View Full Version : North America


sprnv8
Aug 17, 2002, 10:55 PM
North America,after the Human Race decided to bomb the crap out of each other and destroyed most of the land.
Nobody won war for every civilization toke on heavy losses. (9 survived)
Those 9 had to leave there land and go to the only land that did not have a whole lot of pollution on it.The now
unpopuladed NorthWestern Land once called North America
You made it to the FUTURE ERA Tech. and still know it only because you were smart and saved those Techs. and 100000 in gold.
But with no Cities and Stratigic Resources are few and far between you are in a very weak state, but at least
the wild life survived like it has through out time.There are some rebels out there that went
on thier own way, if you are not careful you might end up DEAD!!!!!!

Version Changes 1.6
Rifleman now upgraded to Infantry,
Giant Spider is now visible,
Added some more Rubber and Salt Peter Resources,
Chance of Rioting now 40%
Min. Pop. for "We Love the King" now 8,
4 people affected by Smilie Face,
Forest Value in Sields now 30.

Windows Path for Civilization III Conquests: (C:/Program Files/Infrogrames Interactive/CivilizationIII/Conquests/)

INSTALL:
Step by step Install:
Click on My Computer,
Find Local Drive C and Click on it,
Find and click on Program Files,
Find and click on Infrogrames Interactive,
Click on Civilization III,
Find and click on Conquests,
Find and Click on Conquests, COPY THE NORTH AMERICA FOLDER HERE!!!!
Click on the back button in the Menu Bar,
Find Scenarios and click on it, COPY THE BIQ FILE HERE!!!!

Have fun playing this long Scenario.

Rule Changes:
players data
resources
general settings
scenario data
workerjobs
restless barbarians

Units: Not all Civ 3 units are used some have been deleted.
Added Units: M/ T/ A/ D/ OR/ BS/ BR/ RF/ HPB/

Apache Ah64 3/ /18/16/ 8/ / / 3/ 1/Blitz,Radar Needs Coal,Uranium

Attack Chopper 3/ /15/13/ 8/ / / 3/ 1/ Blitz,Radar Needs Coal,Uranium

Strike Fighter 4/ /22/18/ 8/ 17/ 8/ 4/ 3/ Blitz, Radar, Invisible, Stealth, Detect Invis., Lethal Land,Sea Bombardment

Advanced Jet Fighter 4/ /20/15/ 15/ 15/ 8/ 4/ 3/ Blitz,Radar, Invisible, Stealth, Detect Invis., Lethal Land,Sea Bombardment

Laser Infantry: M=2, A=18,D=22, RR=iron, UA=,foot unit, Civilization=Glowfreaks

Laser Satellite: M=1, A=1, D=11, BS=19 RR=iron,uranium, UA=immobile,infinite bombard range, Civilization=Reavers

Laser Tank: M=2, A=20, D=17, OR=3, BS=10,BR=2, RR=iron,coal, UA=blitz,radar,lethal land bombard, Civilization=The Warlords

Mecha: M=2, A=19, D=18 OR=8, RR=iron UA= foot unit,all terrian as roads,detect invisible, Civilization=Brotherhood

Power Armor: M=3, A=17, D=13, RR=horses,iron, UA= radar,rotate before attack,ranged attack animation, Civilization=Cooms

Panther: M=2, A=18, D=17, OR=3, BS=15, BR=4, RR=aluminum,rubber, UA= radar,ranged attack animation,lethal land bombard, Civilization=Trade League

F-22: M=2, A=22, D=16, OR=6, BS=10, BR=7, RR=iron,oil, UA=ranged attack animation,rotate before attack,lethal land bombard, Civilization=Seekers

Probe: M=3, A=19, D=15, RR=oil,rubber, UA=blitz,radar,stealth,ranged attack animation, Civilization=Milforcomus

F-15: No Changes, Civilization=Smokers

Modified Units: M/ T/ A/ D/ OR/ BS/ BR/ RF/ HPB/

F-15 3 / /16/10/ 8/ 10/ 8/ 2/ 1/ Blitz,Radar,StartsGolden Age Lethal Land,Sea Bombardment

Helicoptor 3/ 8/ / 5/ / / / / / Transports Only Foot Units

Jet Fighter 3 / /16/10/ 8/ 10/ 8/ 2/ 1/ Blitz,Radar,Stars Golden Age,Lethal Land,Sea Bombardment

Stealth Fighter 1/ /18/ 9/ 8/ / / 2/ / Stealth,Immobile

Stealth Bomber 1/ / / / 8/ 13/ 8/ 3/ / Stealth,Immobile

Rifleman: M= 1 A= 3 D= 4 RR- saltpeter (Original)

Galleon: M= 3 T= 4 A= 1 D= 2 RR= Nonen (Original)

Wastelanders's Units:
Giant Spiders; M= 3, A=20, D=20, UA= blitz, all terrian as roads,radar, stealth

Giant Squid: M= 3, T= 10, A= 20, D= 20, UA= blitz,radar,amphibious,invisible,

Terrain Modified: F / I / C / Bonus F / I / C /
Desert 0 / 1 / 0 / 1 / 1 / 1 / Hills 2 / 2 / 0 / 0 / 3 / 2 / Sea 1 / 0 / 1 / 0 / 0 / 0 /
Plains 2 / 2 / 0 / 2 / 2 / 2 / Mountains 0 / 2 / 2 / 0 / 4 / 4 / Ocean 0 /0 / 0 / 0 / 0 / 0 /
Grassland 4 / 0 / 0 / 3 / 3 / 3 / Forest 1 / 2 / 0 / 0 / 0 / 1 /
Tundra 0 / 0 / 0 / 0 / 0 / 0 / Jungle 1 / 0 / 0 / 0 / 0 / 1 /
Flood Plains 4 / 0 / 0 / 2 / 0 / 2 / Coast 1 / 0 / 2 / 0 / 0 / 0 /

Worker Jobs: Turns:
Mine 4 Plant Forest 15
Irrigation 3 Clear Forest 10
Fortress 3 Clear Jungle 11
Road 1 Clear Pollution 5
Railroad 2

Player Starts With:
2 Settlers
1 Worker
3 Marines
10000 Gold
Future Era
Future Tech= 300
Starting Government= Monarchy
Barb. unit= Rifleman
Adv. Barb. units Giant Spider

CREDIT:
Modifcations = Sprnv8
City & Civilization Names = Ed' o ' War
Apache Ah64 = BoneDoc
Strike Fighter = Graveatr
Attack Chopper = BlueO
Advanced Jet Fighter = ?
Laser Infantry = NeoMega
Laser Satellite = ? = maybe MazterJo
Laser Tank = NeoMega
Mecha = Kinboat
Power Armor = BlueO
Panther = Kentonio
F-22 = Dragon Warrior
Probe = ?
Giant Spiders = Dark Sheer
Giant Squid = Kinboat

Dowload (http://www.civphpbb.net/download.php?id=3)
Home Page (http://www.civphpbb.net/viewtopic.php?p=2#2)

sprnv8
Aug 17, 2002, 10:56 PM
Map:

sprnv8
Aug 17, 2002, 10:58 PM
Terrain:

sprnv8
Aug 17, 2002, 10:59 PM
Resource:

Resources redisturbied after v1.1

Breddan
Aug 18, 2002, 12:30 AM
Holy carp, that map is huge... Looks nice with a high level of detail, but I have one question; where are the rivers? Good job on it, though :)

sprnv8
Aug 18, 2002, 03:39 PM
Originally posted by Breddan
Holy carp, that map is huge... Looks nice with a high level of detail, but I have one question; where are the rivers? Good job on it, though :)


OOPS!! I'm sure there are some things I forot to put in there, like
Rivers, Pollution.
I'm working on that now for another version:cool:

bnmac3
Aug 20, 2002, 03:04 PM
can I use your map for a senario I am working on?

sprnv8
Aug 20, 2002, 06:55 PM
Originally posted by bnmac3
can I use your map for a senario I am working on?



Yes! You may.:cool:
Thank you for asking:cooool:

Ed O'War
Sep 11, 2002, 05:44 PM
sprnv8: On your sig, it should read Dec. 7 1941, not 1940 (I assume you're referring to Pearl Harbor). I agree with the sentiment, though.

stalin006
Sep 11, 2002, 07:10 PM
i was about to say the same thing.......it was dec.7 1941

Ed O'War
Sep 12, 2002, 10:39 AM
Interesting scenario. I especially like getting 'skilled modern armor' when I take a goody hut! :) I was Germany, in the south, and Russia was towards the east, so I just built two Explorers and capped all the goody huts I could find around Russia until I had about 6-7 Modern Armor, then just romped on 'em. That was a lot of fun (usually the computer is the one romping on me :) ).

I really like your map. It's familiar enough to be recognizable as North America, but also has enough changes to make it a credible post-apocalyptic version of the continent, a nice mix of the familiar and the unknown.

A few suggestions:

1) Consider reducing the road movement rate a little, to maybe four or five. At six, my Explorers just zipped all over the place.

2) Also, maybe consider putting a few more strategic resources on the map. I controlled almost all of the southern portion of the map, but had no rubber or oil. I know you want to keep resources low, but a few more would help.

3) Another reason to add resources is that the Russians only had Riflemen to defend themselves against my Modern Armor. Even though the MA were only conscripts, they still had little trouble working over the Russians.

4) Maybe add a few more civs, from 5 to say 7 or 8. There was a LOT of space between most of the civs. At one point the Zulus declared war on me because I wouldn't give them my territory map, but I didn't care because they were so far north I knew it would take them forever to reach me.

5) If you want to invest the time, maybe make up your own post-apocalyptic civs and city names. It would take more time and work to do, but would make it a more believable post-apocalyptic scenario.

All in all, it was fun to play.

Psycho420
Sep 12, 2002, 05:50 PM
nicely done!:D

sprnv8
Sep 15, 2002, 07:06 AM
Originally posted by Ed O'War
Interesting scenario. I especially like getting 'skilled modern armor' when I take a goody hut! :) I was Germany, in the south, and Russia was towards the east, so I just built two Explorers and capped all the goody huts I could find around Russia until I had about 6-7 Modern Armor, then just romped on 'em. That was a lot of fun (usually the computer is the one romping on me :) ).

I really like your map. It's familiar enough to be recognizable as North America, but also has enough changes to make it a credible post-apocalyptic version of the continent, a nice mix of the familiar and the unknown.

A few suggestions:

1) Consider reducing the road movement rate a little, to maybe four or five. At six, my Explorers just zipped all over the place.

2) Also, maybe consider putting a few more strategic resources on the map. I controlled almost all of the southern portion of the map, but had no rubber or oil. I know you want to keep resources low, but a few more would help.

3) Another reason to add resources is that the Russians only had Riflemen to defend themselves against my Modern Armor. Even though the MA were only conscripts, they still had little trouble working over the Russians.

4) Maybe add a few more civs, from 5 to say 7 or 8. There was a LOT of space between most of the civs. At one point the Zulus declared war on me because I wouldn't give them my territory map, but I didn't care because they were so far north I knew it would take them forever to reach me.

5) If you want to invest the time, maybe make up your own post-apocalyptic civs and city names. It would take more time and work to do, but would make it a more believable post-apocalyptic scenario.

All in all, it was fun to play.

Thank you for your comments I will be doing some changes to the Scenario.
I knew that there was still some changes, but you won't get them untill you post and find out what they are.

Originally posted by Ed O'War
On your sig, it should read Dec. 7 1941, not 1940 (I assume you're referring to Pearl Harbor). I agree with the sentiment, though.

Thank You for pointing that out will fix right away.

Any more info for changes on North America to be on next version?

sprnv8
Sep 15, 2002, 12:09 PM
If you want to invest the time, maybe make up your own post-apocalyptic civs and city names. It would take more time and work to do, but would make it a more believable post-apocalyptic scenario.


Would you or any one have any suggestions on any name for the post-apocalyptic world?
Names of towns for the Civ Regonals?(America)
;)

Ed O'War
Sep 15, 2002, 01:49 PM
Here's a link to a post-apocalyptic scenario I did for 1.17f version of the editor, called The Warlord (the link is in my sig too). I created new civs and mostly new city names. Feel free to take a look at the civs and city names for inspiration. You're free to use any of them that you like in your scenario, just please give credit where credit is due. :)

http://forums.civfanatics.com/showthread.php?s=&threadid=21236

One other change you might want to consider is change most of the woods, plains and grasslands into desert tiles, for a more 'wasteland-ish' look. This is what I did for my scenario: I changed the name of deserts to 'Badlands' (1 food, 0 shields, +1 food with irrigation, +1 shield with mining), and changed the name of floodplains to 'Wastelands' (0 food, 1 shield, +1 food with irrigation, +1 shield with mining). As floodplains cause disease, I reasoned that the 'wastelands' were killing nearby people from radiation poisoning. But this is just a suggestion, I think the map is pretty good as is.

sprnv8
Sep 15, 2002, 06:21 PM
Thanks Alot will let you know when finished and give credit where it is due. Thanks again!!!!!!

Ed O'War
Sep 20, 2002, 10:27 AM
Cool, I see you added some civs. I just downloaded it and will give it a try tonight.

I'm planning on doing a revised and expanded version of my Warlord scenario, and I was wondering if I could use your awesome North American map. I would modify your map to give it a more "wasteland" appearance, and I would also be adding a few more civs to it. Naturally, I would give you credit for the map.

sprnv8
Sep 20, 2002, 10:47 AM
Originally posted by Ed O'War
Cool, I see you added some civs. I just downloaded it and will give it a try tonight.

I'm planning on doing a revised and expanded version of my Warlord scenario, and I was wondering if I could use your awesome North American map. I would modify your map to give it a more "wasteland" appearance, and I would also be adding a few more civs to it. Naturally, I would give you credit for the map.

Sure!:cool: No problema:cooool:

Ed O'War
Sep 20, 2002, 11:44 AM
Originally posted by sprnv8


Sure!:cool: No problema:cooool:

Many thanks. I greatly appreciate it. :)

sprnv8
Sep 21, 2002, 11:40 PM
Let me know when you are finished so I can try.:cool:

Ed O'War
Sep 22, 2002, 11:37 AM
Originally posted by sprnv8
Let me know when you are finished so I can try.:cool:

Sure thing, but it may be a little while yet as I'm finishing up an revised and expanded version of my Alien Earth scenario. Thanks again.

sprnv8
Sep 22, 2002, 06:29 PM
No Rush for great Scenarios.

Ed O'War
Sep 24, 2002, 08:57 PM
I downloaded the new version, but when I tried to unzip it I got a message saying it appeared to be an invalid archive. Any idea what that means? I haven't had any problems unzipping any other files I downloaded from Civfanatics. I'm looking forward to giving the new version a try.

sprnv8
Sep 24, 2002, 11:04 PM
I don't know what that problem is, but when I downloaded one it was an empty file.:confused:
Have an idea what that is???
So I put a link so you can download the Scenario.:) ;)
Just tested it and all the files are there.
Sorry for the inconvence.

Ed O'War
Sep 25, 2002, 09:19 AM
No problem. I'll download it tonight when I get home from work. Many thanks.

Ed O'War
Sep 25, 2002, 10:20 PM
I played for a couple of hours tonight, and I like the changes you made. Adding more civs to the scenario makes it more challenging and more interesting, and there's still plenty of empty space in between them to explore. Here are a couple of suggestions just from what I got from what little I played tonight:

1) I noticed the computer builds lots of Explorers. This is understandable considering the size of the map. But after a while the Explorers start to go around in circles, and it gets a little boring watching the computer do this. One possible solution is to increase the cost of Explorers from 2 to around 3 or 4. Another solution is to give the Explorers a low attack and defense value (say 1/1--btw, they come with an attack animation and sound, it just isn't used in the standard game), so that they can be killed off, though then it wont be possible to cature them. A third possibility is a combination of both, give them A1, D1 and increase the cost to 3. Of course, you may not want to change Explorers at all, it's just a suggestion.

2) I also noticed that the new civs are using the UU's from their standard counterparts. For example, the Reavers (replacing the Zulus) still have the Impi as their UU. This just seems to be a little out of place in a post-apocalyptic scenario. You might want to consider tweaking these UU's to make them a little more appropriate for the new civs. Either change their names or change their stats, or both.

In case you aren't familiar with it, you can easily rename units by having a folder and .ini file with the appropriate name. In the .ini, reference the folder of the unit you are copying, i.e. ..\Impi\ImpiAttack.flc for each line in the .ini file. This doesn't require much memory, so won't significantly increase the size of the download.

I'll play the scenario more later this week and if I notice anything else I'll be sure to post it here.

sprnv8
Sep 26, 2002, 03:07 PM
Will do man, have to make some changes.
Thanks for the heads up.
I haven't had a chance to play it for I ma working on another Scenario.
the maps is that of Earth 320 billion years ago, and some new units. (to my Scenario)
Thanks again for the heads up.:cooool: :smoke:

sprnv8
Sep 30, 2002, 04:06 AM
Newest version in the first post.
North America v1.4

Ed O'War
Oct 01, 2002, 09:30 AM
Cool, I'll download the new version tonight and take it out for a spin. :)

sprnv8
Oct 01, 2002, 08:22 PM
I played it for a little while and one small problem that I found is that the Computer & I guessing your (player 1) governor wants to build Explorers, I raised up the cost and I don't think it did any good. :cry:
Any solutions too this very small but annoying problem?

Ed O'War
Oct 02, 2002, 01:04 PM
Have you tried giving the Explorers combat values, say Attack 1, Defense 1 (or maybe a little higher). This won't stop the computer from building lots of Explorers, but at least they could be eliminated in combat.

A more extreme solution would be to have Explorers require some resource to build, maybe horses or iron or even both. Of course, anyone who had the required resources would then build lots and lots of Explorers, but at least there would be fewer over all civs building them.

I haven't had a chance to try version 1.4 yet, but will probably play it tomorrow after work.

sprnv8
Oct 04, 2002, 10:12 PM
Yes I have the Explorer in My Scenario has a Shield cost of 6, Attack of 2, and Defence of 2.

Maybe I could take out the Explorer all together,
How does that sound?
And you could use the other units to explore.


Any other problems with the Scenario?

Ed O'War
Oct 05, 2002, 12:37 PM
I don't know about taking the Explorer out all together. This just might make the AI build even more units to explore with. I'm still playing it, I'll post some comments later this weekend.

Edit: I was till playing around with v 1.3, but when I tried to download 1.4, I got an error message saying it couldn't connect to the file server. Is it just the upload file server that's messed up?

sprnv8
Oct 05, 2002, 09:15 PM
I don't know. I got the same Error when I tried to test download after reading your post. I have very little experience with program problems unless they are basicly common sense.

I did ask Thunderfall for help maybe he can shead some light on this problem!!:D :D

Thunderfall
Oct 06, 2002, 12:31 AM
Originally posted by sprnv8
I don't know. I got the same Error when I tried to test download after reading your post. I have very little experience with program problems unless they are basicly common sense.

I did ask Thunderfall for help maybe he can shead some light on this problem!!:D :D
You need to make sure the download link is correct.

I noticed two typos:

The link was http//www.civfanatic.net/uploads2/North_America_v1.4.zip
First, you forgot the semicolon : after http. Second, it should be civfanatics.net, not civfanatic.net.

The best way to avoid these mistakes is after you uploaded the file to the server, look for your file in the upload folder and right click on it to copy the link. Then you just paste that link to your post...

sprnv8
Oct 06, 2002, 08:53 AM
Thanks very much Thunderfall, I will write that down on a peice of paper and put it in front of me.


I now have all the links right, so please feel free to download without problems.:lol:

Ed O'War
Oct 06, 2002, 11:29 AM
I just downloaded all five parts. Thanks for checking into that sprnv8, and thanks to TF, too. :)

Ed O'War
Oct 06, 2002, 02:05 PM
Okay, here are a few comments from playing version 1.4. One of these issues (#6 below) was probably in version 1.3 as well, I just didn't look at the .bic file for that version so I didn't notice it before:

1) I like that you added Giant Spiders for the barbarian unit, very appropriate for the setting. Nice touch. I noticed you gave them Stealth. The Stealth ability only works for aircraft. I believe what you were probably thinking of is Invisibility, which does work with land units. Also, giving them Blitz, Radar and All Terrain Roads is a bit too overpowering. Maybe they should have Blitz and Invisibility or Blitz and All Terrain as Roads, but probably not all four abilities. Also, at first I thought the stats of 20/20/3 were too high, then I remembered you used Modern Armor before and there didn't seem to be too many problems with that, so the stats should be fine.

2) I also like the addition of Giant Squids for for the barbarian sea unit. You've given them the transport ability. Unfortunately, the barbarian AI, from what I've seen, doesn't know how to use sea transport (at least, I've never seen the barbarian transport units by sea).

3) The cost of Future Tech was reduced to 150, normally I think it's 400. Was there any reason for doing this? I think this should probably be left at 400, as I was able to reach Future Tech 10 in no time flat.

4) Perhaps the civs should start with Monarchy instead of Communism. They've got 10,000 starting gold, but can't use it to rush build under Communism. If you wan't to keep Communism, maybe you could reduce the starting gold to something like 500 or 1,000. This isn't really very critical, but all that money is useless with the Communist form of government, especially at the beginning of the game.

5) I saw in the read me that you've given the Laser Satellite the Infinite Bombardment ability. However, I think this only works with nuclear weapons (i.e. ICBM). Have you tried the laser satellite it in your scenario yet, and does it work with Infinite Bombardment?

6) This one is the most important, and I'm surprised I didn't run into this in version 1.3: the new units you've added have unique civilopedia entries (example: PRTO_Giant_Spider). If you're going to do this, then you should also provide the units_32.pcx, PediaIcons.txt and Civilopedia.txt files you are using, along with the appropriate unitslarge.pcx and unitssmall.pcx pictures. Otherwise, the game may crash, especially if you click on the science advisor or the civilopedia, and may cause the game to crash in the city screen.

Note, however, that adding all of this material will significantly increase the download size of your scenario. Also, until PTW is released (with the new mod manager), players would have to manually swap files to play your scenario. This isn't too hard to do, but it may turn people off to your scenario because they'll perceive it's too much trouble to install.

What I like to do when I add new units is to use the civilopedia entries for similar units. For example, for the Laser Tank, I would just use the Modern Armor entry (PRTO_Modern_Armor). It isn't perfect, but it's close enough, it decreases the size of the download and makes things easy for other users. True, if players click on the civilopedia entry for the Laser Tank they'll get the description of the Modern Armor, but IMHO it's a minor consideration. Besides, I rarely read the civilopedia entries for units anyways, but then that's just my playing style.

I've already gone ahead and done this in version 1.4 so I can continue to play it without having to worry about any unexpected crashes, though I haven't changed anything else. If you like, I can PM you a copy of the modified .bic for your review.

All in all I like how things are shaping up. I do miss not being able to get Modern Armor from goody huts, though. :) You have an advanced barbarian slot that you aren't using. You may want to consider assigning Modern Armor, or some other unit, to that slot--you've got it, why not use it.

If I come up with more feedback or suggestions, I'll be sure to post them.

Ed O'War
Oct 06, 2002, 05:42 PM
Okay, I played a couple hours more and came up with a few more suggestions:

1) It would be nice to have an intermediate defensive unit between the Explorer and Infantry. How about adding Rifleman back in, but have it require Saltpeter or something like that.

2) I got hemmed-in in the north western part of the map with no oil, so I couldn't build any transports to ship settlers out with. I was thinking it would be nice to have a zero-resource sea transport unit. Maybe add the Galleon back in.

3) I noticed the barbarians didn't seem to be making any Giant Spiders, or maybe they just never attacked me.

4) Maybe give the helicopters All Terrain as Roads ability, to reflect that they fly over the terrain, and thus are not impeded by woods, jungles, hills or mountains.

All in all, its a good scenario for empire builders. Hope this helps. :)

sprnv8
Oct 07, 2002, 06:32 PM
Yes that is going to help out alot.
The more info the better the Scenario!:)

:)civ2
Oct 08, 2002, 08:36 PM
this is the best scenario I've downloaded yet!Great job!

sprnv8
Oct 09, 2002, 09:44 PM
Originally posted by :)civ2
this is the best scenario I've downloaded yet!Great job!
THANKS man I'm really glad you like it.
I have updated it at ED O War's request,hopefully with his help this Scenario will only get better.
Just haven't put it in the readme yet so I haven't posted it yet.
Maybe tomorrow after I get off work.

sprnv8
Oct 09, 2002, 10:21 PM
Couldn't wait until tomorrow.
Get the update now, tell me what you think!:)

:)civ2
Oct 10, 2002, 07:31 PM
can't wait!

sprnv8
Oct 13, 2002, 05:55 PM
Any thoughts yet?:)

Ed O'War
Oct 14, 2002, 09:14 AM
I played it for a few hours on Sunday. I really like the improvements you implemented. I have a few more minor suggestions, but I don't have time to get into them right now. After work I'll post them for you. Great scenario! :)

sprnv8
Oct 14, 2002, 03:22 PM
Let me have'em!!!!!!:)

Ed O'War
Oct 14, 2002, 08:07 PM
Two quick suggestions for things that I think are relatively minor:

1) Enable Riflemen to upgrade to Infantry. When I built riflemen I wasn't able to upgrade them to Infantry later, though I noticed that riflemen disappeared from the build qeue when I was able to build infantry. Maybe you just need to check the box that enables the Upgrade button.

2) Though I like the idea of invisible spiders, the down side is that we never get to actually see the cool spider units in action. I would disable the invisible function for the spiders just so that we can see them crawling across the post apocalyptic wasteland. :)

Again, these aren't urgent things so maybe you can just save them to include in a later version of the scenario, maybe after PTW comes out. All in all, this is a fun scenario. Good work. :)

sprnv8
Oct 14, 2002, 09:22 PM
Originally posted by Ed O'War
Though I like the idea of invisible spiders, the down side is that we never get to actually see the cool spider units in action. I would disable the invisible function for the spiders just so that we can see them crawling across the post apocalyptic wasteland. :)


I see your point, I wanted to make the unit more difficult the fight because if you can't see your opponet you can't beat your opponet. Know what I'm saing?

no problem with the rilfeman.

I have another Scenario in the making, it is almost finished, just have to work out a few bugs in the INI unit files and try to get unit_32 pcx for specific unit: Dragon Dreadnaught, can't remember creator, know where to get one?

Ed O'War
Oct 15, 2002, 09:10 AM
I think I have a copy of the Mecha_Dragon units_32.pcx (from BlueO's Mecha-Dragon, right?). I'll post it here when I'm home for lunch, in about 3 long hours. :)

Ed O'War
Oct 15, 2002, 01:20 PM
Okay, here's a copy of a units_32.pcx that has the mecha-dragon in it. I got this from S3d's Alien Legacy mod. Hope this helps.

sprnv8
Oct 17, 2002, 05:17 PM
Thanks for the Units_32 it will come in handy.
Wonder if you maybe able to help on my unit problem? I want to put a unit called Dragon Dreadnaught in my next Scenario, when I play the game an Error comes up and says it can't read the INI. file.
Every thing seems to be in the correct spots and spelling seems to be correct but I still can't seem to figure it out. might you help me?

Ed O'War
Oct 17, 2002, 09:30 PM
Originally posted by sprnv8
Thanks for the Units_32 it will come in handy.
Wonder if you maybe able to help on my unit problem? I want to put a unit called Dragon Dreadnaught in my next Scenario, when I play the game an Error comes up and says it can't read the INI. file.
Every thing seems to be in the correct spots and spelling seems to be correct but I still can't seem to figure it out. might you help me?

I think I have a copy of BlueO's mech-dragon. I'll take a look at it to see if I can get it work (I've never used it before). I'll post here what I find out.

Ed O'War
Oct 17, 2002, 09:45 PM
Assuming we're talking about the same unit, I had no problem getting BlueO's Mecha Dragon to work in the game. If you like I can e-mail the unit folder to you (it's about 1.18 MB zipped, no sounds). Hope this helps.

sprnv8
Oct 18, 2002, 01:33 PM
The creator of this Dragon Dreadnaught is I thnk GIDustin.((My mistake BlueO is the creator of the Dragon Dreadnaught))
But if you can I will put that one in there instead the Dragon Dreadnaught. THANKS

Ed O'War
Oct 18, 2002, 05:55 PM
PM your e-mail address to me and I'll send it to you.

sprnv8
Oct 19, 2002, 10:38 AM
Forgot to unflag giant Spider's invisible tag, will have that in next version.
Any other suggestions will be great.

sprnv8
Apr 20, 2003, 08:21 AM
There are errors with some of the Units in this version.
I am trying to fix them now.

I have been really busy lately with work and trying to buy a house, so I have some time now and in progress of fixing the known/unknown errors.

Version 1.6 will be here soon. nothing new has been added.

sprnv8
May 29, 2004, 03:15 PM
This has been updated to v1.6
Download is in first post.

barrybeal
Jun 07, 2004, 08:57 AM
Has any one had any problems with the extra units under Conquests 1.22 or is it just me ? Looking at the unit creation tutorial - I have found some spaces and one tab at the end of lines in the extra unit INI Files that might be related to my crashes. I also find that trying to look at the Units in Civilopodea causes an immediate fatal crash for the program - which is supposedly one of the tests for improper unit files.

sprnv8
Jun 13, 2004, 09:43 PM
You must have not installed the files correctly.

I edited the file so that I have the newer units the beggining of the game, and they all worked for me, and I have 1.22

Here is a screenshot I took of the units.

Please tell me where you put the files for Conquests, they should have all been in one file.
In your Conquests folder it should look like this:

Art
Conquests
------North America (folder)
-------------Art
---------------Units
-----------------(Unit Folders)
----------------------(Unit Files)
-----------------(Units_32 pcx file)
-------------Text
---------------PediaIcons (Text file)
redist
Saves
Scenarios
------North America v1.6 (Biq File)
sounds
TempUndo
Text

barrybeal
Jun 14, 2004, 10:23 AM
Anyone else tried the scenario successfully.

I uninstalled and redownloaded and reapplied the C3C v1.22 full patch
Would it matter if I have the game installed on Drive G: instead of drive C: - I have
copied alot of the conquests folders to drive C: in case of references but I still get a fatal crash when looking at units in Civilopedia - I notice that there maybe a typo in pediaicons.txt
#ANIMNAME_PRTO_Power_armor
Power Armor

sprnv8
Jun 14, 2004, 03:38 PM
I will check into it futher.:)

sprnv8
Jun 14, 2004, 03:48 PM
When and where do you get this error?

before game,
when game starts,
after game has started and units are avalible,
while tring to view the Entries of the unit

you have to be more specific, bacause I can't get my Scenario to cause an error.
I have seen this typo, but it seems to have no effect on my game.
#ANIMNAME_PRTO_Power_armor
Power Armor

barrybeal
Jun 14, 2004, 07:26 PM
I first got the error during the game when apparently trying to display the Giant Spider unit - I got a message something like unable to find file/text (don't remember which) in #ANIMNAME_PRTO_Giant_Spider
like it couldn't find the unit animation files - then I noticed that some of the blank lines have a space before the carriage return in the Giant Spider.ini which is something that Conquests is supposedly more picky about that normal Civilization 3 (Attack2, Attack3, Fortifyhold) in specific

I ran FLICster and a good random sampling of the animation files seem to work fine so it appeared more of a typo kind of error. I tried to comment out the extra units in pediaicons.txt but that didn't eliminate the error message either.

barrybeal
Jun 14, 2004, 07:52 PM
I notice that advanced jet fighterdeath.flc is misspelled and that the Folder was not First Letter CAPITAL LETTER when unarchived.

Should there be a revised Civilopedia.txt file because you have changed the Tech Tree ? It crashed trying to open Science Advisor

I can't open Units under Civilopedia either during the start of a new game.

sprnv8
Jun 14, 2004, 08:31 PM
I did see some typos in te text file, but for some reason it has not bothered my game.
I looked all my directory and have not found any other unit with the same name as advanced jet fighter (this is how the folder is spelled)
Advanced Jet Fighter (this is how the Unit's ini file is spelled)

#ANIMNAME_PRTO_Power_armor
Power Armor

But this all works for me.

Barrybeal:
How you copied the folder that is named "North America v1.6"
or the one the is named "North America" to your Conquests directory?

The folder that needs to be there is "North America"

If the computer can't find the Animation files, then I suspect that you have the wrong folder there.
I suspect that you have it like this
Art
Conquests
------North America v1.6 <------- this is wrong
------------North America (folder)
------------------Art
--------------------Units
-----------------------(Unit Folders)
-----------------------------(Unit Files)
-----------------------(Units_32 pcx file)
-------------Text
---------------PediaIcons (Text file)
redist
Saves
Scenarios
------North America v1.6 (Biq File)
sounds
TempUndo
Text

barrybeal
Jun 15, 2004, 08:28 AM
I have used the North America folder name. I was under the impression that Conquest was very picky about unit names - you must have it running in some kind of debug mode. It crashed whether located under Conquests or Conquest\Scenarios These are loaded on Drive G: along with Civilization 3, PTW and Conquests. I have copied the folder to Drive C: under Conquests with no change in the crashing behavior.

Has anyone one else been able to run the game under Conquests and get the special units to display so I know that is something particular to my setup ??

There is a Advanced Jet Fighter Animation file that has the wrong spelling - advanced jet fighterdeath.flc
I thought that the unit folder names had to exactly match the Pediaicons.txt file and the name given the unit in the scenario. I don't know if upper/lower case matters but the folder for advanced jet file is lower case when all the other unit folders are upper case for first letter in each word which matches pediaicons.txt

Also should not the animation directory for Advanced Jet Fighter look like:
#ANIMNAME_PRTO_Advanced_Jet_Fighter
Advanced Jet Fighter

Do you have a pre-Conquests version of this scenario - I would like to try an older version?