mountain and between some bushes in a jungle.
I need to ask a question, has anyone else had a problem with the firebase file or had I done something to it:blush:.
:hmm:There were problems but i fixed them with a patch ... maybe you changed smthing ... or maybe i forgot to add a file ... :hmm:
The folder must be named "Firebase".
The ini file should also be "Firebase.ini".
Heretic_Cata Apr 30, 2006, 10:29 AM I chose this thing
EDIT: Darn this pic, it's to big. /EDIT
I changes a LOT of things so far ... i will put the patch as soon as i finish the upgrades of stuff....
Here are some stuff that i did so far ...
Ships have more movepoints.
I was feeling mercifull, so corruption was increased only by 5%.
Tactical Sub & Jump Carrier stats changed completley.
Terrorist is made a lot more expensive and a lot wimpyer. The way it was made him invincible (sort of).
Turn limit is reset to year 2075.
Mine & Irrigation cost increased by a few turns.
Unit-producing wonders now produce at a rate adequat to the era they are in.
Some missing upgrade buttons were put .
Shield costs modified to lots of units & buildings like the Research Center.
And lots of other tiny things.
I wrote a page of stuff that i did. :)
Heretic_Cata Apr 30, 2006, 10:49 AM I can build Jainism even though i havent built the state religion.
(Before someone pokes me for this ...)
Oh yea, and i forgot to say that the thing is quite controversial to make Jainism require Buddhism as it is now... let alone make it require the oficial religion.
In my defence, Jainism requires Buddhism tech only to show that Jainism apeared in the same culture group as buddhism.
Heretic_Cata Apr 30, 2006, 01:25 PM ANOUNCEMENT
Hi :)
The newest patch is released over here (http://forums.civfanatics.com/showpost.php?p=3894852&postcount=2). I put it separately because it is only the biq file.
Have a nice day. :)
BadKharma Apr 30, 2006, 01:34 PM I have to start a new game with the latest patch but resources seemed to be spread pretty good the religions are very interesting I wont jump on you for making Jainism require Buddhism.
Heretic_Cata Apr 30, 2006, 01:47 PM That patch is probably the bigest one that was yet. And i don't think there will ever be another patch like that...
I think with this latest patch i might be able to sketch up some "to do stuff" with the tech tree for you BadKharma. Since these ar more esthetic than practical you can make them even one day before the big launch if you like. :)
Also i was planning to put a halt on the mod completley till summer, kuz i am not going to have much free time in the next days :(. But since you guys are helping me with the beta-testing, tech tree, civilopedia ... i think i might keep up with you ... :)
Thanx guys. :thanx:
So, the "big launch" will be at an indefinite time in the near/far future ...
Heretic_Cata Apr 30, 2006, 04:17 PM Ok, BadKharma
Here is kinda what modifications the tech tree might need...
We should leave the 1st era last, because that is the only place that will need major modifications...
The 2nd era:
Before:
http://img99.imageshack.us/img99/9166/old29ge.th.jpg (http://img99.imageshack.us/my.php?image=old29ge.jpg)
After:
http://img99.imageshack.us/img99/3131/28vf.th.jpg (http://img99.imageshack.us/my.php?image=28vf.jpg)
What i did is basicaly move the left & lower side to the left. And the right side up.
I'm not saying you should do exactly, exactly, exactly, exactly, exactly, exactly as in my picture. It is just kinda what i would like to see.
(also, there is no need to remove anything from the research screen anymore :))
Also, note that there is NO ARROW between Theology and Protestantism... because the other civs don't see it.
Next 2 eras are coming.
Heretic_Cata Apr 30, 2006, 04:42 PM The 4th era:
Before:
http://img264.imageshack.us/img264/1205/old42yd.th.jpg (http://img264.imageshack.us/my.php?image=old42yd.jpg)
After:
http://img264.imageshack.us/img264/6206/41tj.th.jpg (http://img264.imageshack.us/my.php?image=41tj.jpg)
Over here i only made tiny modifications...
Recycling moved to the right a bit.
Synth. Fiber moved to the left a bit.
Genetics moved to the right a bit.
And that's about it here.
I will also point out a few arrows that need modifying...
I know that the arrow between laser and smart weapons is the default one, but could you move it a little lower?...
Heretic_Cata Apr 30, 2006, 05:07 PM The 3rd era:
Before:
http://img242.imageshack.us/img242/2276/old31ad.th.jpg (http://img242.imageshack.us/my.php?image=old31ad.jpg)
After:
http://img242.imageshack.us/img242/7652/38cw2.th.jpg (http://img242.imageshack.us/my.php?image=38cw2.jpg)
Over here it is more like improvisation... :)
My picture may look extremely confusing but i will point out the first things i did ...
The important part is the start.
Steam power has to go up along with ironclads. Medicine will be moved very low and it will form a line with sanitation, at.theory, electronics&radio.
This will make room for Electricity between steam power and medicine.
Also Fascism has to go up a bit.
After that it is more like moving stuff as you make room and as you like. :) I was feeling creative and fiddled with the picture myself a bit..
Also note that Steam Power will still look ugly. But it will be the only one like that...
That's about it ... the 1st era will be done later ... there will be some masive movements there :blush:.
Remember, i don't need them anytime soon, so start whenever you have time. :)
Thanx. :thanx:
BadKharma Apr 30, 2006, 05:38 PM OK I'll start working on it :)
Heretic_Cata May 01, 2006, 12:28 PM @Virote:
OMG i just checked the "Game Concepts". OMFG of course i don't want those things modified ... i am going to erase lots of things there. :eek: The maintainance entry, all resources entries, tourist atraction entry and a LOT more are going to get choped by me.
But there is one thing i would like you to do here please.
Could you add a game concept named "Civ-Specific Wonders". Where you post links to every civ-specific Tech ( CivName Knowledge).
(it might take a while:sad:)
Like in the case of the tech tree this is not needed now, i am just "asigning" stuff to do. :)
I'll tell you when you can start looking into other civilopedia entries ... it is not ready yet ...
Virote_Considon May 01, 2006, 12:35 PM Sure. The civ-specific thing shouldn't take too long!
Heretic_Cata May 02, 2006, 04:49 AM I'm also giving the green light to the civilopedia of units...
I should warn you though ... about the civilopedia file ... well ... it's kinda a DISASTER because i didn't bother to erase all the unused stuff from my BIG mod. But it is sort of irelevant, kuz no one ever looks at how tidy things are over there ... :mischief:
So when you are going to start doing stuff around there you should look in the editor, see the entry, and search for it in the text file.
Also there are several units that do not exist in the civilopedia or i did |