Futuristic Mod: Pentagenesis for Conquests

First, I definitly like it, but it seems to me that all the terrain is very bright. ALso, the 3rd ers tech tree still has all the arrows form the normal ones. And, is there a reason that the Moblile missile system dosent upgrade to something whjile nearly everything else does? And one more thing, the req gov of one of the wonders is anarchy...

Other than that, its a wonderful mod that is lots of fun. :goodjob:
 
Admiral Armada said:
First, I definitly like it,
thanks. :)

but it seems to me that all the terrain is very bright.

My monitor is very dark.....

ALso, the 3rd ers tech tree still has all the arrows form the normal ones.

You're missing a file: industrial_new.pcx, do you have version 1.22 installed?

And, is there a reason that the Moblile missile system dosent upgrade to something whjile nearly everything else does? And one more thing, the req gov of one of the wonders is anarchy...

Not really.... if it requires anarchy, it really wasn't meant to be built.


Other than that, its a wonderful mod that is lots of fun. :goodjob:

thanks again. :)
 
ALso, is it just me, or do there seem to be a lot less resorces in this mod? B/c in a normal game, it seemed like i could alwyas count on having nearly every reacsouce inside my territory, but her i cant...which means for the first time im really trading around, and become rich beyond my wildist dreams.
 
The pedia says teh clone collective has no corruption. But I just changed to it and it seemed to have more corruption than teh empire government, probably Rampant. This si teh kind of misatke that makes me quit without saving.
 
rhialto said:
The pedia says teh clone collective has no corruption. But I just changed to it and it seemed to have more corruption than teh empire government, probably Rampant. This si teh kind of misatke that makes me quit without saving.

Sorry about that... I just did a test and it seems you are correct.... allthough I set the corruption and waste to off in the editor... I have no idea what level it really is. I'll put it in the bug section, and ask around the community.....
 
Admiral Armada said:
ALso, is it just me, or do there seem to be a lot less resorces in this mod? B/c in a normal game, it seemed like i could alwyas count on having nearly every reacsouce inside my territory, but her i cant...which means for the first time im really trading around, and become rich beyond my wildist dreams.

because of the resources required for secret wepons, there are 8 less resources, (Civ III doesn't allow single resources, there always has to be at least two, so 5 x 2 = 10 - [2 your race can get] ). However, I did make oil and silicon quite common, so at least in the first era, your chances should be good to have one, if not both.
 
Neomega said:
because of the resources required for secret wepons, there are 10 less resources, (Civ III doesn't allow single resources, there always has to be at least two, so 5 x 2 = 10 ). However, I did make oil and silicon quite common, so at least in the first era, your chances should be good to have one, if not both.

Are you sure? I've made extensive tests when Conquests came out, and I'm pretty sure that in Conquests you can have single resources (the lowest setting will always give 1 IIRC). The minimum of 2 resources was valid for Civ3/PTW.
 
embryodead said:
Are you sure? I've made extensive tests when Conquests came out, and I'm pretty sure that in Conquests you can have single resources (the lowest setting will always give 1 IIRC). The minimum of 2 resources was valid for Civ3/PTW.

Strategic resources can be whittled down to one, as with the "soul towers", but luxury resources must come in pairs minimum.
 
Just scored my fastest victory ever in Civ... DL'd the game, ins the patch, selected everything, and took my first turn.

Then, every other Civ I was up against apparently was destroyed. A one-turn win!

Now, I was playing Regicide mode, which seemed to be the default, and I didn't have my leader unit, so I'm guessing they perhaps were killed when they materialised without theirs? If so, I wonder why I didn't die...

One gripe... not really thrilled to see my main menu splash was changed. I've seen this optional with other mods, but liked to keep the original. Is this only when I play the .biq, or permanent? If the latter, please advise how to restore the default.
 
Okay, ne'ermind on the splash... looks like it's just when I play the .biq. And I disabled Reg mode on the next game... went off without a hitch!
 
Pogue Mahone said:
Now, I was playing Regicide mode, which seemed to be the default, and I didn't have my leader unit, so I'm guessing they perhaps were killed when they materialised without theirs? If so, I wonder why I didn't die...

Yeah, regicide doesn't work. I think default settings are up to the palyer, unfortunately, so I'll have to list suggested settings.
 
Had a blast playing it today...

Oil is fairly common- especially with the offshore variant- though the silicon is rather rare. And the invisible barb seacraft was a little surprising.

Got the "Ronin" resource, which I think you said was rare, right in the heart of my own territory, so looking forward to seeing how that plays out.

Blindsided by a rather nasty AI tactic, though, one I've never seen done before. Did the continents land option, so more orl ess it was two large landmasses surrounded by water. With a healthy tech lead, was the first over there, but got greedy when one of the civs was willing to give me contact with every civ on the new continent, two techs, and a token gpt in exchange for contact with all of the civs on my own continent.

Next turn, come to find that every... single... civ in the game was at my tech level. Fiendishly clever, certainly scaled back my invasion plans a litte.

Oh, lastly... love the barbarian tribes' names. Waiting to find an Assemblage 23 encampment. :mischief:
 
Pogue Mahone said:
Had a blast playing it today...

Oil is fairly common- especially with the offshore variant- though the silicon is rather rare. And the invisible barb seacraft was a little surprising.

silicon and oil are common. There are four classes of resources, common, uncommon, rare and ultra rare. I should have noted their classifications in the civilopedia.

I made a point system, where each era got, ( 10 - era ), points.... with common being 4 and ultra rare being 1. So for the first era, oil and silicon were common, and ronin ultra rare. So silicon is 4 times more available than ronin.

Secret resources are also ultra rare.

Got the "Ronin" resource, which I think you said was rare, right in the heart of my own territory, so looking forward to seeing how that plays out.

looking through the tech tree, if you have the right resources, you can build anything that says "pirate, rogue, ronin or mercenary"
I was shooting for a different system, and am not satisfied with the current system. I am going to change it to a building based system later, after I finish this game. I was still surprised in this game, as my neighbor had the ronin resource.

Blindsided by a rather nasty AI tactic, though, one I've never seen done before. Did the continents land option, so more orl ess it was two large landmasses surrounded by water. With a healthy tech lead, was the first over there, but got greedy when one of the civs was willing to give me contact with every civ on the new continent, two techs, and a token gpt in exchange for contact with all of the civs on my own continent.

Next turn, come to find that every... single... civ in the game was at my tech level. Fiendishly clever, certainly scaled back my invasion plans a litte.

I know all the rules and such, and find the AI incredibly difficult. I have yet to get past the second era myself. In a game right now, that I am last in tech, midway through the second era, and struggling for every inch of land I take, been at war almost the whole game.

Oh, lastly... love the barbarian tribes' names. Waiting to find an Assemblage 23 encampment. :mischief:

You will. ;)
 
AS for Ronin being ultra-rare, for a while i had 2, than one dissaperred :sad:.
But the oil and silicon are quite common, at leasst for me anyway :king:.
 
I think the resources are perfect. I can beat C3C on regent pretty consistently with every victory condition, but i found I had to play this scenario at the 2nd level to win (not done yet but i'll at least win by a histographic victory if nothing else) - I like that.

Also i love the way that tech cost is the same based on what column it is in on the tech tree - that's one of the things that bugs me about the standard game
 
Neomega, Desert_Fox has authorized me to tell you that if you want he can offer to be a mirror host for this mod so people who had trouble downloading it at the otehr site have another option. The site it would be hosted at is http://neotechgaming.com/main/. You can PM him at that site or post in the hosting forum on that site if you are interested.
 
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