View Full Version : Trun your CivIII Conquests into a whole new game! (new:45 Units/33Techs/1Gov)


omarshaheen
Jun 19, 2004, 02:48 PM
This is the Conquests Version of the PTW Mod/Scenario "It's a whole new game! (new:45 Units/33Techs/1Gov)"

This scenario (and mod.) is an enhanced version of Civ III Conquests which should allow for more exciting and more challenging gameplay. The modification has 45 new units with loads of exciting new features, resources, as well as 33 new technologies with their associated buildings, and a new government system. The scenario itself (modified marla's world map) is set just before the industrial age, and benefits from all unit/tech additions, though those who reach the Modern/Future Era will have many surprises, not least of which are Future era units such as Annihilators, Cyborgs, Drop Ships,… (Just check your Civileopedia ;)) and totally new unit concepts that should make this balanced map a joy to play whether for single or multiplayer games.

To Install: Download ALL 9 zip files below, and UNZIP All files into the scenarios folder under your Civ III Conquests directory, the path for expansion should be as follows:
…\ CIV3\Conquests\Conquests\
Non of your original files will be replaced so you can answer yes to all prompts (they are all related to the new scenario folder).

http://www.civfanatics.net/uploads8/Civ3_Expanded1_p1e.zip (Patched.v1e)
http://www.civfanatics.net/uploads7/Civ3_Expanded_Units1.1.zip
http://www.civfanatics.net/uploads7/Civ3_Expanded_Units2.zip
http://www.civfanatics.net/uploads7/Civ3_Expanded_Units3.zip
http://www.civfanatics.net/uploads7/Civ3_Expanded_Units4.zip
http://www.civfanatics.net/uploads7/Civ3_Expanded_Units5.zip
http://www.civfanatics.net/uploads7/Civ3_Expanded_Units6.zip
http://www.civfanatics.net/uploads7/Civ3_Expanded_Units7.zip
http://www.civfanatics.net/uploads7/Civ3_Expanded_Units8.zip

Upgrading from PTW Version:
Those who have the older version of this scenario need to download only the first file, but make sure expand the PTW version in your conquests directory before extracting the first file "CivIII_Expanded".

Remarks:
- Note: Loading and configuring the scenario for the first time takes from 20 to 40 minutes on an Intel PIV 2GHz mobile processor (That’s why you’re advised to save the game before you start playing). However, once configured the game will take less than 3 minutes a turn for AI moves.

- To edit the scenario settings: Run Civ3_Expanded.biq (Path above):
You can run this file using the CivIII conquests editor, in case you want to change some rules to suit your taste.

- Run Civilization III Conquests and choose Load “Conquest”: “CivIII_Expanded”

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The Making of this Mod/Scenario:
A long title, and a very long development time, actually this is by far the most time consuming scenario that I have ever built for a sequel of my favorite game. It actually took me about a year and a half! Though, of course I actually worked on it only a third of this period. I’ve been playing Civ. Since its first version (Early 90s) and ever since then new versions never seem to disappoint.
Anyway, when I started I had an idea for a scenario set in the beginning of the Industrial Era and extend into the modern era while having some new units and techs. Well that was my initial intention, yet eventually I ended up making a whole new modification to the game’s rules and techs with 45 new units, 33 new techs, 3 new Improvements, a new government system, and a handful of tweaks to make the AI much more challenging, and you be the judge.

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The Geopolitical Landscape:
This scenario contains most of the civilizations that shaped the world as we know it today. Each of these civilizations had a peak point some time back in history, to make a world wide scenario interesting and challenging for everybody I combined all the great civilizations which controlled the earth in the beginning of the industrial age. I also included some of the modern world nations such as Brazil, and Australia, in order to make the game more challenging and also to limit the power of some civilizations.
The size of each of these civs vary from 1 city to over 60 cities! but notice that corruption has very limited effect, that's why I decided to increase production cost of ALL units.
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General Rules:
I have noticed that the AI tends to use drastic measures which in many cases ruin the game, such as drafting huge number of citizens from cities when defending them, causing huge population losses, thus I simply removed the option of drafting citizens. I also tweaked several game aspects specifically civilization behavior to get AI controlled civs to behave in a manner that would make them more competitive. Of course if you don’t like the new behavior, you can tweak it as you please.
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Technologies: You don’t really get to play up till the modern era; actually in effect you’ll be playing in a future era once you discover the original default technologies defined in the game. The Middle ages have one extra technology, the Industrial Era has 9 new technologies and the Modern Era comes with 23 new technologies.
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Units: This is the real blockbuster! I’ll leave that as a surprise, so simply load the game and check your civiliopedia’s list to uncover what’s waiting for you with the discovery of new techs. I have to mention though that in order to make the new units more appreciated I changed some of the properties of the original units, basically making them more specialized. For instance, a Carrier has been modified to carry 3 air units only (instead of 4), while a nuclear carrier can carry up to 6 air units, and has a longer range.
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Cities: The number of cities is very large, actually it is 512 cities, so you cannot build any more cities (unless of course you raise an enemy city first!), Computer controlled civs. shall not produce any settlers, and shall not attempt to build any more cities (unless a city or more has been lost).


Designer: Omar Shaheen
omarshaheen@yahoo.com
omarshaheen@hotmail.com
omar.shaheen@memscap.com



All rights reserved (May 2004)

ibcoltscrew
Jun 19, 2004, 03:27 PM
Cool, im gonna try it right now !!! :cool:

ibcoltscrew
Jun 19, 2004, 03:35 PM
There it is... when i start the game with the mod, civ3 is not responding :scan: !!! Nothing to do for me :cry: , not responding at all. Sorry about that but if you know why, let me know, until that, i will continue to play Rhye's mod.(my best mod EVER).

omarshaheen
Jun 20, 2004, 02:07 AM
You have to wait for the scenario to configure, it takes 40Min on a PIV 2GHz. and could take longer depending on the choice of civ., during this time you should not work on your PC. This is only required when you configure your game for the first time.

omarshaheen
Jun 20, 2004, 02:15 AM
Some Screen Shots:
http://forums.civfanatics.com/attachment.php?attachmentid=55441&stc=1
http://forums.civfanatics.com/attachment.php?attachmentid=56238&stc=1

rhialto
Jun 20, 2004, 03:52 AM
You have to wait for the scenario to configure, it takes 40Min on a PIV 2GHz. and could take longer depending on the choice of civ., during this time you should not work on your PC. This is only required when you configure your game for the first time.

40 minutes? On a top-end computer? Please say this is a joke.

omarshaheen
Jun 20, 2004, 03:55 AM
Unfortunately it IS true!! If you don't want to wait you can import another map, but this will mean loosing the scenario (you'll get to keep the mod only).
This scenario has numerous cities something like 500!!! that's why it takes a long time to configure, why? I think you should ask the game developers! :)

ibcoltscrew
Jun 20, 2004, 10:20 AM
Unfortunately it IS true!! If you don't want to wait you can import another map, but this will mean loosing the scenario (you'll get to keep the mod only).
This scenario has numerous cities something like 500!!! that's why it takes a long time to configure, why? I think you should ask the game developers! :)
Can you make the same mod without the scenario ?

omarshaheen
Jun 20, 2004, 12:36 PM
It's very simple, To use the Mod only do as follows:

- Open the "Civ3_Expanded.biq" using the Civ3 Editor.
- Select from your toolbar: Map> Generate Map
- When prompted customize world settings as you please. then press OK
-Save and Exit.

ibcoltscrew
Jun 20, 2004, 12:39 PM
It's very simple, To use the Mod only do as follows:

- Open the "Civ3_Expanded.biq" using the Civ3 Editor.
- Select from your toolbar: Map> Generate Map
- When prompted customize world settings as you please. then press OK
-Save and Exit.
Thanks a lot, i will try it now !!!

Drivebymaster
Jun 24, 2004, 01:04 PM
omarshaheen if it is alright with u I would love to use the techs in the modern time in my mod.

omarshaheen please PM me or post the answer

omarshaheen
Jun 24, 2004, 01:08 PM
You're more than welcome, but Please make a reference to the origin of the techs ;)

Drivebymaster
Jun 24, 2004, 01:09 PM
thank you and will put you in my credits

Portuguese
Jun 25, 2004, 09:18 AM
Great work.
Will try it when I buy a new comp ;)

estonianman
Jun 26, 2004, 11:46 PM
I recieved this error while playing your mod ... How do I fix it?

btw great mod :goodjob: :goodjob: :goodjob: :D :D :D :D

omarshaheen
Jun 27, 2004, 01:17 AM
This seems to be one of the new civ conquests units, that's why it will be missing if you import this mod into a default Civ. Conquests Scenario. here's how to fix it (I'll be posting a patch as well shortly):

Go to the path specified (in the error message) and open the PediaIcons.txt file:
Search for: "ANIMNAME_PRTO_Stl_Str_Bomber"
Add the following lines to the end of the animation list:

#ANIMNAME_PRTO_Trebuchet
Trebuchet

Xindaan
Jun 27, 2004, 06:08 AM
The same applies to the TOW Infantry, on that note. A ICON_PRTO_* entry might perhaps be reasonable too.

omarshaheen
Jun 27, 2004, 06:23 AM
You're definitly right, that's why I thought its better to wait a little before patching the pediaicons.txt file...
Both missing entries are due to the PTW origin of the Mod.
Now, to have a completely correct file (regarding Icons and animation file paths) I will be posting a new pediaicons.txt file to solve these or any other potential problems.
I initially thought that a scenario would refer to the default pediaicons.txt before checking the scenario specific folders, but it seems that this is not the case because units that come with Civ3 Conquests are the ones producing the errors.

estonianman
Jun 27, 2004, 12:04 PM
Thanx alot, I will be waiting for the patch. One more question, I could not play the scenario that came with the mod because of the long wait times between turns. So I started my own map and began in the ancient age. The AI seems to have trouble researching - will this end? I have given out techs so that I might have some competition in the medival age. I am also playing at deity.

omarshaheen
Jun 28, 2004, 05:19 PM
Long wait times during the early stages of the scenario are due to Civs building new cities, they will continue to do so for some time and eventually they will stop. Building a city will cause a delay of about a couple of minutes, to prevent that you can "DISABLE SETTLERS", by deselecting them for all civs.
On the other hand I can't really explain why AI players won't research in your new scenario, anyway in this patch I have added flavors to link all civs to all techs, maybe this will solve your problem.
This patch also has fixed the following problems:
- Error messeges resulting from missing unit entries in pediaicons.txt (Resorted to the original Civ3 Conquests file)
- Missmatch in some leader heads fixed.
- Adjusted unit cost (it was too cheap at first because shield cost is not multiplied by 10 in Conquests)
- Removed two Units: Annihilators (6000 Shield) and Heavy MechWarriors (2400 Shield), cost can not be scaled down without affecting the balance with respect to other units. Will add them later once an updated civ3Editor allows for such shield cost values.

Expand the zip file to your conquests directory:

estonianman
Jun 29, 2004, 10:23 AM
I have had a game going on now for three days, and I believe I cannot apply your patch without ruining my save game. Is it possible for you to just upload the PediaIcons.txt file so I can finish this game? It is true that in the beginning the AI will not research, but after leaking them some tech I have made them competitive. I am in the beginning of the industrial age and I really do not feel like starting this game over.

estonianman
Jun 29, 2004, 10:27 AM
ah... nevermind .... I see that the patch is pretty good. I patch my game and start over. thank you for all your hard work !!!!!

Drivebymaster
Jun 29, 2004, 11:10 AM
hey Omarsheen how do flavors work I haven't really got the concept of it yet.

omarshaheen
Jun 29, 2004, 12:45 PM
- OK, now let's see, Estonianman :) You can update your scenario, the updates will only affect new games, as for your current game, you will just get to play normally without any failure messages ;)

- Drivebymaster,
Actually Falvors create a sort of "link" between different civs, or civs and techs. For instance you would want communism to be more appealing to research for Russians! so you can classify the Russian Civ as having say "Flavor 4" and communism as having flavor 4 as well, similarly you can influence the behavior of civs having certain flavors, for instance in a WWII scenario you can have civs with Flavor 1, as allies, while those with Flavor 2 as Axis, and Flavor 3 as neutral. Now to complete your settings you can adjust relations in the flavors window to cause dislike between civs having flavors 1 and 2, and maybe neutral behavior between these civs, and civs having flavor 3. As you can see the possibilities are unlimited, and the good thing is that flavors do not for instance necessarily dictate any specific behavior, unlike alliances, but that's another story ;).....

omarshaheen
Jun 29, 2004, 03:13 PM
Everybody, I tried hard to find a solution for the remaining two units, and I think that I could say that I have finally managed to balance the equation. Now you can use this patch (1b) if you want to enjoy playing with Annihilators and heavy mech. Warriors, they are quite awesome units after all :)
Actually to solve the mystery of their high shield value without affecting other units I resorted to introducing two new buildings (Mech Lab and Annihilator Production Facility), these buildings require high maintenance and will produce these units on regular intervals, such that the unit cost in shield is interpreted into Gold (Number of turns required x Maintenance cost of facility).
If you don't find them interesting then you don't need to restart your game again because this is the only modification in this patch.
As usual Unzip file to your conquests directory.

estonianman
Jun 29, 2004, 03:22 PM
WOW thanx omarshaheen !!!!! This is the first mod I have ever tried for civ3 and I have to say it is like a whole new game

stLancer
Jun 30, 2004, 12:39 AM
it is really a good mod, but it takes so much time to run.thanks for your great work.

omarshaheen
Jul 31, 2004, 12:26 PM
After testing this Mod, I found that it still needs some tweeking, This Patch (1c) tackles the following issues:
1- Corrects the Industrial Era Tech map.
2- Scales Unit Cost to be more realistic (for those high cost units).
3- Redistributes Oil resources in accordance with the proven oil reserves of the 20th century.
4- Boosting the strength of Portugal adding one more super power. Now there are 12 Super powers with various levels of strength, but generally speaking you can win with any of these civs: America, Russia, England, France, Germany, Spain, Portugal, Italy, Japan, China, Islamic World, Canada.
5- Turn Limit has been pushed to 1000 to allow for the completion and utilization of the future era techs, and units.
6- Increased the cost of building Settlers to 500 shield to limit the addition of new cities (Though AI will still build new cities despite that!).

Scenario Testing Results:
It took me 3 days to reach the year 1880 (100Turns), few turns ago, and despite strong trade links all hell break loose and the world was divided into two blocks! ; East (Islamic World and Russian), and West! (England, Spain, and Germany), the rest are still neutral. I have noticed that a time delay is introduced whenever a city’s ownership is transferred, or a trade link is destroyed, this was quite noticeable lately with all the destruction and invasions going on all over the globe. Over all I DID enjoy my first experience with my own scenario! Though I have to say that you MUST have at least a PIV 2GHz to play the scenario, and you should have something to do whenever the computer goes into compiling a lengthy turn, But you can still enjoy the mod if you would import another map.
Patch Link: http://www.civfanatics.net/uploads8/Civ3_Expanded_Patch1d.zip

estonianman
Jul 31, 2004, 01:11 PM
One more thing,

when building the wonder you added - can't remember what it was - the game crashes - in a similiar way like the other crashes.

Sorry, for not remembering exactly what it did, I haven't played this mod in a long time!

omarshaheen
Jul 31, 2004, 03:17 PM
I am not sure what the problem is, but all recent patches (including this one) has solved all crashes, its been quite some time since anyone mentioned any crashes with this mod. But just be carful in the definition of a crash, because a crash to me is an error message and not a long loading time, because the scenario included with this Mod. tends to take a lot of processing time (This is NOT a crash).


However I did find a small string missing!!! that's why I renamed the patch to 1D, but this couldn't have been the wonder you were talking about its another one. Anyway Now I can guarantee to you that if you download the above patch you will NOT have this error message again.

omarshaheen
Aug 01, 2004, 02:41 PM
After finishing the industrial era, I decided to add Just a couple of quick adjustments:
- Fixed Happiness for Al Azhar Wonder
- Prohibited building Cities on Tandra (this should help greatly in decreasing waiting intervals due to AI building useless cities on Tundra all the time).