View Full Version : MOD: The Balancer


Elucidus
Mar 13, 2002, 08:35 PM
---18 Mar, 2002 -- 15:55

Version 2.11 is almost ready, check out some of the new things we are planning to implement at the web page. (http://balancer.topcities.com)

Let me know if you have any suggestions or comments.

I hope you enjoy it.


---13 Mar, 2002 -- 20:35
The Balancer 2.1 is available and has added quite a few things. Download Here (http://www.geocities.com/elucidus_healfire/download.html) or Here (http://www.angelfire.com/games4/balancer/download.html). There is a download that has some enhanced wonder splashes. These enhanced Wonder Spalshes are just pics of the existing wonders and are not needed for the balancer mod.

(I created a new thread, because the subject of the last one has a version number that we don't use anymore and Monkspider is nowhere to be found to change it.)



Here is the readme.txt




------------------------------
The Balancer

2.1 beta (000)

13-Mar-2002

Creators:
Elucidus
WesW


Web Admin:
Rhuarc
------------

Questions? Comments? contact me at elucidus_healfire@yahoo.com

(Note: This is a beta because not all graphics for the new items have been included. Some units reuse older graphics. Mostly the missing graphics are Wonder Splashes and building queue icons, maybe a few civilipedia icons. If you see a generic pic with "To Be Added" or just a generic building icon then that is something we are working on. If it shows up as a blank picture, let us know as that is a glich. As I release the graphics patches they will be numbered (001, 002, etc...) I will also update the full install with them and anotate the latest files included in it. 2.1 beta (003) for example. If you have a better way for us to track this, please let me know.




NOTE: BEFORE ANYTHING ELSE, EXTRACT THESE FILES TO THE ROOT DIRECTORY OF YOUR CIVILIZATION III FOLDER

Also note: An in-game known issues list was included in the civilopedia for your convenience. I have not found any issues yet in testing version 2.1 but things can change, keep an eye out. If you are unsure of weather we are aware of a possible issue you are having, please check there first. In the civilopedia go to the "Concepts" area. In there you will see a tab named Balancer Mod. In that tab we will list any known issues with the mod. As of now there are no game-breaking issues.

First, I have to say that this mod was started by Monkspider. He created it, but since I haven't heard from him in a long while (read: months), and I was working on it with him regularly, I took it over. Also, we need to thank others who have had an impact as well. Special Thanks to Anunikoba, Korn469, Chegitz Guevara, Yaga, Pydodrew, Cian, d-audi, Wesw, SilentBob, Kromwel, java4me, Wite Rabbit, thomsonlau, Synthetik, Mizaq and Harlan for the help or inspiration that they have provided.
WesW has come on board since version 2.1 and he has contributed a lot to the mod, please welcome him and thank him for his great efforts. The biggest thanks I have to give are to other modders whose mods I have included in this version. If any of them wish me to remove there files or data from my mod simply let me know and I will. Thanks go out to you:

Sevorak's More City Names mod.


Thank you for that, it helps a lot.

I hope you enjoy it as much as we have enjoyed making it.
Have fun!



For version history, see History.txt

Latest changes:

- General Changes
-- Citizen value in shields raised to 25.
-- Fortify gives +50% defense.
-- Raised the defense from bombardment of citizens and buildings from 8 to 12.
-- Numerous errors with civilization build often/never settings corrected.
-- Cities grow to size 8 before needing an Aqueduct, and 15 before needing a Hospital.
-- Espionage missions except Sabotage reduced. Investigate city by 70%, all others by 50%.

- Governments, Added
-- Theocracy
-- City State

- Improvements
-- Added
--- Royal Academy (Monarchy)
--- Mill
--- Monastery (Theocracy)
--- Gestapo HQ (Fascism)
--- KGB Office (Communism)
--- Party HQ (Communism)
--- Fire Hall
--- Theatre
--- Brokerage (Democracy)
-- Changed
--- Marketplace no longer increases luxury trade (Bonus happiness) it instead gives +50% Luxury output
--- Bank increase luxury trade instead
--- Walls now have a bombardment defense of 16.
--- Cost of the Palace reduced to 30, make that 300, shields.
--- Cost of Armies reduced to 300.
--- Cost of Forbidden City reduced to 200.

- Units
-- Added
--- Ranger (New American UU, replaces Paratrooper, see Changed section below for what happened to the F-15)
--- Babylonian Bowman (New Babylonian UU, replaces Bowman, see Changed section below for what happened to the Bowman)
--- Longbowman (New English UU replaces Archer, see changed section for what happened to the Man-o-War)
--- Man-At-Arms (New Medieval age swordsman, to unit transition)
--- Crossbowman (New unit to help the transition to Rifleman)
--- Grenadier (New German UU, replaces Rifleman, see Changed section for what happened to the Panzer)
--- Horse Archer (New Knight replacement for those non-european Civs)
-- Changed
--- F-15 renamed to Strike Fighter and made available to all civs as an upgrade to the bomber (sort of a Fighter/Bomber)
--- Bowman made available to all civs as a pre-archer unit.
--- Man-o-War renamed to Ship-of-the-Line and made available to all civs as an upgrade to the frigate
--- Panzer renamed to Armor and made available to all civs as an upgrade to the Tank

- Technologies, Changed
-- All advances cost more.
-- Engineering enables irrigation without water.
-- Mass Transit system now available with Combustion to allow you to combat population pollution earlier.
-- Writing requires Bronze Working, and Gunpowder requires Banking, for unit progression reasons.
-- Espionage has taken The Republic's place in the advances chart. The Republic has been moved to Democracy's position, and Democracy to Espionage's. This allows you to conduct espionage missions earlier, and places all three advances closer to their actual historical spot.
-- MPP and Trade Embargo enabled by Espionage.

- Resources
-- Added
--- Cotton adds 2 Shields and 1 Commerce
--- Apples, Dates, and Fruits appear on different terrain, but share an icon for now, they all add 2 food
--- Marble adds 2 Shields and 1 Commerce
-- Changed
--- Uranium and Aluminum now share an icon, due to the limitation of new icons. They still retain their old properties
--- Horses no longer require a tech to see, after all they are animals roaming the contryside.
- Terrain, Changed
-- Grassland Irrigation gives 2 food now instead of 1 (This is to help differentiate the different terrains)
-- Flood Plains Irrigation gives 2 Food now instead of 1 (This is to help differentiate the different terrains)
-- Hills can now be irrigated
-- Clear Jungle now takes only 6 turns
-- Clear Forest now takes 10 turns and gives 15 shields for harvesting
-- Build Fortress takes 8 turns instead of 16 on base terrain

- Specialists
-- Changes
--- Scientist renamed to Alchemist
-- Additions
--- Musician gives +2 Luxuries and requires Free Artistry
--- Accountant gives +2 Taxes and requires Economics
--- Scientist Gives +2 Research and requires Physics
--- Investor gives +3 Taxes and requires Rocketry
--- Comedian gives +3 Happiness and requires Smart Weapons
--- Researcher gives +3 Research and requires Computers

- Wonders, Added
-- Master Race (Fascism)
-- Hollywood
-- Disney World
-- Taj Mahal
-- London Exchange (Monarchy) [Looking to Rename]
-- Carnegie Steel Trust
-- Einstein's Lab
-- Napoleonic Code (Republic)
-- The Prince (Monarchy) [Looking to rename]
-- Hammarabi's Code
-- Hippodrome
-- Stonehenge
-- Internment Camp (Fascism)
-- Gulag (Communism)

Elucidus
Mar 19, 2002, 08:51 PM
Alright guys, I am planning on releasing an updated version this Friday (and if all goes well, each friday).

Unfortunately, this version will not be compatable with the saves from 2.01B. Sorry about this, but when you add new units/bldgs/etc... it invalidates the previous version's savegames.

We have updated the web-page (http://balancer.topcities.com/), so check it out. It doesn't list all of the new settings yet, as they are not finalized.


If anyone has had problems with the geocities or angelfire links... Try this one:


2.01 Beta (http://balancer.topcities.com/Files/Balancer21beta.zip)

2.01B (Tested) (http://balancer.topcities.com/Files/Balancer201B.zip)

Kal-el
Mar 20, 2002, 02:05 PM
so, do govt. specific buildings work the way they should? by that I mean do they no longer work if you switch out of that govt?

Sheena
Mar 20, 2002, 02:36 PM
it seems to work great :D
your mod is great

Elucidus
Mar 21, 2002, 04:13 PM
Yes the gov't specific buildings seem to be working now. Great news there.

Also looking at releasing a newer version this friday. It will have some new units and improvements/wonders, also a lot of mock units and buildings, so it won't be compatible with saves from either 2.01B or 2.11 beta. These mock items will be space savers so that if I add more units or buildings in the future it will be compatible with the previous versions save files. At least that is the theory.

I haven't been able to get to the forums since they went down before, so haven't been able to update the post. Thanks for the feedback too.

I hope you guys keep enjoying it.

Elucidus
Mar 23, 2002, 10:07 AM
Just to let everyone know the new version is out. I hope I didn't let anything slip by, as I have a tremendous headache that won't quite and I am having a hard time concentrating today.

Well, if there are any problems let me know and I will fix 'em right away.

Since I added Mizaq's New Wonder Splashes the file has about doubled in size. If someone would like to have a copy of the mod without the extra wondersplashes, send me an email (elucidus_healfire@yahoo.com). Also because of the size of the file I have uploaded two different formats. If you have a program that can read .rar format, like Winrar (http://www.rarsoft.com/), then you can download the smaller rar file.

Zip (8.2MB) (http://balancer.topcities.com/Files/Balancer211.zip)

Rar (6.8MB) (http://balancer.topcities.com/Files/Balancer211.rar)


Also for anyone who wants to uninstall I have a copy of the original files that this mod overwrites. It does not remove additional files or anything though. Get it here (http://balancer.topcities.com/Files/Originals.zip).



Here is the current readme (Again, I hope I didn't miss anything as I updated this today with my massive headache):


------------------------------
The Balancer

2.11(000)

22-Mar-2002

Creators:
Elucidus
Rhuarc
------------

Questions? Comments? contact me at elucidus_healfire@yahoo.com

(Note: Not all graphics for the new items have been finished. Some units reuse older graphics. Mostly the missing graphics are Wonder Splashes and building queue icons, maybe a few civilipedia icons. If you see a generic pic with "To Be Added" or just a generic building icon then that is something we are working on. If it shows up as a blank picture, let us know as that is a glich. As I release the graphics patches they will be numbered (001, 002, etc...) I will also update the full install with them and anotate the latest files included in it. 2.1 beta (003) for example. If you have a better way for us to track this, please let me know.



NOTE: BEFORE ANYTHING ELSE, EXTRACT THESE FILES TO THE ROOT DIRECTORY OF YOUR CIVILIZATION III FOLDER

Also note: An in-game known issues list was included in the civilopedia for your convenience. If you are unsure of weather we are aware of a possible issue you are having, please check there first. In the civilopedia go to the "Concepts" area. In there you will see a tab named Balancer Mod (the only tab with it's own icon). In that tab we will list any known issues with the mod. As of now there are no known game-breaking issues, just graphics and such.

First, I have to say that this mod was started by Monkspider. He created it, but since I haven't heard from him in a long while (read: months), and I was working on it with him regularly, I took it over. Also, we need to thank others who have had an impact as well. Special Thanks to Anunikoba, Korn469, Chegitz Guevara, Yaga, Pydodrew, Cian, d-audi, SilentBob, Kromwel, java4me, Wite Rabbit, thomsonlau, Desert Dog, Tori Synthetik, Mizaq and Harlan for the help or inspiration that they have provided.

*WesW has contributed a great deal and special thanks go out to him for that. If it weren't for him this mod would not be as well developed as it is. Unfortunately, he is no longer with us.

The biggest thanks I have to give are to other modders whose mods I have included in this version, including graphics mods. If any of them wish me to remove their files or the information I have listed is incorrect simply let me know and I will fix the problem. If I forgot to mention anyone, let me know. Thanks go out to all of you:

Sevorak's More City Names mod
Mizaq's Wonder Splash Upgrade/Mod
TVA1's Battlewagon Unit Graphics (We used it for the Dreadnaught)
Bonedoc's Apache Unit Graphics (We used it for the Attack Helicopter)
Pesoloco's Engineer Unit Graphics
Darksheer's Crossbowman and Modern Frigate Unit Graphics (We used this for the Missile Frigate)
Kryten's Horse Archer
SpencerH's New Catapult Attack Animation and Fire Galley Unit Graphics
Kal-el's Grunt Unit Graphics (We used it for the US Ranger)

Thank you for all for your great work, it helped make this mod what it is today.

I hope you enjoy it as much as we have enjoyed making it.
Have fun!



For version history, see History.txt

2.11 changes: (My notes from 2.1 and 2.11 got mixed together, so I hope I have everything updated here).
- General Change
-- Added place holders for future units, techs, buildings, resources, etc... named ZZ1-20, these items should not appear
in the game other than the civilopedia. If they do, contact me immidately and send me the save game
-- All civs get a colonist starting unit. This is to help the human player (computers plop down where they start) find a
good spot. This is the only colonist they get, unless they are expansionist.
-- Golden Age changed to 25 Years, I don't know maybe I'm just greedy.
-- Shield value in gold up from 4 to 6 gold. This is because with capitalization it reduces it to half, and I think 2 is
too much. This was changed long ago from 8 to 4.
-- Raise the turn penalty for rushing from 20 to 30 turns; this is to help against pop-rushing


- Governments

-- Fascism
--- Free units reduced from 3/5/8 to 2/3/5, but they get 25 free units. This is to make fascism great for smaller
civs, but not for larger ones.
--- Assimilation % reduced to 0%, Fascists don't assimilate they get rid of those that aren't like them
--- Rate cap reduced to 6 (from 7), this is to help detract prolonged use

-- Communism
--- Rate cap raised to 7 (from 6), give communism a more prolonged life
--- Free units raised from 2/4/6 to 3/5/8, they get 10 free units. This is to allow them to be better with larger
nations

-- Democracy
--- Free units raised to 1/1/1, this is to help the balancing of democracy. As it stands most don't like it

-- Despotism
--- Worker rate reduced to 1 (workers are only 50% effective)

-- City State
--- Changed from values at 2/4/6 to 1/2/3, they get 10 free units. If this is supposed to be for smaller nations (as
city states were) it makes more sense to have lower values.

-- Theocracy (this is where I tried something completely new)
--- Doesn't require building maintenance (meaning all buildings are free).
--- Free units reduced to 0/0/0, they get 0 free units
--- Units costs raised to 3/unit

-- Anarchy
--- Removed the Standard Tile Penalty, hopefully this will convince people to try switching gov'ts more often


- Units

-- Added
--- Prisoner (I was going to make it the POW, but didn't want to offend anyone), this is the unit that is captured, it
can do anything a worker can do and can build a city as well. You cannot get this unit any other way.
--- Engineer, this is an upgrade to the settler and the worker. It is like a prisoner but buildable and with 2 moves
--- Fire Galley, this is a normal galley, but with a 2 attack and defense and can only carry one unit
--- Dreadnaught, a precursor to the battleship, this unit upgrades from the destroyer and to the battleship
--- Missile Frigate, this is a weaker version of the battleship, but it is the only naval unit with ZOC
--- Attack Helicopter, this is a fighter helicopter as opposed to a transport

-- Changed
--- Renamed the Scout to Explorer, available to non-expansionist civs, removed All-terrain-as-roads, 2 Moves
--- Renamed the Explorer to Pioneer, available to Expansionists only, All-terrain-as-roads, 1 move
--- Hoplite reduced to 1/3/1 from 2/3/1

-- Naval Units
--- I have upped all naval movement, the modern ones now have double what they were


- Wonders

-- Added
--- Einstein's Lab (2x research output)
--- Arc de Triumph (Replaces Statue of Liberty as the Reduces War-Weariness for Democracies wonder)
--- Internet (A modern day great library)

-- Changed
--- Statue of Liberty (Doubles City Defenses, Gain an Aqueduct in every city)

Elucidus
Mar 24, 2002, 01:31 PM
I found out that the icon I made for the Fire Galley is crashing the game, amoung other things. I think this should clear everything up. Get the patch here (http://balancer.topcities.com/Files/Balancer211(Fix1-2).zip).

I'm sorry about these little problems. But that is everything fixed.

Next time I will delay the release for a day or so when I have a headache like that (yes I blame the headache for this, it couldn't have been me). :)

If anyone has any other poroblems let me know.

Sheena
Mar 24, 2002, 01:49 PM
it seems, that the link not work.......
maybe to many who load it, but maybe not online, please check

Elucidus
Mar 24, 2002, 07:19 PM
Sorry an extra space in the file name. It is fixed now. Let me know if you have any more problems.

Elucidus
Mar 29, 2002, 06:18 PM
Well 2.11A is out. This fixes all known problems and a few mistakes I made, like having the engineer require iron.


Get the upgrade here. (http://balancer.topcities.com/Files/Balancer211A(Patch).zip)

Or download the full version here. (http://balancer.topcities.com/Files/Balancer211A.zip)

Let me know if you run into any problems and I'll fix them as soon as possible.

Enjoy.

Seraph
Mar 30, 2002, 03:14 AM
--- Dreadnaught, a precursor to the battleship, this unit upgrades from the destroyer and to the battleship

This is backwords.
Dreadnaughts were a class of ships that when devolped were almost three times as powerful as any other battleships in existance.

Historicly battleships should upgrade to Dreadnaughts.

Also, Destroyers have uses after you can build BB's. In particular escorting transports, and bombarding improvements. Whats the logic of making them upgradeable to BB's?

Elucidus
Mar 30, 2002, 02:21 PM
Thank you for the information.

I guess the philosophy behind it was that battleship can do everything a destroyer can do, but better, except for movement this is true. Destroyers are a little faster than battleships, so they are better at escorting. This may have been an oversight...I will take this into consideration for future versions. Also where can I find information about dreadnaught's being newer battleships? I would like to get this information correct. Thank you.

Drew
Mar 31, 2002, 04:51 AM
Hi Guys.

Just a quick note on Dreadnoughts and Battleships.

It is correct that the Dreadnought era (by that I mean anything that came after HMS Dreadnought) warships completely out classed anything that came before them (previous battleships).

However, these early Dreadnoughts were rapidly eclipsed by advances in armour, gun rangle/calibre etc, by subsequent vessels. These were called at the time, as far as I know, "Super-dreadnoughts".

The Super-dreadnought quickly reverted to the name "Battleship" again (not sure why). Certainly, the last of the big gun capital ships were known as Battleships. It would seem to be these ships (ie. Bismarck, USS Iowa etc, Yamato, HMS KGV) that the Civ3 team were trying to depict with their in-game graphic.

Anyway, enough waffle.

Keep up the good work, great mod!

Drew.

Elucidus
Mar 31, 2002, 10:31 AM
Drew,

Thanks for the info, that is what I was told. However, I was only told that, I didn't have any knowledge on the fact and didn't do any research either. I appreciate the info and if anyone could point me to good resource of it, I would appreciate it.

Not to say I don't believe you, but when I get conflicting information I like to look it up. And although it isn't directly conflicting it is a little blurred.

Thanks for the compliment on the mod, we appreciate it.

Enjoy.

Seraph
Mar 31, 2002, 11:50 AM
Well this is how I always understood it:

Battleship defines the large capital ships designed to kill the enemy with gunfire.

EG(fictional): An battleship in 1908 might have had 4 12" guns, 8 6" guns and 8 4" guns.

Dreadnaughts define a battleship whos primary weapons are all of the same type.

EG: HMS Dreadnaught had 10 12" guns.

All Dreadnaughts are battleships, but not all battleships are Dreadnaughts.


The Japanese found in their little war w/ Russia in the early 20th centruy that it was the big guns on the battleship that really did dammage to enemy ships and that the guns of smaller calaber were relitively worthless. This caused the British to devolpe an all big-gun ship HMS Dreadnaught that when built was the most modern battleship ever completed. Its firepower was estimated to be 2.5x the firepower of any other battleship afloat.

It was really one of the biggest revolutions in the design of the battleship, and thats why I think it would be good to make it the upgrade point for those particular units.



Drew is right, technology did advance rapidly after HMS Dreadnaught was launched, but the basic premise (all big gun) remained constant all the way though the last super-dreadnaughts: The Iowas, Bismark, Yamoto, etc.

Drew
Mar 31, 2002, 12:38 PM
I'd agree with all of the above. Seraph put in a much better way then I could!

There's a very good Imperial Japanese Navy (IJN) site at www.combinedfleet.com

I don't think it contains exactly the information you require, but it does have links to all sorts of other naval resources, plus pictures and info on all manner of Japanese warships. Have fun!

Elucidus
Mar 31, 2002, 01:00 PM
Wow guys, thanks. Your information is greatly appreciated. We will do our best with it. I will check out that website too. Thanks again.

Elucidus
Apr 01, 2002, 03:29 PM
To anyone who would like to help us test the new combat model, send me an email. (elucidus@balancer.topcities.com)

This is still preliminary, as we want to see how the stats work out in general before we decide the exact stats.

This also tests some terrain balancing. Again just send me an email and I'll get you the file.

Blasphemous
Apr 04, 2002, 03:33 AM
I tried to understand, but failed, please tell me what this mod does.

Elucidus
Apr 04, 2002, 07:33 AM
What it does? You mean compared to the basic game?

Well, as the post above shows, it adds and changes a lot of content. The purpose of which is to bring more fun to the game and make it more balanced.

Other than what the readme above says, I don't know what else I can tell you about it.

Blasphemous
Apr 04, 2002, 09:49 AM
In what way exactly doe sit change the game? I understood that it adds lots of stuff and balnces the game, but in what ways? The readme wasn't clear enough for me to read it (translation: I'm a lazy bum). Please explain what kind of things it adds.

Elucidus
Apr 04, 2002, 10:53 AM
Do you mean, exactly what each addition brings to the table? Like a Royal Academy adds a 50% science bonus and is only buildable in a Monarchy? Is that the kind of detail you are looking for?

Sheena
Apr 04, 2002, 11:02 AM
Konnichiwa!

i have some major problems :(
my game shut down every time and return to windows

i use civ 1.17f and mod 2.11A full

Elucidus
Apr 04, 2002, 02:00 PM
What do you mean shut down? You get a crash to desktop?

Send the Savefile to my email address. (elucidus@balancer.topcities.com)

I'll see what I can figure out and get back to you ASAP. NOTE: I am at work right now, so it will be a few hours.

Blasphemous
Apr 04, 2002, 02:49 PM
Yeah, that is basically what I mean... You don't have to list absolutely everything, just the highlights... I have three specific questions:
1. Is it possible to install the mod and still be able to play normally?
2. Are the govs better balanced in the mod? (I suppose they are, considering this is one of the most known imbalance problems in the game, and this mod is supposed to balance stuff)
3. Are there any added govs, resources (strat and lux), or factions?
Thank you for being so responsive...

Elucidus
Apr 04, 2002, 03:40 PM
Well here is what I have.

1) There are people who use this mod as a scenario so that they can do just what you say. As far as I know the only side effect is that the science advisor screen comes out a little hard to read.

2) I call the governments balanced. We haven't received much feedback in this area, so we are assuming that to mean all is well with them.

3) There are a few new ones as well. The main problem with adding more governments is the inability to differentiate them. We have added Fascism, City State, and Theocracy. We have also moved the other goverments around some and made some changes to those. Added factions...in the future we would like to add this, as far as I know now there is a problem with adding them. There are new resources, albeit not many. A problem with these is the way the program handles the icons from the PCX file, so we had to limit how many we added to the game.

One of our biggest goals is to make the game more interesting, while maintaining the level of balance we have achieved thus far. We are currently working on a new combat model based on the given combat formula. Another area we have been experimenting with is the terrain values. We would like to make those more well defined. If there are any other questions we can answer for you, please ask away.

Blasphemous
Apr 05, 2002, 02:02 AM
Okay, I have just one final question: Is this mod fully playable while leaving it possiblt to play the normal game? This is basically what's going to determine wether I download it or not....

Kal-el
Apr 05, 2002, 03:35 AM
Shadowflame,

from my understanding this mod is playable as a separate scenario. the only issue you may run into, and this is something you will have to deal with any time you play a mod as a scenario, is the tech tree. If you play the mod as a scenario the tech tree will not have the easy to follow arrows that you would see if you played it as the default rules. Instead there will be the scenario tree branches, that while generally pointing in the right direction, can be a tad confusing the first time you use it. Of course the same can be said if you play using the unmodified tree in scenario, so there is nothing modders can do to prevent this.

download it and try it out. :goodjob: I'm sure elucidus would love to hear your critique.:D

Elucidus
Apr 05, 2002, 03:51 PM
Shadowflame,

That was what number one in my last post was supposed to answer. Sorry if I didn't phrase it right. I've been busy lately and have been having a hard time concentrating on things.

Kal-el put in in a much better way. Thank you, Kal-el.

If you do decide to try it, we would love to hear feedback. And I hope you enjot it. If you decide not to try it out, then maybe Korn or the LWC's mod will be more to your liking. Either way, enjoy.

Elucidus
Apr 05, 2002, 10:37 PM
You can get 2.11B here. (http://balancer.topcities.com/Files/Balancer211B.zip)

2.11B basically is a few fixes. It is just a patch update so no need to downoad the multiple meg file just for that. I am looking at releasing 2.12, which adds a couple of early naval units, but I am trying to finish up one of the animations for it first.

Blasphemous
Apr 06, 2002, 03:51 AM
I am now in the middle of downloading the multimeg .zip file (56K modem :rolleyes: ).
Oops, I hadn't noticed that I asked that question already... nvm...
Anyhow, you can expect feedback soon...
BTW, in what kind of map do you recommend using the mod?

Kal-el
Apr 06, 2002, 03:58 AM
I recommend using my map a link for which you can find below.:D

(shameless plug)

It is an earth map that used Marla's map as a skeleton but then was thoroughly reworked. I have several images posted there. You can see an image of all of North America, All of Europe and North Africa and an Image of the remodeled Japan. It is the prettiest map on the boards. IMHO ;)

Blasphemous
Apr 06, 2002, 05:00 AM
Umm... I have run into a problem (might be cause I'm not really a big mod user). When I extract the .zip files, it asks me to replace files, now I just wanted to know wether any of these will change the way I play the normal game (albeit not with the mod) and wethere I can play tha mod as a scenario without replacing files.
Thanks.

Elucidus
Apr 06, 2002, 02:06 PM
There are other who play this game as a scenario. So I am not exactly sure of how they do it. If you extract everything except the BIC to the default location and unzip the bic to the scenarios folder than that should allow you to play both without problem. The civilopedia will contain the added entries from the mod when you are playing the normal game, but other than that, I don't think you will have a problem. Let me know if you do and I'll see what I can do for you. I hope you enjoy it.

Sheena
Apr 08, 2002, 01:18 PM
Konnichiwa!

i think i have a problem with the pics and animations from your strike-fighter

if i try to upgrade my bomber or build it (use the dropdown after a build before) and then enter the city my game drop down to windows

Elucidus
Apr 08, 2002, 01:22 PM
Sounds like an icon problem. We seem to be having a bunch of those lately. I'll look into it and let you know.

Elucidus
Apr 10, 2002, 07:48 AM
As far as the icon problem I did not have one. It worked fine, maybe it is another issue. I'll keep looking.

Currently we are working on the combat balancing act, so we haven't had time to work on the graphics much lately.

We are testing the new combat values to see what kind of results we get regularly. Will keep everyone posted. Unfortunately my webmaster has gone AWOL and so the news page is out of date. Please come to either this post or the CivFanatics post for news updates until further notice.

Another piece of news is that we would like to welcome Desert Dog to the team. He has been helping extensively with the testing as well as helping us come up with new and exciting ways of doing business. He has been a great asset and I just wanted to publicly welcome him.

Elucidus
Apr 11, 2002, 05:12 PM
There was a problem with the strike fighter's ini file. We got the problem worked out. The ini file in my directory didn't match the one in the zip file. Here is the correct one. Sorry about the problems.


EDIT: Oh yeah, just unzip into your art/units/strike fighter/

directory.

Sheena
Apr 12, 2002, 06:01 AM
Konnichiwa!

it seems that the link is a little bit wrong, i can not DL it

Elucidus
Apr 12, 2002, 07:15 AM
Sheena,

It isn't a link. It is a file I uploaded to CivFanatics. Try going to Apolyton here (http://apolyton.net/forums/showthread.php?s=&postid=867884#post867884) and trying to download it from there. If you can't get it by the time I get home from work, I can email it to you. Sorry about the problems.

Sheena
Apr 12, 2002, 07:26 AM
Originally posted by Elucidus
Sheena,

It isn't a link. It is a file I uploaded to CivFanatics. Try going to Apolyton here (http://apolyton.net/forums/showthread.php?s=&postid=867884#post867884) and trying to download it from there. If you can't get it by the time I get home from work, I can email it to you. Sorry about the problems.

Attachment: strike fighter.zip <---- previous post from elucidus

as you see, it seems to be a link for a zip............. but i can only get a 1kb-file

the same at apolyton :(

please mail it to he-sche@winged-dreams.de
seeing ...@...,de menas not that i have the german version. the first weeks there was only the US-version availabl in germany and............... i GOT it :D

Elucidus
Apr 12, 2002, 09:27 AM
Well this-

Attachment: strike fighter.zip


The bolded part above means I uploaded it to their server. At apolyton too. I guess I know better now. I will upload an update and a new full version of the mod tonight to our website. They will fix all of the mentioned problems.

You will be able to download it from there. I will post here and at apolyton when they are ready. Sorry about the mix-up and problems.

Elucidus
Apr 12, 2002, 06:51 PM
Well 2.12A is out and about. Get the upgrade here. (http://balancer.topcities.com/Files/Balancer212A(upgrade).zip)


The full version can be found here. (http://balancer.topcities.com/Files/Balancer212A.zip)

I hope I didn't miss any of the fixes. It has been hard to keep track with all of the new changes made for the unreleased version. If anyone wants to help test that, just send me an email. (elucidus@balancer.topcities.com)

Well let, me know if you are having any problems with anything, and I hope you enjoy.


~The Balancer Team

Elucidus
Apr 13, 2002, 05:20 PM
Well there is a problem with the Missile Frigate. I have included the patch.

Desert Fox
May 07, 2002, 09:17 AM
I thought I would mention some things about this great mod that some may not realize to really help you enjoy the new style of game play provided by the Balancer mod. Elucidus has added numerous new military units, new wonders with splash screens, new resources including new graphics on some old resources. The game play has changed slightly making the game much more fun then it was. In our opinion. We are still looking for feedback to make changes for everyone enjoyment. Keep Elucidus informed on what you think about the mod and/or changes you would like to see. Below is a little explaination about certain aspects of the mod. If you havn't tried the balancer check it out. It is unique amoung all the mods out there. IMHO

Elucidus wanted to either stop or slow down AI sprawl in the game. Making player have a reason to switch goverments. The rate cap for despotism is 6 in order to do better research you must switch goverments. You no longer loose large amounts of cash doing so. Religious nations will have no problem switching, transition is immediate. However other nations will have to wait 1-6 turns for transition to new goverment.
The first thing you do when starting out and/or building new cities is build a worker. Control him to be sure he irrigates a good tile if possible right away. Due to a bug that still exsists with the governor in some cities not all, he will do production instead of food. This could cause a RED color to appear in the city size number slot. (Shortage) If your city is size 7-14 this could happen be careful about this. Workers need to irrigate about 60-70% of the tiles in the city square. Again this is not the mod causing these problems it is a bug with the governor. If you do start having trouble try telling governor to do only food, if that doesn't work turn the governor off for monitoring production. You will have to manually place workers from production tiles to food tiles through the city screen. Next patch should fix this we hope anyways.


Okay I just wanted to cover a few things that may have not been mentioned to everyone before. Enjoy! :goodjob: :D :p

Elucidus
May 14, 2002, 06:30 AM
I am sorry that 2.15 was not released last week. I have been experiencing computer problems for the last week and after the fourth or fifth system rebuild it looks like (knock on silicon) that it may well be fixed. It was a hardware issue, but damn.

Anyway, I haven't been able to finish the civiliopedia file. So now the question comes, would you guys rather have 2.15 now with a civilopedia file to come later? Or wait on the whole thing for me to finish the civilopedia. NOTE: Either way I need to work on the Readme.txt.

Let me know what you guys want.

Sincerely,
Balancer Team

Elucidus
May 29, 2002, 07:17 PM
Just to let everyone know we have not forgotten the mod. I realize it has been quite a long time since an update has been released. There are two of us that I consider the main workforce on this mod, Desert Dog and myself. Don't get me wrong, there are many individuals whose contributions helped tremendously, and are much appreciated. We have both had some personal things come up and they have taken priority over the mod. Well I can say I have dealt with my issues and come to terms with things. I am ready to get going on the mod full force again. Desert Dog told me his issues are expected to clear up sometime soon if all goes well.

Also, to let everyone know, our web-master has had problems himself and is now left with no interent access for the time being, so updates on the web-page may be a little slow at first. Please bare with us as we get everything back in order.

Take care and enjoy.

The Balancer Team

Elucidus
Jun 02, 2002, 12:15 PM
Well it is moving along nicely now that I have those personal things straightened out, sorry about that again.

I have added close to 10 or 12 new unit animations, thanks to the numerous talented individuals working on those animations. I have added quite a few Wonder Splashes mainly from Allondro and Harlan's images (although quite a few we already had).

I changed a couple of resources, because I liked a few of them better as well.

Now of course if you know the contents of the beta this will make sense otherwise, all I can say is that there are less units with duplicate animations. :)

I updated the civilopedia some, although I haven't added most of the new unit entries yet.

Elucidus
Jun 02, 2002, 08:31 PM
I have done a lot this afternoon. There are still 21 things I would like to correct before I release this bad-boy. It shouldn't take me that long, I will keep everyone updated whenever I can.

One thing I did this afternoon, was build everything in the game and use every government, just to verify every item is working correctly. I even built every wonder, so as to see the splashes, found a couple of errors on them too, so it was a good thing.

I have a screen shot (http://balancer.topcities.com/images/units.jpg) of each unit on the map. It shows every units graphic; any unit that is in a stack means that there are that many units in the game that use the same graphic as it. No aircraft show up in the screen shot and, for some reason, neither do the Privateer and it's upgrade.

Elucidus
Jun 02, 2002, 09:31 PM
Check the web-site for more frequent updates.

http://balancer.topcities.com/

Elucidus
Jun 05, 2002, 09:28 AM
Just to let everyone know, there have been a few more updates on the website (http://balancer.topcities.com).

Elucidus
Jun 08, 2002, 03:05 PM
Having been working on the readme for a while I have come to the conclusion it will take me much longer than I wanted to do it right. So for everyone I offer this pre-release of 2.15. I call it a prerelease because it is only missing certain text entries in the civilopedia and the readme.txt. All other content is fine. Go here (http://balancer.topcities.com) for more info.

Elucidus
Jun 10, 2002, 07:12 PM
Well in case no one has checked out the web-page (http://balancer.topcities.com) in a while, I have been working on the units_32.pcx file to make better icons for the newer units. Check out the web-page for more information.

Elucidus
Jun 12, 2002, 10:47 AM
I added some feedback forums to the web-page (http://balancers.topcities.com/forums/) . If you have any ideas, suggestions, complaints or what have you, feel free to leave the comments there. Thanks.

Elucidus
Jun 17, 2002, 02:37 PM
Well guys, I know I just got the mod going again at a good pace, but I will have to back off somewhat, as I just got my confirmation from Firaxis about my Beta Tester status. I will be working with them on things, things I can not readily talk about. I will still work on the mod, but it won't be as relentlessly, as I have to dedicate some time to Firaxis. Wish me luck

Desert Fox
Jul 25, 2002, 08:20 AM
Whew boy. I haven't updated this anytime recently. Sorry about that. I update our web page though. Well Desert Fox and I are working on a version for PTW or as close as we can get it to PTW. If you have any ideas, post 'em here or visit our forums at http://balancer.topcities.com/forums/

This is a message from the "busy" Elucidus. We need suggestions requests for The Balancer. It will be included with the PTW XP we need everyone's help to make it the best it can be. Any contributions will be included with the release and who made the contribution. We are going to completely change the military stats of all units. We have a few surprises to but we really need each and everyone of you to give us feedback. We are looking for testers too, time is of the essence. Thanks in advance to all of you. :egypt: :)

Desert Fox
Aug 04, 2002, 10:00 AM
Elucidus asked me to post a message for him. He is on leave for about 3 weeks. He does plan to work on the mod but no one will have contact with him. In the mean time I am testing as much as I can while he is gone. I wish I knew how to implement everything, sadly I am just the tester.
I would mention that the entire mod will be streamlined. Especially the change in military. The goal is a complete balanced military with not much of a possibly of older units destroying advanced units. He plans on releasing possibly 4 versions (maybe), 2 for the expansion pack & 2 normal enhanced balancer mods.
One will feature a better " tougher challenge" mod is the best word I can think of right now. This mod will be for the Experts only. The other will be the refined Balancer mod 3.0. The mod will feature many unique things, plus an assortment of the best of the best graphics etc. from different authors.
As always if you have any suggestions or requests, ideas? Just post here, Apolyton or on The Balancer forums. (Not as nice as the 2 main sites of course) Elucidus says thank you to everyone who has been involved in the past, present and future.

Happy gaming, enjoy.

Desert Fox
Aug 17, 2002, 09:40 PM
I thought I would make an announcement concerning the new version of The Balancer. Elucidus is currently working on The Balancer for the Play The World expansion package. He is trying to meet the deadline set by Firaxis for their Beta testers. This is why no update is out yet for The Balancer. Once he is finished with the 3.0 version for the XP he will quickly get out The Balancer 3.0 for the latest patch 1.29f.
Everyone who enjoyed the previous versions of The Balancer will be in for quite a surprise. It has been totally revamped with some old revisions still in place, with many new things, some not done by anyone else. I really think Elucidus has really been working hard way into the late nights to provide you with the update. We should have a working 1.29f version for your gaming pleasure first part of next week. XP version will be done tonight or first thing on Sunday.
Please be sure to contact Elucidus if you are interested in being a tester or contributing your talents to help with the mod. Either e-mail him or go to the Web site and post a message in the forums there. He says thanks to everyone who has contacted him so far.

http://balancer.topcities.com/forums/index.php


__________________
Desert Fox

"Admitted Civ Addict"

Elucidus
Aug 22, 2002, 06:21 AM
I have been posting some news about the new Balancer over at the web site (http://balancer.topcities.com/), but in case you haven't checked it out, here it is.


BALANCER 3.0/3.0XP 19-Aug-02

Well Dave and I have been hard at work on the Balancer 3.0XP. We hope to release the standard version of 3.0 in about a week or so, but had a deadline to meet with Firaxis for the mod. There are a lot of new things, some things we tried last version are gone and some old things are back. We will try to get the 3.0 version out to you guys as soon as we can. Please bare with us.




BALANCER 3.0 21-Aug-02

3.0 is nearing completion. I hope to have it ready for the testers by Friday night at the latest. Anyone who wants to be a tester, email me here (elucidus@balancer.topcities.com) . I have to work this weekend, so I won't be able to work on it much then. I am very excited about this version. I am also looking into hosting a few of my favorite graphics mods at the web site, it all depends on the creators though. If you have any recommended graphics mods you would like us to look at, again send us an email.

Elucidus
Aug 23, 2002, 09:04 PM
Well 3.0 is finished, just not fully tested. Anyone interested in testing it let me (elucidus@balancer.topcities.com) know. I hope to release it after a few days of intense testing, but if you would like to try it as is, send me an email and I will send you the details on how to get it.

Elucidus
Aug 30, 2002, 07:42 PM
Well the web-page is down. It seems I have used up all of my alloted bandwidth. I will not be able to load up the mod until sunday. Also I have already aquired a new web host, one that offers 10 times the bandwidth. I don't expect to utilize that much, but I don't want this to happen again. Please bare with us through this problem. Thank you for understanding.


~Elucidus

Elucidus
Aug 31, 2002, 10:44 AM
We have stood up a new web page to replace the old one, bandwidth should not be a problem again.

The new site is located at http://cdgroup.org/

Please pardon us while we try and get everything setup. We will be working on this for a little while, but hope to have the new mod up and ready for downloading shortly. Thank you.


Balancer Team

Elucidus
Aug 31, 2002, 05:36 PM
Well guys the latest version of the mod is ready to be posted. Here is a list of things effected. It will be ready for download shortly from our new home page. (http://cdgroup.org/)

Go here (http://cdgroup.org/readme.html) for an easier to read fuller version (had to cut down to post it)


3.0 (Main Notes of Interest)
First off, the biggest differences anyone will note from either the previous Balancer or the normal game is that the previous balancer's combat is no longer in the game. Instead we replaced it with a hps based combat system. A slight increase in HPs based on experience, the big difference is that as units get more advanced they get more HPs.

Another big aspect of the Balancer that has changed is that we have trait specific buildings. Meaning that anyone who has a certain trait can build those buildings and only those people. The buildings are listed below. Each trait gets one and it requires no upkeep.

NOTE: SOME THINGS NOT MENTIONED HERE HAVE CHANGED BUT THEY ARE VERY MINOR AND WILL BE ANNOTATED LATER.
Citizens- (all have accurate icons now)
- Scientist renamed to Alchemist
- Musician gives +2 Happiness, available with Music Theory
- Accountant gives +2 Taxes, available with Economics
- Scientist gives +2 Science, available with Physics
- Comedian gives +3 Happiness, available with Smart Weapons
- Investor gives +3 Taxes, available with Rocketry
- Researcher gives +3 Science, available with Computers
- Police Officer gives +1 Happiness, Taxes, and Science; available with Communism
Advances-
- Irrigation without fresh water moved to Engineering; from Electricity

Difficulty Levels-
Chieftain-
-Number of Citizens born content 5; up from 3
-Percentage of Optimal Cities to 120%; up from 100%
-Corruption to 60%; down from 100%
-AI-to-AI Trade Rate to 100; down from 110
Warlord-
-Number of Citizens born content 4; up from 3
-Percentage of Optimal Cities to 110%; up from 100%
-Corruption to 85%; down from 100%
-AI-to-AI Trade Rate to 100; down from 120
Regent-
-Percentage of Optimal Cities to 100%; up from 90%
-AI-to-AI Trade Rate to 100; down from 130
Monarch-
-Percentage of Optimal Cities to 90%; up from 85%
-AI-to-AI Trade Rate to 125; down from 140
Emperor-
-Percentage of Optimal Cities to 75%; down from 100%
-Corruption to 120%; up from 100%
-Cost Fact is 6; down from 8
Deity-
-Number of Citizens born content 0; down from 1
-# of Start Unit 1 is 2; up from 1
-# of Start Unit 2 is 3; up from 2
-Max Gov't Transition Time is 1; down from 2
-Corruption to 135%; up from 100%
-AI-to-AI Trade Rate to 200; up from 160
-Cost Fact is 3; down from 6

Espionage-
-Build an Embassy; Cost is 10; Down from 20
-Investigate City; Cost is 3; Down from 10
-Steal Technology; Cost is 5; Down from 10
-Plant Spy; Cost is 30; Down from 60
-Steal Plans; Cost is 5; Down from 10
-Initiate Propaganda; Cost is 50; Down from 100
-Expose Enemy Spy; Cost is 40; Down from 80

General Settings-

Wealth-
-Shield cost per Gold is 6; down from 8
Hurry Production-
-Citizen Value in Shields is 22; up from 20
Citizen Mood-
-Min Pop for WLTKD is 7; up from 6
-Turn Penalty for each Drafted Citizen is 20; down from 40
Golden Age-
-Duration is 25; up from 20
Various Unit Abilities-
-Forest Value in Shields is 15; up from 10
-Chance to intercept enemy air missions is 80; up from 50
-Chance to intercept enemy stealth missions is 8; up from 5
City Size Levels-
-Level 1: Maximum size is 7; up from 6
-Level 2: Maximum size is 15; up from 12
Defensive Bonuses-
-Fortifications is 50; up from 25
-Towns are 10; up from 0
-Citizens are 22; up from 16
-Buildings are 22; up from 16
Default Units-
-Captured Unit is the Prisoner (new unit); from Worker
-Start Unit 1 is the Colonist (new unit); from Settler
-Start Unit 2 is the Nomad (new unit); from Worker
-Scout is the Pioneer (new unit) from Scout
-Advanced Barbarian is the Bandit (new unit); from Horseman
-Barbarian Sea Unit is the Brigantine (new unit) from Galley

Governments-
Anarchy
-No longer a standard Tile Penalty; to help promote switching governments
Despotism
-Rate Cap is 5; down from 10
-Worker Rate is 1; down from 2
Monarchy
-Rate Cap is 7; down from 10
-Free Units per Metropolis is 6; down from 8
-Immune to Steal World Map
Communism
-Rate Cap is 8; down from 10
-Draft limit is 3; up from 2
-Free Units per Town is 3; up from 2
-Free Units per City is 5; up from 4
-Immune to Sabotage Production
Republic
-Rate Cap is 9; down from 10
Democracy
-Free Units per Town is 1; up from 0
-Free Units per City is 1; up from 0
-Free Units per Metropolis is 1; up from 0
Fascism NEW (to CivIII, not the Balancer)
-Required Tech is Radio
-Rate Cap is 7
-Worker Rate is 2
-Assimilation Chance is 0
-Draft Limit is 3
-Military Police Limit is 3
-Corruption and Waste is a Nuisance
-Hurrying Production is through Paid Labor
-War Weariness is None
-Requires Maintenance
-Immune to Steal Plans
-Diplomats are Regular
-Spies are Regular
-Cost/Unit is 1
-Free Units per Town is 2
-Free Units per City is 3
-Free Units per Metropolis is 5
-Free Units is 25
City State NEW (to CivIII, not the Balancer)
-Required Tech is Feudalism
-Rate Cap is 6
-Worker Rate is 2
-Assimilation Chance is 2
-Draft Limit is 1
-Military Police Limit is 1
-Corruption and Waste is a Rampant
-Hurrying Production is through Paid Labor
-War Weariness is Low
-Requires Maintenance
-Standard Tile Bonus
-Immune to Investigate City
-Diplomats are Regular
-Spies are Regular
-Cost/Unit is 1
-Free Units per Town is 1
-Free Units per City is 2
-Free Units per Metropolis is 3
-Free Units is 10
Theocracy NEW (to CivIII, not the Balancer)
-Required Tech is Theology
-Rate Cap is 6
-Worker Rate is 1
-Assimilation Chance is 2
-Draft Limit is 3
-Military Police Limit is 3
-Corruption and Waste is a Communal
-Hurrying Production is through Forced Labor
-War Weariness is None
-Doesn't Require Building Maintenance
-Immune to Plant Spy
-Diplomats are Regular
-Spies are Veteran
-Cost/Unit is 3
-Free Units per Town is 0
-Free Units per City is 0
-Free Units per Metropolis is 0
-Free Units is 0

Terrain- (Food/Irrigation | Shields/Mining)
Tundra (1/1 | 0/1)
-Irrigation is 1; up from 0

Flood Plains (3/2 | -/-)
-Irrigation is 2; up from 1

Hills (1/1 | 1/2)
-Irrigation is 1; up from 0

Mountains (-/- | 2/2)
-Shields is 2; up from 1

Jungle (1/- | 1/-)
-Shields is 1; up from 0

Coast (2/- | -/-)
-Food is 2; up from 1

Sea (1/- | 1/-)
-Shields is 1; up from 0

Ocean (1/- | 1/-)
-Food is 1; up from 0
-Shields is 1; up from 0

Worker Jobs-
Fortress -Turns to Complete is 8; down from 16
Clear Jungle -Turns to Complete is 8; down from 16
Clear Pollution -Turns to Complete is 20; down from 24
Plant Forest -Turns to Complete is 16; down from 18



Unit Combat Experience
Conscript
Base hit points 3; up from 2
Retreat Bonus 25; down from 34
Regular
Base hit points 4; up from 3
Retreat Bonus 50; remained the same
Veteran
Base hit points 5; up from 4
Retreat Bonus 62; up from 58
Elite
Base hit points 6; up from 5
Retreat Bonus 75; up from 66

Miscellaneous Changes
Added Rommel to list of German leaders
Added Montgomery to list of British leaders

Units (Units more upgradeable; no more swordsman in the modern age)
-Canoe (0/0/1) Transport 1, no tech requirement
-Coracle (0/1/2) Transport 1, Requires Writing
-Fire Galley (2/2/3), Requires Map Making
-Corvette (3/3/4), requires Astronomy
-Dreadnaught (36/28/14), Requires Superconductor
-Missile Frigate (22/16/14), Requires Fission
-Super Carrier (14/22/14), Requires The Laser
-Catapult bombard strength upgraded to 6; is from 4
-Cannon bombard strength upgraded to 9; is from 8
-Rate of Fire is 2; up from 1
-Artillery bombard strength upgraded is14; up from 12
-Radar Artillery bombard strength upgraded is18; up from 16
-Rate of Fire is 3; up from 2
-Babylonian Bowman upgraded to 2/1/2; changed from 2/2/1
-Cruise Missile bombard Range is 8; up from 2
-AEGIS Cruiser Bombard Strength is 6; up from 4
-Nuclear Submarine carries 3 Missiles; up from 1
-Paratrooper is 10/8/1; up from 6/8/1
-Para-drop range is 10; up from 6
-Marine is 10/8/1; up from 8/6/1
-Samurai is 4/3/2; down from 4/4/2
-Cost is 50; down from 70
-Modern Armor Cost is 14; up from 12
-Mech. Infantry Cost is 13; up from 11
-Helicopter Operational Range is now 8; up from 6
-Horses no longer require a tech to see
-Ranger (New American UU, replaces Paratrooper, see Changed section below for what happened to the F-15)
-Babylonian Bowman (New Babylonian UU, replaces Bowman, see Changed section below for what happened to the Bowman)
-Long bowman (New English UU replaces Archer, see changed section for what happened to the Man-o-War)
-Man-At-Arms (New Medieval age swordsman, to unit transition)
-Grenadier (New German UU, replaces Rifleman, see Changed section for what happened to the Panzer)
-Horse Archer (New Knight replacement for those non-European Civs)
-F-15 renamed to Strike Fighter and made available to all civs as an upgrade to the bomber (sort of a Fighter/Bomber)
-Man-o-War renamed to Ship-of-the-Line and made available to all civs as an upgrade to the frigate
-Panzer renamed to Armor and made available to all civs as an upgrade to the Tank
-Armies reduced to 300
-Engineer, this is an upgrade to the settler and the worker. It is like a prisoner but buildable and with 2 moves
-Fire Galley, this is a normal galley, but with a 2 attack and defense and can only carry one unit
-Dreadnaught, a precursor to the battleship, this unit upgrades from the destroyer and to the battleship
-Missile Frigate, this is a weaker version of the battleship, but it is the only naval unit with ZOC
-Attack Helicopter, this is a fighter helicopter as opposed to a transport
-Renamed the Scout to Explorer, available to non-expansionist civs, removed All-terrain-as-roads, 2 Moves
-Renamed the Explorer to Pioneer, available to Expansionists only, All-terrain-as-roads, 1 move
-Prisoner (I was going to make it the POW, but didn't want to offend anyone), this is the unit that is captured, it can do anything a worker can do and can build a city, as well. You cannot get this unit any other way.


Trait Specific Buildings
--Military Base..........Militaristic.....Resist propaganda Reduces war weariness
--Alchemist House....Scientific.......+50 Research Output
--Bazaar...................Commercial..+50 Tax Output
--Smelter..................Industrious..+1 Production -1 Pollution
--Alter.......................Religious......+1 Happy
--Land Essay Office..Expansionist.Reduces Corruption Levels

Wonders & Buildings
--Stonehenge Wonder.....Puts the Monolith in all Cities on same continent.
--Monolith.....+1 Production +1 Culture
--Gaia Controller Wonder.....Puts the Gaia Stabilizer in all Cities on same continent.
--Gaia Stabilizer.....+2 Production -100 Pollution +1 Happy
--Weather Control System Wonder.....Weather Control Center in every city
--Weather Control Center.....+1 Production -5 pollution +1 Happy
--The Sphinx.....Acts as the second Forbidden Palace Wonder
--Deep Core Mining Center.....+100% Production
--Core Waste Dump.....-25 Pollution
--Zoo.....+2 Culture
--Museum.....+2 Culture
--Forbidden Palace Cost is 14; down from 20
--Recycling Center Cost is 16; Down from 20
--Mass Transit System Cost is 16; down from 20
--Great Lighthouse Cost is 26; Down from 30
-All Sea units built as veteran in its city
--The Great Wall now gives walls in every city on the continent
--Coliseum Cost is 10; down from 12
--Barracks Cost is 5; up from 4
--Magellan's Voyage Cost is now 32; down from 40
--Shakespeare's Theater grants 6 Happy in the city; down from 8
-Grants 1 Happy in all continental cities; up from 0
--Longevity available with Scientific Method; down from Genetics
--United Nations now adds +1 Trade in each trade producing tile
--Magellan's Voyage grants a free harbor to all cities on the same continent
-Cost is 60; up from 32
--Nuclear Plant remains the same at 4 in production (100%), they now add -1 culture per turn as well
--Coal Plant remains the same at 2 production (50%), they now add -2 culture per turn as well
--Hydro Plant acts as a lower level nuclear in that it gives 3 (75%)
--Solar Plant acts as an upgrade to coal and gives 3 (75%)
--Factories, manufacturing plants, and offshore platforms, all add -1 culture per turn
--Recycling centers have been given a positive culture value of 1; and a -1 pollution value
--Core Waste Dumps and Mass Transit Systems have been given a positive culture value of 2
--Marketplace no longer increases luxury trade (Bonus happiness) it instead gives +50% Luxury output
--Bank increase luxury trade instead
--Walls now have a bombardment defense of 16.
--Mass Transit Available with Combustion; down from Ecology

Elucidus
Aug 31, 2002, 07:45 PM
Let me know of anything you think we may need to change or update. The link to download is here. (http://cdgroup.org/Files/Balancer3.0.exe).


Rob

Oh you want to install it to the civ3 root.

Elucidus
Sep 02, 2002, 08:57 AM
I should have mentioned this earlier to avoid confusion. To play the Newest Balancer Mod you click on Load Scenario and select it from there. My Apologies for not mentioning it earlier.


Rob

Elucidus
Sep 05, 2002, 09:56 PM
I would like to start hosting and sorting out the many different files that are all over the place on Apolyton and CivFanatics and anywhere else I can find them. Send me an email (elucidus@cdgroup.org) and let me know what your favorites are. I will probably open a forum for the messages shortly, all depending on the response I get of course.

Hasdrubal
Sep 09, 2002, 03:03 AM
Hello Elucidus.

I noticed in the editor under the "Improvements and Wonders" tab that you included the various civ traits (Religious, Industrious,etc) for your trait specific buildings. Presumably this has been tested and works, yes? How did you come to know this was possible? I don't think anyone else has done this.

Great work, by the way.

Hasdrubal

Elucidus
Sep 09, 2002, 06:59 AM
Well, technically, it isn't the trait. But it is assigned to the people with those traits. So I guess I cheated.
BTW, yes, it works wonderfully. I don't remember what made me think of it, but I do remember that I came up with how to do it before I thought to do it. I think it adds even more depth to the game. Hope you enjoy it.

Haz
Sep 18, 2002, 12:49 AM
~Luc,

Fantastic mod. I really appreciate all the work you and the other hard-core modders have done -- making it easier for people like me, who like to "borrow" ideas and graphics without having to put too much work in. On this note, in my personal mod I have included trait-specific city improvements, inspired by the ones in your mod. I created new techs, specific to each trait ("religious trait", etc) and then made those techs requirements for the various buildings. I believe that is what you did, and I wouldn't have thought it possible otherwise. However, here's a problem I noticed in my current game: when the Great Library is built, that civ now receives the trait techs shared by at least 2 other civs -- and gains access to their respective buildings. For example, I am playing as India (rel, comm), build the Great Library and now I can build Forges, etc. I don't want this effect to happen -- it makes the Great Library even more powerful than it already is. Any idea on how to get around this? Thanks in advance for any help/advice you can offer.

- Haz

Elucidus
Sep 18, 2002, 07:10 AM
Yes I ran into a problem with that myself, and I do have a solution. It will take a little bit more work, but it will work to solve this problem. Also in PTW this is not an issue. It will be in the next version of the mod, due out this friday.

For the mod I am planning on making a tech for each civ for each trait, this will prevent anyone from getting it through the library. Since the library is the only way to get a non-era tech that will prevent anyone from getting any of these. Hope this helps.

Haz
Sep 18, 2002, 11:53 AM
~Luc,

Not quite sure what you mean. Are you saying that you're making a specific tech for each individual civilization (i.e., Indian-tech, German-tech, etc)? Then, you make a specific building only available to that civ (via the tech-requirement). However, in this case, the specific buildings for civilizations with the same trait would be the same. In other words, all religious civilizations would have access to the Alter, but there would be an Indian Alter, a Babylonian Alter, etc. (with characteristics equivalent).

That sounds like a hell of a lot of work. Two specific buildings per civ equals 64 new buildings (even though there are really only 6 new buildings with different benefits).

Am I getting this right, or is there an easier way?

- Haz

Elucidus
Sep 18, 2002, 12:53 PM
Haz,

You got it about right. Unless Firaxis wants to patch civ3 to fix this, that is the only way to do it. At least that I know of. It is a little bit of extra work, but technically speaking it is pretty easy to do.

Desert Fox
Oct 04, 2002, 09:12 AM
I am challenging all the good players out there playing the latest 3.0 The Balancer, which is featured as part of the Mod Games Challenge. If you "think" your good at civ3 we want you stop by and sign up! :D

We are featuring "The Mod Games Challenge at the new home for The Balancer at http://www.cdgroup.org./forums/tbs/civ3/

I am playing as the Americans I think no one can beat me :) My play style is better then anyone I am sure of that. If you doubt that I am that good, then come over and prove it. :)

This first TMGC is a very hard game the way it is set up no matter if you play as USA or as the Chinese. Good luck to those who "Think" they're good players :lol:

Desert Fox
Oct 10, 2002, 02:01 PM
Elucidus has wisely decided to approve a hardware section for the web site. For now it is called Hardware Questions & Answers. Access to the Hardware section can be found at the future CDG Main Front page here: http://www.cdgroup.org/forums/

This section is being Sponsored by NeoTech Solutions. This company is local to Las Vegas & is dedicated to building custom gaming computers. They do service calls for on site repairs and/or upgrades.
The company is owned an operated by Shawn Webster. He has about 7 years experience in the industry. He will post relevant messages regarding the latest hardware to enhance your gaming pleasure in the hardware news forum. He will answer questions as well, that you may have regarding tweaks, best cards to buy, building your own PC, or whatever you need. :cool:
He will post special deals he is offering for gaming upgrades or complete systems too. Not that it will be a place peppered with ads for his business. He is only posting current specials just in case someone is interested in saving some cash. Could be something used or special item hard to find.

The main point of this new section is to help you when any problem arise when playing a game or whatever questions you may have. Enjoy. :)

Elucidus
Jan 19, 2003, 05:12 PM
Whew, been a long time since we updated this thread. The balancer is still alive and kicking, I just haven't updated this thread about it. I guess I should have. Balancer is up to 3.1 for Civ3 and 3.1J for PTW. I would link you to it, but I don't want to cause any problems. If you are interested in the mod and can't find it, the link in my signature will get you there or you can PM me, or email me, or just goto my profile and click on "my website".

Colwyn
Aug 20, 2003, 08:47 PM
I removed the abilty to build railroads and now this mod is perfect civ3 as it should be.

Elucidus
Aug 20, 2003, 08:56 PM
removed the ability to build railroads? What do you mean?

Colwyn
Aug 20, 2003, 09:04 PM
Originally posted by Elucidus
removed the ability to build railroads? What do you mean?

By making the worker task prerequisist to build railroads the very last advance. I figure if the games still going then, then railroads will soon speed it up to a conclusion.

Elucidus
Aug 20, 2003, 09:18 PM
Ahh, okay so you did mean it literally.

May I ask as to which version you are playing?

Colwyn
Aug 20, 2003, 09:25 PM
Originally posted by Elucidus
Ahh, okay so you did mean it literally.

May I ask as to which version you are playing?

I'm playing 3.0 (at least thats what its saying)

Really good, tough even matched games!

3.1 from what I've heard in buggy?

Elucidus
Aug 20, 2003, 09:59 PM
3.1 is a lot less buggy than 3.0, especially if this is the 3.0 that is on the PTW disc.

Colwyn
Aug 29, 2003, 12:01 AM
I noticed that the tech tree isn't fully active/linked ie you have Facism as a tech tree item to research but its available with radio! same goes with CIty state etc.

The game scenario says its version 3.1 but the download is Balance 3.1.zip at 32 meg. Is this right or have I gotten something mixed up.

Elucidus
Aug 29, 2003, 06:30 AM
Is this for PTW opr regular Civ3? Because the tech tree issue was fixed a long time ago, If I'm not mistaken.

moni
Sep 19, 2003, 03:57 AM
Can anyone tell me if there is an alternative graphics set that can be used with this mod? The mod is great but the graphics are just....ugly.

Elucidus
Sep 19, 2003, 09:23 AM
I assume you mean the terrain. Which part of the terrain graphics are ugly to you? It would help more if we had specifics so we can look into better options. Suggestions would be even better.

We will be replacing a lot of the graphics in the Conquests version of the mod. But a lot of the mod will change as well.

Thank you for any feedback you can provide.

moni
Sep 19, 2003, 09:59 AM
The resource icons look as if they have been drawn on the screen, and look like they don't belong.

Elucidus
Sep 19, 2003, 06:07 PM
That is something we can definately address. Thank you.

Elucidus
Sep 19, 2003, 06:08 PM
Oh, I meant to ask, would you prefer resource icons that blend in better or that look like a type of terrain themselves? Hard to explain, but like say for apples have apple tree in there instead of the apples themselves. This would make it harder to see the resources, but would make it fit in smoother. Let me know what you think.

Colwyn
Sep 20, 2003, 05:32 AM
I've been playing quite a bit recently and this is civ3 the way it should be.

I'm also a expereienced civ player and the mod is a great challange in the way its always touch and go not too hard nor too easy, just one long fight.

Elucidus
Sep 20, 2003, 09:06 AM
Thanky ou glad you like it. I hope the conquests version is just as balanced, for lack of a better word. :D

Colwyn
Sep 21, 2003, 09:33 PM
One thing I think is very important to do for a future mod of this is to change the pre-requests for the wonders so that 1-3 civ's doesn't end up building all of them.

If you put in more pre-req's inc the trait advance's then it will help with the diversity of the wonders. ie Mt rushmore is a good example needing Marble,

Either a trait or a good should be needed for every wonder!

Also a problem exisits with the great libary wonder, you or the AI end up getting all the traits which is a Huge advantage (I play with this wonder removed).

Elucidus
Sep 21, 2003, 10:09 PM
Yeah, the great library problem was fixed, rebroken and supposedly fixed again.

As for the requirements, we had already planned on diversifying many of the wonders and adding in some more. this is for the conquests version of course.

Lachlan
Sep 22, 2003, 06:08 AM
In 3.1k the problem is fixed ?

Colwyn
Sep 23, 2003, 11:26 PM
I have been playing the PTW 3.1 version and I have gotten no great leaders in 5 games.

I'm playing with 1.14f patch only as the 1.27 one crashes sometimes.

When I play vanilla CIv3 with the mod I get them.

This problem disrupts the game as I can't build armies!

I have even reloaded 30 times with a stack of 5 elite units attacking, no GL?!

Elucidus
Sep 24, 2003, 10:04 AM
That is just a run of bad luck my friend, the great leader effects are hardcoded. It may be different in Conquests, but as far as the mod goes we didn't change anything there.

Sorry about the problems, I know I have gotten Great Leaders in the game. I can ask the testers when the last time they got a Great leader was. I'll let oyu know the findings, and again I am sorry for the problems.

Yes, in 1.27 the Great library should work as normal.

Colwyn
Sep 24, 2003, 05:54 PM
Would it have anything to do with the fact that I've replaced the civ3.exe file with the No cd version?

I do own the original but I have a notebook with a DVD drive that most often gives me the Please insert CD problem associated with some DVD units so I found this as a fix.

Would this be the problem?

Elucidus
Sep 24, 2003, 06:06 PM
I don't think it should cause the problem, I have done that a few times myself, but that was a long while ago (although I can't anymore being a beta tester).

Innocence
Oct 07, 2003, 04:00 PM
Ehm, is this mod/scenario still in development? Cause none of the links I've tried leads to download of the 3.1 version, including the link to cdgroups?

Elucidus
Oct 10, 2003, 06:24 PM
Actually the latest version can be found here. (http://www.cdgroup.org/forums/tbs/civ3/viewtopic.php?t=4570)


Sorry for the delayed response.

Chillingworth
Nov 03, 2003, 10:57 AM
Hello,
Thanks for the hard work on this Balancer Mod
The Balancer is Awsome, really brought back the "edge of your seat" thrill for me.
My yard will have to remain overgrown with volunteer trees and weeds for a while longer, gotta play Balancer instead.

I found out about the Balancer when I bought the Pre-Order "best of the net" disk for Civ3 Conquests.

I installed everything into the Scenario folder in my PtW folder/ but I don't remember seeing any directions for how to do that-I just guessed. Are there directions somewhere that say how to do this? Is there a new version with the Conquests CD? Will it install automatically?

Thanks,
Chillingworth

Elucidus
Nov 03, 2003, 11:39 PM
Well, I am not sure how the conquests bonus disk installs them since I already had it installed...but the file you can download has an autoextractor with it. If you want from there you can select the directory. Also this is still in development and we are hitting it pretty hard now that Conquests is here. Let me know if you want to sign up for beta testing or anything.

Glad you like the mod, we certainly enjoy making it...sometimes more than playing it.

Kingpin
Aug 13, 2005, 01:03 PM
For any of you who have used the Balancer mod in the past, we have created a new version for Conquests: The Balancer Reloaded (TBX-R)

You can get the new version from the Evo-Games forum. I would have posted it here, but it is over 500 MB in size.

Go here to get it: http://www.evo-games.net/Home/viewtopic.php?p=21004&sid=772ddd31f879d4fbe6abd97125835614#21004

Feel free to leave your comments here or at the Evo-Games Balancer forums.

NeverMind
Aug 13, 2005, 04:49 PM
Kingpin,

Great mod! :thumbsup:
I suppose you should start a new thread sinse TBX-R is quite different from previous versions.

Donkey Puncher
Sep 09, 2005, 09:33 AM
I have the balancer that come on civ3 complete. the vresion is 3.1xp . My problem is that I cant get the game to make setllers . Is ther a patch that I can down load to fix it

Kingpin
Sep 09, 2005, 06:13 PM
That version is a little on the buggy side. You're better off downloading one of the later versions from the forums. I'm not sure if there is a patch for that particular version. I haven't been involved in the previous versions of the Balancer, just the Balancer Reloaded.

Go here: http://www.evo-games.net/Home/viewforum.php?f=104

Make sure you start a new game downloading and installing.

kevin2350
Sep 27, 2005, 06:51 PM
Have TBX-R and enjoy it but there are missing descriptions of wonders. Don't know whether to build them or not yet I find the AI is building them.
Is there a patch which gives these details?

My mistake. I have TBX3. Am now downloading TBX-R :blush:

kevin2350
Sep 28, 2005, 04:13 PM
Have TBX-R and enjoy it but there are missing descriptions of wonders. Don't know whether to build them or not yet I find the AI is building them.
Is there a patch which gives these details?

My mistake. I have TBX3. Am now downloading TBX-R :blush:

Have just spent 12 hours [dialup] downloading TBX-R and Stuffit will not open it. What was used to compress this file? Since I will now have to get that programme to use the download.

kevin2350
Sep 29, 2005, 01:03 AM
Have just spent 12 hours [dialup] downloading TBX-R and Stuffit will not open it. What was used to compress this file? Since I will now have to get that programme to use the download.

OK, got Stuffit 9 and all well.

kevin2350
Sep 29, 2005, 01:10 AM
Feel free to leave your comments here or at the Evo-Games Balancer forums.[/QUOTE]

Have had three goes. Found two problems.
Iron never appeared as a resource, even by the time I had feudalism..
Game froze each time when at some stage I opened the civilopaedia and there were too many links.

MulletRobZ
Feb 03, 2007, 06:16 PM
Darn! Does anybody happen to know where I can download version 3.1 XP of The Balancer mod? The version included with Civ 3 Complete (Mac) does not work (file size is only 4 MB when I noticed that it was supposed to be 56 MB, so files are missing) and whenever I tried to use TBX-R, it freezes after loading at 76%.

Thanks in advance.

Kingpin
Feb 23, 2007, 07:39 PM
kevin, those two problems are not something that can be fixed as they are problems with the game's coding. All I can say is, tough luck on the iron... and don't open up those civilopedia links.

MulletRobZ, I don't know where you can get TBX 3.1. TBX-R has not been tested for use with the Mac version of Civ3 Complete. Firaxis moved files around in the PC version of Civ3 Complete making TBX-R a bit of a challenge to get working.

darkedone02
Feb 26, 2007, 11:00 PM
is this new or old?

T.A JONES
Feb 27, 2007, 02:32 AM
is this new or old?

This is the old one man. Still good but you got to fire up "Reloaded" (on this same page) for all the goodies and 100% completeness.

oh wait, theres no custum soundtrack, just what ya got on winamp ol friend.:D (though I might give you a early warning this time) ;)

michapr77
Mar 02, 2007, 10:48 AM
I have the Civ III complete and tried playing the balancer mod.....however when I build my city the game ends and I have an embarrassing defeat. What do I need to download to fix this?

Kingpin
Mar 03, 2007, 04:48 PM
michapr77, what version of the balancer are you trying to play?

egaonogenki
Mar 03, 2007, 06:01 PM
Does this mod also give us unlimited cities? I sure hope to find one that will lift the 512-city cap for all time.

Kingpin
Mar 03, 2007, 06:48 PM
As far as I know, the city limit is hard-coded.

michapr77
Mar 03, 2007, 07:26 PM
The Balancer 3.1 xp

T.A JONES
Mar 05, 2007, 06:46 PM
I have the Civ III complete and tried playing the balancer mod.....however when I build my city the game ends and I have an embarrassing defeat. What do I need to download to fix this?

IM just curious michapr77 I see you have CivComplete/conquest so why arn't you playin the latest release Balancer Reloaded. Is it cuz you saw the Balancer mod in your Civcontent files? Thats how I found Kingpins's TBX-R mod an this place aswell.

Have you seen the link in Kingpin's Siggy? Its completly finished with more everything but less bugs along with better pedia. That mod in your hands is not finished in many areas. Though still better then many of its day, its no Reloaded thats a promise

Unless you have already played Reloaded and are looking for something along the same lines, I highly recommend you give it a try. No lie, its actually one of the best out there. True to the original rules, making it an X Pak approach to the massive expansion, you will play this one and truly appreciate the wotk thjats gone into it

Goodluck
T.A

Ipslne
Mar 19, 2007, 11:32 PM
Is there a specific thread for The Balancer: Reloaded, or would it be alright to inquire about it here?

T.A JONES
Mar 20, 2007, 05:09 PM
Is there a specific thread for The Balancer: Reloaded, or would it be alright to inquire about it here?

Here it is.

If you have any problems try Pm'ing Kingpin. Hes the mods designer and hosts the site Ive linked you to . Your in for one of the best Civving expierences ever, I kid you not. :)
Good Day,
T.A

Ipslne
Mar 21, 2007, 01:36 PM
lol thanks for the link, though i had found it earlier soon after posting xD

I also PMed Kingpin, hope he replies soon... I'm having some problems extracting all the files now that it's downloaded.

T.A JONES
Mar 22, 2007, 12:44 PM
Hey if you can't get a hold of King just let me know and I'll send you em bro. This mod, no one should be with out! (seriously) :)

Elucidus
Mar 26, 2007, 03:31 PM
Kingpin doesn't check over here very often.
You can find him here. (http://www.strategamer.com/forum/member.php?find=lastposter&t=677) This is his contact profile.

Kingpin
Mar 26, 2007, 05:47 PM
Sure, give out my contact profile ;)

T.A JONES
Mar 26, 2007, 07:36 PM
Hey King, nice to see ya. I hear a few requests for your mod along my travels though sometimes (twice) I get a pm later saying they can't get the bit torrent to sqeeze out. Ever thought of reverting to FilePlanet,> I know its what SoG used for his bigger file size. (he cut it in half)

Atleast there you can hit the d-load button and go to work or eat dinner depending on cable speed, and presto! its done. With torrent its crazy fast but not a gurantee to go down all times.
Just an idea, n' thanks for the listen.

Elucidus
Mar 26, 2007, 09:16 PM
Sure, give out my contact profile ;)

Hey, you took over the Balancer you took over the contact responsibilities. :p

Kingpin
Mar 27, 2007, 06:13 PM
Well Jonsey, I've been trying to come up with some alternative method to distribute the mod. Once we get Creative Design Group up and running again, we're hoping to have a proper bittorrent tracker there for the Civ community to use.

As long as people use Azureus, TBX-R downloads just fine right now. I see people downloading it all the time. Right now there are four seeders. Stay tuned on the tracker though. It's a bit of a learning curve for Elucidus and me.

Ipslne
Mar 28, 2007, 12:24 PM
Yeah, I was able to use Azureus to get it downloaded fully. So far so good :D

Kingpin
Mar 28, 2007, 07:43 PM
Excellent.

cometflash
Mar 28, 2007, 11:22 PM
Is this mod for PTW or conquest?

Brenjen
Apr 01, 2007, 01:28 PM
I used the Balancer mod several years back & it was one of the best ever, even with the few gliches it had. Since I've built my new P/C (last year) I haven't been able to D/L the Balancer mod again. I just tried again & this time it's working! The estimated D/L time is 3 & 1/2 hours but I'm willing to wait.

I haven't installed or played Civ III in over a year because the Balancer was the only version I liked to play. It'll be nice to play a few rounds again. (I think Civ IV sucks b.t.w.)

Kingpin
Apr 01, 2007, 03:58 PM
Is this mod for PTW or conquest?

The Balancer Reloaded is for Conquests, cometflash

Brenjen, I hope you'll like this version. It has definitely expanded since you've last played it. It takes a long time to download but I think you'll be surprised at how much we packed into 500 Mb. :)

I like to hear your comments once you've taken it out for a spin.

Brenjen
Apr 01, 2007, 09:32 PM
If I could just de-compress it I'd be all set. I D/L'd winace to extract the file after Azureus was finished but it just continued to lock up over & over & I don't have Winrar on this P/C. Once I get it all figured out & installed I'll be sure to post my thoughts if it will work with the CivIII Gold edition,(I just read where it's for Conquest) if not then oh well, I tried.

Kingpin
Apr 02, 2007, 07:25 AM
If it doesn't work in your version, we can probably figure out a way to make it work.

Brenjen
Apr 02, 2007, 08:23 AM
I appreciate that.

Edit: I got the evaluation version of Winrar, extracted the Balancer Reloaded mod into the PTW scenarios folder (that's where the Balancer version that came with the Gold Edition CD is located) The problem I ran into is that the game will recognize the .bic & .bix file extensions but not the .biq

It said "Scenario Version Invalid! - Version BIC files are incompatible with this version of Civilization III. It has .Bic files in the scenarios folder that came on the CD for the vanilla CivIII scenarios; why it said BIC in stead of .BIQ I do not know. Any clue what I can do about this snag?

Edit #2: It doesn't matter if I change the file name to .BIC & put it in the regular (vanilla) CivIII scenarios folder or change it to .BIX & put it in the PTW scenario folder the message & outcome is the same. :-(

I suppose I'm screwed; I can't find a way to change the .BIQ file into a .BIC or .BIX without re-writing everything myself & I don't have the complete or Conquest version of CivIII

cometflash
Apr 03, 2007, 04:21 PM
The Balancer Reloaded is for Conquests, cometflash

Brenjen, I hope you'll like this version. It has definitely expanded since you've last played it. It takes a long time to download but I think you'll be surprised at how much we packed into 500 Mb. :)

I like to hear your comments once you've taken it out for a spin.

Isn't this mod and the reloaded two different mods? I was looking for a good PTW mod to play, as I do not have conquest, and as in the OP says extract to the civ III folder (and not to the conquest folder), I tough I had being luck to find a PTW mod:( .

But Thanks for your reply.

Brenjen
Apr 03, 2007, 05:20 PM
This is a .BIQ file & our versions will only accept .BIX or .BIC files

michapr77
Apr 07, 2007, 11:28 AM
I had a friend download the balancer reloaded to a disk for me, he has high speed and I have dial-up. I placed it in the conquests scenarios folder and tried to play but it doesn't show up. What can I do to fix this. The type fo file says full.rar. Should it be something else? Please help.

Kingpin
Apr 07, 2007, 12:11 PM
Brenjen, .biq is the conquests file. If you want something for PTW you can try Kingpin's mod which you can get on my website.

michapr77, it sounds like the file is still compressed. You need to uncompress it into the Conquests\Scenarios folder. Download Winrar to decompress it.

michapr77
Apr 07, 2007, 02:22 PM
Kingpin thanks for the help. However now that I have uncompressed the file I put it in the correct folder and tried to play but I got this error message:

ERROR Reading File
missing entry in "Scenarios\..\Conquests\Middle Ages\text\pediaIcons.txt"
ICON_BLDG_ALCHEMIST_House

Any ideas.

T.A JONES
Apr 07, 2007, 08:03 PM
Kingpin thanks for the help. However now that I have uncompressed the file I put it in the correct folder and tried to play but I got this error message:

ERROR Reading File
missing entry in "Scenarios\..\Conquests\Middle Ages\text\pediaIcons.txt"
ICON_BLDG_ALCHEMIST_House

Any ideas.

Make sure the Bic (conquests symbol) and the file (folder icon) are beside each other in the conquest scenario folder. NOTE: The Bic can not be tucked away in the Balancer Reloaded file or the game will crash.

michapr77
Apr 07, 2007, 08:17 PM
I had already figured that out. Thank you though. The problem is it says missing entry for a file and doesn't load the game.

Edit: I had a brainstorm and deleted and then reloaded the game. It plays fine now. 'Slaps self up-side head'

Brenjen
Apr 07, 2007, 09:15 PM
Brenjen, .biq is the conquests file. If you want something for PTW you can try Kingpin's mod which you can get on my website.



:lol: I'm aware of that now that I've got it all downloaded & decompressed. I wish I had been aware of it before I wasted all that time on the D/L Balancer was the only Civ mod I ever cared for, is "Kingpin's mod" similar? Does no one have the old Balancer in the .BIC or .BIX format? If not does anyone know how I could go about changing the .BIQ files to a .BIC or .BIX format?

cometflash
Apr 12, 2007, 10:53 PM
I think you cannot change from an early version, to an old one. Only the opposite, an old one to an early one.

Kingpin
Apr 13, 2007, 05:47 PM
"Kingpin's mod" is similar to TBX-R. TBX-R is actually a sort of merger between "Kingpin's mod" and the early balancer mods.

Brenjen
Apr 13, 2007, 07:43 PM
I might give it a shot kingpin, thanks for the info. I usually do my own little modifications on the normal game to make it more to my liking, for instance I make workers air transportable, cruise missiles sea transportable...realism changes like that. The balancer was right up my alley with the visual improvements on the terrain & the cool goodies added in I really enjoyed it & it gave me a yearning to play when I was pretty burned out on the game. I thought CivIV would be a great release, but it just doesn't appeal to me. I suppose I need to get the conquest add on to go with my gold edition & stop fussing with it.

Brenjen
Jun 16, 2007, 12:52 PM
I finally went out & bought CivIII complete so I could use this freakin' mod lol; just started a game an hour or two ago when the power went out. I'm about to start it up again & I just wanted to say that so I'm liking it as much as the original Balancer mod.

T.A JONES
Jun 17, 2007, 07:42 PM
I finally went out & bought CivIII complete so I could use this freakin' mod lol; just started a game an hour or two ago when the power went out. I'm about to start it up again & I just wanted to say that so I'm liking it as much as the original Balancer mod.

Cool you will like this. You have Conquests so shoudn't you be trying Balancer Reloaded? thats the greatest version that I know of. This might the PtW mod I heard was combined TBX-R and "Balancer' mod

Remember to read the thread if you need any help and just ask if any part is still giving you trouble

Kingpin
Jun 23, 2007, 07:01 PM
FYI, I have just made The Balancer Reloaded available for direct download. You can get it here: http://wotg.stgfc.com/phpBB2/viewtopic.php?p=6936&sid=391c6a210369092d21fd9ea370a001da#6936

Brenjen
Sep 01, 2007, 01:01 PM
Cool you will like this. You have Conquests so shoudn't you be trying Balancer Reloaded? thats the greatest version that I know of. This might the PtW mod I heard was combined TBX-R and "Balancer' mod

Remember to read the thread if you need any help and just ask if any part is still giving you trouble

Reloaded is the one I'm using.