View Full Version : SpaceWars : Evolution (PTW)


Daftpanzer
Mar 06, 2004, 05:55 PM
Introducing a space-based mod for civ3: PTW version

Space colonisation and interstellar war

>Download Link< (http://www.civfanatics.net/downloads/civ3/modpack/SpaceWars.zip) 13.6 megs

unzip to 'SpaceWars' subdirectory in your scenario folder, then play the scenario : Download scenario file (http://www.civfanatics.net/uploads6/SpaceWarsEvolution.zip)

(thanks to thunderfall for the upload)

http://www.civfanatics.net/uploads6/ssc1.jpeg
(early expantion)

http://www.civfanatics.net/uploads6/ssc2.jpeg
(late game clash of titans)

http://www.civfanatics.net/uploads6/ideaso1.jpeg
(selection of spaceships)

Its not finsihed exactly, as there are many things missing. Different races, diplomacy animations, and building graphics are still standard civ3.

What is there are the terrain and resource graphics, units, 3 ages of technology, some interface graphics, 2 races (generic human, and one 'satelian' tribe) and the game system.

I am posting this here, because unless i get some kind of major inspiration, i doubt ill get get any further. But its actually quite playable as it is, and quite fun (in my biased opinion)

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About playing the game (if anyone gets that far)

There is no 'sea'. All the galaxy is 'land'....

Settlers are colony ships, but not everyone can build them at the start, it requires space colonization tech. You can only build cities on 'star' terrain, which are usually surrounded by at least one 'planet' bonus or strategic resource. Note that no units apart from colony ships can enter 'star' terrain, but once a city is built there, it becomes passable (and attackable) by all units, as it changes to 'settled star' terrain.

Workers are construction ships, mining and farming are only possible on some planets, and this also requires tech.

Its best to expand fast, the most needed resources are mineral mining and rare metals.

There is currently only one scenario, with one galactic map (screenshots show an unfinished map). Random maps are not possible with this mod, i can make more maps if anyone really wants,

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Im also posting this as resource for anyone else making a space style mod. Feel free to use anything here, as long as some credit is given :)

Bear in mind, the following people helped out:

Bobisback (Many ideas, Civlopedia entires, and PTW conversion of original test version, and other work)

Ed O' War (Many ideas, Civlopedia entries,Empire in Flames (http://forums.civfanatics.com/showthread.php?s=&threadid=54186) scenario)

Smoking Mirror (Some cool planet graphics)

andrew510 (civlopedia stuff)

Probably other people too! sorry i cant remember where i got some stuff from.... heres a link to the old thread (http://forums.civfanatics.com/showthread.php?s=&threadid=51084&perpage=20&display=&pagenumber=1)

All spaceship graphics are by me, and the technology icons are taken from the ancient game 'deadlock II' (i didnt make them).

Thanks very much if anyone tries this out. Feedback also much appreciated!

Bobisback
Mar 06, 2004, 07:28 PM
awsome:goodjob::goodjob::goodjob:

edit: The ships look cool but where is the .bix in the download?

Daftpanzer
Mar 06, 2004, 08:30 PM
omfg i suck, i left out the scenario file in the original upload. Ok i edited the first post, and added separate link. Sorry for any inconvinience :)

Bobisback
Mar 06, 2004, 09:42 PM
now I can try to play it;) now what a about a C3C version:rolleyes: :lol:


edit: A bug, The AI won't settle any cities because the units protecting them are not aloud on the stars without a city.

Ed O'War
Mar 06, 2004, 10:20 PM
Oooo, very nice! I especially like the new ships. :) If I can ever tear myself away from SWG for more than a few minutes I'd like to try this out, maybe tinker with it again. Great job Daftpanzer!

Bobisback
Mar 07, 2004, 08:46 AM
It is fun but have so questions why doesn't anything upgrade, I thing the fighter wings should cost alot less to show the the big ships have a weakness, to make the AI build cities you need to turn off the "Impassable by Wheeled units" for Stars, or make all the defense ships not Wheeled, but keep the Assault units with Wheeled selected, and I also think that fighters(all fighters and Gunships) should have a higher RoF.

Now, IMHO I think this mod has great potential.

btw do you have C3C, if you don't do you plan on getting it?

Bluemofia
Mar 07, 2004, 10:29 AM
i have tried this. the game crashes if you build a city. it is so annoying.

Gogf
Mar 07, 2004, 11:54 AM
Sounds cool.

Daftpanzer
Mar 07, 2004, 04:19 PM
thanks for trying this

fighters need to be improved, i agree, it was kind of a quick test when i put those in.

The A.I does build cities and the game never crashes when i play this game using these same files i uploaded. I have tested it!

When i played, the units protecting a.i settlers would move with the settler ship even into terrain they normally wouldnt be able to, they followed the settler ship right onto the star. I thought it was a bit wierd, but it worked at least.

Im sorry, i dont know why those things would happen for me and noone else. Although i tested through PTW, i do have conquests installed, maybe thats got something to do with it?

Nothing upgrades apart from defence stations, because my idea was always to have several classes of ship available, from cheap frigate to battleships. I was going to make friagte mk II, advanced destroyer etc. which you could upgrade to. Maybe it should be frigates upgrade to destroyers, cruisers to battelships or something.

Well this was just an idea... it was fun to work on it at least :) Now im going to learn how to program, so i can make a true space wars game.....

Bluemofia
Mar 07, 2004, 04:29 PM
Ok, i need to rephrase this. when i build a city, it gets destroyed. i build it on a star. i tried by changing it into an explored star, but no effect.

Bobisback
Mar 07, 2004, 09:58 PM
Originally posted by Daftpanzer
Nothing upgrades apart from defence stations, because my idea was always to have several classes of ship available, from cheap frigate to battleships. I was going to make friagte mk II, advanced destroyer etc. which you could upgrade to. Maybe it should be frigates upgrade to destroyers, cruisers to battelships or something.


I have already coverted this to C3C:p :lol: And I have four classes of ships frigates, destroyers, cruisers, and battelships and to types of ships assault and defense. I have also made fighters better.

btw if you make any more models for this could you please post them. I love your models:love:

Neomega
Mar 08, 2004, 03:25 AM
Those models are F*** sweet! I love the one in the upper right. What programs are you using?

Check out my mod for some futuristic buildings. My first 3-d models were done for my mod, so you will find some buildings are bad looking, and some look pretty good.

Gonna download and have a look. I never saw this mod before, so I'll visit the old thread as well.

Celeborn
Mar 08, 2004, 03:20 PM
good to see this going again...

Daftpanzer
Mar 08, 2004, 06:13 PM
hey, thanks neomega :)

i used 3ds max to make the ship graphics. Unfortuantely my units are pretty bad because there not animated at all (me too lazy and unskilled).

I have played pentagenasis, awesome :) its still the best mod in my opinion. But i am biased because i like sci fi things :)

@bluemofia, thats a strange effect, didnt happen to me. Do you have the latest PTW version? dunno if that would affect things...

Bluemofia
Mar 08, 2004, 08:52 PM
i have version 1.27.

Bluemofia
Mar 14, 2004, 08:53 AM
Ok, some how, some way, i managed to get it to work. strange.

Bluemofia
Mar 14, 2004, 10:36 AM
i noticed there are no mercenaries or other worker disabler resources anyehere on the map. also, sometimes the star terrain is next to the actual star.

Celeborn
Mar 14, 2004, 06:00 PM
Daft. Im working on a terrian model for a space mod (Based of SM's ideas) and was wondering if i could use some of your terrian graphics (read most apart from the planets)

Daftpanzer
Mar 14, 2004, 07:16 PM
Bluemofia, sorry for that. I made changes to tthe map, i must have overlooked those errors. The worker disabler is not supposed to be there BTW, it was just an easy way for me to completely disable those worker jobs, rather than linking to an unresearchable tech.

Celeborn, feel free to use anything i made...

Celeborn
Mar 14, 2004, 10:11 PM
Thanks man...

Bluemofia
Mar 15, 2004, 07:26 AM
k, what about other resources like mercenaries?

Daftpanzer
Mar 15, 2004, 08:18 PM
My final idea for this mod was to have planet resources, some as 'bonus' resources that just give extra food/trade etc, and some as resources for things. So e.g for the mercenaries, there would be a 'mercenary' planet that you would need to build a road to in order to get that resource. The strategic resource planets all looked like normal planets, except with a little picture of the type of resource beneath them.

The mercenaries was supposed to be rare, with maybe only one or two in hte galaxy. I didnt mean to completely remove them tho! It would let you build ships which had hiden nationality, like the privateer in normal civ3.

Sorry for the map errors... thanks for trying this anway

J-S
Mar 16, 2004, 12:26 AM
Daftpanzer, I wanted to congratulate you for the excellent material. I would love to use the graphics and make a conversion of this mod to Civ3 Conquest and post it, that is ofcourse if I have your permission to do so :)

wangyushi
Mar 16, 2004, 06:53 AM
Wonderful!

Lachlan
Mar 16, 2004, 07:09 AM
You must create a C3C version

Bluemofia
Mar 16, 2004, 03:32 PM
k, My brother is so ticked when he can't get mercenaries and said he was going to complain. sooon you will recieve a complaint.

Berzerk Leader
Mar 16, 2004, 05:16 PM
um you forgot the reasource Mercenaries

Daftpanzer
Mar 16, 2004, 08:14 PM
J-S, feel free to use anything i made for this mod, but remember i had help from some other people...

The mercenary resource is enabled, but i must have somehow wiped it off the map in the scenario before i uploaded this. The mercenary ships were pretty poor in combat anyway, only thing that was effective was the hidden nationality....

im sorry for just dumping this out there, unfinished. Id have liked to have made a quality, polished scenario that fully worked, but i just didnt have the time or energy for the task :(

Thanks for the interest in this, and i hope something proves useful for other projects too.

/edit bobisback, if you see this, i meant to say a while back, i dont have any more graphics sorry :( everything that i made so far i uploaded with this...

Berzerk Leader
Mar 17, 2004, 05:32 PM
everythings great but what does the colonial export company do?

Berzerk Leader
Mar 17, 2004, 05:34 PM
oh yes i forgot how do you get titans?

Daftpanzer
Mar 17, 2004, 06:50 PM
Colonial export company is replacement for adam smiths trading company. Pays maintenance for all trade improvements, i think...

Titans need advanced tech, plus ultra-dense metals (the gold/red bars) and maybe some other stuff as well.....

Berzerk Leader
Mar 17, 2004, 08:58 PM
where do you build the Colonial export company

GIDustin
Mar 18, 2004, 11:42 PM
I played this through about 50 turns, and I have to say nice job. Things were a bit confusing as I had no clue what stuff did. Since I played with C3C, I had to delete the custom tileinfo.pcx so I could actually rioght click on terrain and see what they did. I noticed the AI didnt expand too much. This may be due to the limited squares they can settle.

Overall, the game was fun, and I wish it could be finished. Does anyone know of any other space-type mods out there at the moment?

- GIDustin

Kenta'arka
Mar 19, 2004, 08:43 AM
Looks Good Daftpanzer, except, I don't like the nebulas. Too agressive colors for my eyes. However, I hope you finish this. It's really nice yet. :goodjob:

@GIDustin: There's a playable Testversion of the Star Trek Mod, thats space too ;)

Berzerk Leader
Mar 19, 2004, 08:52 PM
oh and you didn't place heavy elements,artifacts,oil,culture,luxury foods,precious metals,silks,components,gems,super narcotics and there's somthing wrong with the star crusier's bombardment it can only bombard the square that its on

Daftpanzer
Mar 20, 2004, 08:34 PM
Ok i checked this out and I suck. The map i uploaded had only the main strategic resources and no luxuries, because i was in the middle of changing the map and i forgot about it.

If anyone really wants, i can make a map with luxuries on. But the resources are all enabled in the rules, it just needs to be placed using the editor as you want it, if you want to.

A lot of units have bombard range of one. Its supposed to be a 'defensive' bombard, like the archers in the standard game. Some units used to have a ranged bombard, i later changed it to defensive only. I then forgot to uncheck the 'bombard' action ability for those units.

Sorry again for uploading unfinished stuff...

Berzerk Leader
Mar 21, 2004, 09:14 AM
so the star crusier's bombard is more like a pillage? and could you please put in luxuries and what are you working on right now because as a suggestion was thinking you could work on the attck animation and again where do you build the Colonial export company?

Daftpanzer
Mar 22, 2004, 07:32 AM
Ive attached a map with more resources on

Some resources were in the rules but dont do anything and arent on the map as i intended to change them later - heavy elements, components, rare metals + any standard civ3 resources

Star cruiser can no longer bombard. That export company can be built anywhere, it need a long range trade advance.

This isnt much at all. I agree that this mod needs major work to be playable, but i just havent got time. Making even the non-animated graphics was a major effort for me. Im afraid i dont have the time available or the knowledge to make battle animations. Sorry i know that sucks, but non animated was the only way i could make nearly 20 units.

Thanks again for the interest in this.

/edit i suck, i noticed the export company was a coastal installation. Fixed it, ill try to change the attachment:

Daftpanzer
Mar 22, 2004, 07:37 AM
ok that didnt work. Heres a non-coastal export company + fixed map.

Bluemofia
Mar 22, 2004, 03:44 PM
i got a few questions: is fleet task force supposed to require oil, eventhough i can't find oil on the map? and is there supposed to be anything for the assended age? and why aren't we allowed to build minefields?

GIDustin
Mar 22, 2004, 04:22 PM
I went through and modified the terrain a bit so that random maps are possible. Basically, this is a breakdown of the terrain. If you want to adopt it for this mod, lemme know and I will post it.

Grassland - Medium Density Stars (Can build cities)
Plains - Small Density stars (Can build cities)
Desert - Space (Complete black, no stars, Cities?)
Tundra - Space (Complete black, no stars, Cities?)
Hills - Asteroids (No Cities, wheeled cannot pass)
Mountains - Nebula (No cities, wheeled cannot pass)
Rivers - Gaseous streams (Since they come off mountains, which is a nebula, possibly just a nebula stream?)
Floodplains - Since flood plain is caused by rivers, maybe gaseous space?
Marsh - Undecided
Volcano - Black Hole (When it "errupts", it destroys "sucks in" everything around it, and leaves space junk "pullution")
Forest - Ore Field (The oval thingies, graphic needs to be replaced) Rich minerals that can be harvested "cut down" and turned into production
Jungle - Some kind of minor asteroid field Can be blasted through "Cleared" to allow cities/movement/etc

Sea/Ocean/Coast - Extremely dense stars. Only certain ships equiped with laser weapons can pass through these squares (Naval vessels). Still not sure why they cannot leave the "dense stars" though.

I have most of it done already just to test it. I still need graphics for new flood plain, marsh, jungle, and pollution. I have attached a SS of the terrain in the editor.

Bluemofia
Mar 22, 2004, 04:49 PM
instead of the black hole, use a star ready to go nova, and polution will be stellar debree.

GIDustin
Mar 22, 2004, 08:18 PM
The problem is that once a star goes nova, it should theoretically not be there anymore, although I guess as it is, you could build a city on the black hole and it may not "erupt" for some time.

Also, I think cities should be renamed to "Space Stations" and the graphic changed accordingly.

- GIDustin

Bluemofia
Mar 23, 2004, 03:30 PM
actually, stars that go nova, can survive, but are just less massive, like Eta Carinae, or the freak star. a bit of info about Eta Carinae, look Here (http://hubblesite.org/newscenter/newsdesk/archive/releases/1996/23/)

EDIT: stars that go supernova, get destroyed except for a black hole or neutron star.

Berzerk Leader
Mar 23, 2004, 07:12 PM
hey draftpanzer can you could make ranged animation for the units in the mod and have different sounds or do you not no how to do does things??

and you still didn't put heavy elements in the new mod

Bluemofia
Mar 23, 2004, 07:16 PM
after closer inspection, i have failed to find heavy elements. does this mean that the fortress station is un buildable?

Berzerk Leader
Mar 26, 2004, 07:35 PM
hey darftpanzer good job on the luxuries

EDIT: but the plant forest (make fake star) does nothing what so ever
and how do you get rails?

Daftpanzer
Mar 27, 2004, 01:08 PM
Again, im sorry that i released this in a messed up state

I didnt want fortresses to be buildable, cos the a.i doesnt use them, so it gives an unfair advantage to human players.

Heavy elements used to do things, but i changed it so they arent needed for anything, and now arent in the map, although they are still in the rules. I thought plant forest had been disabled too - i didnt know how to use that ability for a space mod.

The fleets shouldnt need oil! im sorry if thats another mistake, dont know how i managed that one.

I realise now just how far from finished this was. Im afraid theres probably more mistakes and things missing....

Berzerk Leader
Mar 27, 2004, 03:18 PM
so can you get rails??

and another thing mercenaries can capture citys

Daftpanzer
Mar 27, 2004, 07:54 PM
No, there are no rails. I was thinking about implementing star gates or something at a later date. Yeah, mercenaries can capture cities :( I couldnt think of a way to avoid that. I made them pretty weak to try and stop them being used for attacks on cities.

Berzerk Leader
Mar 27, 2004, 08:03 PM
well i see this pice of space with something that looks like rail

Bluemofia
Mar 27, 2004, 09:35 PM
you get that when you raze a city and then there are rails.

anyways, the rails can be worm hole tunnles/gates.

Berzerk Leader
Mar 28, 2004, 07:49 PM
what do you mean "the rails can be worm holes tunnels/gates"

Bluemofia
Mar 28, 2004, 08:11 PM
i mean like transportation.

Ed O'War
Mar 28, 2004, 11:00 PM
Railroads should probably be disabled. Use the airports as stargates, that makes more sense, imo.

Berzerk Leader
Mar 29, 2004, 11:07 AM
but it doesen't get you any where unless you have a road there

Bluemofia
Mar 29, 2004, 12:30 PM
isn't that obvious Berzerk? you have to build a hyperspace becon first, then the stargate/wormhole/wormtunnle.

tjedge1
Mar 29, 2004, 05:59 PM
Sorry to get off topic here, but I noticed the thread title says (PtW). Is there any chance this has been converted to C3C? Or is it still only PtW? It looks very nice, but I'm a stickler with my games and C3C is spoiling me.

Bluemofia
Mar 29, 2004, 06:17 PM
it's still PTW

Berzerk Leader
Mar 29, 2004, 06:17 PM
it's still ptw

EDIT: darn too late

Bluemofia
Mar 29, 2004, 06:33 PM
i don't have conquests so that's why i am a bit dissapointed about the way the maps are mostly conquest maps.

Berzerk Leader
Mar 29, 2004, 06:38 PM
guess we're in the same boat because I want C3C too

lord42
Apr 02, 2004, 11:59 AM
Ok the move unit sound needs to be removed. it is possibly the most annoying thing ever.

Unit balence looks good but the civlopedia needs to be finished.
Half the ships cannot be buit because it is impossible to determine what strategic reasources are which. Also remove escorts from the colony ships as it kills the Ai

Other then that a very good mod that could be even better.

Bluemofia
Apr 04, 2004, 11:41 AM
maybe add some more alien tribes. if you look at the map, there are quite a few home worlds, so just keep one human tribe and have a bunch of alien tribes instead of just having the saitens as the only aliens.

Bluemofia
Apr 14, 2004, 10:42 PM
just a question that has been bothering me. why is there no techs in the asended age?

Kenta'arka
Apr 15, 2004, 02:52 AM
He wrote in the first post, that there are things missing, like different races and the techs in 4th age.

Daftpanzer
Apr 15, 2004, 04:26 PM
I realise now how far from playable this mod is. There are many things unfinished, broken and missing, and i cant easily fix them.

Thanks to everyone who gave it a go, ive learned a lot form this and the feedback. Next time i make a mod, it will probably be a lot better :)

MHS
Apr 17, 2004, 01:42 PM
A very good job Daftpanzer.

There is only one thing thats not so good: The space ships have only one animation.

Berzerk Leader
May 19, 2004, 09:48 PM
Are you still continuing on this map from what you said on the other post

Daftpanzer
May 21, 2004, 10:05 AM
I havent done any more with this since. No plans to expand it, i think making it really worth playing is beyond what i can do.

Tholish
Jul 10, 2004, 03:04 AM
Daftpanzer, I am putting together a space mod that I think might be "worth playing." I am using mostly your stuff but instead its just the solar system, not an interstellar "galaxy" ala MOO.

One problem I saw with your mod was the finite little map. The use of resources as stellar objects was brilliant, but you can't randomize the stars and there's no excuse for them to be stable from game to game.

In mine, the solar system is 100 tiles high, 360 tiles long. The sun is the left edge and the rightmost 100 or so tiles is interstellar space that you can't go into until the middle of the final Warp age. In between, are the nine planets, and the Asteroid belt and Kuiper belt and their moons. The planets are basically strung out in a row, childs model fashion, except staggered slightly. The map wraps in Y to represent solar orbits. And the planets are big. Earth is 5 tiles across, actually a tiny Earth map, with an atmosphere of "coast" 2 tiles thick. You need spaceplanes (sea units) to transport you across the "gravity well" moat of every planet. Asteroids are all over the place however, and of course you can set your factories and stuf up in any old empty space (which is better where there's solar energy).

The game starts in 2050 with 8 large nations on Earth and its orbital environs. There are also 2 tiny colonies on Mars, and one on the Moon that have declared independence, and up to 7 alien civs, some of whom might have actually reached the outer Kuiper belt. You must progress through the Fission Age, Fusion Age, Transmuter Age, and Warp Age to conquer them all, presumably, or maybe just make friends. (Transmuters come when you can convert energy to matter/antimatter in a ratio skewed to antimatter.)

What I've done actually plays, but since your Terrain set was incomplete and not totally adaptable to my purposes, it looks stupid. I haven't even done the units32 or the buildings files or tech icons or civilopedia. Just the design and a bunch of patchwork, but it took me a week believe it or not. Darn, I wish somebody would do me a better terrain that would work. Its on corners isn't it? You aren't looking at the middle of the tile, what you see in the terrain file squares is intersections.

(There was a URL posted here but I took it out because Solaria is now Solaria5 and still in the works, main creation forum, solar sytem mod project)

Ed O'War
Jul 10, 2004, 09:16 AM
Have you check the Grahpic modpacks section? As I recall, there are at least two other space terrain packs floating around out there. One of them might have a complete set of terrain modifications.

Saturn6
Jul 15, 2004, 06:07 PM
It sounds cool. Look's like no one's around to hear though.....

Tholish
Jul 16, 2004, 06:51 PM
I went to the graphics pack section, and found nothing suitable. I needed some land terrain to look like various planet type terrain tiles, some land terrain to look like various space terrains , and I needed water terrain to look like atmosphere and interstellar space. The space terrain in SpaceWars was pretty much all black and I couldn't tell what to fix where, so I altered Lukree's instead. After a days work learning how to use Gimp, I got some crude crayon looking terrain. I did get some good stuff from this mod, however, including some tech icons and almost all the units. I'm calling it Solaria, and it has its own thread, in the Creaton and Customization main forum, until I'm ready to put it in Finished Mods. Anyway, thanks for the units.

Saturn6
Jul 16, 2004, 07:02 PM
Do you know how big its goning to be?

Tholish
Jul 16, 2004, 08:19 PM
No. I have no idea.