View Full Version : Far Horizons: Past, Present, Future
Sword_Of_Geddon Jul 06, 2004, 08:44 PM http://www.civfanatics.net/uploads7/Far01.jpg
Features:
-Seven new playable civs: The Nubians, Ethiopians, Polynesians, Brazilians, Khymerians, Venizualians, and Israel
-An Eighth new civ, Finland has been included in a separate Biq file. If you want to be the Americans, choose the normal Far Horizons Biq file...
-50+ new units, from Heavy Knights to the far future Space Battleship
-New Governments: Further choose the way you rule with Five new governments: Militarism, Fundamentalism, Globalism,Space Confederacy, and Technocracy
-New Unique Units for each civ: Load your Viking Beserks onto Longships, or blast your enemies using Yamato-Class Battleships
-New Wonders: Build Petra, Hagia Sophia and more!
-Unique Technologies: New civ-pacific abilities for many civs are allowed by unique starting technologies, for example, Byzantine cities are that much harder to take with their new Byzantine Walls....
-Lots of new technologies from Improved Sailing to Capital Starships
-A whole new 5th mini-age....The Future awaits you near the end...
Special Thanks go to R8XFT for his Kekknoken and David Leaderheads, Rita Poon for his Kymer leaderhead, Civarmy for his Brazilian and Venezualian Leaderheads, and of coarse my friends Tjedge for his encouragement, and Vuldacon, for his work on the mod's Units_32 file, as well as assorted Civilipedia pictures.
And the Files(Availible shortly once I hear back from Thunderfall):
Part One: http://www.civfanatics.net/downloads/civ3/modpack/Far_Horizons_Part1.rar
Part Two: http://www.civfanatics.net/downloads/civ3/modpack/Far_Horizons_Part2.rar
Part Three: http://www.civfanatics.net/downloads/civ3/modpack/Far_Horizons_Part3.rar
Part Four: http://www.civfanatics.net/downloads/civ3/modpack/Far_Horizons_Part4.rar
Part Five: http://www.civfanatics.net/downloads/civ3/modpack/Far_Horizons_Part5.rar
Part Six(Far Horizons V.2.0 and Pediaicons text file): At bottom of page, this fixes the Derg Solder, Uboat and Early Submarine Errors.
Optional Downloads: Special thanks to Tjedge for making this ;)
Far Horizons World Maps(Both versions):
http://www.civfanatics.net/uploads7/Far_Horizons-Earth.zip
Installation Instructions:
First, in your Conquests/Scenarios folder, create a new folder called Far Horizons.
Part 1 : Folder Art and Text
Unzip Part 1 into the Far Horizons directory. This will create text and art folders like you need. The one exception is with the .biq files--move those two .biq files into the main Conquests/Scenarios directory.
Part 2 : Folder Far Horizons PART TWO with Art.
Unzip Part 2 to a temp location, like on your desktop. Then pull the Art folder out of the Far Horizons Part 2 directory that is created by WinRAR and move it to the Far Horizons directory you created.
Part 3 : Folder Far Horizons PART THREE with Advisors, Cities, Leaderheads,Tech chooser , Terrain and Wonder Splash .
Again, unzip this file to a temp location. Again, pull the directories (Leaderheads, cities, etc.) OUT of the Part Three folder and move them to your Conquests/Scenarios/Far Horizons/Art folder.
Part 4 : Folder Far Horizons PART FOUR with Art
AND
Part 5 : Folder Far Horizons PART FIVE with Art
Do the same as Part TWO. Extract these folders to a temp location, then pull the Art folder out of each one and copy it to the Conquests/Scenarios/Far Horizons directory.
Also, Bobisback recently alerted me that there is a problem with the Longbow Apache unit. To fix this problem, go to the Longbow Apache unit folder(In the Art/Units directory inside the Far Horizons Foldier) and rename LongbowApache.ini to Longbow Apache.ini. This should take care of the problem.
Enjoy! :goodjob:
Lachlan Jul 07, 2004, 05:27 AM No new Tech eh ?
ibcoltscrew Jul 07, 2004, 07:47 AM Sounds good !!! but when are you going to release it ? :mischief:
Ville Jul 07, 2004, 01:04 PM Kekknoken? It's Kekkonen, Urho Kekkonen :D
Sword_Of_Geddon Jul 07, 2004, 01:26 PM I just have to here back from Thunderfall. I've already Uploaded the files, I'm just waiting to get the file addresses so I can post them.
Oh, and there ARE lots of new technologies....forgot about that...must correct ASAP
Ville: Sorry for the mispelling....my apologies.
Lachlan Jul 07, 2004, 01:31 PM What's "khymerians" ?
Sword_Of_Geddon Jul 07, 2004, 04:33 PM The ancient people who made Ankor Wat, who lived in the area that is today the country of Cambodia.
tjedge1 Jul 07, 2004, 04:46 PM Can't wait to try your mod. About time a DyP type mod was released. That wasn't just a little bit more. I like lot's more and this mod will have it.
Sword_Of_Geddon Jul 08, 2004, 09:21 PM And my friends....I give you Far Horizons! You may now Download the mod...please keep your hands and feet in the vehicle at all times until we come to a complete stop
vbraun Jul 09, 2004, 01:14 AM Looks cool. Too bad i have dial-up :(
Duddha Jul 09, 2004, 02:02 AM Just downloading it and will probably go to bed much to late tonight as a consequence.
Duddha Jul 09, 2004, 02:25 AM Maybe I made a mistake in installation, but I think the leaderhead flic for Isreal is missing.
NateDawgNY Jul 09, 2004, 03:01 AM I didn't see it either, so I just used the David leaderhead.
btw SOG, looks good!
I'll play it till R&R comes out.
Lachlan Jul 09, 2004, 07:33 AM When i clicked on civ selection phase on israel the game announced thah will exit because he lacked a file .flc ....
Non finished mod = mod crap ! :(
ibcoltscrew Jul 09, 2004, 07:39 AM I just download your mod but there is no folder with the name Far Horizons in the download. I'm a little confused with the installation... .. :sad:
Part 1 : Folder Art and Text
Part 2 : Folder Far Horizons PART TWO with Art.
Part 3 : Folder Far Horizons PART THREE with Advisors, Cities, Leaderheads,Tech chooser , Terrain and Wonder Splash .
Part 4 : Folder Far Horizons PART FOUR with Art
Part 5 : Folder Far Horizons PART FIVE with Art
Now i want to know EXACTLY what i must do with these folder. Hard to figure out how it's work when i have lot of different folder like that.
Audio Jul 09, 2004, 07:49 AM Hiho,
i want to play your mod but it doesn´t work. I guess its my mistake but maybe you can help me:
After installing the mod to Civ/conquest/scenarios/FarHorizon
and starting the game i get the message that a pedialcontext ist not ok. Anything with the Hagia Sophia.
It happens all the time after starting the mod in the mainmenu.
Maybe u can tell me what i did wrong.
THX
CivArmy s. 1994 Jul 09, 2004, 10:21 AM EDITED: The mod is working, the error was my mistake. I play the Mod few minutes (course, with the Brazilian Civilization :lol: ), good work Sword :goodjob: :goodjob: :goodjob: I had to go back to Native Americans civ developing.
I check the icon of Conquest of Mars, maybe u had a old version of this wonder, the icons of these old version are in 24bits color (not 8bits, how it suppose to be). The new version is in 8bits, so, the icons appear instead the black square ;) If you lauched in the future a patch, do not forget to fix it (replace the old icons by the new ones). Check my signature to find the new version of Conquest of Mars, I uploaded it one mounth ago, I guess.
I will do some screen shoots to place here, again, it is really a ameasing work Sword!!! :goodjob: :goodjob: :goodjob: I'm glad to have did some of the arts of this ameasing Mod!
skysplitter Jul 09, 2004, 01:12 PM Hey everyone... longtime reader (never registered :) )finally found something I know to post about ;-)
I downloaded the files yesterday, and got them to work on the first try. But like you I had no idea what to do with the directory structure, so I basically emulated the structure of my other favorite Mod, Rhye's of Civilization. I think the big confusion comes with the fact that there is a "Far Horizons Part X" folder in most of the files.
So here is what I figured out, see if this works for you.
First, in your Conquests/Scenarios folder, create a new folder called Far Horizons.
Part 1 : Folder Art and Text
Unzip Part 1 into the Far Horizons directory. This will create text and art folders like you need. The one exception is with the .biq files--move those two .biq files into the main Conquests/Scenarios directory.
Part 2 : Folder Far Horizons PART TWO with Art.
Unzip Part 2 to a temp location, like on your desktop. Then pull the Art folder out of the Far Horizons Part 2 directory that is created by WinRAR and move it to the Far Horizons directory you created.
Part 3 : Folder Far Horizons PART THREE with Advisors, Cities, Leaderheads,Tech chooser , Terrain and Wonder Splash .
Again, unzip this file to a temp location. Again, pull the directories (Leaderheads, cities, etc.) OUT of the Part Three folder and move them to your Conquests/Scenarios/Far Horizons/Art folder.
Part 4 : Folder Far Horizons PART FOUR with Art
AND
Part 5 : Folder Far Horizons PART FIVE with Art
Do the same as Part TWO. Extract these folders to a temp location, then pull the Art folder out of each one and copy it to the Conquests/Scenarios/Far Horizons directory.
Now this is what worked for me, so far I love the Mod. See if this helps.
skysplitter Jul 09, 2004, 01:17 PM Another thing I just noticed. There's two versions of the scenario. The one WITH Finland works fine with the Israel leaderhead. The one that DOES NOT have Finland has the file mislinked or something. I dont' know enough about this stuff to fix the broken one, but it seems like an easy fix for those that know a bit about the editor.
Lachlan Jul 09, 2004, 01:52 PM I will wait that 5 parts are reunited in 1 :mischief:
ibcoltscrew Jul 09, 2004, 01:53 PM Hey everyone... longtime reader (never registered :) )finally found something I know to post about ;-)
Finally someone who know how to explain things... thanks so much buddy, you save my day :D :goodjob: :king:
It works and my best mod is Rhye's mod too BTW but the installtion is simple compare to this one.
skysplitter Jul 09, 2004, 03:06 PM Glad I was able to help out. It's a great mod, and I am sure that future versions will be a little more user-friendly. But for now, the trouble is definately worth it.
ruiner Jul 09, 2004, 03:58 PM Can we get a summary of new units etc? I hate to DL all 5 parts without knowing anything about the mod.
Thanks!
Sword_Of_Geddon Jul 09, 2004, 05:05 PM Lets see....the Complete list of all new units of the mod:
Far Horizons new units:
1.Advanced Mecha(Kinboat)
2.African Armored Horseman(Original Persian Cataphract)
3.Arab Spearman(Riptide)
4.Arab Swordsman(Riptide
5.Arabian Knight(Lab Monkey I think)
6.Arrow Tower(Aaglo)
7.Ashigaru(Either Utahjazz or Kinboat)
8.Asian Archer(Utahjazz)
9.Asian Cavalry(Original Samurai Cavalry by Utahjazz)
10.Asian Horseman(Utahjazz)
11.Asian Swordsman(Utahjazz)
12.Alt-Alt(American Conquest’s Aztek Pikeman)
13.Baode(Aaglo)
14.Baracuda(Bebro)
15.Bedoin Raider(Utahjazz)
16.Belgrano Cruiser(Bebro)
17.Beserker(Aluminum)
18.Brewster Buffalo(Wyrmshadow)
19.Byplane(Wyrmshadow)
20.Camel Rider(Aluminum)
21.Campana Admirable(Civarmy)
22.Cataphract(Aluminum)
23.Centaurus Mecha(Originally ED309 by Crazyeyes)
24.Century Tank(Bebro’s Heavy Weapons Platform Xcom Tank)
25.Choson Soldier(Dom Pedro II)
26.ChuKoNu(Aluminum)
27.Companion Horsemen(Kryten)
28.Corsair(Aaglo)
29.Crawler(Level)
30.Crossbowman(Utahjazz or Embyrodead)
31.Cuirassier(Bebro’s Early Gunpowder Horseman)
32.Cyclotron(Vuldacon)
33.Daedalus Assault Ship(Wyrmshadow)
34.Defender Mecha(Wyrmshadow)
35.Derg Soldier(Utahjazz)
36.Desert Eagle(Originally Modern Infantry by Balou)
37.Domainer(Orginally Samurai Spearman by Utahjazz)
38.Doughboy(Smoking Mirror’s Industrial Marine)
39.Dragoon(M-Unit, Dismounted Cavalry)
40.Dreadnought(Smoking Mirror)
41.Eagle Warrior(Kinboat’s Mesoamerican Spearman)
42.Early Crusier(Hunter)
43.Early Submarine(Wyrmshadow’s Nautilus)
44.Early Tank(Kinboat’s only Tank unit)
45.Eastern Pikeman(Lab Monkey I think)
46.Egyptian Galleass(Aaglo)
47.Egyptian Galley(Aaglo)
48.Egyptian Spearman(?)
49.Elephant Archer(Utahjazz)
50.Elephant Cavalry(Utahjazz)
51.Elephant Rider(Utahjazz)
52.Elite Eagle Warrior(Aluminum’s AoKs Conversion Collection)
53.English Knight(Bebro)
54.Eurofighter(Bebro)
55.European Spearman(Actually Kinboat’s Germanic Spearman)
56.F22 Raptor(Bebro)
57.Firelancer(Dom Pedro II)
58.French Knight(Bebro)
59.Galleass(Admiral Kraken)
60.German Knight(Bebro)
61.Gladiator(Embryodead?)
62.Grenadier(Smoking Mirror’s Flintlock Infantry)
63.Gunship(Hunter)
64.Heavy Galleass(Aaglo)
65.Heavy Knight(Bebro’s Late Knight)
66.Hessish Knight(Utahjazz)
67.Horde(Kinboat)
68.Hospitalier(Bebro)
69.Huscarl(Aluminum)
70.Industrial Legion(Kinboat)
71.Inti Clubman(Kinboat’s Inti Warrior)
72.Inti Warrior(Utahjazz)
73.Iron Frigate(Smoking Mirror)
74.IS3M Tank(?)
75.Jaegar(Firaxis’ Russian WW2 Infantry)
76.Jaguar Infantry(Aluminum’s AoK conversion Jaguar Warrior)
77.Jaguar Swordsman(Utahjazz’s Jaguar Warrior)
78.Janissary(Aluminum’s Jannissary Beta)
79.Jihader(Original Kinboat’s or Utahjazz’s Separatist)
80.Junk(Aaglo)
81.Kublai(Aaglo)
82.Ku****e Camelry(Originally Utahjazz’s Camel Rider)
83.Laser Bomber(Orginally Piernik’s Beam Plane)
84.Laser Sniper(Bebro’s XCOM Sniper)
85.Laser Tank(Neomega)
86.Laser Trooper(Bebro’s XCOM Blue Laser)
87.Laser Turret
88.Late Galleass(Admiral Kraken)
89.Legonarri Fulminata(Dom Pedro II)
90.Spanish Line Infantry(?)
91.Lion Warrior(Utahjazz or Kinboat)
92.Longbow Apache(Bebro)
93.Macan(Steph’s American Conquest Conversion)
94.Mameluke(Aluminum)
95.Mammoth(Soviet Tank, not sure who made it)
96.Man-At-Arms(Utahjazz)
97.Mangudai(Dom Pedro II’s Hun)
98.Manta(Bebro)
99.Maverick(Wyrmshadow’s Hammerhead Aerospace Fighter)
100.Mechwalker(level)
101.Greek Swordsman(Utahjazz)
102.Medival Galley(Aaglo)
103.Medjay(Steph’s Ancient Units conversion collection)
104.Mejii Rifleman(Dom Pedro II)
105.Merkava(Smoking Mirror?)
106.Mig15(Bebro)
107.Mig21(Bebro)
108.Minuteman(Originally Musket Infantry)
109.MKIV(?)
110.Native Archer(Mayan Archer from Steph’s American Conquests Collection)
111.Nebula Bomber (Kinboat’s Space Fighter)
112.Orca(Piernik’s SpeedOCopter)
113.Phalanx Mecha(Wyrmshadow)
114.Pioneer(Lab Monkey’s Wagon Settler)
115.Pirate Flagship(Aaglo’s Black Pearl)
116.Plasma Artillery(Bebro’s XCOM Plasma Artillery)
117.Plumed Archer(Aluminum)
118.Power Armor(Orginally Armored Shock Infantry)
119.Predator(Duh!)
120.Prometheus Super Carrier(Wyrmshadow and you)
121.Qin Spearman(Utahjazz or Kinboat?)
122.Rafale(Bebro)
123.Rampart Cannon(Aaglo’s Siege Cannon)
124.Ranger(Kinboat)
125.Redcoats(M-Unit Musket Infantry)
126.Rooikat(Dom Pedro II or Utahjazz)
127.Royal Guard(Utahjazz’s Rohan Royal Guard)
128.Sampan(Dom Pedro II)
129.Schooner(Aaglo’s Cog)
130.Scutatio(Utahjazz)
131.Shadow Infantry(Piernik)
132.Ship-of-the-Line(Admiral Kraken)
133.Space Battleship(?)
134.Special Forces(Balou’s Modern Infantry)
135.Su27 Flanker(Bebro)
136.Templar(Kinboat’s Crusader)
137.Throwing Axeman(Aluminum’s AOK conversion)
138.Tiki Warrior(Utahjazz’s Polynesian Warrior)
139.Tlecuahuitl, AKA Jaguar Musketman(Utahjazz?)
140.Tongkang(Embryodead)
141.Tornado(Natural Disaster, not sure who made this unit)
142.Toxotis(Kryten)
143.Triton(Bebro)
144.Tucano(Wyrmshadow)
145.Turret
146.Turtleship(Aaglo)
147.Twin Swordsman(Utahjazz’s Siamese Swordsman)
148.Uboat(Wyrmshadow’s type-9 Uboat)
149.Vampire Plane(Piernik)
150.Veritech, transforming Mecha(?)
151.Villista(Utahjazz?)
152.Voluntario da Patria(Oiled Snake)
153.Voyaging Canoe(EmbryoDead)
154.War Camel(Utahjazz)
155.War Galley(Aaglo’s heavy Midival Galley)
156.War Junk(one of the many none-Junk units not made by Aaglo)
157.WarGalleon(English Ship, made by Aaglo)
158.Xopilli(Incan Chief in Steph’s American Conquest collection)
159.Yamato Battleship(Wyrmshadow)
160. Macabee
Also...I'm very sorry about the confusion surrounding the installation..Its my first mod. Skysplitter, is it alright with you if I replace my installation instructions with yours? I tried to make them easy to understand...but yours is even better.
BTW: the Mod was uploaded in 5 parts because if it was uploading in one part, it would have been more than twice the size of the maximum upload limit(100 Mbs).
skysplitter Jul 09, 2004, 06:44 PM Yeah, go ahead and use them if you like. Since you liked them that much :D
Sword_Of_Geddon Jul 09, 2004, 10:40 PM I've updated the instructions with yours Skysplitter. Thankyou!
Now all, please share your War Storys and expierences playing the mod. Let me know if you think any unit is too powerful as well.
tjedge1 Jul 10, 2004, 01:44 AM Just finished downloading tonight. I'm headed out for the weekend on vacation htough, so I'll try to get some play time in by Tuesday. I'll be home all day.
Sword_Of_Geddon Jul 10, 2004, 01:49 AM I hope you enjoy the mod Tjedge...Have a fun, safe vacation and God Bless.
tjedge1 Jul 10, 2004, 12:02 PM I installed the mod and looked in the editor to check it out before I left for vacation. I'm on my way out now, but I thought you were using a world map instead of the random map? If you weren't planning on making one, would you mind if I did? I would be using a variation of Rhye's world map. It's 170x170. Would only take about 20 minutes for me to do. When I get back. If you wanted me to. Up to you, if you had plans of your own then I'll not do it.
Sword_Of_Geddon Jul 10, 2004, 02:03 PM If you'd do that I'd be very happy. I'll even add it to the first page as an optional download. Are you going to attach the world map to the normal Far Horizons.biq, the one with Finland included, or both Tjedge?
ruiner Jul 12, 2004, 11:05 AM Any play this mod to the modern era? What did you think of it?
tjedge1 Jul 13, 2004, 12:12 PM I'm back from my trip now, and will put together a world map version for both biq's. I'll just add the word Earth after the original titles so they stay together in the menu. In case you have a 100 scenario's like I do. ;).
I'll PM you the links when I'm done so you can just add them to the front when you get the chance.
CivArmy s. 1994 Jul 13, 2004, 02:42 PM Sword, here comes my congratulations :goodjob:
http://www.civfanatics.net/uploads7/homenagem1.jpg
muffins Jul 13, 2004, 02:53 PM Lets see....the Complete list of all new units of the mod:
Far Horizons new units:
1.Advanced Mecha(Kinboat)
2.African Armored Horseman(Original Persian Cataphract)
3.Arab Spearman(Riptide)
4.Arab Swordsman(Riptide
5.Arabian Knight(Lab Monkey I think)
etc
etc
etc
:eek:
This is one of those MUST DOWNLOAD mods ... even if only to save dozens of hours trawling through the forums to find that one unit you're looking for. Anything else is icing on the cake! :goodjob:
*** clicks download link ***
*** file download started ***
*** Estimated completion time - 3 months, 14 days, 8 hours and 47 minutes ***
:cry: oh, darn this evil 56k connection! :cry:
Sword_Of_Geddon Jul 13, 2004, 02:55 PM THANKYOU Civarmy! I'm glad you like the mod. Hopefully I can get an expansion toghether that will include your new Conquests of Mars, plus the Compana Admirable among other things. Let me know if theres anything else I can improve BTW!
I'm sorry Muffins. Are you going to download it anyway? I downloaded DYP with a 56k modem....it took like 7 hours, but i did do it. All the parts for this mod are much smaller in size than that mod as well.
muffins Jul 13, 2004, 03:03 PM I'm sorry Muffins. Are you going to download it anyway? I downloaded DYP with a 56k modem....it took like 7 hours, but i did do it. All the parts for this mod are much smaller in size than that mod as well.
As soon as I've gotten bored with unit creation (I haven't played Civ3 since I started creating units) I'll download it :goodjob: With a mod this good it goes without saying :p
;) . o O (I'll have to get a spare modem just in case the download melts my old one)
Sword_Of_Geddon Jul 13, 2004, 03:11 PM Hopefully that wont happen my british friend. If i make an expansion I'll be sure and include some of your units, along with Civarmy's units hes almost done with.
Dr. Yoshi Jul 13, 2004, 03:32 PM Very nice, but I would love to see an Earth map included in the next version.
tjedge1 Jul 13, 2004, 04:19 PM Earth maps coming up soon. I'll have them ready in 5 minutes.
Was tougher to locate the original locations of the capitals than I thought. But I found them all. Tried placing them accuratly, but in the case of Byzantine and Ottoman, they have their capitals in the exact same place. In fact it's the same city with different names. So I moved the Byzantines a little north west. Since I think Istanboul should be in it's proper place.
Bobisback Jul 13, 2004, 05:27 PM I have been playing this mod for two or three days now I am in the early Modern Era.(before I continue This mod is one of the best mods I have played and just have some Questions)
first I have some Q's about planes I saw that all planes had Hidden nationality, are not immobile, they still have the airmissions, they can move faster, and Some but not all have no operation range I think the only ones are Maverick, Byplane, Laser Bomber, and Buffalo you might one to check. I Don't no about the Hidden nationality this is a good idea but the Ai will bomb the hell out of eveybody without going to war and it would be cheap. so I think you should srap this, now for the are not immobile thing good idea but because of game limitation's and Ai limitation's this will not work but if you had something else in mind that I missed please tell me;). planes can move faster I don't no if this is for the immobile thing or not. Now some planes have operation range and some don't I think it is a error but could be wrong. Now off of the plane subject and on to the navy subject, navy's I like the navy setup but in the middle Industrial and all of Modern ages you need to add some Hp to the better ships this is what I propose Destroyer no Hp bonus, Cruiser 1 hp bonus , Battleship 2 hp bonus, you get the picture. Now for middle Industrial and Modern age land units I think you need to put some bonus hp to all of the mechanized units thats so my tank will not lose to a spearman(had that happen 5 times so far:spear::() give tanks like 1 hp and mechs like 2 hp and so on. I think Elephant Archers are a little strong, Minuteman need to cost more or have -1 hp(I like -1hp better), and I think Special Forces are way to cheap for all the stuff they give you could give them -1hp because Special Forces come in small groups. What is the point of Twin Swordsman's having biltz if they only have one movement. I also think the Defender should have at least 3 movment. Why does the battleship upgrade to the Daedalus that is a 18\12\5 upgrading to 8\10\5 not to mention the Daedalus is a Transport. What is the Tornado for?
This is a good mod besides all of this stuff I mention:lol:;)
will post some more ideas and suggestions later when I finish this game.
Sword_Of_Geddon Jul 13, 2004, 05:58 PM I have been playing this mod for two or three days now I am in the early Modern Era.(before I continue This mod is one of the best mods I have played and just have some Questions)
first I have some Q's about planes I saw that all planes had Hidden nationality, are not immobile, they still have the airmissions, they can move faster, and Some but not all have no operation range I think the only ones are Maverick, Byplane, Laser Bomber, and Buffalo you might one to check. I Don't no about the Hidden nationality this is a good idea but the Ai will bomb the hell out of eveybody without going to war and it would be cheap. so I think you should srap this, now for the are not immobile thing good idea but because of game limitation's and Ai limitation's this will not work but if you had something else in mind that I missed please tell me;). planes can move faster I don't no if this is for the immobile thing or not. Now some planes have operation range and some don't I think it is a error but could be wrong. Now off of the plane subject and on to the navy subject, navy's I like the navy setup but in the middle Industrial and all of Modern ages you need to add some Hp to the better ships this is what I propose Destroyer no Hp bonus, Cruiser 1 hp bonus , Battleship 2 hp bonus, you get the picture. Now for middle Industrial and Modern age land units I think you need to put some bonus hp to all of the mechanized units thats so my tank will not lose to a spearman(had that happen 5 times so far:spear::() give tanks like 1 hp and mechs like 2 hp and so on. I think Elephant Archers are a little strong, Minuteman need to cost more or have -1 hp(I like -1hp better), and I think Special Forces are way to cheap for all the stuff they give you could give them -1hp because Special Forces come in small groups. What is the point of Twin Swordsman's having biltz if they only have one movement. I also think the Defender should have at least 3 movment. Why does the battleship upgrade to the Daedalus that is a 18\12\5 upgrading to 8\10\5 not to mention the Daedalus is a Transport. What is the Tornado for?
This is a good mod besides all of this stuff I mention:lol:;)
will post some more ideas and suggestions later when I finish this game.
I wanted to give Air Units the ability to move normally (So they could attack). Ill look into what you described. As for the Navy Idea...thats a good one and I will probably implement it in the next version. Sorry about the Spearman Problem BTW...did it occur with just Tanks or also with Early Tanks? Civ3's combat system is very random..The bonus HP idea is a good one.
The role of the Battleship goes to the Triton Submarine. I figured people would be building alot of Battleships up until the future era began, and I didn't want people to suddenly have a fleet of Tritons(which can carry two nuclear warheads BTW). Thats why the upgrade to Daedalus Bobiisback.
Im very happy that everyone seems to be enjoying the mod!
tjedge1 Jul 13, 2004, 09:19 PM Just played for about 3 1/2 hours and I noticed the Pirate Flagships had only 1 move. Is that meant to be or a mistake?
Other than that, this game is a lot of fun. I didn't get to the modern of industrial times yet, but I'll try to play some more tomorrow.
drzoidberg Jul 14, 2004, 12:33 AM What's "khymerians" ?
It's spelled the "Khmer". and drop the -ians off the end of it. Singular and plural is the same and without.
-Tom
Bobisback Jul 14, 2004, 10:21 AM Well Sword_Of_Geddon you came so close to the frist mod I played without errors but that was short lived there it a error with the Longbow Apache:( (lucky for me I no how to fix errors:) so I can keep playing my game I am about to win)
btw to fix this go to the Longbow Apache unit folder and rename LongbowApache.ini to Longbow Apache.ini and it should work.
http://www.civfanatics.net/uploads7/errorf.jpg
cyberstrong Jul 14, 2004, 03:32 PM I think this mod is great! I started to play this a few days ago and I have been kind of addicted to this creation. However as I have advanced into the modern era I´ve discovered a few bugs already. I play as germans and the first thing is the U-boat it cannot move, then there is the eurofighter which is missing in the pedaicons or something, the game just quit when i started to build it. Another thing that is quite nice but not that helpful is the terrain, in the beginning the farmlands look great compared to the irrigation terrain before, but when cities grow larger the tiles turn into big cities and huge buildings, making it hard to see whether you´ve built a mine or irrigation. I believe this mod is fantastic and it would be great if these issues could be solved. However I wish to congratulate you for an excellent mod and keep up the good work :) :goodjob:
Sword_Of_Geddon Jul 14, 2004, 06:07 PM Oh damn...I thought I got all the errors.
Ok, so its the Eurofighter and the Apache that have caused problems right?
I'll make a quick patch. Expect it shortly.
Glad you like the mod BTW.
Sword_Of_Geddon Jul 14, 2004, 06:14 PM Well, other than the Apache and movement issues with the UBoat, I found nothing wrong with the game. I'll post instructions on how to fix it.
tjedge1 Jul 14, 2004, 06:17 PM I have to run a beta tonight for another game, then I'm going to take another shot at this mod. I'll be up for a few more hours so, I'll post my finds and maybe a screenshot of where I'm at once I get there. Then it's back to my my mod for a while.
Sword_Of_Geddon Jul 14, 2004, 06:22 PM Hope you enjoy playing it. You diffinitely need a break from modding tjedge. Play some Far Horizons for awile.
cyberstrong Jul 14, 2004, 07:04 PM I actually havn´t found any so called "ini" files in my far horizons/art/units/longbow direction. all I can find is the configuration file, longbowAttackA.flc, LongbowAttackB.flc, LongbowDeath.flc, LongbowFidget.flc and LongbowRun.flc as i mentioned earlier I had problems when attempting to build the eurofighter, the game quit and there was this note something like: files could not be found victory==.. etc... so i checked the configuration file but I don´t understand how to get this right :sad:
Sword_Of_Geddon Jul 14, 2004, 07:23 PM Hmmm....I'll check that out. Sorry for the inconveinace. 99% of mod errors are unit related... :rolleyes:
Sword_Of_Geddon Jul 14, 2004, 07:25 PM It seems that Eurofighter error is quite fixable. Just cut and paste the sound files of the Jet Fighter(Both Wav and Amb files) into the Eurofighter foldier.
tjedge1 Jul 14, 2004, 07:34 PM Another way of fixing it would be to just open the ini file(configuration file) and scroll down to sounds and type this in from of each sound that has something typed there.
..\Jet Fighter\
So it should look like this when your done.
[Sound Effects]
BLANK=
DEFAULT=
WALK=
RUN=..\Jet Fighter\JetFighterRun.wav
ATTACK1=..\Jet Fighter\JetFighterAttack.amb
ATTACK2=
ATTACK3=
DEFEND=
DEATH=..\Jet Fighter\JetFighterDeath.wav
DEAD=
FORTIFY=
FORTIFYHOLD=
FIDGET=
VICTORY=..\Jet Fighter\JetFighterBomb.wav
TURNLEFT=
TURNRIGHT=
BUILD=
ROAD=
MINE=
IRRIGATE=
FORTRESS=
CAPTURE=
STOP_AT_LAST_FRAME=
This way you save space on your hard drive by sharing the file instead of duplicating it. ;)
Bobisback Jul 15, 2004, 09:39 AM SO many errors trying to type them all, Space Battleship can't attack land units or sea units because it is a air unit, air units died when a land unit moves on its sqaure it is a game problem so you have to make air units immoble.
Every jet you add to the game you put a "=" in front of the every thing you copy and pasted for the jet fighter and most of the jets the folder name is like Su27Flanker when it has to be Su27 Flanker
here is a list units that have errors:
Euro fighter
F22 Raptor
Longbow Apache
Daedalus
Pioneer
Su27 Flanker
ANIMNAME_PRTO_Durg_Soldier in the PediaIcons.txt needs to be ANIMNAME_PRTO_Derg_Soldier
MiG21
MechWalker
Crawler
I thing this is it you will have to go and look at every unit and fix the problems.
Sword_Of_Geddon Jul 15, 2004, 02:01 PM I wanted Air Units to move normally as an option, and also attack normally. I'm not going to change them back. I will fix the Pediaicons however.
Hellbound Jul 15, 2004, 02:19 PM The early submarine is not invisible :cry: Some man o'war destroyed all my early submarines :cry:
Is that ok? or is that a bug?
Sword_Of_Geddon Jul 15, 2004, 09:45 PM Hmmm, I'll look at that.
Last two bugs I've got to fix are that problem, and the Uboat's lack of movement.
ruiner Jul 17, 2004, 06:17 PM The mod looks great, but when will the next version be available? I think I'll wait till then to DL.
Sword_Of_Geddon Jul 17, 2004, 06:27 PM Give me like ten minutes...
Sword_Of_Geddon Jul 17, 2004, 06:39 PM Ok, the 2.0 patch is ready to be downloaded(look at the bottom of the first post)
cyberstrong Jul 17, 2004, 07:06 PM could you please make a patch with all the units working, i really think this mod is great and have tried to fix the problems with the units. I got the longbow to work but i haven´t got the eurofighter and su27 to work. Bombisback made a list over all the units that had defects: here is a list units that have errors:
Euro fighter
F22 Raptor
Longbow Apache
Daedalus
Pioneer
Su27 Flanker
ANIMNAME_PRTO_Durg_Soldier in the PediaIcons.txt needs to be ANIMNAME_PRTO_Derg_Soldier
MiG21
MechWalker
Crawler
by the way what´s the rise and rule project? sounds very interesting :)
tjedge1 Jul 18, 2004, 10:37 AM Rise and Rule is the sequel to Double Your Pleasure.
Sorry, Sword_of_Geddon. My intenet went nuts the last couple of days, but it seems to work now. I'll get you those updated biq's.
Sword_Of_Geddon Jul 19, 2004, 03:11 AM My computer went nuts yesterday....so I can't work on modding until its fixed. I'm using my Dad's computer currently.
Cyberstrong: I've created a new patch that fixes the submarine errors a couple of days ago. I'm going to create a new patch that fixes all the errors after my computer is done getting fixed. I also corrected the Derg Soldier error, check out the new Pediaicons file I uploaded. Its on the bottom of the first post on page one of this thread.
Tjedge....I got your new Biqs. I'm going to hold off on uploading them until my comps fixed though, it will be realized along with the new patch. Thankyou so much for making those maps for me.
tjedge1 Jul 19, 2004, 06:06 AM No problem really. You should thank Rhye also, since I just altered his map slightly for my own use and then a little more for this mod. :)
Sword_Of_Geddon Jul 19, 2004, 06:57 AM I will... ;)
Please feel free everyone to share your Far Horizons expierences, strategys, and "War Stories" on this thread.
cyberstrong Jul 24, 2004, 01:12 PM I really look forward for the next version of this mod along with the unit fixes. again I wan´t to thank you both Sword Of Geddon and Tjedge for a great modification. I believe that with the unit fixes this one will be near perfection :goodjob: some things I´ve noticed with Civ3 compared to Civ2 when it comes to unit attributes is that submarines are to weak even in conquests. I believe it would be more fitting to maybe raise submarine attack to 10-12 something and raise their shield production costs. One thing I think is very good in this mod is that even early warships have decent attack values. Another thing is the Stealthbomber I think it´s to weak, with just 18 in attack and so expensive. A cool unit addition would be to be able to build hot air balloons somewhere around the end of medieval or beginning of the industrial age, they could be used like an early radar system maybe like seeing 3 squares in each direction. Another thing that would be really cool but maybe impossible would be to add the opportunity to settle Mars or another solar system when the spaceship has reached it´s destination continuing where the regular game ends. I´m eager to try out the next version of this mod keep up the great work ;)
Sword_Of_Geddon Jul 25, 2004, 09:46 PM Thanks for your kind words Cyber! It means alot to me to hear praise for my work. I like your Balloon Idea. Perhaps Magnetism could be the required tech? They could upgrade to Zepplins with Flight, and then to something else in the Modern Era perhaps?
tjedge1 Jul 26, 2004, 06:15 AM Sounds like a 1.5 version is in the works.
panther1397779 Jul 26, 2004, 11:12 AM It would seem like Mechwarfare cannot be researched, and there is a bug with the f22 Raptor as well.
F22 Raptor: mispelled the name of the ini file, and 2 = instead of 1 = in many places when you refer to the jet fighter.
Mechwarfare, seemingly does'nt have any links to it when you look at it in the research screen, even if it does have links in the editor. Not sure what to do about that though. Quite new with this editor.
Otherwise it's a great mod.
Gogf Jul 26, 2004, 11:17 AM SoG, I'll download it, re zip it into one file, and then upload it to the GCF uploads server for you, so you can post a one part link.
Sword_Of_Geddon Jul 26, 2004, 03:32 PM Thankyou Gogf. It would be decomplicate things.
Mechwarfare: The required tech for that should be Laser Weaponry. I'm not certain why it won't let you research it. I curtainly didn't do that on purpose.
Gogf Jul 26, 2004, 03:45 PM I'll have it uploaded by the end of the week.
cyberstrong Jul 31, 2004, 04:40 PM when will the new patch be ready? I´m really looking forward for this :)
Sword_Of_Geddon Aug 01, 2004, 08:38 PM Well, first, I've got to figure out the bugs and how to fix them, and then what it will add. So far, these are the units I was working with:
-Arqubuiser(Chemistry, upgrades from Musketman)
-Zebra Raider(New Special Horseman for the Nubians, Ethiopians and Zulu)
-Knight of Anubis(Replaces Medival Infantry for the Egyptians)
-Hot Air Balloon(Magnitism, upgrades from Explorer, has radar)
-Zepplin(Flight, upgrades from Hot Air Balloon, has radar)
The Zepplin will upgrade to the Apache Helicopter with the discovery of Sythetic Fibers in the Modern Era.
-Lightstar Tank(Mech Warfare, upgrades from Laser Tank, the ultimate Tank unit)
-Star Carrier(Capital Starships, upgrades from Prometheus).
The Space Battleship will become a Naval Unit, and lose its carrying ability except for missiles.
-Vuldacon-Class Megamissle(Military Spaceflight, upgrades from Cruise Missile)
-V-2 Rocket(Flight, first missile unit, upgrades to Cruise Missile)
-Space Transport(Working name, requires Military Spaceflight, upgrades from Helicopter)
tjedge1 Aug 02, 2004, 06:04 AM Those sound really cool. I like those late age units your adding. I saw an old infantry unit made a couple years back get bumped yesterday, it was a really good one. You think you could add it? I'll edit in a link to it once I find it again.
Ok, here is the link. It might have been bumped, but please no one post so it will slip away again. This thread is over a year old, maybe 2. Just download the file, please no posting.
http://forums.civfanatics.com/showthread.php?t=34731
EDIT: My 2400th post :banana:
Sword_Of_Geddon Aug 02, 2004, 11:56 AM Balou's Armored Shock Infantry? Thats already in Far Horizons actually. Its called Power Armor, and it upgrades from Marines and Modern Paratroopers.
I should have also mentioned the HuTi Bebro released yesterday, thats a great Medival Infantry unit for China.
cyberstrong Aug 02, 2004, 02:56 PM I wrote this list again of all the units that hade defects, I didn´t experience any of those until late industrial while playing with the germans. The first thing was the U-boat error which there is an update for now, as well as the derg soldier. But then in the modern age there seems to be lot´s of unit errors. I managed to fix the longbow error, but I never got the Euro fighter to work so I couldn´t finish my last game :( but otherwise I think this mod is the greatest. I´ve also tried some other mods, so i found Goldflash´s mod but I think this one is much better even if Goldflashs mod is a really good one. These are all the unit errors that have been mentioned earlier:
Eurofighter
F22 Raptor
Longbow Apache
Daedalus
Pioneer
Su27 Flanker
ANIMNAME_PRTO_Durg_Soldier in the PediaIcons.txt needs to be ANIMNAME_PRTO_Derg_Soldier
MiG21
MechWalker
Crawler
tjedge1 Aug 02, 2004, 04:49 PM Balou's Armored Shock Infantry? Thats already in Far Horizons actually. Its called Power Armor, and it upgrades from Marines and Modern Paratroopers.
oops. I knew that. Really. :mischief: I need to finish my game.
Sword_Of_Geddon Aug 02, 2004, 04:56 PM Hmm. What could be causing the errors? I'm going to use my Dads computer for Civ3 stuff for awile, so If you let me know, I'll fix up a patch.
Evaldas Aug 05, 2004, 02:02 PM i found some bugs in unit recourse requirements:
baracuda- needs uranium
camel rider - iron
there are more units but i don't remember which
tjedge1 Aug 08, 2004, 02:49 PM I got a crash form the pioneer. When I was in the city screen and selected it to build it crashed. Wneh I get a chance I'll get the exact error message and post it here.
Hellbound Aug 12, 2004, 09:02 PM Well, i have found more bugs on this great mod:
1. The statue of Zeus doesnt produce ancient calvary, even when is built by the AI.
2. Last game i won by domination and after i saw the victory message the game crashed and exited.
Seeya
Sword_Of_Geddon Aug 13, 2004, 12:48 PM 1. The Ancient Cavalry unit is now the Roman Auxilla..the Statue of Zeus only produces lots of culture now, in the expansion it will produce Ancient Cavalry again, but not the old Ancient Cavalry
2. Not sure why that happened...maybe something to do with the pcxs? Its never happened to me.
JokerDF Aug 19, 2004, 08:41 AM Great MOD, i really liked it :P
About the governments: Globalism is bad at everything, why someone would use it? Technocracy and Confederacy are overpower, good at everything
The Cuirasser, great unit, dont have cost... so you can built it with 1 turn, always
Change the Science_ancient, industrial and etc. At the Art/Advisors folder. So people may know how do get a tech
Fundamentalism should NOT be requeried for era advance. And i think that Hagia Sofia should not became obsolete, i hate when the cathedrals desapier.
At civilopedia, fundamentalism was suposed to have 200% of worker efficiency (not 120), militarism is all wrong at civilopedia too.
Great MOD :)
estonianman Aug 19, 2004, 05:47 PM I encountered this error message while playing you mod. It happened when I contacted the Isrealites for the first time.
great mod btw! :goodjob: :goodjob: :goodjob:
estonianman Aug 19, 2004, 06:18 PM Well I found that the scenario has the wrong paths for the animations - is it possible to change this with out starting a new game?????
I really hope not!
Timelord Aug 20, 2004, 10:25 AM Try looking at the .ini file for what ever unit that is/was, could be the author mispelled the name of the flc, that or the actual path is wrong, in either case it should be fixable in the .ini file(s) and you should be able to resume your game.
Evaldas Aug 21, 2004, 05:55 AM the bug is in israel leaderhead file names, it must begin with au.. not kw
Sword_Of_Geddon Aug 23, 2004, 10:15 PM The updated biqs at the bottom of the first post should solve the leaderhead problem...I was orginally using Piernik's Casamir the Great as a fill in for King Solomon, hense the error(I forgot to fix it in the normal biq)
In the up in coming expansion/patch, I'll be fixing all of the unit errors, plus their will be three new civs(Sioux, Haida, and Siam), and the return of an old one(Iroquois)..
Ive already fixed the governments, and whats required to advance.
The tech arrows is a problem for me though...I don't have Paintshop Pro, and thats required for that.
tjedge1 Aug 24, 2004, 05:54 AM Try using GIMP. I think you can get it at gimp.org
It is free and works with indexed pcx files that the game will reckognize. That's what I use.
JokerDF Aug 24, 2004, 09:15 PM The mod is very very good but some things:
*You may get an error from Daedalus, the error is at Art/Units/Daedalus, the file dEAdalusdeath.flc should be dAEdalusdeath.flc
*The crossbow cost is too low, only 15, for a unit of 4atc and 1def, while the Ranger costs too much: 40 for 3atc and 1def. The Man on arms costs 40 for 5atc and 1def, and i think that should be a base for others. This way you upgrade ranger for crossbow without cost
*The Arrow Tower is too good, 10 def is too much to ancient era, if you build one you wont lose your city until modern age. For ancient times 5 def is already high, same for rampant cannon, also change the costs so the upgrade is not 0. Like Knight costs 70, Heavy Knight too, you may upgrade freely to a much better unit, increase Heavy Knight cost to 75 or 80. (Also remember the Cuirasser that dont have cost, 75 or 80 should be good)
As you noticed I dont like upgrade cost 0 :P This is because you may build a lot of crap units and at one turn transform that to very good units, it’s too dangerous. The same thing is happening with Early submarine and Submarine, if you want to show that now we build a better sub with lower cost, I advise turning off the upgrade ability for early sub.
Congratulations on the mod, i loved the new civs, new units, and etc. Keep the good work :)
Sword_Of_Geddon Aug 24, 2004, 09:32 PM Interesting recommendations Joker...I'll going to change alot of things(costs of some units).
I've already increased the Curaissier's cost(Zero was ridiculious in the AI's hands) I'm probably going to increase the Crossbowman's cost to 30...I want it to be a cheap unit for civs that lack metal. The Heavy Knight is also worth looking into.
Reeb Aug 25, 2004, 12:25 AM EDIT: Sorry, Shoulda read everything, :P
Petronius Sep 05, 2004, 04:14 PM HI. omg..why Cuirassier costs 1 buck??!!!!
Petronius Sep 05, 2004, 04:37 PM you must rename flics files (in directory far horizonts/art/flics ) with names KE_xxxxx to Kw_xxxxx when you want to contact israels....
Sword_Of_Geddon Sep 05, 2004, 05:44 PM Only in the original version.
The Cuirsassier...one shield...yes...that problem...I forgot to put in shield costs for that unit... :lol: Its cool if your the one building them...but if your at war, and someone sends them against you..... :eek: That will be fixed in the expansion patch.
Petronius Sep 06, 2004, 05:23 PM hi....i played it. Nice units, but some small errors with names of some files ( F22 Raptor, Daedlaus,etc...). Nice terreain , but too much skycraps in railway era :))... i can't finish it, cause some big error on end of tech tree ...i can't fix it...
P.S: some upgrade costs between your new unit is needed.. gj bye
Sword_Of_Geddon Sep 06, 2004, 11:28 PM What tech is causing the big error? :eek:
Weasel Op Sep 12, 2004, 04:49 PM SOG, do I need some special program to extract .rar files? Sorry if this has been answered, I didn't feel like readin 5 pages :p
tjedge1 Sep 13, 2004, 10:34 AM WinRAR works, and I think Win ace? can extract them also.
Sword_Of_Geddon Sep 15, 2004, 11:47 PM The files are smaller with WinRar, much better for uploading and downloading.. :goodjob:
The expansion patch is progressing nicely btw. The New civs so far include:
-Maphuche
-Iroquois
-Sioux
-Haida
-Siam
any suggestions?
R8XFT Sep 21, 2004, 11:42 AM I'm enjoying Far Horizons so far, but noticed that there's no buildings-large or buildings-small files. Petra shows the name in the build queue, but no cityscreen icon. The civilopedia icons are there though.
I'm playing as the Khmer, and really appreciating Rita Poon's work on that leaderhead :) .
PriestOfDiscord Sep 21, 2004, 08:33 PM I'm definately going to download this. An epic game mod with a future era can't be bad. I'll give my impressions soon. :D
Sword_Of_Geddon Sep 21, 2004, 10:55 PM I'm enjoying Far Horizons so far, but noticed that there's no buildings-large or buildings-small files. Petra shows the name in the build queue, but no cityscreen icon. The civilopedia icons are there though.
I'm playing as the Khmer, and really appreciating Rita Poon's work on that leaderhead :) .
I didn't have Paintshop Pro when I uploaded the mod. Petra, Hagia Sophia, The Kremlin, the Taj Mahal, the World Trade Center, Conquest of Mars, and Weather Control Machine all lack buildings-small and large files. This will be corrected for the expansion. I'm also going to include more Wonders and a couple of new city improvements in the expansion, most likely some Mesoamerican, African and Asian Wonders, and I think the Future Era is incomplete without a few futuristic improvements...
PriestOfDiscord Sep 25, 2004, 10:27 PM Impressions from playing so far(at the end of the middle ages playing as the Israelis) and from looking through the Civilopedia. Sorry if some of these things have been repeated earlier in this thread. :o
-First, there are a few civilopedia glitches that really don't effect life much at all. Hyperlink overflow occurs in a few places, the Merkava Israeli MBT civilopedia graphic is screwed up somehow so that it is a lot bigger than it should be, and there is the minor grammar/spelling messup here and there. All pretty minor things, but I'd figure I'd mention them here. BTW, I really like some of your descriptions for the later units and techs. I anxiously await our technocratic machine gods. :D
-Not that I'm complaining about lots of money, but for some reason I noticed that I started collecting interest(like Wall Street gives) sometime in the early ancient era. I have no clue what started that, and my only guess was from one of the wonders I had at that point which were Petra and the Pyramids. The civilopedia doesn't mention what it could be.
-Perhaps someone actually from Brazil would make a better agrument for/completely disagree with me, but I understand the modern capital of Brasilia is a fairly new city in that nations history. I'm not sure it should be the civ's very first city and capital.
-Why would anyone in their right mind choose globalism as their government? It has horrible, horrible stats in peace and war time. I see a place for the other new governments but not for this one. Also, it might be a good idea to give govt-specific structures for a few of them to futher give them a special flavor.
-I really like some of the new unit paths you have made, but in particular I love the defensive tower units. The arrow towers already saved my ass in a early war with Brazil. In general, some of the new units you added are very cool including the industrial legions and the early mech from Robocop. And space battleships...drool.
The only messup I noticed offhand was that the modern age turret doesn't upgrade to the laser turret in the future era.
-I think you mentioned earlier that you realize this, but there isn't a whole lot of buildings in the future age. In fact, only the Conquest of Mars and the Weather Control Center(btw, I'm really can't wait to get that. What a cool idea) are the only improvements I noticed.
Overall, I'm really enjoying all the flavor you put into this. It's been a lot of fun overall. I can't wait to see what the expansion adds.
Sword_Of_Geddon Sep 25, 2004, 10:54 PM Thankyou Priest! Thats what I've been hoping for in a post for awile now. Lets see If I can answer your questions..
-Yes, the Merkava had its Civilipedia Large and small reversed, I fixed that, as for grammical errors, I type pretty fast at times...sorry. The Globalism government was my attempt at showing what to much outsourcing does to a countrie's economy..I have to get rid of that government, its more of a business tech than anything. I also am going to ax Militarism as a government type, as Fundamentalism and it are far to similiar. The future techs and units obvious had no background history and such...so I made them up as I went along, many of that work will actually be used for my Colony Wars scenerio later... :goodjob:
Petra gives the interest ability to your civ. I've found that whoever builds that wonder becomes a strong economic power early in the game, do you think its alittle unbalanced?
I chatted with people over Brazil's capital, there might be a better choice, Ill remember that for later..
The Turret should upgrade...I'll have to check that out..
-Some previews for you..
1. One of the new buildings will be a Spaceport, I'm not sure what it will do so far though
2. Malaysia will also be in the expansion
3. A new Imperial Era unit, Continental Marines, will be included with the discovery of Naval Tactics(the same tech that lets you build Ships of the Line)
4. New flavor units like the Egyptian and Native American lines
5. Genetic Enginneering Tech will allow the creation of Mutant units...each civ will have their own "Monster"....hehe..
PriestOfDiscord Sep 25, 2004, 11:20 PM I think Petra might be a bit too much. I didn't see it as being unbalanced when I got it, but then I started out pretty small because I was boxed in early by the Brazilians and English so being able to buy my way back into tech parity (espically with getting the upper hand in military superiority) saved me at the start. Had it gone to a bigger power I could see it being quickly overpowering though. Honestly I'm kind of split on that.
"3. A new Imperial Era unit, Continental Marines, will be included with the discovery of Naval Tactics(the same tech that lets you build Ships of the Line)"
Fantastic, I've always thought an earlier amphib unit would be helpful for whenever a civ manages to grab those hateful small islands that short of nuking are hard to dislodge an adversary from.
"5. Genetic Enginneering Tech will allow the creation of Mutant units...each civ will have their own "Monster"....hehe."
Ahahahaha, that will be awesome.
Sword_Of_Geddon Sep 28, 2004, 06:28 AM I'm also attempting to balance things out, some units(like the Templar) are overly powerful. Did you see my sig yet? :mischief:
cyberstrong Oct 15, 2004, 05:47 PM what about the next version of this mod? been waiting like crazy for this one. I havn´t been able to play it since i never understood how to fix the unit errors in the latest era.
Sword_Of_Geddon Oct 16, 2004, 04:27 PM So far, I've corrected the Longbow Apache, Rafale and F22 Raptor errors. I pressume that the sound files are linked incorrectly in the unit's ini files, therefore, it should be simple to correct the remaining modern-era errors, then its on to the future era...
Balam Oct 19, 2004, 11:56 AM Thanks SoG for this mod--can't wait to play it once the corrections are finished!
Sword_Of_Geddon Oct 20, 2004, 02:29 PM Your quite welcome Balam. I do this "For the People" as they say.
cyberstrong Nov 24, 2004, 05:51 AM feels like I´ve been waiting for ages now for the next version of this mod. what about the progress, is it near completion? would really appreciate some information, since this is my favourite mod. I even like this one more than Rise and rule. Both mods are great but in Rise and rule I´ve had to change the cost of discoveries and I think there are to many city improvements in Rise and rule.
keep up the goodwork on this one ;)
Sword_Of_Geddon Nov 24, 2004, 10:26 PM Thankyou Cyberstrong, thats the nicest thing anyone has said about my work I think.
Just an update my friend...
-There will be no new version, or patch, but an entirely new Mod, a sequel if you will
-Far Horizons: Heart of Destiny will have NO bugs, and even more of what makes Far Horizons great
-I tried to further diversify the Civs, with the addition of Malaysia and Siam, there is now a full South Asian Culture group, plus I've also added the Iroquois, Sioux and Haida into the game.
-lots more new units.
junkman007 Nov 24, 2004, 11:09 PM Looks like a great mod and all, but I'm having a few problems getting it to run. I need a little help. I put the new civilizations into a map, but when I go to load the scenerio, I get this error message.
File not found
"#"
The game will now exit.
What do I do to fix this?
Thanks,
Junkman007
Sword_Of_Geddon Nov 24, 2004, 11:37 PM Which version are you using?
Did you install everything correctly?
Morgan UK Nov 28, 2004, 10:27 AM Your mod certainly does seem to be very impressive but I have read that you intend to release a new version rather than patch or "repair" any issues that remain in this one, so....
How long do you reckon it would be before you would complete this new one as I, and many others without doubt, would be most eager to try it out..?
I am holding back on downloading it as I do enjoy the more modern era of the gameplay.
Best of luck to you with your development :)
Sword_Of_Geddon Dec 02, 2004, 01:40 PM Thankyou. Well, I'm working on that as we speak. I'm also waiting for Crazyhorse(R8XFT's up-in-coming leaderhead) and a Pueblo and Mississippian Leader, to further round off America. I'll probably realease a number of Biqs after the generic one, included will be a European Biq(With European Civs only), an Asian Biq(With Asian Civs only), a New World Biq(With Native Americans and Pre-Columbian Empires Only), and perhaps a Australia-Oceania Biq(With Australia, the Koori, and Polynesian Civs only).
tjedge1 Dec 04, 2004, 11:52 AM Don't forget the Aborigini's(Spelling?) in Australia. :)
Tboy Dec 04, 2004, 01:58 PM This looks great, I've downloaded it and done everything BUT when I start it up the game exits due to pediaicons for the Hagia Sophia. Any help?
Sword_Of_Geddon Dec 06, 2004, 05:18 PM Download the new Pediaicons file on the first post, at the bottom.
cyberstrong Dec 08, 2004, 05:51 AM wow finally :) but is it the "same" pedaicons file that was there last time but modified :rolleyes:
Sword_Of_Geddon Dec 08, 2004, 12:57 PM Its fixed, thats what matters...hehe
Sword_Of_Geddon Jan 13, 2005, 03:55 PM work continues on the new mod btw...It will have a complete new culture group, more and better units, and new civs...
tjedge1 Jan 13, 2005, 07:43 PM Cool, I'll be looking forward to it.
airbus-380 Jan 19, 2005, 10:20 AM i hope you can add more advance in the next expansion,like advance-farming,
mining,fishing & some more advance that can reduce pollution & corruption.
great-jod.geddon.i like this mod very much.thx. "for the people" :goodjob:
Sword_Of_Geddon Jan 19, 2005, 10:50 AM hmmmm...interesting ideas airbus...I was planning on redoing at least the Ancient Era Techtree(I think its boring)...I'll definitely take those ideas into account..
airbus-380 Jan 19, 2005, 09:58 PM :crazyeye:
I can't WAIT to try this out.
DeanoUK Feb 16, 2005, 10:28 AM Downloaded it all, installed as instructed (with v2 and pediaicons patches) and continually get:
Missing entry in "text\PediaIcons.txt": ICON_BLDG_Hagia Sophia
Maybe you can let me know how to fix this?
DeanoUK Feb 16, 2005, 10:34 AM Embarrassingly that error arrises if you make a typo in the Far Horizons directory name!
Fixed!
Sword_Of_Geddon Feb 16, 2005, 10:54 AM Yeah...I'm very sorry about the complexity of the installation. Unfortunately with the size of the new version, Heart of Destiny(The Expansion/Sequel), theres not much I can do to fix it. I will be contacting Gogf for the new mod, if all goes well, I can have one download for the entire mod... :goodjob:
Crash757 Feb 20, 2005, 12:40 PM I've made 'with cities' world map version for this mod.
Screenshot: http://www.pix8.net/pro/pic/3425g7WE9/354553.jpg
Download: Far Horizons WITH FINLAND-Earth (with cities).biq (https://www.sharemation.com/Semigall/Far%20Horizons%20WITH%20FINLAND-Earth%20%28with%20cities%29.biq)
Sword_Of_Geddon Feb 27, 2005, 06:09 PM Thankyou for doing that, I'm very happy you like my mod enough to make something for it. I'm probably going to include Finland and Poland for the new version, although this will most likely be a separate version like in the first mod.
Soland Feb 28, 2005, 09:04 PM hmmmm...interesting ideas airbus...I was planning on redoing at least the Ancient Era Techtree(I think its boring)...I'll definitely take those ideas into account..
I would like to see a mod that starts at modern times and progresses from there doing away with the ancient, middle ages, and industriel eras.
I think I watch too much mecha anime, and have had this idea burnin in my head since watching Macross Zero.
tjedge1 Mar 01, 2005, 04:24 PM In my personal mod, I have the ancient and middle ages crammed in the first era and then industrial and modern in the next. Then I have a computer age and then a nano age. Can't post it though, it's over 3 gigs.
Captain_groovy Mar 05, 2005, 01:20 AM tjegde! that souns great, isint there a way you can compress the mod or make it smaller!! and i want to start making mod please how to a start, what do i need
King Coltrane Mar 05, 2005, 09:44 AM hey sword, any clue when the new version will be out? (if its not already and if it is tell me where i can get it!) this is a really great mod and i enjoy it a lot. i think, however, that ill make a new world map for it as both that are included have terrible resource placement lol. i mean, come on! hordes of elephants in... AUSTRALIA?! lol. not to mention no saltpeter, iron or coal anywhere near england lol. again, great work
tjedge1 Mar 05, 2005, 10:23 AM The reources for the maps on the mod were randomly placed.
@Captain Groovy: The best way to start learning is to open the Main biq and then save as to a different name to the scenarios folder and begin learning the biq through the editor. If you want to add things, then go to the forum with explanations and read up. That's what I did.
EDIT: About my personal mod it can be compressed to about 1.5 gigs. And the only way to make it smaller is to remove a lot of the graphix. At the moment, it's a little out dated because of my Mystara mod at the moment.
Captain_groovy Mar 05, 2005, 11:38 AM Yes please inform us when the expansion will be out, i love this mod
tjedge1 Mar 05, 2005, 04:17 PM hey sword, any clue when the new version will be out? (if its not already and if it is tell me where i can get it!) this is a really great mod and i enjoy it a lot. i think, however, that ill make a new world map for it as both that are included have terrible resource placement lol. i mean, come on! hordes of elephants in... AUSTRALIA?! lol. not to mention no saltpeter, iron or coal anywhere near england lol. again, great work
If you make your own map, are you just placing the resources yourself? If so I would love a copy of it.
King Coltrane Mar 06, 2005, 12:01 AM yup thats what im doing, ill get back to you with it
also, on a less fun note... im playing a random map game as the germans (lots of fun) and i am trying to upgrade my fighter to a eurofighter, but i get this message "Art\Units\Eurofighter\=..\Jet Fighter\JetFighterBomb.flc" any clue what this means? if this was answered in an earlier post, my appologies.
tjedge1 Mar 06, 2005, 02:15 PM It's a line in the PediaIcons text file. Somewhere the biq is looking for something that doesn't match there. An easy fix once the line is found. Actually it ws in the INI file which I fixed and you should be able to continue the game you were playing. Just extract the attachment into the CivilizationIII/Conquests/Scenarios folder and say yes tot he overwrite of the INI file.
King Coltrane Mar 06, 2005, 09:28 PM why thank you tj, now i can finish up those pesky mayans... that is... working on that map lol
King Coltrane Mar 07, 2005, 11:31 PM and would you happen to have a fix for the f22? lol
tjedge1 Mar 08, 2005, 07:47 PM What error message does it give? Then I could find it easier.
King Coltrane Mar 08, 2005, 07:55 PM same thing as with the eurofighter, but with the F22. its ok, i just didnt upgrade it to that, i skipped to the maverick
tjedge1 Mar 08, 2005, 08:37 PM Ok here's a quick fix in case you need it again, or the AI tries to build one. Just extract the same way you did last time.
King Coltrane Mar 09, 2005, 08:45 PM alright, thanks tj
Sword_Of_Geddon Mar 14, 2005, 03:47 PM Sorry about the errors. The new mod will have zero unit eras, so I won't have to make any fix patches.
Tjedge, if you are able, could you post your science advisor screen with the Industrial and Modern Ages combined? I would like to make the fourth era its own age, complete with cities, music, techs and units.
tjedge1 Mar 15, 2005, 06:18 AM Sure, I'll have to dig it out though.
P.S.- there are no arrows. I never thought to do that as it's a lot of work, and I was the only one really playing it. ;)
Did you want a screen shot or the tech advisor file with a biq. I can make a biq with just that era. I'll move it to the 3rd era as it's my 2nd. ;) I'm pretty much using all the original techs.
Sword_Of_Geddon Mar 15, 2005, 11:50 AM Think of something I could import into Far Horizons: Heart of Destiny... :goodjob:
King Coltrane Mar 15, 2005, 05:03 PM speakking of which, any clue when well be seeing that SoG?
tjedge1 Mar 15, 2005, 08:06 PM The biq for my personal mod is on a disc somewhere. When my desktop blew up I saved my hard drive and was able to burn everything to disc that I wanted to keep. There isn't room on my laptop, and since I have been modding I hadn'tthought to play it in months. Might take a while to find it, work is interfering with my spare time these days. I barely have time to keep up with my beta patches. At the latest I'll get it to you Sunday.
Sword_Of_Geddon Mar 15, 2005, 08:38 PM speakking of which, any clue when well be seeing that SoG?
Well, In truth I could upload the mod anytime, however, theres still a few things that I'm waiting for to add to my mod. And Tech tree revisions as well. Be patient. ;)
rucknrun Mar 19, 2005, 08:22 AM The crash I keep getting is on the jaguarwarriordeath.amb it is not in my install.
tjedge1 Mar 19, 2005, 10:00 AM That error is probably inthe ini file for that unit. Which unit is it telling you it can't locate the amb file for?
rucknrun Mar 19, 2005, 10:42 AM Jaguar Warrior. I could not find the file and did not see where the entry in the ini file would go.
King Coltrane Mar 19, 2005, 11:25 AM all right Sword, ill wait quietly like an obediant puppy!
tjedge1 Mar 19, 2005, 01:20 PM Jaguar Warrior. I could not find the file and did not see where the entry in the ini file would go.
Ok, what was the exact message the game ave you when it gave you the error before closing the game. If I have that I can make a quick fix. Otherwise I'm searching blind.
rucknrun Mar 19, 2005, 02:56 PM I attached the error.
tjedge1 Mar 20, 2005, 09:57 PM Extract this into your Civilization III\Conquests\Scenarios
This corrects the typo in the ini file. There was actully 4 errors there. Fixed them all.
Hey SoG. When the new version is ready, don't upload it right away. I have a trick to find most pedia errors before playing the game. I'll share it with you.
Sword_Of_Geddon Mar 21, 2005, 02:34 PM I will follow your instruction Tjedge, I've learned by now that just because a Mod seems to be error-free...doesn't mean it is.
rucknrun Mar 22, 2005, 03:17 PM Thank you that fixed my problem. I love the mod. Looking forward to finishing a game.
rucknrun Mar 22, 2005, 03:40 PM Here is the next problem I am getting.
tjedge1 Mar 22, 2005, 07:51 PM A fix for the Elite Eagle Warrior.
rucknrun Mar 25, 2005, 10:28 AM Next error. Did I do something wrong on the install?
tjedge1 Mar 26, 2005, 01:15 PM No you didn't. THis was just Sword of Geddon first mod. It happens to us all. When my Mystara mod first went into beta it had 60 something typo errors, which is all these errors have been.
Here's the fix for the longbow hopefully. I might have fixed this one before for someone else, because there wasn't an error in my files. Extract the attachment to Civilization III\Conquests\Scenarios folder and let me know if that worked.
rucknrun Mar 27, 2005, 08:25 AM It worked. Thanks.
rucknrun Mar 29, 2005, 05:35 PM Next error. The laser bomber and Maverick units cannot bomb. I select the bomb option and there is no grid. It looks like they have a range of 0 to bomb.
Thanks
Rucknrun
tjedge1 Mar 29, 2005, 07:56 PM The Laser Bomber and Maverick do have 0 entered as the Operational range, so they can't bombard. You can change that easily in the civ editor. Just so you know, when you alter a biq file, the changes will not apply to a current game. You'll have to restart the game to get the adjustments.
As for the MechWalker, here you go.
rucknrun Mar 29, 2005, 08:09 PM Thank you again.
moonrunner Mar 31, 2005, 12:22 AM Got a load error- file not found game will now exit
art\units\pioneer\..\musket infantry\musketinfantryattack.wav
the wav files are located in the minuteman unit folder.
attached is edited pioneer unit folder with ini file pointing to the right place.
Wanallo Mar 31, 2005, 03:51 PM tried modpack, love it, the extra units really help fill in the tech gaps and the future era is also great.
Only cribble i have is with the city spread which comes with laying railways as although it looks nice, makes the map rapidly cluttered and hard to read. I have trouble finding locating resources without putting clean map on. Also, the continent i started on is now a complete mass of city. Would look good as a futuristic metropolis but its the year 1290! Maybe a little tone down is needed.
But overall, the mod is very impressive and next time i will try to play it on normal mode without accelerated production so i have the chance to apply some of them! lol
Particularly like the added unique units. Although the Mercava is scary!
Also being a brit. An extra modern day english unit would be nice. Like a Challenger, SAS (equal to US special forces) or maybe the GR4 Tornado.
P.S Mechs!!!! As a battletech fan, this is a god send!!!!! :)
tjedge1 Apr 01, 2005, 05:53 AM Unzip this into your Civilization III\Conquests\Scenarios\Far Horizons\Art\Units\Pioneer and save over the current INI.
This will fix the pioneer.
moonrunner Apr 03, 2005, 09:11 AM Thanks tjedge1
I had already fixed the problem tho and posted the fix.
but thanks again for taking the time to help in a timely fashion
Hellbound Apr 24, 2005, 02:09 AM Hey, i found the industrial legion costs 0 shields, so that makes my roman empire be even more powerful :ar15: :ar15:
Is there any fix for this?
tjedge1 Apr 24, 2005, 08:48 PM Nope. You can open the editor and give it a cost though. It's an easy fix. Just click on edit and go to the units tab. If you're really not familiar with the editor, I'll go ahead and do it.
Hellbound Apr 24, 2005, 10:40 PM Nope. You can open the editor and give it a cost though. It's an easy fix. Just click on edit and go to the units tab. If you're really not familiar with the editor, I'll go ahead and do it.
Thanks for the help TJ, i've fixed this with 90 shields. :goodjob:
Sword_Of_Geddon Apr 26, 2005, 10:19 AM Sorry for all the errors guys....... :blush: The new mod Heart of Destiny won't have any errors(This is due to months of testing it), among other things.
rhn31983 May 08, 2005, 09:33 PM is there a complete file that has all parts together?
tjedge1 May 10, 2005, 07:07 PM is there a complete file that has all parts together?
No, but Heart of Destiny is in the woks and it's a suped of version of this, and it will have the glitches fixed and so on. This was SoG's first real mod attempt, he learned a lot and Heart of Destiny will be far better.
Sword_Of_Geddon May 10, 2005, 07:15 PM We can only hope...
Far Horizons players: This is your time to post suggestions...check my sig..
Plekter May 12, 2005, 03:56 AM Embarrassingly that error arrises if you make a typo in the Far Horizons directory name!
Fixed!
What does "typo" mean? I have the new PediaIcons file installed, but it still doesn't work...
Help! Anyone?
DeanoUK May 12, 2005, 04:39 AM Typo means I entered the directory name incorrectly, i.e. I mis-spelt the directory name. Make sure your directory name is correct.
Plekter May 12, 2005, 04:51 AM Which directory?
edit: Found the error "Far Horizon" instead of "Far Horizons"
thanks
sinkle419 May 12, 2005, 09:23 AM Hiho,
i want to play your mod but it doesn´t work. I guess its my mistake but maybe you can help me:
After installing the mod to Civ/conquest/scenarios/FarHorizon
and starting the game i get the message that a pedialcontext ist not ok. Anything with the Hagia Sophia.
It happens all the time after starting the mod in the mainmenu.
Maybe u can tell me what i did wrong.
THX
I'm having the same problem with the Hagia_Sophia thing; did you ever find a solution? Please let me know, thanks.
tjedge1 May 12, 2005, 08:55 PM Hi guys. If your trying to play this mod, it would be a good idea to go through the pages and download all the fixes. It's buggy without them. A newer version is on the way that will be less problems. Sorry about the bugs.
NeverMind May 17, 2005, 11:46 PM Thanks, Sword of Geddon, for the mod. Thanks, tjedge1, for the fixes.
It would be a good idea to add links to the fixes in the first post.
Ken the Great Jun 06, 2005, 08:25 AM I WANT THIS!!! :(:(:(:( but I want it for Vanilla :'( :'(
so nice.. so beautiful.. so.. I WANNA HAVE IT!!!!!! but I just have civ3 vanilla.. :'(
rhn31983 Jun 25, 2005, 09:58 PM your mod has alot of error mainly in the modern era its the units that have the problem.some r typos in the ini files or things that dont exist in the ini files.
tjedge1 Jun 26, 2005, 08:32 AM That is common knowledge. Throughout the thread here there are fixes for pretty much everything. Otherwise, wait for the Heart of Destiny mod which is a revamped and fully tested version of this mod.
greenman1234 Jul 05, 2005, 08:15 AM I have a suggestion, NEVER MAKE REFERENCE TO POL POT EVER AGAIN IN THIS MOD! I understand he was a millitary dictator but he had millions of his own people killed! Please take him out.
King Coltrane Jul 05, 2005, 01:45 PM why take him out? just because he did terrible things doesnt mean he wasnt a leader of the nation
pinktilapia Jul 05, 2005, 06:06 PM Pol Pot... as leader of the Khmers :(? That's rather like taking Lee as leader of USA. Take King Sihanouk, he is (was) respected and loved by his people!
tjedge1 Jul 05, 2005, 08:44 PM I think General Lee was respected by many, and by surrendering at the end of the war he saved hundreds of lives, if not more. He also was a great leader. That whole part of American history was just stupid. I'm sure we have some kind of insane leader that would be a more fitting example.
pinktilapia Jul 06, 2005, 01:05 AM Hum, no, I was not talking atrocity. I was talking civil war. Pol Pot was not with the Khmers, but against his own country, as his records of destruction have shown.
tjedge1 Jul 06, 2005, 06:47 AM I see, ok. In that case I guess you're right on. I don't know enough about Pol Pot except for atrocities. I didn't realize he was against his own country in a civil war.
If you want to get Sword of Geddon's attention on this topic you should try to catch him on the Heart of Destiny thread which is an updated and expanded version of this mod. I think he's done with this particular one for good. ;)
pinktilapia Jul 06, 2005, 06:01 PM Ok, I will :)!
Dlanor Jul 10, 2005, 12:47 AM Hi
Does any one play Civ 3 with the DYP program. I just loaded it and when I get to 1000 BC it all of a sudden starts running slower. 15min for a turn. Has any one had this problem also?
Like to hear from you if you have.
Dlanor.
Timelord Jul 10, 2005, 09:40 PM Hi
Does any one play Civ 3 with the DYP program. I just loaded it and when I get
Umm DYP :confused: :confused:
tjedge1 Jul 11, 2005, 05:14 PM You mean the DyP mod? This happens with any version of the game. It more or less depends on the number of civs and map size you're playing with.
Timelord Jul 12, 2005, 09:46 PM You mean the DyP mod? This happens with any version of the game. It more or less depends on the number of civs and map size you're playing with.
Hmm sad to say you've still lost me, I've never heard of the dyp mod so..
tjedge1 Jul 13, 2005, 06:39 AM Ok, what is this DyP version I keep hearing about?
Sword_Of_Geddon Jul 14, 2005, 04:30 PM The files for this mod have been removed...coming shortly, the new mod, if you would like to playtest before I start an entirely new thread, check out the Heart of Destiny thread on the main creation and customization board... ;)
sparkilng Jul 16, 2005, 10:30 PM Bug in Conquest_of_Mars.pcx
conquest of mars ,the Wonder
The game shut down to windows when it's finish.
I replace it by wtc.pcx , rename it and use it instead
PS. what 's the effect of it to the game play ?
Sword_Of_Geddon Jul 25, 2005, 09:34 AM It gives 2 free advances when its done... ;)
Btw, if you like this mod, you should playtest the new one, it will be much better when the final version is posted here... ;)
Morfos Jul 25, 2005, 04:12 PM I can't download it. =( "Not Found" Whats wrong with my browser?
tjedge1 Jul 26, 2005, 07:22 AM I think this mod might have been removed. Probably because the Heart of Destiny is going to replace it and is in open beta right now. Heart of Destiny is basically an expanded version of this mod. It has more techs and goes further into the future and more of a lot, without being too overwhelming.
bt_oz Aug 11, 2005, 07:40 PM Greetins, i download the all in1 mod of far horizens 450meg, well after transfer into civ3 conquests directory straightaway i get this error
art\advisors\bolivar_all.pcx the game then exits
so i used the new pediaicons text and biq files and the same thing
well i got into the text file and deleted bolivar and all reference, however on next on loading it came up with another error
art\advisors\lula_all.pcx
and so rather than try to delete everything, i thought i better post here on the forum, but i noticed no one else had the same problems
help
cheers
bt
tjedge1 Aug 12, 2005, 05:41 AM Nobody is really working with this mod anymore. It had various problems before and though myself and others fixed several, they are scattered throughout the thread. There is a new mod called Heart of Destiny that is almost finished. It is meant to replace this one. Sword of Geddon used this one as the base and expanded on it and is working out details and testing at the moment.
bt_oz Aug 12, 2005, 08:21 AM Thanks for that tjedge1, the mod looked intersting to play until civ4 comes out
cheers
bt
Morfos Dec 15, 2005, 12:47 AM The Links Will Not Work!!!
Morfos Dec 15, 2005, 12:48 AM I think this mod might have been removed. Probably because the Heart of Destiny is going to replace it and is in open beta right now. Heart of Destiny is basically an expanded version of this mod. It has more techs and goes further into the future and more of a lot, without being too overwhelming.
I see, I already asked that. Whoops!
Sword_Of_Geddon Dec 19, 2005, 09:10 PM Try my Heart of Destiny beta. I'm almost done with the finished version which will be even better than the beta...
aznmonkeyass99 Feb 18, 2007, 10:36 AM you should have included china, north korea, iran, all the powerful nations~
darkedone02 Feb 18, 2007, 03:08 PM is this new?
Sword_Of_Geddon Feb 18, 2007, 06:58 PM Is this my old mod which is no longer downloadable or shouldnt be. The new one is alot better. I have plans for a re-release of Heart of Destiny btw.
T.A JONES Feb 21, 2007, 12:28 AM Is this my old mod which is no longer downloadable or shouldnt be. The new one is alot better. I have plans for a re-release of Heart of Destiny btw.
Hey thats great news SoG. I hope you take those suggestions of backing up some of the space parts a lil more into the future techs when you get the chance to do a upgrade :)
What else can you improve on but mybe a few more techs that add some cool units or some more resource specfic buildings mybe? like another building pollution reducer that would be cool.
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