View Full Version : The Realism Epic
Scipio Africanu Feb 21, 2002, 02:46 AM This Modification is in beta format and the author believes it to be stable. However this does not mean I can ensure that it is 100% crash free.
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The Realism Epic
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Initial Beta Release: v0.98 <BETA>
NOTE:You must right click and choose Save Target on all files
Original CivIII Version v0.98
The Realism Epic is a 13.9mb Download.
The Realism Epic utilizes Civ III v1.29f
Download At: The Realism Epic v0.98 Original Civ III Version (http://www.angelfire.com/games4/scipio/Scipio_and_Others_Realism_Epic.zip)
Play The World Version v0.98c
The Realism Epic is a 17.8mb Download.
The Realism Epic utilizes Civ III PTW v1.14f
Download At: The Realism Epic v0.98c PTW Version (http://www.angelfire.com/co4/lucky/Realism_Epic_PTW.zip)
Realistic Civ Start Scenario PTW v0.98c
Realistic Civ Start Scenario is a 88k Download.
The Realistic Civ Start Scenario uses the Realism Epic v0.98c
Download At: Realistic Civ Start Scenario PTW Version (http://www.angelfire.com/games4/scipio/The_Realism_Epic_CivStart_PTW.zip)
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2.CREDITS
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Game Modification - Scipio Africanu
Map Modification - Scipio Africanu
Original Map Base - Marla's Map v1.05
Unit Animations -
Crossbowman - CivGeneral
Horse Archer - Kryten
Assassin - MazterJo
Truck Transport - Smoking Mirror
Light Tank - Kinboat
Modern Infantry - Balou
Special Forces - Dog
Black Ops - Balou
Light Transport - Kinboat
Land Mine - Pesoloco
Shock Infantry - TVA22
Musket Infantry - Dark Sheer
Napoleanic Infantry - Smoking Mirror
Rocket Artillery - Kentonio
Self Propelled Artillery - Boulboulgadol
APC - J-S
Heavy Fighter - Smoking Mirror
Attack Helicopter - Papajohns and BoneDoc
Heavy Bomber - Timeline
Air Transport - Papajohns
Supersonic Bomber - Shammy
Ground Attack Fighter - BoneDoc
Stealth Jet Fighter - Dragon Warrior
Air Defense System - Pesoloco
Satellite - MazterJo
Light Carrier - Papajohns
Dreadnought - TVA22
Nuclear Ballistic Sub - Akula
Guided Missile Destroyer - Dark Sheer
Amphibious Assault Transport - Dragon King
Tactical Ground Rocket - Dark Sheer
StS Missile - Dark Sheer
Trebuchet - Kilroy
Resources -
-All extracted from DYP - Kal El
Building Icons -
-All extracted from DYP - Kal El
Contributers -
-Shaitan
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3. <BETA> INFORMATION
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This is in beta format to obtain information from players as to changes you believe to be more realistic. Though all advice may not be implemented, it is all appreciated.
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4.NECESSARY INFORMATION TO PLAY THE REALISM EPIC
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-The only unit that does not have all animations required for its tasks
is the AWACS plane. It lacks the death animation.
-Units that have multiple classifications, cannot use the hotkeys to
execute the abilities they are not classified as. Ground and naval
units cannot execute air based attributes with hotkeys. You have to click the icon of the ability for it to respond. This includes:
-The Guided Missile Destroyer: Cannot execute air superiority using hotkeys.
-Mobile Anti-Air: Cannot execute air superiority using hotkeys.
-The following units do not have AI strategies flagged. This is due to the inability for units classified on a certien terrain to have AI strats of another. So Air units can't have Land AI strats, and vice versa, and so on. These units include:
-AWACS
-Satellite
-Mobile Anti-Air
-Truck Transport
-Light Transport
-APC
-Multiple Rocket Launcher
-Rocket Artillery
-Attack Helicopter
-Mobile Anti-Air
-Guided Missile Destroyer (No air defense flagged)
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5.UNIT CHANGES AND ADDITIONS
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All changes have been made for three main reasons. One was to widen the effectiveness of new units against units two ages old. So if its the industrial era, units from the ancient era will be factored out of combat completly because of their ineffectiveness. Two was to stress combined arms tactics by attempting to make each unit type equally effective and devestating. I felt this a very strong part of realistic combat. Which leads me to three, which is to attempt to make The Realism Epic as realistic as it could be, under the restraints of stone age to nuclear age gameplay.
Because of the immensity of the information involved in displaying the entire unit changes I have put it in a notepad file with all unit attributes, changed or not. This includes all units added to gameplay. They are classified by age and domain. All this information is also located in the Readme file.
Unit Information: Unit Attributes File (23k) (http://www.angelfire.com/games4/scipio/Units.txt)
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6.IMPROVEMENT/WONDER ADDITIONS AND CHANGES
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ADDITIONS
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CENTER OF COMMERCE- Acts as a third Palace, It also gives +50% luxury and tax values in the city. It requires The Corporation and 10 banks in your Civ.
TEMPLE OF ARTEMIS- This is a wonder that produces 3 happy people in the city its built and 1 happy citizen in every other city. It also produces 50% more trade. It is one of the seven wonders of the world and requires the knowledge of Construction. It is made obsolete by Physics.
ZEUS'S STATUE- This is a wonder that puts one temple in every one of your cities on the continent. It is also one of the seven wonders of the world. It requires the knowledge of Bronze Working. It is made obsolete by Monothiesm.
GOLDEN GATE BRIDGE- This is a wonder that produces one extra trade in every square that produces one. It is never made obsolete and requires Replaceable Parts to build.
TAJ MAHAL- This is a wonder that doubles the effects of temples. It requires Theology to build. It is never made obsolete.
ANGKOR WAT- This is a wonder of the world that places a tmeple in every city on the continent. It requires Monothiesm to build. It is never made obsolete.
GREAT LANDMARK- This is a small wonder that gives one happy citizen in every city, and two happy citizens in the city it is built in. It also produces 50% more tax and luxury in the city it is built. It requires Steel to build.
COMMERCIAL SATELLITE SYSTEM- This is a small wonder that earns 5% of your GDP to your treasury. It also puts a happy citizen in all cities, and increases tax output by 50% in the city its built in. It requires Satellites and never becomes obsolete.
THREE GORGES DAM- This is a wonder that places a hydro plant in all your cities. It also increases tax output by 50% and must be built near a river. It requires synthetic materials and never becomes obsolete.
GPS SATELLITE SYSTEM- This is a wonder of the world that places a GPS centerin all your cities. it also produce one happy citizen in all your cities, and two happy citizens in the city it is built in. It requires Satellites and is never made obsolete.
GPS CENTER- This is an improvement which increases ground defense, naval power, and air power by +5. It also produces veteran air units. It requires satellites and a commercial satellite system to build.
EMPIRE STATE BUILDING- This is a wonder that produces one extra trade in every tile that already produces one. It is never made obsolete and is discovered at The Corporation.
CIRCUS MAXIMUS - This is wonder that puts one colliseum in every city on the continent. It is made obsolete by Education and is discovered at Construction.
RESOURCE SPECIFIC SMALL WONDERS
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VINYARD- This is a small wonder that requires the luxury resource wine is in the city radius. It gives +50% luxury and tax benefits and requires the Wheel and 3 granaries.
CLOTHIER- This is a small wonder that requires the luxury resource silk to be in the city radius. It gives +50 luxury output as well as increased luxury trade. It requires 3 marketplaces and currency.
GREAT STABLE- This is a small wonder that requires the strategic resource horses be in the city radius. It allows veteran ground units as well as increasing luxury trade. It requires horseback riding.
TEXTILE FACTORY- This is a small wonder that acts as a luxury resource/factory. It makes one person happy in every city on the continent, one more person happy in the city of its origin, increases +50% tax output, and also increases your production by 50%. It requires 5 factories and Industrialization.
OIL REFINERY- This is a small wonder that requires Oil and Coal be in the city radius. It gives +50% tax output, and increases production by 75%. It requires Refining.
ELECTRONIC COMPONENT INDUSTRY- This is a small wonder that acts as a luxury resource/factory. It make one person happy in every city on the continent, one more person happy in the city of its origin, it also increases luxury and tax output by 50%. It requires Aluminum in the city radius and Computers.
RADIOLOGY CENTER- This is a small wonder that requires uranium to be in its city radius. It gives a 50% increase in research output as well as reducing war weariness. It requires Fission.
GOVERNMENT SPECIFIC IMPROVEMENTS/WONDERS
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MONARCHY-
-HOUSE OF NOBILITY - Improvement - Increases tax output and city defense bonus to represent that nobility added for the ability for the king to tax his subjects and an increased ability to raise armies in times of war or peril.
-SEAT OF POWER- Small Wonder - Only government specific wonder that allows for a third palace in game. It also increases tax and luxury output and increases happiness in the city by 2. This is because of the additional benefiets brought into the city by government spending, and the increase in the ability of central government to display its power and will. This requires 5 House of Nobility in your civ to build.
REPUBLIC-
-CITY SENATE- Improvement - Increases tax output since the senate did equate to a legislative body aimed at funding the state. It also increases happiness in the city because of the added feeling of civic involvement in government.
-PARLIAMENT- Small Wonder - Only government specific wonder that is aquired latter then the discovery the government itself. It increases tax output by 5% like Wall Street does. It also increases happiness in cities all over the continent by 1. I added this because the original republic is a collection of city states, with the national authority headed by the most powerful city state or the capital. An addition of a parliament is to give voice to the rest of the city states in national policy making, making tax output towards those ends more effective, and happier citizens in the nation. This requires 7 City Senate's in your civ to build.
COMMUNISM-
-NATIONAL PRESS- Improvement - This reduces the threat of propoganda and reduces corruption because of the lack of ability for foreign press services to aquire information in your home state, and to unduelly supress corruption in the most brutal means by keeping the public eye out of govenrment actions. This also has an effect to reduce culture in your cities by the lack of an informed public. This requires 1 Communist Party Headquarters in your civ.
-COMMUNIST PARTY HEADQUARTERS- Small Wonder - This wonder allows for the host nation to build armies without leaders. This is to represent the function of known communism (truly soviet communism) in practice to use the majority of funds aquired to meet the needs of maintaining a strong army. Usually in a deprived economy. This also goes to reduce war weariness in the city it is built in.
DEMOCRACY-
-APPEALS COURTHOUSE- Improvement - The only government specific improvement that requires a non government specific improvement/wonder to be built. This requires you have 8 courthouses in cities in your civ. This reduces war weariness and corruption by combating the prosecution of innocent people, and further allowing for people charged of anti war sentiment action to be released without provocation.
-CONSTITUTION- Small Wonder - This small wonder is the basis of the governemnt and goes a far distance in improving national pride by laying out the ideals of the nation on paper. By doing so this creates a greater sense of patriotism and will increase your chances at a leaders appearence. It also increases happiness on all cities on the continent by 1.
SOCIALISM-
-CIVIL EQUITY DEPARTMENT- Improvement - This department is created in the after effects of social reform. It ensures that the goals set foward by social reform are met by government and protect the equity of civilians. It increases luxury output and trade by ensuring that all products and services are distrubited equally and at the same cost. This requires you have 1 Social Reform small wonder in your civ.
-SOCIAL REFORM- Small Wonder - This is the beginning of socialist ideals in a nation. For any other government specific advancements to be completed the nation must under go a social reform. In doing so it has an effect to increase happiness in the nation by 3 per city on the continent.
TOTALITARIANISM-
-MILITARY POLICE- Improvement - This improvement increases land defense by 15 because of the addition of military presence in the cities infrastructure. It also reduces war weariness and propoganda by combating these through "law enforcement" terms.
-MILITARY ABSOLUTISM- Small Wonder - To obtain military absolutism one must establish a base of military power through military police outposts. Military absolutism allows the government to build armies and build larger armies. This represents the relience on military for government establishment in a totalitarianism, and goes to stress their ability to procure these armies as a military based government. This requires 5 military outposts in your civ.
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Continued...
Scipio Africanu Feb 21, 2002, 12:58 PM GOVERNMENTS
Socialism represents a new Modern Government that provides a middle ground between Communism
and Democracy. It provides a lowered rate of corruption then Communism but a higher one
then Democracy, it also sports a lower war weariness then Democracy but a higher one then
Communism. It is to provide more political diversity in the modern era while providing
a worth while government for all parties.
New Government Totalitarianism readme file incomplete.
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BARBARIAN
Chieften - 400% military increase when facing barbarians
Warlord - 200% military increase when facing barbarians
Regent - 75% military increase when facing barbarians
Monarch - 25% military increase when facing barbarians
Emperor - 0% military increase when facing barbarians
Diety - 0% military increase when facing barbarians
This change has made it so when playing difficulties from Regent and foward it becomes more
difficult (then in normal games) to combat barbarians, providing a more realistic look at
the type of opposition barbarians represented. As well as building a more challanging game.
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SPIES
It now costs 5 gold per unit to steal military plans, rather then 10.
Expose Enemy mole is now reduced from 80 to 40.
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kittenOFchaos Feb 21, 2002, 01:55 PM You don't appear to be using any civilisation placement tool...why not?
Scipio Africanu Feb 21, 2002, 02:07 PM I was actually planning on using a civ placement tool but I decided not to for a couple of reasons.
1. I'm retarded when it comes to stuff like that.
2. I didn't read the tutorial due to consistent procrastination :)
3. I hear a lot of mods using it have had compatability issues, as well as a much larger population that runs into difficulties running the mod.
I'd certienly like to add Civ placement as an option for anyone wanting to use the mod though, and am certienly thinking much more seriously about adding it into the next beta version. Being it has Realism in the name, I guess realistic civ placement might be a natural step. Graci.
kittenOFchaos Feb 21, 2002, 07:07 PM If you ask nicely I could set it up for you...it is very simple.
GraceofBhaal Feb 21, 2002, 07:28 PM As it is wrong to talk about my mod on anotherīs post all has been deleted.
SCIPIO- good luck on your mod
Scipio Africanu Feb 21, 2002, 09:23 PM Kitten - Yes, any help would be appreciated. Me being the lazy, i'll do anything to get out of extra responsibility type, i'd gladly accept your invitation to make the realistic starting posiitons available for the Realism Epic.
GraceofBhaal - Yes your meine arch enemy *evil eye*. And yes, I do curse Sid for no MP. My mod has a lot of options and changes not mentioned on the forum page, and i'll be making the readme available outside of the download. So i'd warn against comparing till you have played it :). However, yours may be very similier, which all I can say is, great (though i think great is stretching it in my case ;)) minds think alike. I'll also try and break it into two peices for the narrowband users, but you'll have to give me some time since i'll have to set up more web space. Hannibal fell victim to his own strategy while at the same time repeating the mistakes of those he conquered before, its good to be Roman :). I hope you download it and enjoy it.
Zouave Feb 21, 2002, 09:45 PM Sounds good, potentially.
Please post the final product when finished. Thanks.
GraceofBhaal Feb 22, 2002, 02:20 AM As it was wrong to use anotherīs post to talk about my mod - all has been deleted.
SCIPIO - good luck on your mod
Scipio Africanu Feb 22, 2002, 08:22 PM Well now that you describe your ours are significantly different. My mod doesn't concentrate on ensuring continious upgrade paths, its aimed at giving the user more options for combat that are realistic and useful. My mod doesn't really expand unit upgrade paths besides the few new animations released, but I do plan to ensure the foot soldier type unit (aka swordsman) can be upgraded to Assault Infantry with a middle age unit (Armoured Swordsman for my mod). My mod re-works naval combat to represent a more realistic representations of the ships themselves. I also expand Land combat (specifically in the modern era for this beta version, this will expand to other era's as the mod continues) to give more options available while trying to represent the realistic capabilities of the units. I've tried to define my combat system by making every unit provide a special ability for a special price while leaving the same unit vulnerable to another, forcing the use of combined arms to ensure you have every means at your disposal. Much like real life, combined arms will be a must in modern combat, which is why its called the Realism Epic.
For example, I made the AEGIS Cruiser the Naval Combat weapon of choice for the modern era. The reason for this is because in the modern era the Battleship doesn't represent a modern form of naval power since the only nation that still has them is the US and all the US Navy's Battleships are mothballed (in "storage"). This is because of their slow speed, vulnerability to modern submarine's and aircraft, and most of all, their immense cost to maintain. The only thing the Battleship does best is ranged bombardment where their armament of 16" guns can bring down more firepower on a threat then anyother, with the exception of the Nuclear Weapon. However with ship to ship combat dominated by Ship to Ship missiles, and that most naval combat relies on the agility of the ship, Battleships dont move quickly. So I made the battleship the most powerful ship of the Industrial Age (as it was during WWII), however once the Modern Age hits the Battleship is no longer the ship to ship weapon of choice. But the BB's bombardment rating make it something to be revered by friends and feared by enemies. However, its cost to produce (much like its cost in the real world) is very large. So, like the real world, the vulnerabilities (low defense) of the Battleship combined with the cost of the ship make you question if you should wait 7 turns for an AEGIS Cruiser which has a better attack and defense but a less effective bombarder, The Battleship which provides the most significant bombard in the game, the Guided Missile Destroyer which provides air support for sea units as well as missile transport and delivery (4 missiles), the Nuclear Attack Sub for silent attacks, the Ballistic Sub for a silent form of missile transport and delivery (3 missiles), or the destroyer which provides surface submarine counter measures (can see subs). I try and expand your options as well as your neccesities :).
I'll re-write my description of the mod to make a more complete picture because I can see my first attempt was inadequete (im just so lazy :)).
By the way the only reason Hannibal had to march and sail 3,000 miles to Africa, only to be forced to fight with a majority of conscripts was a design. A web concealed and planned to ensure that no option would be left to chance. Everything that happened, every detail that you had described, were a direct consequence of the actions of Scipio. It was no surprise that Hannibal met defeat on the plains of Zama, it was the faults of the General Hannibal that lead to that. Never before in Hanniabls career had he left a battle to the chance of fortune. But on Zama he did nothing to change the circumstances presented to him, to take the field on his own terms as he had done at Cannae and Trebia. Rather he chose to accept his hand and so he was outflanked by the same tactic he had used to ensure his own fame (double envelopment). Scipio was no victor of chance, he was a tried and trusted general that knows one must survey the ground before he prepares to tread on it. Hannibal was a magnificent general, there is no doubt in that. However he allowed himself to become clumsy while his enemy was becoming its strongest. Had he marched on Rome after Cannae it might be another story, but if's will not change history. Hannibal was one of the best, but Scipio was his better.
GraceofBhaal Feb 23, 2002, 01:46 AM As it is wrong to use otherīs posts to advertize your mod - all has been deleted.
SCIPIO - good luck with your mod
Scipio Africanu Feb 23, 2002, 10:00 PM Do Not Download the mod, some elements are causing the game to crash, not allowing one to play a full game. A new version will be posted in as short a time that can be managed to produce a 100% successful game rate. Sorry.
Plastic Bag Feb 23, 2002, 10:13 PM Hey scipio! The B 1B bomber is 5 directions of death animation away from being complete!
Optimizer Feb 24, 2002, 06:07 PM What is the Socialist government supposed to be? I cannot imagine any way to cross-breed a Democracy with a Communism.
Scipio Africanu Feb 24, 2002, 06:32 PM A socialist government is in a way a mix of both Democracy and Communism. It isn't so much a mix of the two political ethics, but it is a mix of both the political and economic elements of each. The Socialism works in a manner in which the state ensures that the citizen will be provided will services the public demands. For example, England has a socialistic medical care industry in which the government pays for health services (so everyone can recieve it) by using income from a special income tax. Socialism is basically a combination of communism's attempt for equal wages among the classes and state provided care while ensuring the right to property such as in democratic societies. Socialism basically means that the Society pays for what the Society requires as a whole. Expanding the states responsibilities to the people, while ensuring more political freedom for the individual through the right to private property and privacy as a whole. This incorperates elements from both Hobbes and Marx, and prehaps the most significant example of modern socialism is the nation of Sweden.
kittenOFchaos Feb 24, 2002, 06:48 PM As promised:
Zip file has the latest CPT by gramphos and the CPF file for your map...
Short tutorial for CPT: once extracted!
1. Start a game as you want it (on a map that you have a CPF for THUS the filed named "realismmod" I have provided).
2. Save the game.
3. Run the exe (no need to exit Civ3)
4. The Exe will ask for a SAV, find the SAV you saved
5. The exe will ask for a CPF file. Locate the CPF-for the map (file 3 of the download...file named realismmod.cpf)
6. The exe will ask for a file to save it to. (Type in a new name (don't use the file it reads from, as it reads and writes at the same time))
7. A message "Done!" will show up when the SAV is fixed
8. Load the fixed SAV in the game.
Okay...I remembered to have Sioux instead of Iroquois ;)
Remember to credit Gramphos for his tool...and me :p
Scipio Africanu Feb 25, 2002, 01:46 AM Thanks kittenofchaos, i'll be sure to mention both Gramphos and you. This saves me some time :yeah:
Desk With Ants Feb 25, 2002, 02:26 AM This incorperates elements from both Hobbes and Marx, and prehaps the most significant example of modern socialism is the nation of Sweden.
Heh...
Doesn't this somehow go against your implementation of socialism? Lower war weariness and higher corruption and all that?
I mean, if anything, Sweden's government has more access to the nation's total GNP than the US, simply beacuse the taxes are very high.
And it's hard to tell, since we haven't been to war for quite some time, but I find it hard to belive that our war weariness is any lower than the Unites States, who're almost constantly at war...
I wonder where this myth of "socialist" Sweden comes from? Sure, we've elected governments with "well-fare state" ideals, and the taxes are huge compared to many other nations. But Sweden is a modern democracy, with as much individual rights as any other western country.
Hmm... Reading this again I realize that you may not have meant that the US is a Civ Democracy either. That kind of breaks down my comparisons above. But still, what's up with this corrupted, war tolerant Sweden? It's not exactly the Soviet Union you know. Closer to the UK, Germany or Canada actually...
Scipio Africanu Feb 25, 2002, 02:55 AM Never once did I say Sweden was any less Democratic then the US or the EU. Now did I make any suggestion that Socialism, or Communism for that matter, is a bad form of government. I went on to not say Sweden is a socialistic government but the best example available of what socialism embodies. That government exists to support the institutions of the citizenry, while retaining more balance amongst the classes. Class seperation, on an economic standpoint, is rampant in the more pure variations of capitalism. To attain this balance the government has to take a larger role in economics, something that democratic governments don't do often, nor like to do.
When I refer to the political system (i.e. socialism/democracy/communism) I refer to them in their ideological form, something that is Utopian in vision but impossible in the attempt to form it (since the idea of government plays from the fact that the poloticians involved in the governmnet are Utopian in the physical creation and embodiment of it ideals. Something we know not to be true of man.) When I refer to government, I refer to a nation or nations that exectute the political system. No democracy today or ever has been true to the ideals they represented, nor has a communism, or socialism. This is partially because (imho) of the fallacies we are all suseptable to, as well as some of the perfect ideals within the political system itself, those to high to ever ascertain.
Desk With Ants Feb 25, 2002, 03:22 AM I'm sorry if I sounded harsh or whining. I didn't really intend to. It is very true that you never said anything about socialism being good or bad.
The thing that made me post however, was the fact that "socialism" in your mod gets lower war weariness and higher corruption, while you mentioned Sweden as an example of a socialist nation. It just ruffled my patriotic hairs the wrong way :-).
I understand that you need to make a new government different from the others to make it useful in the game. I just don't get the justification for the name. Sweden, or other social democratic European countries, simply doesn't fit your version of socialism. And the word "socialism" isn't usually used to mean "something in between democracy and communism". This government seems more militaristic than social democratic...
That doesn't mean that it doesn't make for a well balanced gaming feature. But renaming it perhaps? How about Fascism (probably requires a change or two, and may be too similar to Wolfshanze's)? Or something more abstract? "Mobilized Democracy", "Military government", "Theocracy"?
Hmm... Not very good suggestions, are they?
Once again, sorry if I came of as a bit of a bastard. My English is probably a bit lacking in stylistic precision.
s3d Feb 25, 2002, 07:40 AM Interesting that Israel fit exactly into that "socialism" : It was ruled by socialist party most of it history, have high corruption and lower war weariness.
Scipio Africanu Feb 25, 2002, 04:47 PM I'm having some difficulties in actually pinning down what causes the crash with my mod. Unfortunatly i'm left somewhat perplexed. I've tried building all of my new small wonders and improvements, and I didn't even get to my new units before there were some conflicts that caused a crash. If anyone out there has experienced a problem and knows what the cause is, i'd be highly appreciative it if you could post it. That is of course if anyone has actually played it ;).
s3d Feb 26, 2002, 12:26 AM Have you put new splash wonder descriptions with right numbers in pediacions ?
Scipio Africanu Feb 26, 2002, 02:47 AM yeah, the only one I haven't built in game is the radiology center. However many bugs unrelated to my mod exist in game that I have found others reporting in the general forums about 1.17f in general. This includes all cities growing past the 6 growth cap of town before they have the aquadect or are placed on a river tile. Furthermore my Code Of Laws tech shows up with the democracy icon instead of its own, yet its the right icon in the editor. Could the crash ive been experiencing be due to 1.17, I doubt this highly but nothings impossible I guess. I'm still searching but after double checking the position of the improvements/wonders in the editor compared ot their pediaicons splash commands, everything checked out.
Kal-el Feb 26, 2002, 01:02 PM I have yet to down;oad the mod (b/c its not available) but am curious, what do the assault infantry look like?
Is it a new animation? If so, where did you find it?
Scipio Africanu Feb 26, 2002, 01:46 PM I think I found it searching about in the Apolyton forums, but i'm not sure, bad habits and all my short term memory is shot. Its not that great of a unit, it simply changes the clothes (besides the civ specific thing that goes around infantry) of the infantry to a more green camo look. Infact ingame though you can tell a difference between assault infantry and infantry, at times its difficult. To tell you the truth I don't really think the animation is that excellent (no offence to the creator, though I don't know who that is) its not really a unit made with precision in detail. However, i'm only using the Assault Infantry animation as a temporary, until I can get a hold of a WWII looking infantry. I'll be re-releasing the mod in the very near future. However, it will only be released so that people can use it to help find existing bugs and to test gameplay balance (hence Beta). Of course most people probably just wanna see that Assault infantry :), which i'd be happy to oblige.
Kal-el Feb 26, 2002, 02:05 PM thanks for the info. I wish I had time to work on animations, there are so many units I would love to see added into the game.
Scipio Africanu Feb 27, 2002, 08:03 PM The Realism Epic is now available for download again with an improved civilopedia, smaller download, and more reliability as well as few new options a unit here or there. However all the bugs and balance issues have not been worked out which is why it is still in beta. Enjoy! :)
Scipio Africanu Feb 28, 2002, 09:28 PM Some things I forgot to mention about the mod that have changed but I have yet to add these changes to either this thread, or in the readme. I'll address then here first so I can buy myself some more lazy time.
1. The Palace now allows the production of veteran units, this is to represent the loyalty of soldiers classicaly known to be produced from areas around the immediate area of the centralized government.
2. The Map has been modified to an edition between the third and the fourth. In this test version the SE pacific has been modified to become much more realistic. Espeically Mylasia and Indonisia.
3. The attributes of the Great Stable, Clothier, and Vinyard have been modified slightly.
This will all be updated within the near future, I must return to sloth mode now.
Kal-el Feb 28, 2002, 09:42 PM The palace producing veterans is a stroke of Genius. It is immediately going into the double your pleasure mod.
Scipio Africanu Mar 02, 2002, 01:50 PM Well being the idiot that I am I checked and then double checked my splash wonders, only to find out I had miscounted both times :suicide:. However I now have it fixed and you should be able to play the Relaism Epic with less chances of a crash. So, if you have a game that you are already playing and have found it to crash then you may download the fixed Pediaicons.txt on this post. If you have yet to download the mod know that the file has been updated and any new downloads will have the new pediaicons. I apologize for this inconvinience.
Furthurmore more problems exist in this mod that may cause you to crash. I'm still working to get this fixed and will hopefully have them found and fixed within short order. At this time I think what may be causing the problems with much of the mod may be the new techs. I will be releasing an alpha version of the Mod seperate of the Beta version on my page to test to see if removing the two new techs will create a more stable gaming enviorment. I am in the middle of testing this alpha version myself, any help is appreciated.
God Mar 02, 2002, 03:55 PM Originally posted by kittenOFchaos
You don't appear to be using any civilisation placement tool...why not?
What's up with your obbsession for the placement tool? You didn't make it.
richard shults Mar 02, 2002, 10:13 PM I've downloaded this mod pack for the second time (with corrections) and followed all the directions. The game plays just fine until I get Feudalism and start to build an Assassin. When the number of rounds is up for the completion of the Assassin, the game always crashes.
I'm running Windows XP on a Dell computer with a Pentium4 1.6 GHz and 256MB of RAM.
Any suggestions?
Scipio Africanu Mar 03, 2002, 02:42 AM Yeah, sorry about that Richard, I hate starting a game I like only for it to crap on me. Good news is, I finally got it fixed. Unfortunatly you won't be able to play any game's you've already started. It was due to the new techs which cause something screwy if you don't add the proper icons in the art folder. Until I can master this the new techs will have to be removed. At least its all downhill from here, it should be nice and smooth.
I'll be updating the Readme and the threads first post tomorrow (sunday). However I have already posted the uncorrupt version. A few things should be noted.
-Marine, Paratrooper, Black Ops, and Special Forces all have been moved to Computers. I know its ****ty place for them but it's the best place I can find for them in the area on the tech tree I believe they should be at.
-The Supersonic bomber has been moved to splaceflight because of all we learned in aerodynamics during the space race.
Scipio Africanu Mar 03, 2002, 01:17 PM The Readme and first post have been updated. Now for a few minor details.
With the majority of bug fixes found and that area behind the mod I was hoping those who have downlaoded it could reply with their thoughts on the mod. If you have yet to get to the latter age's then obviously its kind of hard to post an opinion :). However, I've been hoping for beta to ensure good balance throughout the age's while retaining a realistic and fun new combat system. So don't be shy, make your opinion heard about this mod so I can modify it to be as well rounded and realistic mod to date. I can't ensure you everything wiull be implemented that suggested, but I can tell you I will try and be as objective and even handed when it comes to such suggestions. Thanks for all your help :).
Here is whats planned for the Realism Epic 0.92 <BETA> release
------------------------------------------------------------------------
1. Armored swordsmen with old animation is to be included.
2. Foot soldier upgrade path from warrior to Marine.
3. An infantry that is between Calvary and Assault Infantry to represent Calvary was less used and less effective throughout WWI.
4. The Cathedral will have the reduce corruption checked to represent the moral ethics tought through religion. It will also cost slightly more to build.
5. One to two new wonders (surprises).
6. Scipio Map Modification Edition IV.
7. More to come with progressive versions :).
richard shults Mar 05, 2002, 04:23 AM I'm wondering if I'm the only one playing this mod pack, or if I'm the only one who's crashing all the time from playing this mod pack...
Since the latest mod pack download (version 0.89) from your homepage, I've uninstalled Civ3, deleted everything, then reinstalled. I've been using the fixpack 1.17f and following the Realism_Epic_Readme.txt file letter by letter.
It's at this point the my problem becomes two-fold. It wasn't until recently that I noticed the instructions for the Civ Specific Start Locations Utility. The instructions I tried to follow say I should use this if I plan to play a civ other than American. No problem, I usually don't play the Americans so I'll just follow those instructions.
When I follow the directions in the Civ Specific Start Locations Readme, the end result is I always start with a settler and a scout in the middle of an ocean square. Here's a step-by-step of what I've been doing:
1) Start Civ3
2) Load Scenerio (Scipio+Others Realism Epic.bic)
3) Choose the map I want, the World Custumization Screen (I like Huge map, Sedintary Barbarians, Large Continents, and everything else default)
4) Choose a civ (I prefer Russian, German, or Egypt)
5) Win by Space Race or Conquest, Chieftain level difficulty, and then begin
6) Immediately save game, before building capital city
7) Run the CPT.exe program
8) Load recently saved game (.SAV file)
9) load .cpf file included with downloaded zip file (realismmod.cpf.cpf)
10) Save to a new file (new.SAV file)
11) Message "Done!" appears
12) Load new save file in the game
Upon loading the new save file, I almost always end up in the middle of an ocean square. I must be doing something hidiously wrong.
The second problem that occurs (assuming I get past the first problem), when I obtain Feudalism and can start building the first new unit, Assassin, the game locks up and crashes. I can find the Assassin in the civilopedia and read about it without error, but if I try to choose to build the Assassin and go to the city screen, then WHAM-O, that's all she wrote. Same thing occurs if the Assassin is on the build list and the unit has finished construction. I've never actually seen the new unit on the map in the game.
I must have missed some vital information in the instructions on how to install and play this mod pack, but so far, neither of the Readme files have lead me to success. I really like the new units and the animations involved with the mod pack and would so much like to play it. What could I possibly be doing wrong???
Thanks,
Richard
Scipio Africanu Mar 05, 2002, 01:14 PM Yeah, I imagine your the only one playing this mod besides me :(. Anyways, I don't think the problom lies specifically with your execution of the mod but rather with some internal modification errors made by me. I'm really sorry about this, I've been trying to make this a cras hfree game and I thought I had done it, back to the drawing board I guess.
Here's the breakdown thus far.
When it comes to civ specific starts everything thats included about htem (even the readme) was done by KittenofChaos. I'll try and get her the proper info about this so she can try and work this out as I am clueless in this area.
About the crash at the moment you build the Assassin, that almost undoubtably has to be my fault. Good thing about that is its probably osmething just faulty with the .ini file or one of the flc's. Which means you'll probably be able to play the same game you started before once I get some uncorrupted files out for you to fix.
I'll get right on it, and should have a fix by the end of the day. I can't tell you how much your helping me out though richard :). This beta was designed to help me find all the bugs in my mod and squash them and thats exactly whats happening thanks to your input. You don't mind if I throw you in the credits to my mod do you?
Scipio Africanu Mar 05, 2002, 01:33 PM Alright I have a fix to all your current problem Richard.
1. Assassin Crash - This was my fault. The .ini that came with the assassin unit was spelled incorrectly and I never fixed this problem :suicide:. So I will post a new .ini file that you can either place into your CivilizationIII/art/units/assassin folder. Or you can just make a minor correction by renaming the current .ini file in the assassin folder to assassin.ini (it is currently spelled as assasin.ini).
2. Civ Specific Start Locations - This happens because you arn't playing the game on the default map it comes on. The scenario itself is built upon a replica of earth. All the starting locations planned into the Realism.cpf.cpf are programmed for the map its currently on. If you want civ specific starting locations you have to choose not to customize your own map and to just continue on. If you don't want to play on the replica of the earth in this mod, unfortunatly, you can't have civ specific start locations.
I'm sorry about the assassin problem but as long as you apply this fix you should be able to pick up where you left off :).
Optimizer Mar 05, 2002, 06:33 PM Does the Guided Missile Destroyer work?
If it does, one can create anti-aircraft units. If properly balanced, it would really improve the game.
Do the luxury based small wonders work with 1.17f?
Thanks for answers...
Scipio Africanu Mar 05, 2002, 07:50 PM Yes, the guided missile destroyer has been tested and works in intercepting aircraft. The only problem with this is that the hotkeys wont work if a land/sea unit has air capabilities or vice versa. Therefor you have to click the icon the bottom part of the screen for it to go into air superiority mode.
Secondly, yes, luxury based resource specific wonders/improvements work. They have all been tested as well. 1.17f only factors out bonus resources out of the mix.
richard shults Mar 06, 2002, 06:37 PM My son is visiting and he's helping me to get my computer and games running at peak efficiency. He's been playing your mod pack and testing it. He made the changes to the assassin files by renaming them correctly and started a new game, but the game is still crashing.
He avoided assassins all together to see how far he could get in the game but it's crashing for some unknown reason now. The game is saved just before it crashes. I've attached it below and maybe it will help you to determine the nature of the problem.
Also, the game still crashes when trying to build the assassin unit. My son has downloaded the newest assassin files from your most recent post and will start a new game using those in case he made a mistake somewhere. We'll report back tomorrow on our results.
Thank for your help,
Richard :fish:
richard shults Mar 06, 2002, 06:57 PM The attachment didn't show up the first time, hopefully this will work.
Scipio Africanu Mar 06, 2002, 08:03 PM Well I got a chance to look at your game and found no problems with my settings. Infact I went through your game and eve nbuilt a few assassins to attack the enemy. I imagine what has occured is that either you have an old 0.88 assassin mod which is significantly different then the current 0.89, or you simply mispelled Assassin on the Assassin.ini file. So here are the two solutions I have for you.
If your running an older version of the Realism Epic then download it again at the site which is as new a version as I have.
Or, to ensure nothing problomatic happens download the Assassin_Fix.zip I posted and extract the file into the ...Civilization III\Art\Units\Assassin folder.
Once again thanks for all your help, as well as your sons. His name is bryan right? i'll tag him as a beta tester soon enough (after i'm done pulling my hair out from all the new and very aggravating errands I have to complete).
Scipio Africanu Mar 07, 2002, 10:21 PM Let me summerize and explain the changes and additions involved in 0.92 of the Realism Epic.
The PediaIcons.txt has been changed again because of some errors made in the Wonders Spalsh area again, this has finally once and for all been resolved.
The Civilopedia has been updated with the new entries it requires.
New Units and Unit Modification
New Units
------------
-Attack Helicopter - This is an air unit but is NOT immobile. It has movement and can attack at will. It has a bombard instead of bombing. I made this an air unit so that it could transverse all different types of terrain. However I made it mobile so that it could actually attack ground units instead of just striking them with bombs. I made it have a bombard because ordinance released by an attack helicopter often resembles artillery more then bombs. It has an attack of 20, defense of 5, movement of 5, range of 2, is an air unit, can recon, and rebase, and bombard. Remeber since it has a land ability but is an air unit you'll have to use the icon to engage in bombardment. It requires oil, rubber, and advanced flight.
-Shock Infantry- The infantry that represents WWI infantry. It has an attack of 14, and a defense of 10 and is to represent the reduced requirment of calvary as the first choce of combat. As trench warfare didn't represent a lot of opportunity to charge. It requires rubber and Replaceable parts. this uses the sniper animation from zyxwuyv.
-Armored Swordsman- This is using an old animation for now, until at least that tasty animation by Bjorn Bjornson is released. It has the same attack of knights but only has 1 point on defense. It requires iron and fuedalism and is a good combat option for those who dont have horses, or want to pay less for a similier attack.
-Crossbowman- This unit has now taken the palce of the Longbowman which is now the English unique unit. It is an option for attack or light defense in the case for those without both iron or horses. It has an attack of 4 and a defense of 2. It requires Invention.
Unit Modifications
------------------
-Longbowman- The Longbowman is now the English UU, temporarily. That is until an animation in production is completed that fits a better grove in my opinion. It has been modified to have an attack of 4, a defense of 1, a bombard of 3, a range of 1, and a rate of fire of 1. This is to represent the long range capabilites of Longbowman and that they exceled in softening an enemy rather then engaging them. This bombard is just slightly lower then the catapult.
-Assault Infantry- The Assault Infantry now have an attack of 16, and a defense of 12. This is because Shock infantry have taken its previous role and Assault Infantry represent the evolution of armed infantry from WWI to WWII.
-Assassin- The assassin now costs 5 (from 3). I found it was just to cheap for the capabilities it provides.
New Wonders
----------------
-Zues's Statue - This is one of the seven wonders of the ancient world and is of the staute in the Temple of Zues in Olympia. It gives a temple in every city on the continent and is made obsolete by monothiesm. It requires Bronze Working and costs 25 to build.
-Temple of Artemis- Another one of the seven wonders of the ancient world. This building gives 3 happy citizens in the city its built in, and 1 happy citizen in every other city. It also increases tax output by 50%. This is because the Temple of Artemis was used as a temple and a marketplace. Read the civilopedia entry for mroe indepth info. It requires Construction and is made obsolete by Physics.
-Golden Gate Bridge- This wonder increases trade in every square in the city radius that already produces one. It requires Replaceable parts and is never made obsolete. It gives this ability because of the increase in transportation, the ability to produce commerce, and ensuring faster trade by connecting San Francisco through the bay.
Improvement Modification
-------------------
- The Cathedral now reduces corruption, but costs 15 (used to be 14) to build now. It reduces corruption because of the moral ethics naturually taught through "modern" religion. Sure some corruption is created through religion, but the overall ethics it teaches reduces the amount of more serious crimes by many mroe tehn those who actually commit crimes in the name of religion.
Map
-------------
I siad I was gonna release Scipio Map Modification Edition IV with this version but I can't because I feel the changes made thus far are inadequete for a new edition and what I do feel is adaquete would delay 0.92 by to much. A few things have been changed though.
-Indonisia, Malaysia, and a few other islands in the South Pacific have been made more realistic.
-Teh Mediterranean sea has been slightly expanded by reducing the North African coast.
-The U.S. starting position ahs been changed to a more southernly position as I found the palcement of D.C. to be to high north.
Only a few changes which is why I cna't release Edition IV yet, sorry.
Game Aspects
-----------------
-The ground infantry upgrade path has been made from the Warrior to the Marine with the additions of the armored swordsman and shock infantry.
-The game itself has been made much more stable and the only hting that remains untested is the Socialism government. I fixed the Wonder Splash again because of my own error. Further more all new untis added have been tested.
I hope you enjoy 0.92, hopefully each version will get better and better but if you don't like the current setting please speak your mind. I cna't promise I will agree with you but I'll certienly listen as I wnat to make this modification both fun and realistic, which I think i've done :smoke: have I? Anyways Enjoy!
richard shults Mar 08, 2002, 01:05 AM Thank you for all your help, we finally got it working. The problem was that my son edited ALL the assassin files, not just the .ini file. The reason the game was crashing at that point (the .SAV file we attached) was because another civ was attacking with an Assassin unit.
It's up and running and we're very happy. :D
As a side note, there is another mod that I like to play called the acceleration mod. It decreases the time to research advancements and enables me to actually play a game to all the way to the end. I asked the writer if it was possible to add the features of your mod, but he said he doesn't like to change the game from the original units and other settings.
So, I copied your .bic file, halfed the cost of advancements and increased the movement of warriors and settlers, and viola, I've created an accelerated realism mod. I still want to tweek and perfect it some, but I'm really enjoying it. If you want a copy of the .bic file, just let me know. Oh, also I removed the world map from it as I personally like playing on a huge map, but it could easily be re-introduced for the true "realism" effect.
I will soon download your latest version and start enjoying the feature of your realism mod pack.
Thanks,
Richard :fish:
Scipio Africanu Mar 11, 2002, 03:22 PM Well I'm hot on te finger tips of version 0.95 <BETA> of the Realism Epic, however I'd like to get some more user feedback before I proceed further into Beta versions. I just want to make sure I'm making the most of BETA by ensuring that the game gets the balance adjustments it needs without popping out versions so quick no one can finish a game :). So if you have any comments whatsoever about the gameplay itself please say so as I really want some type of opinions to help me form a better mod. I'll post what will be included in version 0.95 of the Realism Epic.
0.95 <BETA>
----------
-Transport Airplane added (Temporary Animation for now)
-Rework of Air attributes.
-Horse Archer Added.
-Scipio Map Modification Edition IV which will include:
-----------Another Expansion of Europe's size.
-----------Further Modification of the islands in the SE Pacific.
-----------Terrain Changes in the Americas.
-----------Africa reduced in size and terrain revisited.
-2 more luxury resources (Sugar Cane a South American/Central American only resource, and Tobacco a North American Only resource)
-More improvements, including more government specific improvements as well as others :).
-New Wonders including the GPS satellite system, Three Gorges Dam, International Space Station (still thinking this one through), and the small wonder Great Landmark (such as the Eiffel Tower for France, the Statue of Liberty for the U.S., or Req Square for Russia. Great Landmarks!).
A few things about the more distant future. I plan a lot of other things such as opposing UU's between nations to represent their rivalries. Such as two infantry UU's for France and England at the same time to show they both struggled for power between the other. Same thing for Russia and America. Others are not listed but harder to make a reality so i'll digress. Further mroe new resources for more balance amongst the nations on the main map. Also, more culture specific units (such as the Horse Archer for the Asia minor and east, while those in the area of Europe proper and other westernized countries will have the ancient calvary). So try and get me some feedback because I want this beta to be worth mroe then just me putting out a faulty a mod until I got it right :). Thanks everyone and I hope you enjoy!
Kal-el Mar 11, 2002, 03:38 PM What does the GPS wonder do for you?
Scipio Africanu Mar 11, 2002, 05:41 PM Well the GPS satellite system gives a GPS Center in every city. It produces 3 culture, and one happy citizen in every city. It requires the tech Satellite's.
Now the GPS Centers require satellite's as a tech, but requires the Apollo program to produce. They give a +5 in the catagories of Land Defense, Naval Power, and Air power which reresents their ability to coordinate these forces with more accuracy and leathality. It also produces Veteran Air units because of the ability to give a pilot better knowledge of targets and friendlies, producing better pilots with less training involved.
I have the lingering feeling your not interested in the mod but ideas for the double your pleasure your working on :). Kal-El, have you any thoughts on the realism epic?
Switch625 Mar 11, 2002, 11:42 PM Make carriers available with Flight, instead of Mass Production. You can concievably build a carrier before you have the technology of flight, and that is kind of whacked.
joshua Mar 12, 2002, 12:35 AM now where exactly do i load your current version so as not to have all the problems richard had :D
Kal-el Mar 12, 2002, 12:45 AM Scipio,
To be honest, i haven't played a game of Civ in about a month. :( I have been real busy, either with lawschool, work ;), marriage, or working on my mod.
I like a ot of the things you are doing. I like how you are expanding on the Iron works small wonder theme with your Textile Factory, Oil Refinery, etc. This is a really good idea.
I like the Palace producing veteran units, except that means that all your starting units will be veteran. not sure i like that so much. If it were possible to not start with a palace so that you don't automatically get veteran units. I like the idea in principle, but ... What do you think of this critique?
The Cathedral reducing corruption has always been one of my favorite modifications and has been implemented in all of my bic files.
Socialism Govt - should be renamed Social Democracy (just MO) but it seems that this is the type of govt you are describing in your readme.
I like how you are attempting to force different units to be used in a combined arms type approach. Is the Computer using this appropriately?
well, there you have it, my opinion based on your readme and this thread. wish I had a chance to play the mod to see how your combat system is working. based soley on the readme I would definetly like to incorporate your unit stats into my mod. If you haven't already, you should check out a conversation that Corinthian, Anglophile, Kryten and I are having about missile weapon units (http://forums.civfanatics.com/showthread.php?s=&threadid=17497) . the basic premise is that all missile weapon units should be given a bombardment rating to simulate their ability to fire upon the enemy without endangering themselves.
anyway, looks good.:goodjob:
Scipio Africanu Mar 12, 2002, 01:33 AM Switch625 - I think thats an excellent Idea and will implement it with version 0.95
Joshua - The reason that richard had problems because of bad files that have since been fixed. There was another when some mishap happened when he renamed some files, but with version 0.92 and up, you can just follow the instructions in the readme and you should be fine :). The one thing that asn't been tested is the government Socialism.
Kal-el - Though I can see your side about veteran units from the capital in the beginning of the game, I must say I feel it kind of adds to the game enviorment. It makes defeating another nation a little more difficult, as well as relying on your base of government for your most loyal and highly trained troops. From Rome, to Greece, Carthage, and China the state always relied on the area around the central government for a large part of their armies. So though I think its a good and valid opinion, I kind of like the veteran units from the start :). About Socialism, though I agree my model of socialism in game is that of Social Democracy, the model for communism in game is Totalitarian Communism. I guess I was kind of looking for a plain discription that is wide in its use as a government like communism, democracy, monarchy, or despotism.
Thanks for the input, all. I appreciate the ideas.
Scipio Africanu Mar 12, 2002, 06:57 PM Oh forgot to respond to one other question.
Kal-el - The new units are almost wholly being used properly. However there are a few the computer won't know how to use. Multiple class abilities (such as the guided missile destroyer being able to intercept aircraft) arn't used properly because you can't choose it to have multiple classifications. I tried making it so that a unit was classified as both (i.e. Guided missile destroyer would be naval missile transport and air defense) but both won't stick, only the one the vehicle is classified as (i.e. a land vehicle with air capabilties, the air AI strat. will dissapear). Other vehicles just don't have a class I can use such as the APC, Attack Helicopter, AWACS, Rocket Artillery simply because air recon, ground transport, air attack, and ground missile transport arn't AI strategies available. So unfortunatly some things won't be used properly. But besides everything thats listed in here the majority work accuratly and I feel they add highly to the combat experience :) (of course that just my opinion).
allan14 Mar 15, 2002, 02:40 PM I can't find this version or is it even out yet?
Scipio Africanu Mar 15, 2002, 03:18 PM You can find v0.92 at http://www.angelfire.com/games4/scipio/
Look at the bottom of the page where it says "Downloads and Links" the first link will be for the download of version 0.92 :) The first post of this thread always has the location, size, and info of the mod. I however do post new replies with information pretaining to what changes or additions occur between versions.
By the way to let you know 0.95 will be released in some 24 hours so if you wanna wait a day i'll have mroe units, more wonders, more resources, just more for you. Anyways I hope you enjoy.
allan14 Mar 15, 2002, 03:46 PM I keep getting the message: "Civilization 3 caused a invalid page fault in module Civilization3.exe". I can't get to the year 1400 without this happening. I have tried all the suggestions to beat this but nothing worked. It sucks, just when the game is getting really fun the damn message pops up. At first I thought maybe it was your mod doing it, but after reading all the complants about the same problem, it has to be the game itself. At least I didn't buy this game, then I would really be pissed.
allan14 Mar 15, 2002, 03:56 PM I downloaded from your link and the readme file says it is version 0.88.
Scipio Africanu Mar 15, 2002, 04:44 PM Yeah, sorry about that. I only make minor adjustments when I update the readme and I guess I haven't updated the version number in a while. Either way it should be version 0.92 when you download it. Version 0.95 will have a completly redone readme along with other things :).
About your problem, are you playing an old version? any version prior to 0.92 has had some corrupted elements due to my own error. If your playing 0.92 could you post your save file so I can view it. The way you can decipher what version it is, is when you open the scenario file in CivIII, it will say the version in the scenario information box that pops up asking if you wnat to play on the world map or a custom one. I know how ****ty it is to start a good game, only to see it crap out on you, if its elements in the mod i'm really sorry but the newer version (0.92 and up) should be crash free.
Does the game where you crash have the newer wonders such as Temple of Artemis, Zues's Statue, or the Golden Gate Bridge? Thanks for your input and help and i'll be sure to mark you as a beta tester when time allows it allen :).
allan14 Mar 15, 2002, 06:38 PM I think it is the game that is doing this, not your mod. I see a lot of invalid page fault error messages in the exe file posted on the boards.
allan14 Mar 16, 2002, 10:21 AM I keep getting the invalid page fault error with this saved game. Check it out and see if it does the same for you. Thanks.
Scipio Africanu Mar 16, 2002, 02:22 PM Allen14, I played the save game and had no difficulties. I imagine your running off an old version. Try downloading the new version and then after installing retry playing that turn, I think you shouldn't have any problems. Besides, the new version has lots of new stuff in it that increases the game fun, especially since 0.95 is out now :).
Scipio Africanu Mar 16, 2002, 02:58 PM Version 0.95 has been released
Summary of Changes
---------------------------
Map
-------
-Map Modification Edition IV has been released and is now the map included in 0.95 <BETA> of the Realism Epic. For information on the changes made to the map, as well as a mini map picture go to Scipio Map Modification Edition IV (http://forums.civfanatics.com/showthread.php?s=&threadid=12528&pagenumber=1)
Units
---------
-The Air Transport has been added and now has a transport of 2, airdrop, rebase, immobile, defense of 3, and an operational range of 8. It requires rocketry and rubber, oil, and aluminum to produce. It is a long range, immobile, heavy transport.
-The Helicopter is now mobile, and has a movement of 5, and an operational rnage of 4. It still only has a transport of 1 but offers an air transport that doesn't require aluminum and offers the ability to transport units away from city locations since it is mobile. :) It also has better defense then the Air transport.
-The Horse Archer have been added and have an attack of 3, a defense of 1, a movement of 2, and a cost of 4. They are available only to persia, china, india, and zululand. They are the first region specific unit. Every other nation gets the horseman instead which has the same attributes as the horse archer except its not a ranged attack unit. Egypt has the War Chariot which has the same attributes, and Iroqouis have the Mounted Warrior which costs only 3. This is the begining of Region specific units, that only certien nations will be able to have a certien unit type, but that all nations will have an equivelent of the units abilities.
-The Chariot now has an attack of 2, and does not upgrade.
-The Land Mine has been introduced. It has an attack of 1, a defense of 10, movement of 10, a bombard of 10, a rnage of 0, and a rate of fire of 1. This makes it a unit that can support units but cannot actually engage in bombardment. It requires only replaceable parts to build. These are prime units for border protection or support of other units as it provides a very cost effecient and effective way to reduce your enemies numbers.
-The Dreadnought has been introduced and provides a ship betwene ironclad nad destroyer. It has an attack of 12, a defense of 8, a bombard of 12, a range of 1, and a rate of fire of 2. It upgrades to the Battleship and requires iron and coal (very expensive upgrade). It can have a chance against destroyers but a limited one.
-Air attributes have been completly reworked.
Fighter - ][ Attack - 10 ][ Defense - 6 ][ Operational Range - 4 ][ Bombard - 6 ][ rate of fire - 1]
Bomber - ][ Attack - 0 ][ Defense - 5 ][ Operational range - 5 ][ Bombard - 12 ][ Rate of Fire - 3]
Jet Figher - ][ Attack - 18 ][ Defense - 10 ][ Operational Range - 6 ][ Bombard - 10 ][ Rate of Fire - 2]
F-15 - ][ Attack - 18 ][ Defense - 10 ][ Operational Range - 6 ][ Bombard - 12 ][ Rate of Fire - 2]
Heavy Bomber - ][ Defense - 6 ][ Operational Range - 8 ][ Bombard - 20 ][ Rate of Fire - 3]
Supersonic Bomber - ][ Defense - 10 ][ Operational Range - 8 ][ Bombard - 18 ][ Rate of Fire - 3]
Stealth Fighter - ][ Defense - 0 ][ Operational Range - 6 ][ Bombard - 12 ][ Rate of Fire - 2 ][ Stealth]
Stealth Bomber ][ Defense - 0 ][ Operational Range - 8 ][ Bombard - 18 ][ Rate of Fire - 3 ][ Stealth]
Wonders/Improvements
------------------------------
-Added the wonder Angkor Wat. This is the 5 tower temple of cambodia that was declared a world heritage site in 1992. It gives a temple on every city on the continent and requires Monotheism to build.
-The Taj Mahal has been added. It doubles the effects of the temple and requires Theology to be built.
-Added the small wonder Great Landmark which represents a nations great landmark (i.e. Staute of Liberty/Red Square/Buckingham Palace/Eiffel Tower). IT gives one happy citizen to all cities and 2 happy citizens in the city its built. It also gives +50 tax and luxury output because of tourism. It requires steel to build.
-Added the small wonder Commercial Satellite System. This gives +5% to your treasury every turn. It also increases tax output in the city its built and one happy citizen in every city. It requires satellites to build.
-Added the Improvement GPS Center, this provides +5 in ground defense, naval power, and air power for the city. It also produces Veteran Air units for an alternative to building an airport. It requires Satellites and a Commercial Satellite system to build.
-Added the wonder GPS satellite system. It gives one happy citizen in every city, two happy citizens in the city its built in. It also gives a GPS center to every city you own. It requries satellites to build.
-Added the wonder Three Gorges Dam which gives a hydro plant in every city you own, just not on the continent liek hoover dam. It also increases tax output in the city it is built by 50%.
Resources
-------------
Two new resources have been added to the mod.
-Tobacco - A North American only luxury resource. IT provides additional diversity into the world for more trade balance between the nations.
-Sugar Cane - A Carribian and South American only luxury resource. It also is introduced to encourage more trade balance on the default map in the Realism Epic.
The reasons these have been added is because one of the reasons teh America's were so sought after was because of the unique products the ycould produce that only existed (at that time) on that side of the world.
Thats it for v0.95, New versions are sure to follow and icons and new splash wonders are slated for relase on version 0.98 of the Realism Epic. I think this version only adds a little but it really expands the entire combat experience. The new map is also a very nice addition as Europe is now more open to additional cities and is more realistic in proportion ot the rest of the world. Anyways enjoy the new version, I know I will :).
allan14 Mar 17, 2002, 11:00 AM I did download your newest version and tried playing pass the turn but still the dreaded "Civilization3 caused a invalid page fault in module Civilization3.exe." I get this everytime. I reinstalled the game several times and tried playing the patched and unpatched version but still the invalid page fault. I am now geting this error with outlook express every so often. I think that this error is a memory issue but I am not sure. I just can't justify playing for several weeks and then having the game crash on you and having to start all over. I would love to try your mod, but first I have to get to the bottom of this problem.
Scipio Africanu Mar 17, 2002, 02:52 PM here's a save past the turn, see if you can continue or not.
allan14 Mar 17, 2002, 03:53 PM I get a "Data10 operation system error.ESPN, LEAP, and CULT message.
Scipio Africanu Mar 17, 2002, 04:53 PM yeah, i'd probably have to agree its probably due to some conflict between CivIII itself and your computer/drivers. Wish I oculd help but i'm not that computer savy, :(.
royfurr Mar 17, 2002, 10:59 PM Scipio,
Just stumbled accross your Realism mod and I must say it looks very impressive indeed. I have mostly done my own modding in the editor, rather then risk the trials and tribulations with downloading something which could crash me system. But I just might change that policy to give yours a try.
Just a question. Based on the dates of posts in your reference treads in the formum, you've likely based your mod, at least initially, on the 1.16f patchs engine. Now I have been unable to stomach the changes in the tech trading etc that came with 1.17, so the question is-
is your mod compatable with 1.16 or 1.17, or what?
Oh an aside about the naval thing. For me the inadequaties of the Naval game is the biggest flaw in Civ3 (although the most irritating thing is the corruption of course). Anyway, your changes around this is whats got me interested in your mod. Have you gotten it so planes can sink ships, and are aircraft at risk attacking ships?
BTW, regarding BB's. Yes they are SLOW, and yes they are expensive, and yes they are "weaK" in defense to a nuke, BUT-
all that steel will take a BUNCH of exeocts or harpoon hits and that puppy will keep on coming. The warhead on those missles is what? 750 lbs.? I don't see it haveing the punch of an armour piercing 16" round that weighs what- 2000 lbs? And has a terminal velocity at inpact a heck of a lot greater then a missle thats subsonic. (Remember kinetic energy goes up with the SQUARE of the velocity ...)
All I'm saying is I don't think "modern" BB's are as defense weak as your saying. IF they are, I DO NOT want to be on any of the other, smaller, aluminum armoured ships like a FFG or even AGEIS, when they take a missle hit.
Yup, they ARE vulnerable to aircraft and missles, but if they are escorted by a vessle capable of defeating those threats, like an AEGIS cruiser, that is one heck of a combination. BB CAN (and did in DS) carry their own missles in additon to the big guns.
Just my 2cnts worth on that issue. Didn't mean to get preachy.
anyway does your mod have the 1.16 or the 1.17 engine as its basis?
oh, and outstanding!! work with the mod. Sure looks sweet.
Scipio Africanu Mar 18, 2002, 12:01 AM Thanks for your thoughts royfurr, I thought all had significatn relevence. The Realism Epic is in version 1.17, unfortunatly I don't have a 1.16 version but that can be quickly changed. I'll try and get one up and running soon but I can't promise it will be within the next day or two (work and all).
I haven't gotten bombardment or bombing to kill a unit without it being tagged as a cruise missle. However I saw a post of recent by a firaxian that says this is being introduced soon, so hopefully everyone will have this ability soon :).
I agree with your thoughts on the BB. However the reason i've made the Battleship so weak is because of certien vulnerabilities I think its highly suseptable too, as well as pushing more game balance. The main reason I made it so vulnerable is unit diversity. I just didn't want naval combat to be dominated by a single ship but rather occupied by many which all have strengths and weaknesses. I just can't increase the battleships rate of maintnence per turn. Every unit has a maintnence of one. If I could do this I would make the Battleship a much stronger ship in defense and simply reduce its attack to one slightly lower then the AEGIS Cruiser. However because I can't handicap the BB in any other way besides cost to produce I felt it had to be less decisive in another catagory instead of people just having to wait longer to build the same naval characteristics :). I agree with what you said but I feel for game balance (at least for now) i'd like the battleship to be weaker in defense to promote more diversity in naval combat.
On a side note also because of the sheer weight of the Battleship once its been damaged to the extent that it could require repairs it is very easy to kill it off. An example of this is when the USS Missouri was hit by a cruise missle (forget which type) fired from a Cruiser during the Gulf War and had to be brought in for repairs. Part of this trip had to be completed by tug boats. They are very durable ships but their sheer weight makes them much easier to sink, and much harder for the ship itself to evade attack. I completly exculeded ship to ship missiles in the combat system because I felt they completly compromise the entire naval combat system in CivIII. If it were so then every ship besides the transport and carrier would have a top notch attack and defense, even subs. The only other missile the BB carry's is the tomahawk and thats a ground attack ordinance which I included in the expansion of the modern battleships bombardment and increased rate of fire. Other inaccuracies exist in the naval system to encourage more diversity in the units. Such as the AEGIS Cruiser is able to attack ground, air, and sea threats all simultaniously. However the only ship that can intercept aircraft is the Guided Missile Destroyer. I did this because the DDG (Guided Missile Destroyer) specializes in attacking air threats, while the Crusier is a battle force capable ship. I felt if I made the naval system to accurate everything would still be aimed at using one, maybe two ships. But I feel the system i'm using now expands teh naval system to want to include every type of unit for different mission capabilities. I know I get on those rants, sorry...
Have you any other thoughts on the mod? these are great suggestions.
royfurr Mar 18, 2002, 06:30 AM HiYa Scipio,
Well, I cannot argue with the goal of trying to have variety of units each with its own use and advantages, so all get used. It would be poor to have everyone simply build one or two unit types, say carrier and BB and sub and anti-sub (hey, thats 4 really differentiated units already- although admittedly subs are "weaker" {in use applications, not atually weak}) plus transports of course. So your logic of "handicapping" the BB I understand.
A suggestion: try REALLY varying movement rates, and don't hestitate to push costs REALLY high for say a BB or a nuke (sub).
I need to look around for my notes on how I re-did my naval stuff and compare unit values with yours, then make coments.
One diff. I can already mention is that I declined to make DD's subhunters. The reason is that from the origin of DD as "Torpedo boat destroyers" until well into WW2, they had little or no antisub ability- many DD in early WW2 had very poor sonar, some had none. ASW is EXTREMELY difficult unless connected to air seach (in WW2) and with todays nuke boats, is still very hard- even with modern sound equitpment. Note that modern ASW frigates usuatlly carry a 'copter for ASW work. I'd suggest a seperate unit: DD as surface ship escorts and seperate ASW sub hunters, with segretated abilities and unit values. A early era DD and a late era DD that is more focused on antiair, can deal with small surface threats, but is rather vulenrable ... esp. to missle attack (when its alone).
AEGIS is best for anti air, very good for anti ship, and with tomahawk good for land attack. STill, 16" guns are going to pound into the ground anything within their range ... but tomahawk rules deep inland.
ah, I could go on but got to go to work. anyway ...
let me know when you have a 1.16 compatable version, I don't want to touch 1.17. Thanks.
Scipio Africanu Mar 18, 2002, 08:27 PM Well I agree and I don't garee :) let me explain.
The evolution of the DD was very fast. It was built as a smaller platform then the cruiser for battle support but however quickly evolved into a completly new ship. Built to destroy submarine's, by the end of WWII destroyers were comming into the age of high ping sonars, side scan sonar, and other technological leaps. Infact the progress of the destroyer was so quick that I think it would be hard to chronical it from its production before WWII and that of immediatly after. Due to the time compression in CivIII I think its to micro managment to put a new type of destroyer every time you progress further on the tech tree, which I think would be required for the change of destroyers from surface support to submersible hunters.
However I do agree with you on the point that so many differences exist inbetween the old destroyers and newer varients for an upgraded version of the destroyer to be introduced. This would probably be aquired through a mid to early level modern technology. I small increase in cost, attack, and defense power. However since its always had 5" guns I don't see upgrading the bombardment as a realistic option. I however only want the DDG to be specialized for Air Interception, though AEGIS Cruisers (Ticondaroga Class) one of the DDG's main objective in any battle group is for air moniter and interception. The AEGIS cruiser already specializes in the greatest attack, I wouldn't want it to overshadow every other ship. To understand why I want to stress combined arms conflict in the realism epic is because we rely on it so much in real life. If the AEGIS Cruiser could meet all the demands of 21st Century combat then we would only build them, but we do produce and design new DDG's, SSN's, SSBN's, DD's, and other ships because we rely on them for specific scenarios and attributes only they can provide, which I try and represent. Though I might not represent every unit 100% realisticaly, I do try and represent their greatest strength and weakness in the game since CivIII's combat system is so simplified. In real life the BB may be a very durable ship, but since I cna't make it vulnerable against specific units, or attack types I have to simplify it and just reduce the defense rating. I think you have a lot of great points, all of them true, but I also designed it because of certien attributes I wanted to stress. I think it has a lot of merit but I think making a unit more "super unit" like (not that what your suggesting a super unit) would detract from the main change in naval combat I designed for sea vessels.
royfurr Mar 19, 2002, 06:35 AM Your true to your approach in your agrument, and I cannot disagree with you, although I would go about it a little differently. Yep, the DD did evovle fast. I disagreee a little on how effective an active anti-sub unit it was at the end of WW2 as compared to a defensive anti-sub unit, and thats probably the basis for our different approach there. It could localize a sub contact that it had a reasonable idea where to start, as in the general direction and reasonable range, from a resulting sub attack, but for completely finding a sub on a pure hunt, without aircraft it was much more limited (= being lucky), which is why I resist making EARLY DD able to "see subs". A more modern DD unit I'd give it the ability, and place that new unit after the development or deployment, of helicopters.
Yep, since its hard to handicap a strong BB unit, its a risk of making it the one does all ship. I avoided that by making it REAL REAL expensive so people don't build but a limited number, and some powers with less strong economies, cannot really afford to build it at all (without basicallly using up all their naval budget). Also I basically require all the more advanced resources- iron and coal (for steel) of coure, plus oil (thats debatable, but its limiting, which is the objective- these are Modern BBs not pre Dreadnoughts or even WWI era ships) and rubber, and saltpeter. I'd like to throw in aluminum but that comes so late and I don't want to mess with the basic structure of the tech and resourse tree.
Part of our problem here is that the basic framework we are working with is flawed, and the editor is rather limited. Subs have no commerce target, and airplanes cannot sink ships! What were they thinking!! There is really only so far we can go fixing things with the editor being all we have to work with, IMO. Still, we gotta try, no?
And (I think maybe you have??) theres a desire to not have TOO MANY units for simplity- I would lean to a early modern and a late modern unit for DD, CA, maybe BB, SS, and split nuke subs between boomers and attack boats. A little and a big (or early and late) CV, or a CVL, a CV and a CVN. Hey we left out CLAA or in fact CL's!! See what I mean by limithng the number? haha. So, we compromise. And that is the road to hell, its how Firaxis wound up with the naval system they have. Oh well, how to resolve this? Your way is as good as any other, I think. The key your employing, combined arms and combinanation of ships being needed, is the important part, and it as guiding principle will make you successful. So keep up the good work. The killer is not simply designing the unit in the editor, its testing them all out and seeing where things get out of whack and balancing everything, that is the time consumiong and hard part, which you have done/are doing, and I really have not yet. SO kudos to you.
ANYWAY I look forward to seeing your mod in a 1.16 compatable version, NO WAY I want to play the 1.17 rat race tech game. No tanks in 800 AD and stealth in 1000 for me!
I can always edit the part of your mod that I don't like!! So why not. I bet I will agree with 95% plus of what you have in there, anyway.
SO I look forward to it when you find the time to get it out (1.16 compatable). Let me know!!
Good civing to you, Scipio.
Scipio Africanu Mar 19, 2002, 03:12 PM Firstly, I'd like to apologize to everyone who has tried to access the mod's web site, but its down due to overuse of bandwidth. I'll try and get another site up and running in the next couple of days for a mirror site. I will also try and post a 1.16 version of the Realism Epic for you 1.16 buffs at the same time :).
Royfurr- I agree, so many ships are left out you almost have to bite yourself to handle the pain. Unfortunatly, most of them just can't be represented properly, or with the diversity that one might want in game. However a few other ships will be represented before this mod goes full version :D. These ships will be a PC ship (Patrol Coastal Ship) this unit will have a higher rate of travel then anything else, a reduced attack and defense (lowest of any modern ship), the ability to recon, and i'm gonna try and make it so its a unit that runs from its enemy when its about to die (i.e. the way mounted units can retreat from foot units). I'll also be including an Amphibious assault ship that can transport 8 units and has a higher defense, the current transport will become the Landing Craft with a transport of 4, a faster movement, and a lower defense. This is to represent the different capabilities LCM/LCU provide compared to LHA/LHD vessels.
One thing I forgot to address was that I felt that the movement for the units was very accurate. A Movement of 8 = 30+ knots, a movement of 7 = 25 - 30 knots, a movement of 6 = 20 - 25 knots, and so on and so on. Most modern ships travel just over 30 knots including cruisers, destroyers, carriers, and frigates. However Submarines are classified (though they really can push over 30+ knots I hear) as only being able to push 25 or so knots. The SSBN's (Boomers) travel at a slower rate then the hunters as well. So I felt the rate of travel was well represented when in comparison to the size of each tile (about 75 miles per tile on a large map, at least on my earth modification) versus the rate of travel of other ground/air units.
I think I represented most of the ships you mentioned. Though I'm a little perplexed about what CLAA's or CL's are, i'm guessing early varients of Carriers? I do have a normal Carrier, and a Super Carrier to represent CVN's. Also my Battleship, and Modern Battleship are behemoths to produce, being twice to three times the cost to produce AEGIS Cruiser, the third most expensive ship to produce (the second most expensive is the Super Carrier). So I think were on the same track with the battleship. Now if I could only modify the individual unit costs for maintnence, unfortunatly every unit costs a set amount based upon your government not the unit itself.
Thanks for your opinion royfurr, I like a cordial discussion with a person of significant insight into the subject at hand. Makes for good ideas :). Also, thanks for the kind words about the mod, though I hardly think i'm worthy of such praise, you will never hear me contradict it :).
royfurr Mar 19, 2002, 06:13 PM On those naval ship acrynoms.
A CL is a Light Cruiser, a class that reached its height from WW1 to the end of WW2. Significantly larger then a DD, you might call them a Super DD. They were typically slower then a DD in speed, (4 to 5 knots), usually about as fast as a CA, were of course more lightly armoured then a CA, and DID NOT carry anti sub armement like depth charges or Hedgehog, nor sonar. They typically had 5.5 in. or 6 in. guns for their main battery, sometimes only 5 in., but with the newer DD classes after the late 20's, almost always the larger size. They were used in some navy's as DD squardon leaders. USN CL were often used to scout for fleet formations. I believe the most deadly of the CL classes were those fielded by Japan, as they were extensively armed with the 21 in. "Long Lance" long ranged torpedo, and not only had more tubes then most DD had, but IIRC, also re-loads, while many DD had only one loadout. MANY USN ships from DD to CA went to the bottom in the South Pacific because of this weapon.
A CLAA was a Light cruiser extensively modified to specilize in anti-aircraft defense. An early example in the USN was the USS Juneau, the ship whose crew included the storied Sullivan brothers. Juneau carried 16 (!) 5 in. guns in 8 double turrents, and 4 quad 1.1 in. mounts for another 16 AA barrels. CLAA were among the first of the non-capitol ships to recieve radar, integrated with the guns for AA work. These ships of course did NOT have 6 in guns. These were late 30's and early WW 2 era vessels, although they would be built throughout the war. After the ascendance of the aircraft as one of the primary weapons at sea, most all vessels had such a stress on AA (and later anti-missle) weaponary that the use of this as a seperate class fell by the wayside, as now ALL ships NEEDED massive anti air weaponary. During the war these vessels were often attached to capitol ships, usually carriers, to beef up anti air defense. When they were employed in a surface role, as in the Guadalcanal campign, they suffered terribly as they were quite outgunned by Japanese surface ships (CA's especially), and almost as vulnerable to torpedo damage as a DD- often a single hit was near castrophic, whereas a CA could survive a single hit, at least some of the time. The CL class was, in this sense, as vulnerable as a CLAA was.
On another issue, I saw a thread today that claimed that info was out about bombardment units "now being able to sink ships", I presume they were talking about the next patch ... hopefully accurately! And, ... SOON!! I DID NOT see anything on the forum which showed this new patch as being OUT. Have you heard anything on this? When its out, Your going to BE BUSY, as you'll want to get THAT ability into your mod asap!! Dear Lord let them FIX THE 1.17 tech trading problems, include the other GOOD STUFF from 1.17 but get rid of that!! I must admit I hunger for some of the 1.17 stuff, esp. the "stack" movement, as buggy as it is, AND the revised sequencing of selecting the next active unit.
Well, as always, enjoy civ! I'm looking forward to your 1.16 version of mod, but also, updated once this new patch is out ... this could be your way to handicap BB, as most BB sunk were to air attack. We need a Divebomber and Torpedo bomber aircraft for CV ... a half dozen torpedo hits could and would sink even the largest BB, in fact the LARGEST, IJN Yamato, succumbed in just that way.
Civ On!
royfurr Mar 19, 2002, 06:25 PM Ah, forgot to mention- good idea on breakdown on landing assualt ships vs. pure transport. I'd like to see modern transorts ONLY be able to unload into cites (ie ports, NOT just harbors). BUt the assualt ships could unload directly to land tiles that are not cities, this to be so even if the land tile was not occupied by an enemy unit. Of course the smaller assualt ship would be the one to have the abiltiy to land marines at opposed landings ... the larger LST usually came in after the opposed assualt had pushed the opposition away from the immediate landing area. OF couse we DO NOT want to simulate Higgens boats- that should be abstracted ... Just divide up between the ships, non beachable but that carried and unloaded the direct landing craft, and the larger sea going but beachable ships like the LST.
I wonder if that is possible to differntiate in the editor- unload only to city but NOT to land tile non-city. Off hand I don't think so but I have not checked it out. Any thought on that?
Civ on.
Scipio Africanu Mar 21, 2002, 03:17 PM Well, about the units being able to be killed by bombardment or bombing, that patch has yet to be released. Once 1.18 comes out you better believe I'll have a new version out ASAP :). By the way I should have a mirror site and a version 1.16 of the Realism Epic up and running by Sunday this week.
About ships being able to unload only in Cities, I don't think this option is possible. All transports can actually unload anywhere if i'm not mistakes, and there isn't an option in the editor for restricted unload. However on a side note, the ships im talking about can both be used in assault situations. The LHA/LHD or Wasp class Amphinbious Assault Ships are designed to encounter and engage defended positions ashore with 3 phalanx 20mm systems, two RAM launchers, two NATO sea sparrow launchers, four .50 caliber machine guns, and four 25mm Mk38 Machine guns. They provide limited power projection in the event of a sea borne invasion. However these ships also only push 20 knots so it will slow down any Battle Group pretty significantly. So the larger Amphibious Assault ships do provide deployment of troops in any situation. Landing Craft or LCM/LCU ships are the smaller WWII style ships, providing no support fire from the ship itself. They also provide a much lesser payload, only able to carry some 180 tons (nearly 12 times less then Amphibious Assault Ships). However they are much faster and provide a speed assault rather then an overwhelming force per ship.
So I plan on making Landing Craft only able to carry 4 troops, a very low defense, but they push 30+ knots so they can keep up with your faster ships. The Amphibious Assault Ship is bigger, heavier and kind of looks like an aircraft carrier. This will be much slower, with a higher defense, and it will be able to carry 8 troops aboard. Of course the Amphibious Assault Ship will cost a lot more then Landing Craft. This will provide some diversity and options in naval transportation. So even if the option was available to decipher where one can unload troops, both of these ships are designed to land and unload anywhere, under any condition :).
royfurr Mar 21, 2002, 07:01 PM Well, thats what I was thinking, it was NOT possible to set resrictions of unload locations- I was wishing that one could FOR MODERN ships- ancient ships of course had the ability to come in to the shore or beach themselfs essentially, somewhere around the time of the monitor perhaps that abiltiy should go away and require ports- until modern landing/assualt craft apperar. Your LHA ships are of course VERY modern, post WW2 types- and in this age of the missle, there is some doubt about the abilty to make an (OPPOSED) assualt landing- if one has total air supermacy of course then it ISN'T really an opposed landing ... I'd shudder to think what a barrage of 20 exocets could do to a landing force if they didn't have sufficient missle defenses.
Just musing. Infantry defenders alone, without support weapons above automatic weapon size, would be mincemeat for your LHA/LHD units.
Civ on. Need to go check out the new forum format.
Scipio Africanu Mar 21, 2002, 10:31 PM If the Amphibious Assault Ship would be slaughtered up or not wasn't in question. Thats a matter of its defense rating which won't be so high it can withstand an engagement from a real warship. However what this was about was wether they were designed to be able to unload troops in a variety of terrains and to do so under attack. The LHA/LHD might be a giant coffin given heavy and prepared enemy defensive positions (though I think they are vulnerable ships, I don't think they are as vulnerable as you might think. With very heavy armor and a displacement of 39,000 tons it would still be a difficult boat to sink) but that isn't something decided by wether a unit can unload in a city area, or on any old square. The ship itself wont be a giant AEGIS Cruiser for troop transport, it will be slow with a higher defense then that of the LCM/LCU, and a larger troop capacity. Once 1.18 comes out you can try and sink all the Amphibious Assault Ships you want with airpower or missiles :), but it doesn't change that the ship still has the capability to unload anywhere at anytime. That doesn't mean it has to make it, it just has the ability to do so.
Scipio Africanu Mar 22, 2002, 10:34 PM Well, I have some more news about the mod. After some more testing I have found the Assassin, and later Black Ops to be troublesome to gameplay, and often it reduces the enjoyment of the game. So I have a couple of fixes I am considering.
1. Increase the cost to produce Hidden Nationality units by a significant amount. At the same time, lower their attack rating to lessen their effectiveness in combat. Also increase the number of units that can detect submarine units. This would hopefully lessen the AI's want for these items while also making them a less effective weapon when used one at a time. However they could still be effective in larger numbers perhaps.
2. Remove Assassin's altogether and then modify the Black Ops unit as described above in option #1.
3. Remove Hidden Nationality tags and just make the Assassin and Black Ops Submarine units.
For those of you have played the mod, I'm sure you've experienced this. I could use some opinions on how to modify this into still being a semi effective weapon, while making sure the AI won't go crazy with them. Thanks for any thoughts in advance.
royfurr Mar 23, 2002, 05:57 AM My vote would be for your option #3. Maybe with an increase in the number of units that can detect submarine units.
Good luck with your evaluation.
Kal-el Mar 25, 2002, 10:03 AM Scipio,
This is what I have done, you may find it useful. Remove all attack rating and just give them a bombardment rating. This will make them far less effective and they will not be able to capture cities. It is similar to your first option, but with a twist.
Scipio Africanu Mar 25, 2002, 01:00 PM Well, I had a few problems actually getting a mirror site up on sunday which is why its a day late, sorry about that. I actually couldn't get the mirror site up since fortunecity #$%@ed me over. However I have gotten some webspace free'd up from Yahoo Briefcase, so though you may still go to the same site, the main download will be from another location to free resources to keep the main site up and running. I will try and get a mirror site up in the near future but for now hopefully downloading from yahoo briefcase will solve the problem for now. Unfortunatly Yahoo Briefcase only allows 5mb files, so the Realism Epic was split into two parts. However a one file download remains from the backup download from angelfire.
About the 1.16 version of the Realism Epic, unfortunatly i'm unable to get this to work. I had an old 1.16 version of the mod, but because of the wide ranging map modifications made in version 0.95 it would take me a long time to get it up to speed. So long 1.18 will probably be released before I could turn it out. I am really sorry royfurr, I told you I could push this out for you but unfortunatly I can't patch the current 1.17 mod down to 1.16 and I can't rework the old one in time (the old 1.16 is in version 0.89). Anyways, to anyone looking for this please accept my apologies, its just out of my ability :(.
Kal-el thats a pretty damn interesting idea, i'm gonna test it out for 0.98 to see if there's any significant conflicts. I only have one possible confluct with it which is for realism mod, its kind of hard to see the only capability of assassins and blackops as bombardment. However it does sound very interesting, and maybe they could be seen as hit and fade attacks given the right animation :). Anyways i'll definatly look into it.
I've also made a few changes to the modification to warrent a new sub version. I have made some very minor modifications for v0.95b of the Realism Epic.
-Assassins are no longer flagged as a hidden nationality. They also have been inceased in cost by one (6).
-Armored Swordsman can now see submarine units, giving more reason to upgrade those warriors and swordsman :).
-BlackOps still have hidden nationality flagged. However thye have a reduced attack (14) and an increased cost (16). This should make them much less effective agains't normal infantry (defense of 14) or mech infantry (defense of 24). This should hopefully make them a much less effective weapon, however retaining the ability to engage in some secret warfare. I imagine the AI will still love these little bastards, however I have flagged both the AI strats offense and defense for the unit to try and influence the AI to use them less in an attack situation.
-Special Forces now have offense and explore flagged as AI strategy.
-A river has been added to Greece that was accidently deleted.
Anyways hopefully this will be the beginning of a long line of modifications to come about designing gameplay to be more fun. Please give comments on the mod as my time is a bit cramped (busy season in work) and I have little time to actually play CivIII :(. Anyways, Enjoy!
royfurr Mar 25, 2002, 06:34 PM Hey man don't feel bad about it, your doing your best. I will hope for a 1.18 compatable version and HOPE THAT FIRAXIS DON'T PULL A REPEAT OF THE 1.17 BUST. (Sorry folks really hate the tech trading thing ...)
Keep up the good work. Seeya in the forum!
Civ on.
Scipio Africanu Mar 26, 2002, 01:38 AM The site is now more user friednly and offers more options on the page itself for both the map modification and the realism epic. This is the first of hopefulyl many progressive and wide ranging modification of the homepage of the mod to become more visualy pleasing and to increase ease of use. Enjoy and I hope you like the basic upgrade :).
Scipio Africanu Mar 30, 2002, 12:34 AM Well I'd like to summerize some of the planned changes of 0.98 BETA of the Realism Epic. There will probably be other additions and modifications in this version, these are just the things slated for 0.98 at this time. Unfortunatly the release for this version won't be for a couple of weeks, most likely two. I still am unsure as to some of the gameplay as my game time has been severly reduced of recent.
-All Improvements and Wonders will now have new wonder splash pictures, as well as in game icons for all the new additions.
-All new units will now have new Civilopedia pictures.
-Typos and mistakes made in the Civilopedia entries will be fixed.
-The Rocket Artillery unit will be using the Katyusha animation and will be an earlier version of rocket delivery. The current Rocket Artillery in game will be renamed to Multiple Rocket Launcher.
-The addition of a Government specific wonder, small wonder, and improvements will be added for Monarchy, Republic, Democracy, Communism, and Socialism. It's a gaurantee this time.
These additions will unfortunalty complicate installation a little, so a revision of installation instructions will occur with v0.98 of the Realism Epic. I dont think I want an installation program for this mod because I like the user to know what and where everything is, and installation programs can be sketchy at times. Some good news is im gonan have some nice new pictures to post when v0.98 is released including in game pictures and collage (Is that how you spell it?) photo's.
This next version really isn't geared toward expansion/diversification of combat or domestic options. Rather it's designed to make this mod take a significant step foward towards full version by giving it the look it deserves. Any suggestions about what you think should be added, removed, or modified in v0.98 are welcomed.
coolguy Apr 03, 2002, 07:43 PM I was playing the mod, and I just completed Zeus statue when the mod crashed. I am very sure that the crash had to do with the wonder, and I am wondering if this is a problem with the mod or with me.
coolguy Apr 03, 2002, 10:51 PM I do not have the patch 1.17 because my computer had problems with it, so maybe that is the problem?
Scipio Africanu Apr 04, 2002, 02:21 PM Sorry for the delayed response, work is a ***** of recent. Any how, when I tested it in game without its tech requirments it worked fine. However whenever I actually play the game, the damn AI always beats me to the punch to building Zues's Statue. I'll play the game on Cheiften and try and get a solution if htere is one, out the door ASAP. The mod is in 1.17 so that may be the problem. Either way I'll look into it :).
coolguy Apr 12, 2002, 07:29 PM I forgot to change one of the files after installing the mod, and once I did that it stopped crashing. Sorry for the inconvenience and yes, I am an idiot
T__ Apr 13, 2002, 10:49 PM Hi I've played your mod well into the industrial era and so far It's been good, but I have a couple of sugestions.
1. shouldn't the armored swordsman have more than 1 in defense, the swordsman stil has 2.
2. Dreadnoughts
I would have like to seen these pre WW1 and WW1 battleships implemented as that, meaning tyey should cos a fortune and only be out done by the WW2 battleship. If dreadnoughts and battleships were made both really expensive and powerful, the player would be foced to just build a few of these, and rely on Ironclad and destroyers for the bulk of the fleet work and to protect the capital ships. I guess the defense values og the cap ships would have to be a little lower than I like, so that you could gang up on a (unprotected) battleship with destroyers and sink it by bombarding it down to 1 hp. Destroyers and Ironclas should be so cheap that you could build like 5 for each battleship (subject to balancing).
Dreadnoughts should become available with steel, as they're made of it. Battleships should be available late in the industrial era, around the same time as tanks.
I have som suggestions for the modern era, but I rather get to it first so it's not all based on speculation
Anyways Hope I made some sense
T
Propaganda Apr 14, 2002, 01:13 AM I've got a question here. When I fiddle around with the civilizations in this mod using the editor, the game crashes during gameplay. I've tried to follow Grey Fox's formula, and change the civ's to match his WW2 mod, but it won't work. I changed the colors, and gave them all Late Industrial-era techs, and renamed them to my fitting, but loosely based them on the WW2 mod. What could be the problem? Am I doing something wrong?
Scipio Africanu Apr 14, 2002, 01:58 AM Hey all, sorry about the late responses. I've been busy with a lot of recent. Anyways, I've got plenty to say :).
Coolguy, sorry I couldn't get around to looking into your problem sooner. Life's been catching up with me and unfortunatly nearly all of my time has been devoted to getting the Realism Epic into v0.98 with all those building pics. Once again sorry, and don't worry about the .ini problem. Are you using an old version? All the .ini problems had been rooted out by 0.92.
T__, about the swordsman, that was a mistake that the original swordsman had a defense of 2. In version 0.98 the swordsman will now have a defense of 1, however I think your one bit of advice about the armored swordsman is gold. I'll be implementing the armored swordsman with a defense of 2 in the next version. The Dreadnought however has already been added in version 0.95b. It requires industrialization, I just felt steel was to close to combustion and that the dreadnought would be lightly out classed by the destroyer very quickly. The Dreadnought does upgrade into the battleship giving good reason to build it. It also has the largest bombardment at sea until the arrival of the BAttleship. Now the battleship in the Realism Epic is very costly to build (about 3 times the amount to build an AEGIS Cruiser) however its bombardment is massive making it a very good support ship. The battleship however has a low defense making it suseptable to every other combat ship without escort. So your dreams of naval combat await you already, well maybe not dreams but close right :). I stressed combined arms tactics as much as possible in the modern era, though I still want to expand it a little.
Propaganda, actually I'm unsure of how to combat your problem. I wish I could help you but my knowledge hasn't expanded into that forum yet. The main reasons I known crashing to me is either that the units_32.pcx doesn't have the last 8 unit on the end, it has pallet misconfigurations, that wonder splash's arn't numbered properly, and that unit folders and .ini files don't match the units name in game. Other then that i'd be at a loss, try posting this problem in the creation and customization forum, you might get mroe answers :).
Now about the mod. Unfortunatly I don't have the pictures at my disposal that I want and so I can't get v0.98 by Sunday April 14 as earlier promised. I need just a little more time which I'm estimating at 2 to 3 days. By then the Realism epic should have a better face on it in game and hopefully you'll enjoy it. There are a few other changes not originally planned on that will be implemented besides whats already been mentioned.
-The Empire State Building will be added. It will increase your luxury and tax output as well as induce a very significant amount of culture.
-The APC animation will now be using the one released by J-S
-A few additional region specific units will be added including the Eastern Halberdier and the Schimatar Rider (any suggestions about renaming the Schimatar Rider are appreciated).
-The tabacco luxury resource picture will be changed to use the tabacco resource picture released by SpincruS
Thats it, thought there would be more didn't you :). However I was planning on adding a few new units and a couple animations over the last ones but unfortunatly these things weren't released yet :(. However unit creation is a time consumign effort so you can't blame em'. Hope to have that new version out soon.
T__ Apr 14, 2002, 02:52 PM I guess should have made myself a little clearer......damn fever :(
I have v0.95 and what I basicaly was saying is that the dreadnougth should have the same role as the battleship in the early era. Though it's nice to have over 20 dreadnougth in service, I'd rather have them as a really strong and expensive (within 10 or 20 shields from the battleship, after all the sheer size and amount of armor needed is what maskes them expensive) ship, using ironclads (and later destroyers) as pickets escorts and scouts. This would extend the life of the ironclad from 4 turns, 'till the destroyer is invented.
This would make the navy of early ind era consist of Dreadnougths - ironclads
Then for the middle-late ind era
Dreadnoughts- destroyers ( the same time as WW1 infnatry and arty)
The battleship would come late in the indurtial era (move it to one of the last techs, think BB with radar) and rule the seas suported by destroyers to do the main work and keep those pesky subs away from your BBs and CVs.
When it comes to subs i'm not quite sure, from just a human standpoint, incresing the attack so that they would have around 40 % chance to sink a BB wihile giving them low defense. This woould encurage screeing your fleets with Destroyers (which should be able to see subs). This might get really boring if you have many and large fleets, since you no longer could move them in stacks and I'm not sure if the AI would understand the need to discover subs before they attack the stack.
Well enough rambling, and since I'm declearling myself sick now, I can play your mod into the modern era :) and when I get back from that I'll start bothering you about another fav subject of mine, balancing wooden ships
T
Scipio Africanu Apr 14, 2002, 09:19 PM Well T__ you done convinced me again. I'll switch the dreaednought to Steel, up its production cost to be pretty expensive and make it pair up with the Ironclad before Combustion and after it with the destroyer. However I would like to make it so the Ironclad upgrades into something eventually so that its not still on the build list in 1995 :). Maybe have it upgrade into destroyers? but thats a little on the unrealistic side. Any suggestions?
Switch625 Apr 14, 2002, 09:54 PM Originally posted by Scipio Africanu
Well T__ you done convinced me again. I'll switch the dreaednought to Steel, up its production cost to be pretty expensive and make it pair up with the Ironclad before Combustion and after it with the destroyer. However I would like to make it so the Ironclad upgrades into something eventually so that its not still on the build list in 1995 :). Maybe have it upgrade into destroyers? but thats a little on the unrealistic side. Any suggestions?
If I remember my naval history, Ironclads were something of a specialty ship. They weren't built in large numbers, and were scrapped when the more advanced ships (destroyers, in the game) came along. It isn't logical to have them upgrade to anything, but if you wanted to make them upgradable just to get them off the build lists, then destroyers would be the least illogical choice.
Yttrium Apr 15, 2002, 12:31 AM Firstly, Zeus is spelt like that "Z-E-U-S" rather than Zues, which sounds like a Canal in North-East Africa :). Not getting at you, it's just something which you should address in given time. More important is that I also have the bug that whenever you build Zeus' statue, the game crashes. If possible, could you try to sort this out, please. Thanks in advance :) Oh, and keep up the good work, this mod is shaping up to be a really good one !
Scipio Africanu Apr 15, 2002, 05:05 PM Switch625, Your right and though I'd love to get that Ironclad off the build list I think it will have to remain without upgrade capabilities in the game. Thanks for the bit of info as I lack at indepth historical knowledge from about 1850 - 1900.
To Yttrium, your right and its amazing I haven't noticed that ypo until now. I'll fix the error in version 0.98 and definatly look into the Zeus's Statue crash problem. It worked fine for me, but all the same somethings can get lost or misplaced when preping them for download.
Because of the new info about the pending patch to be released (hopefully) on Friday 4/19, the new version will be delayed until the next patch is out. This is because of the many advancements in gameplay said to be coming with the next CivIII version and I'd like to implement them without having two versions come out at about the same time.
All I can say is, stupid work.
Scipio Africanu Apr 24, 2002, 07:20 PM Well here's a quick update about the mod. Firstly I want to apologize to everyone for not having the new version of the Realism Epic out by the date I set. However I have been combating some bugs i've run into through the course of my update into v1.21 and many new improvements i've included. The additions in v0.98 will be much more extensive then previously thought, however I will leave those for a pleasent surprise when it is released. I imagine I'll have the new version out before the week is done as I have been commiting as much time as possible (with a few exceptions) to turning out this new version. Once again I'm sorry about the misprecieved release date and will be sure to make it worth your while, and the wait :). Good Civ'ing.
Spearhead Apr 25, 2002, 08:49 AM I haven't read all the five pages of this thread, so maybe my question has already been addressed. If that's the case I apologize for wasting your time...
Why do all the industrial age naval units (and the modern AFVs) still require Iron??
I thought the Strategic Resources were only meant to represent resources that were scarce at a certain point in history, like Saltpeter and Iron. There were wars fought over the possession of Saltpeter deposits in South America in the 19th century, sure, but nowadays Gunpowder can be produced from almost everything thanks to modern chemical breakthroughs.
So to produce the Rifleman, for example, one doesn't need Saltpeter any more because once you get to mass-manufacture cheap bolt action rifles, you ought to be able to produce gunpowder with materials you can find anywhere.
Likewise Iron - in the ancient ages, only those Iron deposits close to the surface were accessable and this means that tribes and nations valued these ores highly. But around the 16th century, people started building deep mines and in the 18th century, the Steam engine was invented and enabled miners to dig even deeper and use machines to haul the collieries out of the mines. Result - there was so much iron on the market that it became dirt cheap and anyone could use it.
So any nation that has the technological know-how for Battleships ought to be able to find iron ores anywhere. Besides - I HATE it when the lack of one simple resource restricts you from building anything but spearmen. It's not realistic, any modern nation can build tanks and ships as long as it has money to pay the engineers.
I don't think a civilisation that can build Aircraft carriers still relies on the iron deposits that their ancestors used to build their first spears, eh? :scan: If you want competition you could introduce "scarce metals" or something like that to represent tungsten and... eh... all the other rare thingies you need for cell phones and modern gizmos and only find in Congo.
Scipio Africanu Apr 25, 2002, 04:34 PM I can understand your point spearhead, and actually can relate to it. First let me explain as to why I had these as requirments.
During WWII, at the height of the industrial era, steel was scarce. So much so that rationing and scrap drives had to be enacted in almost all the waring states. It is true that iron had become more common but it still was resource highly sought after. Japan invaded the Manchuria region only for the major iron deposits which they themselves are without on the Japanese Islands. Today industry has expanded to much greater lengths turning the requirments for Iron by countries to be a back burner issue. However if the U.S. and other major steel producers decided to cut exports to a certien nation because of war time issues, then this or these nations would be under major duress to produce mechanized defense measures. Iron is still a very important resource today, and though the status quo right now makes it seem like its everywhere many nations rely on major producers of iron for this resource (trade). Being iron is required to produce steel, I made it required for units that require a very significant amount of steel. A battleship alone uses thousands of tons of steel.
Furthermore, I also made it a requirment for more trade balance. On the default map in the Realism Epic, iron is a scarce resource for the east while rubber is scarce resource for the west. I hoped this would bolster trade between nations, helping to make more balance of power. However when we talk about iron it is a limited resource without any synthetic way to make it. So it is very different from the saltpeter scenario. I would lessen the requirments for iron (though not completly eradicate) in industrial and modern units if I could make rubber obsolete when Synthetic Fibers is discovered. However I cannot make this happen because of Firaxis, and to many units before Synthetic fibers require rubber. So for more balance in the game from one end of the world to the other I made the iron requirments. It is fairly realistic because if you have not steel producers in a nation today, you can't make modern equipment. Thats when trade comes in :).
On a side note, I realize that the AI's trade is bull**** in version 1.17f. I'll try and get the 1.21 out as soon as possible. Thanks for your comments.
wiwi28130 May 21, 2002, 05:07 AM I just download your mod to see if i can install it with my tool "Civ3ModManager"...
I have a question :
There are two units_32.pcx files. One is in the Horse Archer folder. I don't think we need it.
Angel Jun 29, 2002, 02:02 AM I installed v.95 which crashed my PC few runs afterwards, sure I made a mistake while installed, howewver now I cannot uninstall v0.95 or game, also I cannot play Civ3. In a windows appears Error number 0X800 40702 description: "failed to load dll.dsetup, DSETUP will terminate" Please could you help me. Thanks Angel
veal Jul 04, 2002, 03:45 AM Hi Guys
Not sure of how many poeple play this mod, but I am interested in giving it a go, as some of the changes look pretty cool and I am a bit sick of how unrealisic civ 3 is.
However I note there is a large number of "happy producing" new wonders and small wonders. Whilst this is often the core of my strategy to make the civ so happy that I can get away with murder this seems to have the potentail of going too far.
Has anyone found this unbalancing in the game? i.e. maybe democracy gets too powerfull.
thx.
1297ad Jul 06, 2002, 03:32 AM Well, I've read this thread, and d/l the file...sounds interesting, but I still couldn't tell, from the thread...will this work with the 1.21 patch?
Henry Fnord Sep 21, 2002, 12:58 AM Freshly installed CIVIII and applied the 1.29f patch. D/L and followed instructions in readme files for applying the 7Mb Scipio_and_Others_Realism_Epic. Unfortunately the game won't launch. Selecting New Game results in an error on load file 'LOAD ERROR error reading file. missing entry in "text/PediaIcons.txt" TECH_Bronze_Working'. This typically happens around the 55-60% mark of game creation.
Also selecting Load Scenario and choosing "Scipio and others..." returns the following error: 'Load Error error reading file. missing entry in "text/PediaIcons.txt": ICON_BLDG_Electronic_Industry.'
any suggestions as to where I screwed up?
Jack Random Oct 06, 2002, 01:38 PM I have been playing the .95version of your mod. I have found two places where the game crashes for me.
The armored swordsman crashed when I built or selected it. Fortunately, I figured this out immediately and avoided it like the plague. Incredibly, the computer doesn't try to build it (thank god).
Secondly, and this is the one that troubles me, I've just gotten to the industrial age. All the computers I am very sure are still in the middle ages. I am not building any new things from your mod at the moment. Then I go to the next turn and the game crashes. My best guess as to why this is happening is they are trying to build the crossbowman.
I am puzzled and extremely p***ed off! If you could figure out what is causing the crash I would be much obliged.
P.S. Love the mod. Crash is bad.
Scipio Africanu Oct 16, 2002, 11:24 PM Well I just got a new computer after my other board got fried. I have some catching up to do but with some luck I'll have a new and proper version out in the near future.
Scipio Africanu Oct 24, 2002, 02:09 PM Quick Update
v0.98 will be out sometime in the next week. I've made the majority of changes and am just working out some of the bugs existent in the mod. My planned release date will either be on saturday this week, or thursday next week (college and work are eating all my time up). Following that up, I will be concentrating on preparing a Play The World version once the expansion hits the stores. Sorry to keep you all waiting but there should be some nice surprises in v0.98
Scipio Africanu Oct 28, 2002, 11:13 AM New v0.98 Released
This new version adds a veriety of additions to the game.
1.It adds HP bonus's to progressive units. This has been untested in combat on a serious level and may unknowingly unbalance certien game mechanics. I am searching for feedback on how the HP bonus's effect the gameplay in a good or bad manner.
2. New Units added -
-Light Transport- A ground transport that is lightly armored, carries only 2 foot units, but very fast for blitz attacks.
-Heavy Fighter- Industrial fighter that can defend and provide air superiority while also providing a strong bombard rating. Not as strong as the normal fighter in air defense but able to down bombers none the less.
-Amphibious Assault Transport- Only major transport in game that can move 8 units. Lightly defended, requires escort. It is a slow naval unit for modern times.
-Landing Craft- The original transport is now landing craft. They only carry 4 units but can move much faster for surprise attacks on enemy shores.
-Multiple Rocket Launcher- New modern ground missile transport. Can carry up to 4 tactical missiles. It is able to move faster then its predecessor the Rocket Artillery, and carry more missiles.
-Rocket Artillery- Now only transports 2 missiles and is an earlier version of rocket delivery.
-Truck Transport- Early industrial infantry transport. Little defense it can deliver infantry units to the front line faster.
-Mobile Anti-Air- A mobile ground version of air superiority. Is better at defending against earlier aircraft, but can take down jet aircraft on occassion. The best anti air defense is still other jet fighters or the air defense system.
-Light Tank- A World War I tank that isn't the most effective on the field. This represents the lack of tanks in World War I because of their rudimentary technology at the time. They are equally good at defending or attacking but neither of these towers over their infantry or calvary counterparts.
-Stealth Jet Fighter- New late modern age fighter. Has stealth technology and air superiority ability. However these planes do cost a large amount to produce, and will hopefully be less numerous because of their cost.
-Musket Infantry- Infantry used between musketmen and riflemen. They should dominate the Medievel stage. They are an infantry nearly as effective attacking as defending.
-Napoleanic Infantry- New French unique unit. They are better at attack then the musket infantry and come to be aquired at the same technology. They are to provide that during the age of napolean, the french maintained the best army in the world.
-Man-O-War- Now returned as Englands unique unit. This is now the first naval unit to be able to destroy both land and sea units in bombardment. They also have a much stronger attack rating which should solidify englands dominence in the medievel stages, before the appearence of the ironclad.
-The Frigate, Man-O-War, and Galley are now discovered at navigation, not magnatism so they have a longer period of time in the medievel era to dominate that stage of the game.
-Musket infantry and Napoleanic Infantry are discovered at chemistry, quickly making the musketmen obsolete.
3.Improvements/Wonders-
Government Specific- Added to widen how unique each government is by stressing the advantages of each government through improvements and wonders.
Monarchy-
-House of Nobility - Improvement - Increases tax output and city defense bonus to represent that nobility added for the ability for the king to tax his subjects and an increased ability to raise armies in times of war or peril.
-Seat of Power- Small Wonder - Only government specific wonder that allows for a third palace in game. It also increases tax and luxury output and increases happiness in the city by 2. This is because of the additional benefiets brought into the city by government spending, and the increase in the ability of centraql government to display its power and will.
Republic-
-City Senate- Improvement - Increases tax output since the senate did equate to a legislative body aimed at funding the state. It also increases happiness in the city because of the added feeling of civic involvement in government.
-Parliament- Small Wonder - Only government specific wonder that is aquired latter then the discovery the government itself. It increases tax output by 5% like Wall Street does. It also increases happiness in cities all over the continent by 1. I added this because the original republic is a collection of city states, with the national authority headed by the most powerful city state or the capital. An addition of a parliament is to give voice to the rest of the city states in national policy making, making tax output towards those ends more effective, and happier citizens in the nation.
Communism-
-National Press- Improvement - This reduces the threat of propoganda and reduces corruption because of the lack of ability for foreign press services to aquire information in your home state, and to unduelly supress corruption in the most brutal means by keeping the public eye out of govenrment actions. This also has an effect to reduce culture in your cities by the lack of an informed public.
-Communist Party Headquarters- Small Wonder - This wonder allows for the host nation to build armies without leaders. This is to represent the function of known communism (truly soviet communism) in practice to use the majority of funds aquired to meet the needs of maintaining a strong army. Usually in a deprived economy. This also goes to reduce war weariness in the city it is built in.
Democracy-
-Appeals Courthouse- Improvement - The only government specific improvement that requires a non government specific improvement/wonder to be built. This requires you have 8 courthouses in cities. This reduces war weariness and corruption by combating the prosecution of innocent people, and further allowing for people charged of anti war sentiment action to be released without provocation.
-Constitution- Small Wonder - This small wonder is the basis of the governemnt and goes a far distance in improving national pride by laying out the ideals of the nation on paper. By doing so this creates a greater sense of patriotism and will increase your chances at a leaders appearence. It also increases happiness on all cities on the continent by 1.
Socialism-
-Civil Equity Department- Improvement - This department is created in the after effects of social reform. It ensures that the goals set foward by social reform are met by government and protect the equity of civilians. It increases luxury output and trade by ensuring that all products and services are distrubited equally and at the same cost.
-Social Reform- Small Wonder - This is the beginning of socialist ideals in a nation. For any other government specific advancements to be completed the nation must under go a social reform. In doing so it has an effect to increase happiness in the nation by 3 per city on the continent.
Totalitarianism-
-Military Police- Improvement - This improvement increases land defense by 15 because of the addition of military presence in the cities infrastructure. It also reduces war weariness and propoganda by combating these through "law enforcement" terms.
-Military Absolutism- Small Wonder - To obtain military absolutism one must establish a base of military power through military police outposts. Military absolutism allows the government to build armies and build larger armies. This represents the relience on military for government establishment in a totalitarianism, and goes to stress their ability to procure these armies as a military based government.
Other Wonders
Empire State Building - Increases trade in every city square that already produces one.
Circus Maximus - Places a colossium in every city on the continent until the discovery of education.
4.Governments
-New Government Totalitarianism
-This government is based upon a slow economy aimed at producing gigantic armies. IT is a modern version of dictatorship I felt absent from the game.
NOTE
v0.98 is still rough. Though it contains all additions in the game it still needs to be refined in combat as it remains untested. I will do a lot of this but I hope some people can give me feedback on mistakes in gameplay, as well as unbalanced mechanics. I also plan to update the Readme file and the credits on the first page in v0.98b to be released soon with some additional fine tuning. Thanks and enjoy v0.98 of the Realism Epic. You can downlaod the mod on the first page of this thread.
Zabba149 Nov 05, 2002, 03:35 PM Thanks for the bone Scipio!.......Look forward to your PTW version!! :goodjob:
Scipio Africanu Nov 15, 2002, 11:38 PM Any feedback on teh change in military opposition and its effectiveness against past or current units? Any comments are appreciated.
Sims2789 Nov 21, 2002, 07:04 PM cool:D
http://forums.civfanatics.com/showthread.php?s=&threadid=36715
________
FORD F-SERIES SUPER DUTY SPECIFICATIONS (http://www.ford-wiki.com/wiki/Ford_F-Series_Super_Duty)
Scipio Africanu Nov 22, 2002, 03:40 PM Quick Update
The PTW version of The Realism Epic is slated for release soon. I follow up version v0.98b will accompany it for the original CivIII version. Several things have been reworked for game balance, and a few new additions. I hope to have this out by this Saturday, however if I do not meet this date it will have to be released on Thursday of next week. The readme and credits will be updated for ease of use. The Civilopedia will also be updated. I plan to have additional webspace available for the PTW version, with split download available for both. However the latter is still in question given the size of the web space required.
-Government Specific Small Wonders have had the replace improvement flag checked to reduce the ability for someone to have several government specific small wonders in their Civ.
-Black Ops units only have the offense AI strat. flagged so the AI won't use them in their cities to defend.
-The Heavy Bomber, Supersonic Bomber, and Stealth Bomber now have a 1 transport capability for tactical missiles. This was implemented so that they can not be placed on Aircraft Carriers.
-A Ground Attack Fighter has been added for the largest bombard ability of any aircraft carrier capable plane.
-A satellite unit has been added. It is immobile, has recon ability, and an operational range of 360. It has blitz flagged, and a movement of 2 (Despite it being immobile) so hopefully this will allow for multiple recons in a single turn. It is stealth to reduce the probability of being shot down.
-The Stealth Jet Fighter and Stealth Bomber now have a cost of 36. This will hopefully reduce their numbers in game significantly.
-The Fighter and Hevy Fighter now have an operational range of 5.
-The Bomber has an operational range of 7.
-The Jet Fighter, F-15, Stealth Fighter, and Ground Attack Fighter have an operational range of 9.
-The Heavy Bomber, Supersonic Bomber, AWACS, and Stealth Bomber have an operational range of 18 (this may be increased with testing).
-Mobile Anti-Air has an operational range of 3.
-Air Defense system has an operational range of 4.
-The Galleon now can only transport 3, so it doesn't have the same capabilities of Landing Craft.
-The Conquistador is now representative of Cavalry rather then Knights, but is still discovered at navigation. This gives the spanish an advantage for a small period of time.
-The Guerilla Unit does not require support.
-All new units in the game have had their attributes reworked to compliment the current combat makeup.
-All new units in the game have been given proper upgrade paths so the new UU units will be upgradable, unlike the normal game.
-Assault Infantry now use the WWII American Rifleman Animation.
-The Nuclear Ballistic Sub now uses the Akula class sub animation (temporary replacement).
If a few more things go my way, I may be able to add a few things not already listed. Hopefully someone will download it, it looks like the PTW additions will be fairly progressive for the realism in the mod.
Kentonio Nov 22, 2002, 10:45 PM Hey buddy,
Been following your mod for some time and its looking very promising. I notice though that you are having space concerns. We may be able to help you out with enough space for your mod plus a forum dedicated to it, free of charge and free of ads of course. Well if you are interested PM, IM, or Email me. Let me know.
Yours in gaming,
Kentonio
Kentonio@beer.com
dragonseed Nov 23, 2002, 02:47 PM just checkin for the play the world version guess ill wait till thusday----the mod sounds great
Scipio Africanu Nov 28, 2002, 01:51 PM Well Happy turkey day to all of you. I have a couple of things that are bad and good news.
One is I probably won't be able to get the new version out on time, in a weird sort of way. At this point its not the actual modification itself but all the readme's that I've been reworking. I started them from scratch with several differnt readme's for specific things such as Unit Changes and Additions, Improvement Additions and Changes, and the normal Readme which contains the info for Resources, Governments, and General Changes. I'd really rather have these included in this version rather then having to wait till the next version to do this. I will be leaving for most of the midday and early evening, but when I return later tonight I will continue work on the modification. I will hopefully have the game out by late tonight, or early friday morning (i.e. 1:00 am - 2:00 am). Sorry to all those who this might inconvenience. There will be larger changes that hadn't already been listed earlier, as well as a floor plan for changes to come in the next version, which should be fairly comprehensive. Anyways, sorry again and everybody have a great Thanksgiving.
Scipio Africanu Nov 29, 2002, 09:20 PM v0.98 PTW version of The Realism Epic has been added. There are to many changes to chronical, especially since i've got a thousand other things to do. I'll try and get to this later but i'll name the major things. This does use PTW version 1.14
-Air unit operational ranges have been reworked.
-The Heavy Bomber, Supersonic Bomber, and Stealth Bomber can no longer be carrier based.
-The Amphibious Assault Transport, Air Transport, and Black Ops now use different animations.
-The Trebuchet, Satellite, and Ground Attack Fighter have been added.
-About 100 mistakes in unit attributes and abilities have been corrected.
-Stealth Aircraft all cost much more to build.
-The Light Carrier does not upgrade to the Super Carrier. This is so there can be a uranium powered carrier and an oil powered carrier. the light carrier obviously costs less and carries less then the super carrier.
-Several changes have been made to the Unique Units for the new civilizations in PTW. This is to represent a more realistic depiction of their capabilities.
-Modern unit costs have been upped slightly.
-Mech Infantry and the APC now require miniturization.
-Assault Infantry upgrade to Marines, Infantry upgrade to Modern Infantry.
-2 New resources have been added. Lumber and Precious Metals. Lumber is easily obtained, very high placement.
-Archer units, Chariots, and all Wooden Ships require Lumber to be built.
-More changes, sorry got to go.
For the best information read the first page with the updated Readme material. If you can wade through the unit attributes list you can find all pertinent information on units in that section. Thanks for your patience all, and I hope you enjoy the new and improved Realism Epic.
Scipio Africanu Dec 01, 2002, 12:00 AM For all users who downloaded the PTW version. The pediaicons patch has been released so that you can continue any corrupt games. Its located on the first page of the thread. Sorry about the inconvenience and good gaming :).
Scipio Africanu Dec 01, 2002, 09:37 PM Ok Crap.
I found more problems and have loaded a new patch for the units problem. So everyone will have to reload the patch to ensure seamless gameplay. Sorry about this.
I have also located two problems in game flow. One is that the Circus maximus costs nothing to build and two is that the swordsman doesn't upgrade to anything. These will have to be fixed in v0.99, the last beta version.
Scipio Africanu Dec 03, 2002, 02:35 PM Alright, it seems there are quite a few problems in this version. The Crossbowman.ini files doesn't seem to have the proper locations for it's sound files. It wasn't my fault this time, luckily, but I should have double checked it all the same. I've included a zip file with the pediaicons.txt as well as the crossbowman file together in the patch download. So if you experience a crossbowman crash, which i'm sure you will, download the patch to fix her on up. Sorry again, there seems to be a lot wrong. Anyways good gaming for anyone actually still doing it with all this crap to deal with.
Kal-el Dec 03, 2002, 02:37 PM Keep up the good fight! I know it can be a pain in the a$$.
Garak Dec 09, 2002, 03:28 PM this mod looks great. what is the best version of civ to run it on?? i'm currently running v1.29f. would it be better to reinstall and patch to an earlier version??
Scipio Africanu Dec 09, 2002, 04:14 PM Shoot, sorry, I should have included this information on the first download page.
The Original Civ III version uses v1.29f
The PTW Civ III version uses 1.14f
I wouldn't quite download the normal Civ III version yet however. It is filled with small mistakes that kind of remove from gameplay. These should be worked out by v0.99 and this version should be released by the end of my own personal testing (I'm guessing v0.99 will be done in two weeks, released on a saturday. Thats just a guess though). If you wanna take a crack at her anyways feel free to go for her. However games can be long and the v0.99 will be quite a pleaser with all the problems rooted out for a fully stable and accurate mod. Anyhow, good civ'ing.
Garak Dec 13, 2002, 02:36 PM i wasnt sure as the readme was for the v0.95. i have a few mods that i need to run under an earlier version. its a pain in the arse with all the reinstalling :( not far into the game but it looks ok. if i come across any problems i can fix i'll let you know :)
civplaya2000 Dec 16, 2002, 08:11 PM I was playing the mod, .98, and I noticed two errors. I am in the Middle Ages and whenever I try to look at the tech tree, it crashes. Second, the ini file for the assassin seems to be missing, or so the game said before it shut down. That may be due to my negligence though. Anyway, just wanted to let you know. Thanks for all your hard work and the wonderful mod.
Scipio Africanu Dec 17, 2002, 05:23 PM Garek, thanks and I'd be happy to hear about any problems, wether you can fix em' or not. :)
Civplaya2000, sorry about the crashes. The next version will actually be stable but currently there are so many inaccuracies and problems in the original civIII version that it would be nearly useless to put out a patch for it. The new version will be hitting in about a week and half.
To all you PTW players of this version i've noticed several more problems. I will be releasing a patch to fix the light transport and Mobile Anti-Air problems. I have also identified 7 more problems in the game design that must be fixed in a proceeding version.
To the original CivIII version players, any bug reporting is appreciated. Of course you may not be able to get far but any comments are welcomed. Anyways sorry for all the problems and I'll have something more stable for you all soon.
Scipio Africanu Dec 30, 2002, 02:10 PM Little update - I haven't made to much ground of recent because of the holiday season. After New Years my work on the project should be a little more labor intensive. I hope to have a fully new version available by the end of this week, but unfortunatly I can't guarentee it. Sorry for the wait and lack of information, and aPTW patch will be done before the end of the week.
gen.dragolen Dec 31, 2002, 08:33 AM Scipio,
I have one minor suggestion: make your guerilla units have hidden nationality, with a support cost.
My reason for suggestion such is that a guerilla unit is no different in needs than any other military unit, and historically were supported by governments outside of the country they were operating in: the Contras and the Viet Cong are good examples. Lots of money and resources went into both.
Guerilla wars are proxy fights by governents with an interest in a country, but who can't be seen to be directly involved. The game's diplomatic programming might not work with this, but if the units are like a Pirate ship, then there shouldn't be any diplomatic consequences.
This could be a very fun option for annoying the heck out of a firend or starting a war before you have your own invasion forces ready.
And as an additional unit idea, create a Military Advisor, which would be like an Army or GL, but with no special abilities other than to allow more than one guerilla units to operate together. Again, make them hidden nationality and stealth, but again, it will make for more fun in a "dirty little war".
D.
Scipio Africanu Jan 02, 2003, 01:27 PM Well, those are some interesting ideas gen.dragolen, but unfortunatly I think both are unable to be implemented.
The idea of using guerilla as a hidden nationality unit is a realistic representation and I think a very interesting one. However my mod already has a hidden nationality unit. The Black Ops unit (supposed to be a Paramilitary unit) has a hidden nationality and is invisable to all units but special forces, who have the lone ability to recon and track small land unit forces. The guerilla presently is a unit that has a nationality but requires no support cost. This might sound backwards but let me explain. I think if you want to finance another persons war, much like th U.S. or the Soviets did during the cold war, it would be to supply gold (money) to a foreign nation that is currently at war with another. This would be as close to the "real thing" of financing foreign wars that I can muster since their is no unit buying or selling between countries in CivIII. The guerilla costs nothing to support, because once they are equipped they are an autonomonous unit. They are a fairly effective unit for their cheap cost. I think the guerrila at present is best personafied by a soveriegn unit of your nation that is equipped but not supported by the state. This is so less economically stable nations can maintain large armies of guerrila's so they can attempt to match the armies of larger, more profitable nations.
About the addition of a hidden nationality army, I fear this could do more harm then good. If I could specify that only hidden nationality units could be placed in it, I'd make her. Unfortunatly you could put tanks in a hidden nationality army and that would cause the whole military aspect of the game to go hay wire.
Thanks for the suggestions and keep em' coming.
DustUK Jan 04, 2003, 01:47 PM Downloaded your CTW mod, running latest patch, but having probs getting stuck in the game. After I select a Civ and it starts to load I get a "sounds/build/a.wav" error and exits.
I'm pretty sure I've setup the mod correctly, any ideas?
Probably summat really simple but I'm not that hot on the ole computer front ;). Mod looks really good btw, lookin forward to get stuck in :).
Scipio Africanu Jan 04, 2003, 11:00 PM really? this is strange. I haven't had any problems of this sort whatsoever. To boot there is no a.wav in the sounds/build folder in the Civilization III and Civ3ptw folders. Have you tried any other modifications for PTW yet? The only thing I would suggest is to re install the Play the World expansion pack and see if that helps.
Scipio Africanu Jan 08, 2003, 09:41 PM The New Play The World Version 0.98c Is Available
To start off, to all normal CivIII version players I am working diligintly to get that version up to date. Unfortunatly I am hitting some bumps because of import problems. I will have one available soon, hopefully, but I'm reluctant to give a release date because of the work involved. Now, this version isn't as sweeping as last version changes, but it has been modified to run stable from top to bottom, as well as try modify for better game balance. So here are the changes in place for the new version.
-THIS SHOULD BE 100% STABLE!
-All government specific structures (improvements and small wonders) now cost something to build. A large oversight in the last version.
-Rubber is now discovered at industrialization when units require the resource.
-HP Bonus's have been reworked.
Ancient: 0 HP Bonus
Early Medieval: 1 HP Bonus
Gunpowder Medieval: 2 HP Bonus
Industrial: 3 HP Bonus
Modern: 4 HP Bonus
-Because of the rework in HP Bonus, and testing the gap between the attack of latter units has increased. From gunpowder medieval and on, units will have an increased attack and defense compared to previous versions. This was because when I tested the game I felt the gap between units wasn't drastic enough to produce one of the goals in the mod which was to make previous units less effective agains't newer units.
-Bombard values for units from the gunpowder medieval and on have increased ratings. This is because I felt the lethality and role bombardment by artillery, missiles, naval ships, and aircraft was far to inconsistent and weak to be realistic in the latter stages of the game.
-The Circus Maximus and Empire State Building now have a cost.
-Swordsman now upgrade to medieval infantry.
-Guerilla now have a cost (6) to build.
-Black Ops forces are Invisable again.
-Special Forces now treat all terrain as roads again.
-Land Mine's cost only 5 to build.
-The Tactical Ground Rocket costs 6 to build.
-StS Missile and Air Defense System cost 9 to build.
Based on recent testing I think this will produce a more realistic battlefield experience. To current PTW users, sorry I don't have a minimal install to upgrade to the new version. I couldn't release a patch for that because I forgot the what I bloody fixed in the course of testing. Sorry for that, hope the download isn't to grueling. Also I decided not to go to v0.99 fro the sake of proper testing before I let it go full version. I felt at least two more rounds of heavy testing were required :). Any questions and comments on the new version are welcomed. Enjoy...
Esteban Jan 12, 2003, 09:26 AM I've got a problem, I use the cpf file Kitten gave to get correct civ position, I follow the steps she gave (on the first page of the post) to use it one by one, I get the "Done!" message, but when I load my "new" save game, I'm still up north with India. How come ? (I'm using the latest PTW version btw)
Scipio Africanu Jan 12, 2003, 10:52 PM Thats because the file kitten posted is based off an old map, the version used in the new PTW and normal CivIII version is using Edition IV of the map. I'll make a scenario tomorrow that has Civ specific correct start points, but unfortunatly this version will have to automatically leave some civilizations out for PTW.
Esteban Jan 13, 2003, 06:35 AM Cool, thanks !
Scipio Africanu Jan 14, 2003, 04:43 PM I placed the PTW version of the Realistic Start position scenario on the first page. Its an 88k download.
Because of the proximity of certien civilizations to others I don't recommend you use the following civilizations in the same game.
--------------------
France and Celts
Greece and Ottomans
Persia and Babylon
China and Korea
--------------------
For the most balanced map the author suggests using these civilizations. As always this is left to your discretion, enjoy! :).
1.America
2.Iroqouis
3.Aztecs
4.Russia
5.Rome
6.Germany
7.France
8.Carthage
9.Egypt
10.England
11.Arabia
12.Zululand
13.India
14.Babylon
15.China
16.Japan
neorowen Jan 16, 2003, 11:16 AM The link for the MOD appears to be down, sounds cool though.
Scipio Africanu Jan 16, 2003, 11:24 AM Thanks for the heads up neorowen. To let everyone know, if you try and left click the link and download it will shutdown the download site. Unfortunatly, I can't find any web space that allows direct linking. Anyhow, as long as you right click the link and choose Save Target As it won't shut down. I know this is a bit of an inconvenience and eventually it will get suspended because of the laws of probability but throwing the info out couldn't hurt. It should be back up within the hour.
Lachlan Jan 17, 2003, 03:38 AM Your links are broken Scipio !!!
I c'an't download !
Grey Fox Jan 17, 2003, 03:56 AM Originally posted by Lachlan
Your links are broken Scipio !!!
I c'an't download ! Read his last post...
Scipio Africanu Jan 17, 2003, 10:20 PM Apparently my main site has gone down during the day (friday) and I won't be able to re establish it till sunday. Sorry for the inconvenience. The only good news throughout all this is that by sunday the new Original CivIII Realism Epic will be released to v0.98c on Sunday. I'm guessing I shouldn't have released how to suspend my download sites since they seem to have been less stable since my post about that. Of ocurse i've always been a big thing on conspiricies ;) anyhow the PTW download is still up and i'll get that fixed over the weekend, sorry for the troubles...
Lachlan Jan 18, 2003, 05:53 AM Why "Units" (and an other) folder is not in folder "Realism Epic" ?
In PTW, organisation of folders should always
../Scenario/Realism Epic ... :(
In this folder you must stock all new units, buildings, arts and text ... Because i won't modify my original Civ3 or PTW ...
Take example in "Warlords of North America"'s organisation folder
EDIT : Scipio, can you make a "just mod" for the little pc config' like my poor 1 Ghz and 384 SDRAM 133 ?
Teturkhan and DyP have the "just mod" who permit to play the mod with an autogenerated map of size 60x60 80x80 100x100 and more ...
My prefered size is 100x100
Scipio Africanu Jan 18, 2003, 01:43 PM Sorry about that extraction. For some reason my zip file has about 20 files that are hidden within it, I can't find them and I can't delete them. I will be re zipping them and reposting them. I'll also work on a map that uses a much smaller earth base (most likely I'll just steal it from Kal-el :)). Bad inconvenience and its a shame I didn't catch it earlier, its a bit confusing to install with all that crap coming out of it.
e_tardif Jan 18, 2003, 01:51 PM Open the *.bix file in the editor and under the scenario pull down menu you click off the custom map check. Then save it as a something else, e.g Realism_Epic_nomap.bix or something...
Works fine for me....
Great mod though!!
Forza Roma 2 Jan 18, 2003, 02:13 PM I love you added the ancient wonders!! There are one missing though:
King Mausoleus' Mausoleum at Halicarnassus.
Mausoleum at Halicarnassus (http://ce.eng.usf.edu/pharos/wonders/mausoleum.html)
Scipio Africanu Jan 18, 2003, 02:21 PM Alright the PTW file has been updated and only has the files and folders required for to play the game. No more additional folders and crap that makes the installation process more complex and troublesome.
The smaller map versions will be out this sunday as well as the new Original CivIII version of the mod.
About the Mausoleum I have actually planned on adding that to the mod to complete the seven great wonders of the owrld. I have been having some problems on what effects it would have. Any suggestions for this are appreciated.
Thanks for yoru comments and support :)
Forza Roma 2 Jan 18, 2003, 02:42 PM I've just d/l it, and here's my first thoughts:
I was disappointed to see that the new buildings have no pics with them, meaning that in civilopedia, zeus's temple looks like the great library.
Also,wwhere does the two building file from the zip go to? The readme doesn't say anything about it.
Scipio Africanu Jan 18, 2003, 05:05 PM Yes, it is a bit dissapointing ;)...
Anyways I'm still working with the pediaicons text to implement the building icons into the game. They all do have unique ones. The one problem problem I am having is wonder splash's but ever since I lost may hard drive I have been working (slowly at that) to re-establish individual wonder splash's for the modification. When v0.99 is released which I must admit is at least a month off, unique wonder splash's and civilopedia image's will be in game.
The only good news is that the implementation of all of this can be done in patch version. I'll accelerate my work on these avenues for those of you who want it.
Forza Roma 2 Jan 19, 2003, 01:59 AM but where does the building files enclosed in the zip go?
Lachlan Jan 19, 2003, 01:56 PM Scipio, your Mod is very interesting but i tryed to make my own "Nomap.bix" and i discovered that parameters are same of the bigger map :cry: ...
Can you make also, a "no map.bix" for these are who want play with a random map and size of their choice :confused:
Scipio Africanu Jan 20, 2003, 05:24 PM Alright sorry about the late responses. I have unfortunatly been swamped by the new semester of school, and my rating on Civ Fanatics obviously has suffered as well :). No matter, so here's an update.
The building files go in the (...\Art\City Screen) folder in your CivIII folder. For ptw just install the realism epic folder in the scenario folder.
About the new version. I have been exceedingly late in all my promised release dates of recent. For this I apologize. Things have just been getting me bogged down in real life and my time I can spare for CivIII is becoming less and less existent. I do hope to have the new versions out by tomorrow, Tuesday the 21st of January. Sorry for the inconvenience. I will attempt to include a no map scenario for both versions but this I can unfortunatly not promise. I will be stealing smaller map versions from Kal-El's DyP mod for the lesser real map versions.
Good Civ'ing, and sorry to any loyal fans of the mod for the improper delays that seem to always be about.
Tony Soprano Jan 22, 2003, 11:50 AM Hey Scipio:
I have been playing your mod for about a month now and love it. I love the strategy when using many different units to crush an enemy.
A couple things that I have found in the modern era that you might be interested in:
Nuclear Ballistic Sub:
I added the pediaicons section as there was not a ANIMNAME entry, it seems fine know. Also I input the regular nuclear sub entry into the #ICON_PRTO section.
Ground Attack Fighter:
Added the PRTO section in the editor and also in the ANIMNAME section
***
Also the Special Forces and and Black Ops units wouldn't perform airdrops but the modern infantry would.
Also added the PRTO info for the satellite unit in the editor.
This is a sweet mod and I can't wait until the full version is out.
Take it easy.
Forza Roma 2 Jan 25, 2003, 03:13 PM tony soprano, by any chance should you happen to visit roma-addict.com?
Tony Soprano Jan 26, 2003, 12:41 AM Forza,
I took a look at the site. What is it all about?
Kal-el Jan 26, 2003, 10:55 AM Why wouldn't the Spec and Black Ops forces do paradrops. They still perform HALO drops, don't they? And even if they don't, in game terms it is a means of inserting them behind enemy lines.
Tony Soprano Jan 27, 2003, 10:06 AM When you try to exucute the airdrop the grid does not come up to give a range for the drop which is probably due to the range not being set in the editor. I haven't gotten into the editor yet to see as I want to finish my current game.
As for the helicopter drops that remains to be seen as the game I am in I researched all the way throught tech tree before learning advanced flight so I have not built the standard civ copter yet.
Tony Soprano Jan 27, 2003, 10:07 AM When you try to exucute the airdrop the grid does not come up to give a range for the drop which is probably due to the range not being set in the editor. I haven't gotten into the editor yet to see as I want to finish my current game.
As for the helicopter drops that remains to be seen as the game I am in I researched all the way throught tech tree before learning advanced flight so I have not built the standard civ copter yet.
Forza Roma 2 Jan 29, 2003, 12:14 AM Its not my site. It's about a soccer team. It's just cuz there's a memeber on the messageboard with the same nickname as you, but it's a common nickname probably.
Bored Feb 14, 2003, 03:06 PM Why I can't download Realism Epic 0.98c for PTW 1.14f,i.e. www.angelfire.com/co4/lucky/Realism_Epic_PTW.zip (http://www.angelfire.com/co4/lucky/Realism_Epic_PTW.zip ) isn't accessible? There is message like "can't establish connection to a server or file was moved or deleted".
Tony Soprano Feb 14, 2003, 04:47 PM You have to right-click on the link and "Save Target As"
Hope that helps.
Starwolf Feb 15, 2003, 03:19 AM Can't load it either, seems to me as the file is down.
Bored Feb 15, 2003, 08:12 AM You have to right-click on the link and "Save Target As"
Of course,I've tried it -- with the same result.
Starwolf Feb 17, 2003, 09:33 AM Could someone fix the Link or maybe give an alternate Download-Location? Cause I really want to try this mod....:D
Flaming Arrow Apr 09, 2003, 01:51 AM Is the author of this mod ever going to fix the broken download link?
DustUK Apr 15, 2003, 11:23 AM Umm...
bewareofgnomes Apr 20, 2003, 12:22 AM yes, does someone have this that they can post. i really want to play this!
Vlad Dracula Apr 25, 2003, 03:03 AM I just downloaded V0.98 a few days ago and have been playing it like crazy.Look for the .98 link and download that it should be on the 1st or 2cnd page.Scipio why cant i build a winery? I've met all the reaquirments.
Lord_all_Mighty Apr 28, 2003, 10:06 PM I'm having errors downloading the mod for PTW. Are you sure the link you gave is correct?
Vlad Dracula May 03, 2003, 04:14 AM I downloaded it for civ3 there may be a problem with the ptw link
ItalianStallion May 16, 2003, 10:39 AM Yep, your link is definately broken...:(
Harpoonz Jul 02, 2003, 01:47 PM Hey Scipio and others.
A lot of work obviously went into this mod, so I am loathe to belittle it. Its a great mod.
However, as I haven't bought PTW, I'm working on the original Civ version, and I'm noticing a few things.
The wonders are totally buggered. I fixed the misnumbering Splash screen (I hope), but the Cityview is still showing entirely the wrong Wonder, which I haven't the slightest idea how to fix.
I fiddled with a few of the units. I cut down the 'Mobile Anti-Air' and added a upgrade unit, the SAM Battery (for those of you who are anal like me, 'SAM Missile Battery' drove me nuts. As SAM stands for 'Surface-to-Air Missile' what was actually said was the Surface-to-Air Missile Missile Battery'...which of course makes no sense.) The SAM was of course an improvement in the original game, but I made it a unit because it is, in reality, a unit. Too bad I know nothing about animation.
Zeus's Statue -> Zeus' Statue (Polytheism)
Centre of Commerce -> The Stock Exchange**
Appeals Courthouse -> Supreme Court
Vinyard -> Great Vinyard (Sm Wonder-still don't like this name)
Clothier - Made this an improvement that increases luxury trade
Great Stables -> Imperial Stables
Textiles Factory -> Commercial Textiles (Corporation)
Electronics Component Industry -> Silicon Valley
Radiology Centre -> Centre for Disease Control
Commercial Satellite System and Angkor Wat (deleted) These wonders are doubles...and if you didn't build it the first time, too bad :) Though I love the name of the latter.
Three Gorges Dam -> Sustainable Energy Project (we already have Hoover Dam)
GPS Satellite System -> More appropriately renamed the Global Positioning System
GPS Centre -> Aerospace Defense Command (aka NORAD)
** There is some argument that The Stock Exchange and Wall Street are the same thing, though I would argue that one relates to finance and the other relates to commercial industry.
And yes, I'm Canadian, so I spell 'centre' differently. :)
Oh, and as I usually play Emperor, on large or huge maps, I doubled the cost of all Advances.
But as above, most of my changes were cosmetic. If someone could fix my Wonders problem, I'd be a happy camper. Great job Scipio and others!
Palmerston Aug 26, 2003, 12:46 AM This mod looks fantastic. Where can I download it?
Aonghus Aug 06, 2004, 01:27 PM If someone could plz plz plz fix the download link on this amazing mod i would be really happy and be able to play it!!
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