View Full Version : Rise of Rome Scenario
Justus II Jul 28, 2002, 02:02 AM Well, I don't claim any credit for originality, but here is my first scenario. I actually started this as more of an experiment, to learn how to use the editor. Anyway, it is as nearly as possible a literal translation of the Civ II Rise of Rome scenario from the CD into Civ III. I give credit to TrueLight, from Apolyton, for posting the Mediteranean Sea map, which was a pretty nearly exact rendition of the Civ II map.
I then went in and edited the civs to match the seven of the original scenario (Rome, Carthage, Macedonian, Ptolemian, Seleucid, and Independent Greeks, and Celts). Every city is placed in the same tiles as the original, and most roads/improvements are also the same. (Some slight changes to ensure they have at least one luxury, horses, or whatever resources they needed). Also, all units are in the same starting locations, with a few modifications, for unique units. Greeks and Macedonians have Hoplites, Carthage and Seleucid have Elephants, (and a couple strays thrown in), Ptolemy have a 3.1.2 War Chariot, and the Celts have a 3.1.2 Rider unit instead of all the chariots that the scenario gave them. (when did the celts use chariots?).
I also replaced all settlers and caravans with workers, and diplomats with scouts (to make contact with other nations). Obviously, we can't edit diplomacy yet, so you will start out at peace/no contact with all other nations, to be fair you should declare war on the independents the first turn. (Pyrrus has already landed at Taras, after all).
It is currently set up as a scenario, with Rome as the human player and the other six already selected. You can edit the .bic to select another player as the active (human) player, I have tested it as Carthage and Macedonian, but the original was designed for the Romans.
The big caveat, as it was in the original, is the Tech Tree. I did not modify it at all (yet ;) ), and in the Civ II version most civs had almost all the ancient techs, except Iron Working, so they start in the Medieval age. Most of the other tribes actually start with Astronomy (which allows sea trade, and a carry over from Civ II). I have slowed down the rate of tech advances, but I intend to revamp the tech tree to create some new units and things to work for.
As I mentioned, feel free to play around with this, it was mostly my way of learning the editor so I can work on a more detailed Roman scenario. Let me know if you find any bugs/wierd events/etc. I tested it on Emporer level, and did reduce the barb. bonuses and the starting units for the other races.
Have fun!
(BTW, this is just the .bic file, it only uses existing units/leaders/graphics etc. so there are no other files to download - I will get more involved with my other scenario)
Version 1.1 Update
Corrected a few Unique Unit problems with the greek civs, this should be the complete list.
ROME: Caesar
UU: Legionary 3.3.1 ** V 1.2 now 4.3.1, cost 40
CARTHAGE: Hannibal
UU: War Elephant 4.1.2
MACEDONIAN GREEKS: Antigonus
UU: Hoplite 1.3.1
PTOLEMAIC GREEKS: Cleopatra
UU: War Chariot 3.1.2
SELEUCID GREEKS: Antiochus
UU: War Elephant 4.1.2
INDEPENDENT GREEKS: Hiero
UU: Hoplites 1.3.1
CELTS: Vercingetorix
UU: Rider 3.1.2 ** V1.2 now Chariot, 3.1.2 cost 30
Notes:
Units: There are a couple of extra War Elephants thrown in (Phyrrus has one, for example)
but they cannot be built by the other civs.
Leaders: I kept Cleopatra to match up with the leader animation, and she was a decendant of
the Ptolemy line. Other leaders are matched with who they are based on, so Hannibal is
Shaka (I know Carthage is really a phoenician city, but I ran out of middle eastern leaders)
Antigonus is Hammaurabi, Antiochus is Xerxes, Hiero is Alexander, and Vercingetorix is
Bismark.
Version 1.2 Update:
Tech tree redone, see post later in this thread for details or readme. The second era (Republican Era) has most of the old middle age techs, some moved around, and obviously no gunpowder!;) The third era has fewer techs. Also, a couple of units were changed, the Legion is now 4.3.1 and costs 40, and the Celts do have their Chariots, at 3.1.1 and cost 30. Many improvements have been renamed to match the time period, and there are many newly renamed wonders available through research. Enjoy!
Version 1.2b Bug Fix:
Several people have reported problems when a Great Leader is created. Apparently when I changed the names of the eras, the game is looking for a LEADER folder with that name. (see posts on second page of this thread for more details). I have a link for a zip file with generic LEADER and ARMY folders, which are non-era specific and will avoid this era. They use the Middle Ages graphics. Just download them and unzip them into your art\units subfolder. Here is the link to the file:
http://www.civfanatics.net/uploads/Leader_Army.zip
Version 1.1 removed after 129 downloads
LouLong Jul 28, 2002, 12:17 PM Actually the Celts and especially tribes from Belgae (enlarged Belgium) and England used war chariots. I am not sure about over tribes though.
The main issue is that some think they were used mostly for noblemen burials (inside) and for ceremonies rather than war.
My 2 cents
Otherwise thnk for the idea of this standard scenario and so quickly.
Dwlding it now.
Justus II Jul 28, 2002, 12:54 PM I have edited the first post to include the Version 1.1 update, which fixes some glitches on UUs for the greek civs, where they had in some cases their older civ's UUs still checked, etc. This should be corrected now, and the UU list given above should be correct.
LouLong: I remember reading about the Britons, but by the 3rd century BC I thought almost all chariots had been obsolete, except for Egypt's royal guard. I gave the Rider the same stats as the old chariot, so it shouldn't affect game balance either way.
BTW, although the Celts begin way behind in tech, most of their units start out as veteran, and they have lots of barracks, as opposed to most of the other civs, so they are definitely a challenge. Of course, they also start out at peace with Rome, but the original scenario had them with no contact also.
Capt Ajax Jul 29, 2002, 11:50 AM Great scenario!!! I love old world civs.
Call me biased but I think it would be neat to see Leonidis, King of Sparta, Hero of Thermopoli, a Greek leader in the game. What Greek has better demonstrated the most effective use of the Greek UU, the Hoplite. Afterall the Hoplite is intended for use in the game as a defensive unit, ( 1.3.1 ) and as we all know Thermopoli was the mother of greek battles where the defensive Hoplite made history. Just a thought, not complaining or anything.
Justus II Jul 29, 2002, 08:34 PM I am looking for leaders for both Sparta and Athens for my next version, which will hopefully better represent all of the powers. The leaders in this one were taken directly from the Civ2 scenario. I am about half-way through with a modified tech tree for this one (version 1.2?) which mostly includes existing techs that would be appropriate in the game, or with slight modifications (still without changing any files other than the .bic).
I also may revert back to the chariots for the celts, after further research, I have found references to their use up to 250 BC.
After that, I will start working on my new scenario, which will be a more complete mod, including new units, techs, improvements, resources, etc and multiple nations, and probably covering a longer time period. I will also be using a slightly larger map, to include Britain.
Capt Ajax Jul 30, 2002, 08:08 AM Cool,
I was thinking that an all greek game would be neat. I wounder if it would be possible to represent the seperate city states of Greece in a "Single City" game. I wounder if it would even be any fun?????? Just a thought.
Justus II Aug 01, 2002, 01:15 AM Version 1.2 Update
Revised Tech Tree!! I have modified the tech tree, after the first era (since most civs
begin with those techs anyway). You can look at the Science advisor screens, they are
mostly accurate (even though they look a little strange). Again, without changing any
graphic files, it was tricky to get that to work, so some icons look odd, but I tried to
swap out techs in the same locations on the tech tree, so the arrows are correct, just a
lot of blank spots where techs are no longer needed. I have tried to allow the development
of a number of units and improvements that would still fit in the classical period. Without
editing the civilopedia, the text can't be changed, but as far as I know, all the icons
are correct and the relationships (prerequisites, etc) are correct. The tech tree gets
pretty thin in the third age (Imperial Age), and the fourth age (Late Empire) just has
New Knowledge, then future tech.
I renamed a number of improvements and wonders to make them fit the time period better:
Improvements
Forum = Courthouse
Ampitheater = Colosseum
Public Baths = Hospital
Basilica = Police Station (Basilicas were often used as larger courthouses)
(Requires Praetorian Guard)
Wonders Requirements
Marius' Reforms = Sun Tzu's Art of War (Flexible Tactics)
Colosseum = Shakespeare's Theater (Advanced Architecture)
Bread and Circuses = J.S. Bach's (Patronage)
Provincial Taxation = Smith's Trading (Census)
Roman Citizenship = Universal Suffrage (Citizenship)
Eastern Capital = Forbidden Palace (Tetrarchy)
Frontier Armies = Pentagon (Federate Allies)
Imperial Treasury = Wall Street (Banking)
Battle Medicine = Battle Medicine (Medicine)
Great Voyage = Magellan's Voyage (Navigation)
Great Observatory = Copernicus' Observ. (Astronomy)
There is also a new Government, Empire, which replaces Democracy. It is slightly more war-
friendly, with lower war weariness (same as republic), and one free unit per town in
support. Other statistics are the same as Democracy, so it should make it easier to rule
a huge empire.
Without creating new folders, I was unable to change the names of any units, but there are
several units that will become available through tech, which had classical equivalents:
Unit A.D.M Cost Equivalent
Caravel 1.2.3 (40) = Round ships, Transports
Knights 4.3.2 (60) = Kataphracts, various Heavy Cavalry
Pikeman 2.4.1 (40) = Praetorian Guard (or other royal guard units)
Rider 5.3.2 (70) = Federati (German cavalry), Barbarian heavy cavalry
Changed Units
Legion 4.3.1 (40) (to differentiate it more from swordsmen, which are now available)
Chariot 3.1.2 (30) Celts unique unit
Rome can now build swordsmen (and starts with 2, in place of the chariots). These represent
auxillary units, being cheaper and less effective versions of legions. They do not upgrade
to Legions.
The Imperial Age and Late Empire are pretty sparse, but I don't think that the scenario
will usually last that long, so it may not be as much of a problem. It is hard to develop
more techs/units within this scenario concept (i.e. no new graphics/files/etc.) I may
update it again if I get enough suggestions, but I am going to concentrate on a new Roman
scenario that will be designed from the ground up with new graphics, new units, a new tech
tree, etc. It will also be based on a more realistic map and involve more civs and
resources. In the meantime, I hope you enjoy this scenario, that makes up in playability
what it lacks in realism, and that it reflects what the original civ2 scenario intended.
Justus II Aug 01, 2002, 01:31 AM Here is the Republican Era tech tree. Many techs are the same, with some changes in what units or orders they allow. Seafaring has many of the abilitys of Astronomy (Sea trade, better survivability for galles). Empire takes the place of Democracy. The arrows are all correct (I tried to arrange techs to match the arrows), obviously those pointing at blank spots mean that there is no tech there.
Justus II Aug 01, 2002, 01:32 AM The Imperial Age
Carthago Aug 01, 2002, 08:47 AM I took your original which was very cool/ nostalgic and added to it. Check it out and feel free to borrow any ideas.
1 issue I am having is that I cant seem to get it to work properly. It freezes while "loading scenario".
I would appreciate it if you could take a quik look at the .bic file and let me know if there is a quick fix or not.
thanks
Thomas Davie Aug 01, 2002, 11:30 AM Thanks for this scenario. Very much appreicated. If you are taking suggestions for your forthcoming Roman scenario (:)), then may I ask for the Punic Wars?
1rst 265-241 bce
2nd 218-202 bce
3rd 149-146 bce
Featuring largley Rome and Carthage, but essentially covering the entire Mediterranean area.
It would really be a wargame rather than a Civ type game.
Tom
Thomas_Davie Aug 02, 2002, 06:31 AM Right click on the Greek unit that is initially visible to the south of the Roman cities and get a crash.
Tom
Justus II Aug 02, 2002, 11:08 AM I'm not sure if you had tried to move any units yet, but as long as you move a unit to make contact first, you should have no problem. I think the game is still confused with some of the scenario stuff, since you start with borders adjoining civs you haven't contacted yet, etc. Move one of the warriors (or whoever) adjacent, so you "explore" the city, and then make contact.
Justus II Aug 02, 2002, 11:11 AM BTW, I will be out of town for the next two weeks, at Fort Leavenworth (for training, not confinement ;) ), I will have my
laptop, so I should have internet access, but I won't be able to work on Civ3. Post any questions and suggestions, though, becuase I will pick back up when I return.
RE: Punic wars, that will definitely be a major part of the scenario, although it may require the human player to declare war at certain times, since there are no events or other diplomacy controls in the editor.
Thomas Davie Aug 02, 2002, 12:23 PM As soon as I get home from work, I'll fire up your scenario again, and try moving a unit and then attempt contact again. I'll report back here what happens.
I *hope* that setting diplomatic states will be possible in the editor when PTW comes out.
I'd dearly love to play Punic Wars 1/2/3, having just purchased and delving into; a) The Rise of Rome by Polybius and b) The Punic Wars by Adrian Goldsworthy.
thanks
Tom
Thomas Davie Aug 02, 2002, 08:38 PM I move a couple of untis, including one into the 'Independent Greek' territory, and let a turn pass. Next turn, when I right click on the Independent Greek Unit....BAM....to the desktop.
Tom
Justus II Aug 02, 2002, 08:49 PM Sorry, not sure what it could be, I just tried it again myself, no problem, even without moving any units. Have you used any previous mods? This doesn't require any new files, but it does require most of the original files. Specifically, the leader animations for each civ will refer to the ancient age animations during each of the first three eras. Make sure you haven't done anything to change those leaderhead files. Otherwise, I am out of ideas. Anyone else have a similar problem, or some suggestions?
Thomas Davie Aug 03, 2002, 12:25 AM Ancient Mediterranean Mod 0.3.6, but I uninstalled that because I couldn't get it to work. Back to a full install of the game, and then the 1.29 patch.
Tom
Agamemnus Aug 03, 2002, 04:58 AM The Gauls used mostly warriors in pants but the nobles used horses. The Celts of Britannia used lots of Chariots (Queen Boudecca comes to mind) but also mostly just plain warriors in pants. :)
For an excellent view on the subject, buy a translation of Julius Caesar's 'De Bello Gallico' (of the Gallic Wars). :D
There may also have been a book (written by others) prior at the time of Marius and Sulla. Dunno. :confused:
Zouave Aug 03, 2002, 08:50 PM Originally posted by Thomas Davie
Thanks for this scenario. Very much appreicated. If you are taking suggestions for your forthcoming Roman scenario (:)), then may I ask for the Punic Wars?
1rst 265-241 bce
2nd 218-202 bce
3rd 149-146 bce
Featuring largley Rome and Carthage, but essentially covering the entire Mediterranean area.
It would really be a wargame rather than a Civ type game.
Well, THAT's good!!
BTW, can we lay of the Politically Correct "bce" stuff? 'BC' will suffice.
Thomas_Davie Aug 04, 2002, 10:30 AM bce as opposed to bc? I'll be honest; I am *not* sure what you mean. That's what I learnt in my philosophy classes. And, I will assure you I am not politically correct at all.
But, if you'll tell me the distinction between bce and bc for PC purposes, I'll endeavour to change (if I feel it worth it).
Tom
Agamemnus Aug 04, 2002, 10:55 AM BCE = Before Common Era
BC = Before Christ (Christianity?)
BCE is politically correct because it doesn't mention religion.
Thomas_Davie Aug 04, 2002, 12:37 PM I did manage to get the scenario working. I uninstalled *EVERYTHING* related to Civ 3, and then went through the registry and did the same. Reinstalled and applied the 1.29 patch, and now Rise of Rome 1.2 works.
Zoauve, now that I understand what you mean, I'll pose you a question. Would it be more politically correct of me to leave BCE in as a descriptor OR to agree to your request and to leave it out as a descriptor? (said tonuge in cheek, but kinda seriously)
Tom
LouLong Aug 04, 2002, 12:37 PM Thanks for the scenario and the improvement on it.
Thomas_Davie Aug 04, 2002, 09:18 PM Was playing this scenario and received a great leader, but some kind of error enssage popped up and the game dropped to the desktop.
Tom
Justus II Aug 04, 2002, 10:03 PM Not sure why that would be, although I had that happen once before with the Ancient Med mod, but not with this scenario. I will have to look into that when I get back.
brausemaus Aug 05, 2002, 12:01 PM sorry for my poorly english, i have very fun by Rise Rome for 1 hour.
then say the game to me, wehn want the game kreatet a leader: " Error: in File Art\Unit\Leader.ini "
what can i do??
many thanks from old-germany
Thomas Davie Aug 05, 2002, 12:53 PM I have nothing else installed except this scenario and that's the error message I got.
Tom
btw, I think your English is quite good. I understood it, and as far as I'm concerned that's sufficient.
Daaraa Aug 06, 2002, 07:36 AM A few things.
First great scenario. This was the first one I tried. It is nice to get back into scenarios.
I haven't had a leader pop up yet so I don't know if I'll have the same problem.
Suggestion - Add more cost to the settler or pop 3. It'll slow down the AI expansion and force the AI to concentrate on units. I've got the Egyptians who are running all over africa and it is the 2000 BC (don't know how many turns exactly). They have even circled the Carthigians and are into Algeria and Morroco! :eek: However, I am glad the Celts are settling Europe for me :D
I've only built 2 settlers. One for Silks in Corsica (IIRC) and One near spices by Trieste.
Havok Aug 06, 2002, 03:06 PM This is a great one! It might even be one of the ones they add to the expansion pack...hopefully.
Justus II Aug 10, 2002, 08:02 PM I will have to look into the leader thing when I get back, the only thing I did is add some leader names to the Roman civ, through the editor. Maybe someone could try to go in and remove any new names (I think before Trajan).
Otherwise, I will check into it next weekend when I get back in town. I am glad everyone likes it.
As for settlers, I have thought about increasing the pop cost, and also changing desert terrain so it can't be settled. Hopefully that would help.
Justus II Aug 18, 2002, 09:53 PM OK, I am back, I am looking into the leader bug. If someone has a save game right before they gained a leader, it would help, so I could try to replicate the problem. Thanks.
brausemaus Aug 19, 2002, 11:18 AM Hello Justus II,
The attachment Save Game File is running before the Game make crash.
When the Elite Legion win the Battle and the Game will createt the first Leader.
Salve from old Germany
Brausemaus
( Brause is a Coke without Collors, Maus is Mouse)
Justus II Aug 19, 2002, 10:12 PM I found the problem. When a leader is created (or an army, for that matter), it first looks for a folder called LEADER MIDDLE AGES or whatever era that civ is in. Since I renamed the eras, there is no folder with that name to hold the leader graphics. Apparently it then looks for a generic LEADER folder. Rather than create seperate folders for each era, since I don't have new graphics anyway, I copied the Middle Ages LEADER and ARMY folders, and then renamed the .INI files to just LEADER.INI (and ARMY.INI). The actual graphic files remain the same. I am attaching these two folders, they must be unzipped into the art\units subdirectory, with all the other unit folders. Do not change existing folders. This will also solve the problem with any other mod which uses different era names, such as the Ancient Med mod. It should not interfere with any other mods. I chose the middle ages leader and army graphics, since they show an armored leader, which seemed closer to a legioniare than the ancient leader, who looks more like a prophet. If you don't want to add any folders, you could go into the editor and change the name of the eras back to the original (middle ages, industrial, etc.)
Justus II Aug 19, 2002, 10:25 PM Sorry, I can't attach the file, so I uploaded it to the server.
Here is a link to the file with the two folders. Otherwise,
you can just copy and rename the folders from Middle Ages
and rename the INI file to just LEADER (or ARMY).
http://www.civfanatics.net/uploads/Leader_Army.zip
Rhye Sep 20, 2002, 12:39 PM Wrong city positions (Sparta by the sea? Rome in Tuscany? etc.)
Wrong city names (Sena? What is Sena? Maybe Siena? If it's Siena, then it isn't where you put it)
Justus II Sep 20, 2002, 05:37 PM As I mentioned, this was just an attempt to replicate the "Rise of Rome" scenario that was included with the CIV II CD, but using CIV III. I just took the same cities, locations, etc from the CIV II scenario map. I have been working on a new version, that will have a new map, etc., probably based on Thamis' Ancient Med modpack. This will have a redesigned map, with more accurate resource placement, multiple unique units, a redesigned tech tree, etc. Let me know if you have any suggestions!
Rhye Sep 20, 2002, 07:15 PM It's true, the mistakes were made by civ2 microprose scenario creators
Yoda Power Sep 27, 2002, 04:52 AM I like what you have done, but I think it should be bigger. Therefore have I added some cities and slighty changed the rules, would you mind if I posted it?
Justus II Sep 27, 2002, 06:47 AM Sure, post it, but please give it a different name so it can be distinguished from the main version. I welcome suggestions for alternate versions, but the main version should replicate the Civ2 scenario as closely as possible.
Yoda Power Sep 27, 2002, 08:42 AM here is it
LuckyOrDead Oct 01, 2002, 10:44 AM I think the scenario is great, but every time an elite unit builds a leader the game crashes.
Is anyone else having that problem.
I am running the 1.29 patch.
:D :( :D :(
Justus II Oct 01, 2002, 11:09 AM Did you install the ARMY and LEADER folders into the art/units directory? This was an error that several were getting earlier, so I uploaded a .zip file with the new folders, that should take care of the problem. There is a link at the first post of this thread.
LuckyOrDead Oct 02, 2002, 07:57 AM Thanx, that did the trick
conormcgarry Oct 07, 2003, 10:42 AM Citizenship tech should be before imperialism an all that stuff, its about 250bc when that became a big thing...
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