View Full Version : Conquer the Earth v0.4.0 Beta


Karhgath
Jan 04, 2004, 01:37 PM
After weeks of tweaking and testing, Conquer the Earth Public Beta 0.4 has finally been released.

It includes the long awaited World Map and the new civilizations. It includes the Ancient and Medieval Eras changes only. he rest is going to be added in future versions.

Here are the major landmarks of the mod for v0.4:
- All new civilizations (Huns, Sioux, Cambodia, Mali, Aksum, Assyria.)
- Each civilization gets 3 traits instead of 2.
- Each civilization gets 2 UUs instead of 1.
- Naval units are totally overhauled.
- Firearms plays a much bigger role in CtE.
- New interesting units available to everyone (Matchlock and Flintlock Infantry, Ship of the Line, Cog, Bombard, Crossbowman and Hussar.)
- Dozen of new techs (Tools, Domestication, Sailing, Standing Military, Naval Ordnance, Firearms, and many more.)
- 2 new Governments (City State and Tribal Council.)
- 4 new resources (Cotton, Coffee, Olive, Rice.)
- New Landmark Terrains (Tropical Forest, High Plateau, Savanna,Steppe, Sand Dunes, High Mountains.)
- An accurate and strategically deep World map based on Kal-El large earth map.
- The sn00py terrain mod.
- Disasters!
- And finally, only High Quality content, originally created by Civ fans. This means no crappy units converted from other games.

Please post all feedbacks, suggestions and bug reports.

Hope you're going to enjoy the mod =)

To find out more about Conquer the Earth, please visit our forums:
http://www.cdgroup.org/forums/tbs/civ3/index.php?h=1&pf=358

To download the mod directly and see the specific changes made, visit this thread:
http://www.cdgroup.org/forums/tbs/civ3/viewtopic.php?t=5101

Download History
-----------------------------------------------
January 4th 2004 - Full Version 0.4.0 now available.
January 7th 2004 - Patch Version 0.4.1 removed.
January 11th 2004 - Patch Version 0.4.2 now available.

Veros
Jan 04, 2004, 04:05 PM
Hi

was playing
cte and recieved an error message
"file not found light cavalry-archer" i was
playing as the
Romans at the time.




r

Karhgath
Jan 04, 2004, 10:21 PM
Do you have the exact error message? or the save game that leads to the error?

Thanks

Mobilize
Jan 05, 2004, 12:50 AM
Very very interesting, I'm downloading this right of way. A lot of the same features are included in my upcoming AUSTRIA CHEROKEE 3 TRAITS WONDERS AND MORE Mod (AC3TWM Mod).

I can't wait til play.

BTW, that error's probably something in the civilopedia or pediaicons. Might want to check out that. :goodjob:

Mobilize
Jan 05, 2004, 05:49 AM
I played as Mali up to 1075BC. Nice mod, very fun. One thing which I noticed is that there's an error for Inti Clubman -ArcheryVicYell.wav, go into the Inti Clubman.ini and change ArcheryVicYell.wav to ArcherVictory.wav and it's fixed. That's the only error I found.

The thing which I hate is how all the civilizations expand everywhere, into Africa, Asia, and Russia. You can't help this, it's the game. Another thing is that Ancient units cannot travel through mountains, marshes and jungle, this is a bare in Africa and in Europe because jungles and mountains are a lot of Africa and Europe is mainly montainous. I can understand the jungle.. but not marshes and mountains.

Very nice though, this will keep me entertained for sure!

Karhgath
Jan 05, 2004, 08:51 AM
Thanks Mobilize, I will fix it ASAP. Are you sure it's the Inti or the Mayan Slinger? I haven't encountered Veros bug yet.

As for expansion... it's a shame. I tried to put higher cost and pop for settlers to slow everything down, but the AI is dumb and still starts building settlers really early on... which means he's barely ever going to build offensive units, so the result is that they are easy picking. So I've put back the default civ3 values much to my chagrin, how well.

I tried to keep civs as confined in their normal areas as possible. That's why most units cannot go thru mountains. To go thru mountains, you need a road, a worker or "Light Infantry" which are Archers and Crossbowman and some UUs. Settlers and heavier infantry cannot go thu mountains, which prevents france building a city in siberia, hehe. So europe is closed from Asia early on, until someone builds roads over the Urals or when the Huns discovers their first UU which goes thru Mountains and Hills to wreck havoc in europe =)

Same thing for Incas and Mayas, to prevent them from building on the whole continent(leaving some place for europeans explorers), they are cut off from south-east america. Same in north america and east asia with the rockies and the himalayas.

I think I was able to balance it properly, although expansionist(especially agri/exp) civs are a bit strong early on, but whats the point of Exp if it doesn't allow that? hehe.

As soon as I add Flavor Techs to the game, I'm going to be able to really guide each civs thru the tech tree and really balance them together.

It is also fun to have only a couple of cities early on, 3-4 in europe and around 5-8 elsewhere, instead of expanding forever. But even if you have only 3-4 cities in europe, you're still going to be in the tech lead, since so many civs are packed there and tech exchange is very common. Even if they have bigger territory, the Americas are going to be really behind in tech when Europe is going to visit because there are so few of them and not all of them can even contact each others.

Mobilize
Jan 05, 2004, 04:40 PM
Heh sorry, it was for the Incan Slinger. The AI builds a lot of offensive units, and a lot of settlers. I took out Carthage with warriors and spearmen real early in the game. Heh, two warriors beat a Numidian Mercenary.. quite rare. The problem is that Assyria, Egypt, Axum, Zulu's, and even the Arabs are all building cities all around me and they are just random placements. It's so bad I can't even pass through without getting kicked back to my territory.

Still fun to play, I wanted to reach Asia but the Urals weren't agreeing with my chariots :(

Karhgath
Jan 05, 2004, 09:00 PM
Yeah, I did a really good job in Europe, due to the crowding, to create 'spots' where the AI is going to build a city. I still need to work out west russia and the rest of the world. When Africa is going to be done, city placement of the AI will be much less random around you =) It just takes LOTS of work to do(took me 3-4 days for europe... which is pretty small). I achieve that by placing resources and terrain at specific place. For example, the AI will settle it's first city at least 3 tiles from the capital. Double Strategic Resources are view highly(even if not visible =( ), and it will think ahead and settle to get the most possible resources in it's future city-radius... well, it's kinda 'Duh' but nice to see it's not random, although they still can see resources not yet discovered.

As for the Urals and Asia... well, that's kinda the point =) Wait for someone to buil roads over to reach asia =) You should have plenty to handle in africa anyway.

I was thinking of completely removing the hills/mountains in the Sahara... Yay or Nay? Pretty useless, even with the Oasises.

BTW, Mali can get pretty strong if you play it well(My favorite civ I think, Malinese Horseman are pretty good too): go for the resources, try to catch as much as you can and you can become a trading monopoly pretty quickly. Watch out for Aksum... unfortunately, Egypt is not a threat... any ideas here?

I also need to tone down resources a bit... look at india for example, ugh... there are more resources than plain tiles, hehe.

Karhgath
Jan 05, 2004, 09:02 PM
Also, a request for everyone playing... if you can note dates when you change eras and discover landmark technologies, or make contact with some sims(discovering the americas for example), that would be great. And the difficulty level you played, and he general strategy you used, that would be great. Still trying to balance the mod so the growth is realistic.

Mobilize
Jan 06, 2004, 02:20 AM
Keep the hills in the Sahara, they are a good place to build and a good intermediate spot for trade, movement, etc.

I chose Mali with the Malinese Horseman in mind. One of my favorite units is the Arab Horseman which you used for it.

I'll notify you when certain significant occurances occur, such as colonization, contact with Asian and American civs, major wars, era changes, etc.

Great scenario, we need more people to post in this thread and download this wonderful mod. I am please with the addition of the Sioux. I would have preferred the Cherokee, but the Sioux are a great tribe as well.

Eh.. I got school tomorrow but I feel like staying up and playing C3C, I'll be playing CtE. :)

Karhgath
Jan 06, 2004, 08:17 AM
I would have loved to add the Cherokee... but then, with the Iroquois to the north and the Cherokee to the south, the Americans would have no place to expand close to home. I wanted to remove Arabia for another Native american tribe, like the cherokee, but I decided against, north america seems balanced right now.

And I don't know about the hills, I want to remove useless city spots as much as possible... I'll test a thing or 2.

Also, since I've put back settlers to the standard cost, I have a dilema here:

Do I keep the second Settler, but make settlers available with a tech, something like Masonry? I don't want to add a new tech because the Ai probably won't research it early(I had a lot of trouble with the tech tree, they ignore Mounted Combat for example... I think Flavor Tech will help) which gives a big advantage to the player.

Or, do I just remove the scond settler. It will also reduce the expansion speed a bit, since you won't have 2 cities building settlers. What do you think?

And yeah, a shame no one else posts here, but I make this mod primarly for myself and if people play it, it's cool, if not, no big deal.

BTW, speaking of the tech tree, what do you think about it?

Mobilize
Jan 06, 2004, 09:35 PM
I would make them more costly and you have to research them. This makes expansion in the game much slower like it was in real life. There weren't cities sprawled all over Earth in 1000BCE.

Karhgath
Jan 07, 2004, 09:42 AM
Version 0.4.1 has been released. It fixes all the known bugs in the pediaicons.txt file and tries to rebalance the settlers.

Check the first post.

Rhye
Jan 08, 2004, 05:26 AM
I really like your work. Well, I've created a similar work (see my signature (I'm still working on C3C version)) and I wanted to add double UU, but you did it first.
I imagine how could be a mod which is mine and yours combined.

Karhgath
Jan 08, 2004, 07:57 AM
Thanks Rhye. I love your work too, finally being able to play fast on bigger maps =) I tried to include features present in your mod(and many ohers) to speed things up, but ultimately, I decided not to go the 16/24 civs on large map route, like you did, for now(because I already finished the Huge map version.) However, in the near future I will create a Large version of the map(or heavily modify one already made) for the mod, maybe with reduced civ, because even my mod is WAY too slow for my poor computer, and testing it gets more and more tedious each time, especially in debug mode.

So, in the end, I want to have a Huge map with all civs and a Large map with less civs, maybe something similar to what you did.

It might be cool to have to expertise maybe for the Large map version and working together to make everything as fast as possible. However, we need to decide if we're going to help each others or work together.

Check your PM.

Roughing56
Jan 08, 2004, 06:31 PM
First off GREAT mod ..umm so far

I get
File- missing entry "Scenarios\conquer the earth\text\pediacon.txt

ANIMNAME_PRTO - HUSSAR

anyone have an idea how I can fix it..Im starting to get the shakes from not playing

Karhgath
Jan 08, 2004, 08:25 PM
Doh, that one slipped under my radar. A quick fix by yourself is:

1) Go to the "../Conquests/Scenarios/Conquer the Earth/Text" directory.
2) Open pediaicons.txt
3) Search for "#ANIMNAME_PRTO_Cuirassier" (without the quotes)
4) Replace "#ANIMNAME_PRTO_Cuirassier" by "#ANIMNAME_PRTO_Hussar" (without the quotes again)
5) Save the file.
6) Reload your save game, it should be fixed.

I'm going to release a fix for it pretty soon, I just need to finalize a couple of things I was adding for 0.4.2.

Roughing56
Jan 08, 2004, 09:23 PM
I will do it thanks!

also had missing #ANIMNAME_PRTO_Native Shooter

to fix Hussar I just added an additional line with it and it seems to work

Thanks for the help this is an awesome mod you made!

Roughing56
Jan 08, 2004, 09:39 PM
Oh and the Native Shooter.ini filr shows as missing

Sword_Of_Geddon
Jan 08, 2004, 10:11 PM
Ok, I just wanted to say, incredible mod.(Ill be playing this while I wait for Rise and Rule's release)

Three suggestions:

1. (IMPORTANT): Get Civilipedia entries for all the unique units, new civs, and the new government types. Especially the new government types(I can't compare them to other existing governments because theres nothing written about them!)

2. You may want to add a new leaderhead for the Mali(The others aren't so bad when it comes to resembling their new roles). I reccomend Ak47's Ethipean Leaderhead availible at CCJ39's homepage.

3. You may want to add Fundamentalism to the game to round off the choices for government types and add another dose of realism to the game.

Karhgath
Jan 09, 2004, 06:56 AM
Native Shooter will be fixed in next release.

Sword_of_Geddon: Thanks for playing Cte =)
1) I know, I know. I'm not much of a writer but I'll put atleast the bare minimum in the civilopedias, especially the governments, because even I switch back and from from the game to the editor to check the differences so... =) These should be done before 0.6.
2) Well, I haven't played with leaderheads yet. The problem is that most of them are pretty big and not to my liking in terms of quality(I'm not saying they're not good) so it doesn't really fit.
3) The problem about govt(and I found it out the hard way) is that the AI usually try them all one after another, and have a specific view of what is the ebst govt, so it's kinda hard to balance it for the mod. I wanted to add much more govt at first but found it to be pretty useless, because if they are similar the anarchy period is usually much more damaging than the gain you're going to get with new govt. That's why I only added 2 of them. Maybe in the future.

Sword_Of_Geddon
Jan 09, 2004, 08:14 PM
So what are the stats for the two new government types exactly?

Karhgath
Jan 09, 2004, 10:04 PM
I don't know them by heart(not a home now) but IIRC and by checking the changelogs:

Tribal Council:
Worker Rate 1
Communal Corruption
Support: 6/2/0
No Labor
Tile Penality and Xenophobic
Cap at 6
No war weariness
Diplomats and spies are conscript
No police or draft
cost 3 per units

City States:
Communal Corruption
Support 0/1/2 **
10 free units **
Cap at 10
Paid Labor
Tile Bonus
Low War Weariness
Draft 0, Police 1
Cost 2 per units (IIRC)

**: Not sure at all of the values, but it definitely have some free units support, either 10 or 15. This prevents City States to become too big due to poor city support.

Also Republic was somewhat changed from C3C:
Increased Corruption
Paid Labor
Support 2/3/4 (increased by 1 for town)
Low War Weariness
Trade Bonus
Cap at 8
Police 1.

The rest isn't changed except feudalism which has support of 5/3/1 now IIRC and despotism has worker rate of 1 and communism at 3.

I just checked, the changelog isn't up to date on that matter, will be fixed as soon as I get back.

BTW, what would you give Fundamentalism in terms of traits? We know that "doesn't require maintenance" is broken for the AI so we arent left with much in terms of variety. I wanted to add Theology also, but the ancient era was getting crowded in terms of Governments.

Sword_Of_Geddon
Jan 09, 2004, 11:38 PM
Hmm, lets see.

Fundamentalism is the escentially the radicalization of Theocracy. Like Communism and Fascism, I'd say no War weariness. Fundamentalist governments(Taliban and Early Revolution Iran) were escentially ideologically charged millitants, so I'd give Fundamentalist Governments a draft rate and millitary police limit of four. On the other hand, such governments pretty much exist as an island surrounded by Anarchy, so I'd give Fundamentalism an even higher corruption rate than Despotism.

I'd have Fundamentalism become availible in the late middle ages, possibly have a couple of new techs, Religious Extremism(Enables Terrorist and Holy Warrior Units), which leads to Fundamentalism. In order to research Religious Extremism, you'd first have to research Monotheisism, Theology, and Theocracy(Another new tech)

So the tech path would look alittle like this:

Printing Press----Democracy----Free Artistry
I
I
Monotheism------Theology----Theocracy----Religious Extremism
I
I
Fundamentalism

Theocracies(Historically) are peaceful communities ruled either by Religious Officials, or abiding by Religious Docrine, examples of this rare Government type include the Colonial Pilgrims and Puritans of New England, where the passes of the Bible were held as Law, and every member of the community viewed everyone else as an extended family.

Therefore, I'd give Theocracy a draft rating of one(For self-Defence), Apocalyptic War weariness if you are the agressor(Attacking your naughbors is not in touch with the teachings of God), an extremely high work rate, and a higher happiness rate(all happy-face producing buildings produce double while under a Theocratic form of Government)

Hope I've been helpful.

Red Boxer
Jan 10, 2004, 11:24 AM
I'm enjoying your mod quite a bit, I had been working on a slow game mod for myself. I'm playing as england (monarch). I haven't had any problems, with files. I've had to rigorously explore the world to build cities anywhere off my islands, and believe me exploring with curraghs is tedious. :) In the game i'm playing there are essentially 3 superpowers, one is dominating. The Huns, who swept south through the norther middle east and into the Balkans and Russian (destroying most of Russian), they are truly in control of this game. The Mongols who have most of China (China having decided that it doesn't want to build settlers, having 2 or 3 cities). The Iroqious who are in control of the entire North american continent. There are a few other powers, England, Arabia, and Zulu. There are a great number of civs who only have the 2 cities and MAYBE 3 if they got really lucky and built another on the far side of somewhere.

One thing I have concluded is that having to wait quite a while for settlers is a HUGE hinderance to civs, especially since others don't. This allows certain civs to expand unhindered. The civs which don't have Masonry (I believe the tech to build settlers) don't really make a beeline towards it either, that is the one thing that really throws the balance off.

I couldn't load my British Knights into a galley is this intentional?

Also the civilopedia definitely needs SOME information which you said you would put it, if so it would be great appreciated. I'm just looking for the stats not the info :)

EXCELLENT work so far.

Karhgath
Jan 10, 2004, 12:24 PM
I've removed the Foot Units only flag for galley in the next patch, it wasn't intentional.

I know Huns, Russians and Iroquois are pretty big. However, I'm still trying to balance it by having few resources in their territories, especially food, and production, which results in small, less productive cities. Most of the people in europe should have 3 cities. The bug with China is fixed now in the next patch.

After having played as Greece, I was still tech leader and was starting to roll out an army to invade my neighbors, even if russia had like 10+ cities. So russia and Huns are going to lag a bit behind in techs usually, and iroquois even more.

As the patches roll in, I'm going to balance every factor so that, even if, in terms of civ score or power calculated by the game, Russia and Huns are in the lead, it doesn't actually means much. I've played a game where germany destroyed Netherlands and France at the end of the Ancient era and carved a pretty strong empire, while I was waging war against Greece and Spain as Rome.

Karhgath
Jan 11, 2004, 04:34 PM
Patch version 0.4.2 now available. It includes patch 0.4.1. The Patch adds some essential Civilopedias(Govts) and adds Flavor Traits, as well as all the bug fixes reported.

Check out the first post for download information and how to see the changelog.

Karhgath
Jan 12, 2004, 01:13 PM
Well with the new patch(that includes Flavor Traits), you can get the tech lead too easily, I think the Flavor % are too low. I am trying to balance it and maybe I'll either remove them or use them differently, we'll see. Any ideas?

Sword_Of_Geddon
Jan 13, 2004, 12:37 PM
I don't see any problems with it under its current system. I think you did a fine job with the latest patch Kahngarth.

Karhgath
Jan 13, 2004, 12:54 PM
Thanks, but playing as Spain, I was in the middles ages in 400 BC and half the civs I knew didn't even discovered Bronze Working so... something is wrong there, hehe.

*Note: Always play at Monarch, it was the difficulty intended for the mod.

Sword_Of_Geddon
Jan 13, 2004, 08:36 PM
Well, I always got my @$$ kicked on Regent back in Civ3 and PtW, I simply assumed that Regent would be the same in Conquests(And your mod by extension).

Now that you mention it, that does explain why I seem to be the only one finishing wonders...hmmm

Karhgath
Jan 13, 2004, 09:20 PM
Well, most wonders now needs a prerequisite, so it stops most civs to just switch to another wonder and finish the same turn(and having 10 wonders built the same turn). So now the AI is less wonder friendly, but still, if you're the only one finishing them...

Sword_Of_Geddon
Jan 13, 2004, 09:47 PM
One last thing you could do(Can't think of anything else) is to put civilpedia entrys on the new units. Tell what they replace(and who they replace it for, like the Teutonic Knights=Germany for instance). Thanks!

I thought I should let you know that there are a number of really good leader heads out there(Some of em you can find at this very site) that would really finish off your mod in terms of completeness.

Karhgath
Jan 14, 2004, 10:06 AM
I'll see about leaderheads, the problem is that they are usually pretty big so... maybe an addon pack for leaderheads in the future.

Sword_Of_Geddon
Jan 14, 2004, 01:22 PM
I dont mean every leader needs a leaderhead to go along with it, just two civs: The Sioux and the civ you replaced the Sumerians with(A QUEEN DOES NOT HAVE A BEARD, unless of coarse its the circus freak civilization)

BTW, what did you think of my ideas regarding Theocracy and Fundamentalism above?

yaksack
Jan 14, 2004, 02:55 PM
Is this mod compatable with Civ III Gold Edition?

Thanks

Karhgath
Jan 15, 2004, 05:14 PM
Yaksack: You need to have Conquest. CivIII Gold doesn't include Conquest as fast as I know.

Sword: We'll see about leaderheads... I might go the way I and Thamis did in TAM, which is use stills photographs or pictures and not leaderheads, maybe flags or crests or something... I'm not sure yet, it's not important for now, I'm halfway to the Final version now anyway.

As for new govts... I'm still balancing the new Govt, as City State is the most popular one right now, and it shouldn't. When I'm done, maybe I'll add some more, but I don't really want to change the tech tree much, it's a pain to do =)

BTW, if anyone would like to do the Civilopedias, go ahead, that would be a huge help =)

Also, the next patch is going to be out today or tomorrow. Will fix one bug with Spearman(can't upgrade to Pikeman) and helps the AI against early player rushes, which is too easy, considering they only have 1/1 warrior and settlers takes a long time to build. It's going to add a Militia, a 1/2 unit, costs the same as Spearman but get -1 HP and it's available from the start.

Sword_Of_Geddon
Jan 15, 2004, 05:40 PM
Why still use still leaderheads when theres plenty of excellilent animated, era-specific leaderheads availible on Civfanatics?

So, just curious, but how easy is it to mod Civilizations?

I might be interested in learning, as I would like to be able to put a few of my ideas in game-format.

Bobisback
Jan 16, 2004, 12:59 PM
looks cool, I will try it out but I do not feel like reading the thread.

Roughing56
Jan 16, 2004, 01:36 PM
Thanks for the patch! This is by far the best mod Ive tried. One question I have for you or anyone..is there away to turn the aggressiveness of the countries down? Not in the game tried that but another way

Cant we just all get along : )

Karhgath
Jan 16, 2004, 02:32 PM
Roughing56: Well, when you start a game, just change the Aggresivness settings from normal to less aggressive or least aggresive.

kittenOFchaos
Jan 17, 2004, 07:39 AM
I haven't played the modification, but I've looked at the map and the allocation of strategic, bonus and luxury resources looks rather excessive and inaccurate.

I'll give examples...Iceland has a modern day population of around 275,000 people. You give Iceland 3 cattle, plenty of fish etc and have the best city placement where there is no city. This is something modders should be thinking about or at least explain.
HELL your Korean peninsular (modern day population of around 70 million) would be hard pressed to compete in your map for population.

There a few other oddities, such as the large desert island off the coast of Norway...if you want to represent North Sea oil, just put it in Bergen and where Cruden Bay in Scotland is, don't go inventing new islands. Also consider, that North Sea oil is tiny source of oil when compared to other regions and so on the scale of Civ3 should perhaps not be represented.

These things won't stop a modification from being enjoyable , but when you claim the map to be an accurate representation of the Earth, then it should be and so things like resource allocation and terrain placement as relating to the real world should be done seriously.

Karhgath
Jan 17, 2004, 09:23 AM
I said that the map is still in work, I'm slowly changing it and removing more and more resources, as it is way too abundant. I made the map before this mod, a long while ago, and used an atlas and put EVERY resources indicated there... which results in way too much resources, and doesn't reflect density of population for example, as you accuratly pointed out, especially for bonus resources. There are too much of everything.

As for oil island and norway, I dunno why an island is there... I think it was there from Kal-El's map IIRC.

kittenOFchaos
Jan 17, 2004, 11:46 AM
Originally posted by Karhgath
I said that the map is still in work

Fair enough, I was just commenting on what I could see ;)

Karhgath
Jan 17, 2004, 11:50 AM
no problem, you're just forcing me to change the map faster than I planned, hehe, thanks =)

Rhye
Jan 19, 2004, 07:46 PM
Originally posted by Karhgath
I said that the map is still in work, I'm slowly changing it and removing more and more resources, as it is way too abundant. I made the map before this mod, a long while ago, and used an atlas and put EVERY resources indicated there... which results in way too much resources,



Hehe, just exactly what I did one year and half ago putting resource in Kal-el's map!

msimay
Jan 20, 2004, 09:21 PM
at 490 ad in the middle of a turn I got the following error

LOAD ERROR

File Not Found

"Art\Units\Siamese Swordsman\..\Swordsman\SwordsmanFortify.wav"

the game will now exit

Do you have a suggestion to fix this as I am well into a very enjoyable game and really would like to finish it.

Thanks

brausemaus
Jan 21, 2004, 12:11 PM
Error Message
the same Problem as msimay with the "siamese swordsman"
i m happyness for suggestion

thanks

Bobisback
Jun 10, 2005, 12:27 PM
Karhgath, I love your mod, I love your Ideas and everything about them. I love them so much I was wondering if I can use your map and tech Ideas for my mod i am going to release?

jsolomon86
Jun 10, 2005, 12:45 PM
I tried to download the mod but it said the url was offline