Heretic_Cata's "All in One" mod (Semi-Private Beta)

Heretic_Cata

We're gonna live forever
Joined
Dec 27, 2005
Messages
9,587
Location
Romania
EDIT: Mod released here.


Mod uploaded! (yey[party])
Technicaly it's ready for the release, it is only missing some civilopedia icons, the units do not have a proper description and nothing has a historical descriptions. But that is about it - the only things i am going to add are a few units some of you are making (if only my PM-ing would work:mad:).

I don't think there will be many beta-testers, kuz i see everyone is busy with smthing, but if at least 2 more ppl would help me beta test i would be eternaly greatfull.:worship: Because i am not the most experienced gamer around, i like to make mods, i don't play civ as much as most of you here. I need some more opinions.

So if anyone would like to help, post in this thread saying that you want to. And i'll give you the link when i will upload the mod (in a few days).

I will leave the mod in beta-testing untill i finish all that is left to do - and that might take 2-4 weeks.




If you don't know anything about my mod, here's a little description :

It is a mod for Civlizations 3 Conquests with all the patches added. (i don't remember which was the version of the last patch)
It's a random map mod.
It's basicaly built on the frame of the civ3conq normal game.
I started working on it about 2 years ago with large (6 months pauses between work periods.

What's new in my mod ?

-> Religions are added - Each civ starts with a pre-determined religion (one of the 5). Don't start arguing why did i include that and why didn't i include this.
Also - i know you will eventualy ask why i did not add Hinduism/Taoism among the 5 major religions - because it would have been for only 1 civ and i don't want that.

-> Negative-positive effect buildings.
-> Unique resources. (i.e. there will be only one on the map)

Also i STRONGLY recomend that everyone would play with a RANDOM CIV because the civ-specific wonders are not balanced - and i don't want them balanced. In history no one had an "equal" start.

IMPORTANT NOTE:
This is a "pseudo-realistic - pseudo-fantasy - pseudo SF game". :)

And anyone is welcome to ask(/curse/send death-threats to) - me with "why does X-wonder does Y" as long as X-wonder is a realistic one.

Take a look at the :

Civ specific wonders:

America: Statue of Liberty
Arabian: Ka'abah Sanctuary
Aztec: Twin Pyramid of Tlaloc & Huitzilopochtli
Babylon: Ishtar Gate
Byzantine: Hagia Sophia
Carthage: Double Harbour
Celtic: Stonehenge
China: Tomb of Confucius
Dutch: Wind Mill Complex
Egypt: The Sphynx
England: Doomsday Book
France: Versailles Palace
Germany: Hanseatic League
Greek: Acropolis
Hittite: Shrine of Yazilikaya
Inca: Machu Pichu
India: Temple of Shiva
Iroquois: Ancestral Lands
Japan: Himeji Castle
Koreean: Changdeokgung Palace
Mayan: Chichen Itza
Mongol: Golden Horde
Ottoman: Galata Bridge
Persia: Yazd Fire Temple
Portugal: Henry's School of Navigation
Rome: Apian Way
Russia: Kremlin
Spain: El Camino de Santiago de Compostela
Sumerian: Library of Nineveh
Vikings: Viking Ingenuity
Zulu: Great Zimbabwe
(i removed all those controversial ones from my previous list;))



New improvements(some of them are smallwonder-type - not sorted yet) :
A relatively large part of them are gov-specific and resource in radius. Smallwonder-type improvements are improvs that i will turn into small wonders ONLY IF i have the time(ex: marine corps, covert ops ...).


Concentration Camp
Lord's Castle
Horse Ranch
Iron Mine
Alchemist's Lab
Oil Refinery
Chemical Plant
Aerospace Industry
Nuclear Research Station
Vineyard
Hunting Grounds
Paint Shop
Shrine
Weaver
East India Company
Ivory Dealer
Gemstone Mine
Sacrificial Altar
Bath House
Brewery
Artificer's Guild
Jousting Arena
Area 51
Missile Silo
Covert Ops
Mill
Colonization Center
Medical Research Center
Jade Carver
Distilery
Sacred Grounds
Tavern
Marine Corps
Modern Navigation School
Collective Farm
Slave Market
Slave Trade
Siege Workshop
Siege Factory
Cannon Foundry
Artilery Plant




New wonders (great and small - still no time to sort them out):
City of the Dead
NORAD
Eiffel Tower
Forum (not CFC;))
Magna Carta
Robin Hood
SkyLab
Capitol Building
White House
World Trade Center
Ares Prime Colony
Iron Curtain
Olympic Stadium
Altar of Summoning
Altar of Fire
Office of Internal Security
Supreme Court of Justice
Great Aqueduct
Bachanallia
Den of Spies



New Resources(not sorted yet):

Polimetalic Nodules
Beer
Jade
Medicinal Herbs
Fertile Soil
Strange Fields
Quality Wood
Sea Food
Slaves
Jewish Community
Christian Monastery
Mosque
Buddhist Shrine
Freelancer's Guild


Annoying negative bonus resources :):
Haunted Ruins
Shipwreck
Oil Spills
Radioactive Wastes


Unique resources
Temple of Zamolxis
Holy Hand Grenade(not yet added)
Philosopher's Stone
Ancient Ruins
Cornucopia



Religions :
Most of the stuff in this category will be small wonders, but there are a few improvs here as well.

(Catholicism
Orthodoxism
Protestantism
Islam
Buddhism) These are the 5 major religions.

Temple of Solomon
Anti-Semitism
Sanhedrin
Sionism
Athos
Order of the Dragon
Bogomilism
Inquisition
Jesuite
Cistercian
Catharism
Nestorianism
Arianism
Manichaeism
Crusades
Knights Templar
Hospitaller Knights
Quakers
Methodism
Amish
Pythagoreans
Hand of God
KKK
Kharijites
Kalam
Dome of the Rock
Jainism
Lamaism
Soto
Shaolin Temple
Temple of Zamolxis
Philosopher's Stone

Synagogue
Christian Monastery
Mosque
Buddhist Shrine

Military Groups:

Almogavars
Fianna
Jomsviking
Habiru
Landsknecht
Ninja
Peltast
Ronin
Mauri
Operation Gladio
Krypteia


New Units
(in no particular order)
(it's still missing 1 or 2 units:))

Serf
Colonist
Engineer
Flamethrower
Terrorist
V3 Rocket
Inquisitor
Covert Operative
Baloon
Long Range Bomber
Napalm Bomber
Sattelite
Champion
Dora Rail Gun
Tactical Submarine
Jump Carrier
Conjurer
Summoner
Barbarian Galley
Maccabee
Camel Warrior
Mameluke
Muslim Fanatic
Templar Knight
Hospitaller Knight
Dragon Assassin
Shaolin Monk
Ancient Weapon Cavalry
Fireball
Firestorm
Almogavars
Fianna
Huscarl
Habiru
Landsknecht
Ninja
Peltast
Ronin
Moorish Cavalry
Krypteia
Skirmisher
Sentry Tower
Bombard Tower
FireBase
Fortress
Forcefield


Some other modified stuff:
Plague added with nice stats.
Erruption Period is a lot shorter so stay clear of volcanos. (i just love them:))
I fiddled with the Agresivness of some civs.
Worker Jobs turns to complete were increased (especialy clearing stuff)
5 civs have no religion (they remain pagan), i am thinking of making their civ-specific wonders stronger ... i'll see.
General corruption is increased because there are a bit more "2nd Capital" type of wonders.
Settlers and workers cost a lot more.(i hate it when there are too many cities on the map)

Beta testers (so far:)):

Mirc
Ares de Borg
kairob
azzaman333
Virote_Considon
odintheking
matteo773
conquer_dude
BadKharma
William GBTW

Thanx guys. :thanx:
 
Some concepts in my mod:

1. All civs get a specific wonder.

2. Major Religions :

Orthodox Christianity
Catholic Christianity
Protestant Christianity
Islam
Buddhism

When you research the tech named after these religions you are allowed to make that religion the state religion in your empire. By doing this you are allowed to build some wonders that require the state's aproval and power to build. There are also some wonders that do not require that religion to be the official one, it is enough to research the tech to make your ppl follow that religion.
But check out the civilopedia description of each because for example, making Protestantism a "state religion" makes 1 citizen happy in every city (the other state religions don't do that).


3. Minor Religions :
Over here there are the resource-religions.
Judaism - jewish communities appear on the map if you research the Judaism tech, which will allow you to build some wonders.

Zen Buddhism - just like the above it allows the building of some cool wonders, but this time you don't have a separate tech for it.

Note1: This is just a small part of what the relgion part would have been in my "big mod", and what it will be in my "religion mod".

Note2: I hope you don't expect a preety algorithm for religions like Rhye has in his mod. :p So read the civilopedia entries. I like my mod to seem a little chaotic & stochastic. :p


4.Christian Monasteries & Mosques - If you have a ch. mon. or a mosque it's no big deal (in this mod), but if you have 2!!! (and by all means you should struggle to get another 1) you can start the crusades/jihad.
And if you start the Crusades you can build the a)Templar Knights; b)Hospitaller Knights
If you start the Islamic Jihad you can build a) Mamelukes; b) Kharijite sect
All these are unit-producing wonders.


5.Freelancer's Guild - if you have this resource then you can build skirmishers(yey), if you have it in the city radius you can build "Peltasts"(yey again). This is not the important part. The better part is that when you get a luxury - that luxury + freelancer's guild allows you to build a unit generating wonder. I made one for each luxury (i think i left out incense:hmm:).
This seems a little complicated but it's a handy thing indeed. When you build an embassy you see what resources the other civ has and you can think about what freelancing units he might get.
In the game i am playing i have freelancers and beer. That means i have Landsknechts which are really powerfull but come every 9 turns:(.


6.Resource in radius buildings
If you have ANY (strategic or luxury) resource in the city radius you are able to build an improv, or a wonder... it depends. This is usefull to know when placing a city.


I may add more concepts later.

I hope this clears up some question (or confuse you even more then you already were:D).

____________________________________________

The Patch is in the attachment.
 

Attachments

I'd like to help you.
And BTW, you can be sure PM works now.


Regarding the mod:

Taoism is not considered by everyone as a religion. It's more a way of living and thinking. I don't mind that it's not in.

I generally like a lot the idea, especially like your civ-specific wonders!!!

Do you think that the Apian Way is the best civ-specific wonder for Rome? They were great constructors, so you have a lot of possibilities. How about "Circus Maximus" or any other big buildings.

OT:
Heretic_Cata said:
El Camino de Santiago de Compostela
How strange, I'm having in my repertoire a piece called "Suita Compostelana". I know what the wonder is about, and I know how it looks, I just remarked the fact the I'm playing a piece with this name.
 
Mirc said:
I'd like to help you.
Thanx Mirc :love:

Mirc said:
Do you think that the Apian Way is the best civ-specific wonder for Rome? They were great constructors, so you have a lot of possibilities. How about "Circus Maximus" or any other big buildings.
The reason why i chose the Apian Way is because the second civ-specific wonder that was in my big mod and will be in my 3rd mod will be the Pax Romana. It is a little bit vague but it is one of the Super Wonders in my 3rd mod - it will also give a Colosseum in every city (Circus Maximus) among other things. ;)
So i dunno if i will change it - i erased LOTS of intresting stuff from my big mod because i want ppl to play my other mods too ;) .(which will probably come out at the end of this summer:()

Mirc said:
How strange, I'm having in my repertoire a piece called "Suita Compostelana". I know what the wonder is about, and I know how it looks, I just remarked the fact the I'm playing a piece with this name.
What does Compostela mean ? (i don't know much about the history of the Iberic Peninsula - i said this before, so don't laugh:p).
 
Compostella is the name of a place, with a famous castle and other stuff.
But the piece is called "Compostellana".

Santiago comes from Saint Jacob.

I don't laugh at all. Except the history of the Arabian conquest, the Reconquista and the Spanish colonial empire that included all America except Brazil (well North America was captured by England early enough), except these parts I don't know too much either.
 
Thanx RL. :)
and
Thanx for the info mirc. :)

I added this little info to the end of the first post with smallish tweaks:

Some other modified stuff:

Plague added with nice stats.
Erruption Period is a lot shorter so stay clear of volcanos. (i just love them:))
I fiddled with the Agresivness of some civs.
Worker Jobs turns to complete were increased (especialy clearing stuff)
5 civs have no religion (they remain pagan), i am thinking of making their civ-specific wonders stronger ... i'll see.
General corruption is increased because there are a bit more "2nd Capital" type of wonders.
Settlers and workers cost a lot more.(i hate it when there are too many cities on the map)
 
Heretic_Cata said:
Worker Jobs turns to complete were increased (especialy clearing stuff)
General corruption is increased because there are a bit more "2nd Capital" type of wonders.
Settlers and workers cost a lot more.(i hate it when there are too many cities on the map)
I understand your reasons, but I don't think the others will like those changes :).
 
Mirc said:
I understand your reasons, but I don't think the others will like those changes :).
:hmm: Why? I don't recall anyone complaing about it when Rhye did that.It makes cities far more important.
And it makes the game more realistic with the worker jobs - you can't clear jungles and forests so easy, and the computer razes every forest and jungle in the normal game - not here. And also settlers can't build a city in jungles.

I am not sure about the corruption thing - we will see in testing if there is to much corruption, and switch it back to what it was if it doesn't work out. I just recall that in my last test corruption was just too low everywhere, even in far away cities, and since then i added several 2nd capital wonders ... so i thought it would be even less polution, we'll see.
 
I don't know. I posted something about similar things and I got a lot of complaints. I understand you, as I said. I'm afraid of the others' opinion. I would like to see it this way personally. Also one of the main reasons a lot of people like Civ4 more is that corruption is totally eliminated.
 
I added an ugly pic of the ancient tech tree in the first post. As you can see i am still missing some icons - but i will search for them during the beta.

Anyway, almost everything is finished up. Now i have to decide which terrain set i shall use. I wanted to let the default terrain but everybody hates that. So since i have no specific preference with the terrain sets (default, rhye, snoopy, ares) i'll test them to see how my resources look on them. That is what will decide what i will use.
But if the resources will look good on all off them ... that would $uck. :)
 
I think most people here like Ares' terrain most.

Personally I like Snoopy's most, followed by Ares' and Rhye's somewhere very close one to each other.
Nice tech tree.
 
Hey, looks like you put a lot of effort in this mod. :goodjob:
I'm looking forward to play it. And... if I can help, tell me.
 
:woohoo: Nice to have you aboard Ares. :salute:
I will send you the link as soon as i start uploading it. :)

So i finnished testing the terrains last night - here are the results:

Rhye's- did some strange things with the resources, and on some tiles it looked like the resource was on water but it was actualy on land.:confused: So i can't use this one.

Snoopy's- resources looking good, but there is one teeeny thing that bothers me and always made me dislike snoopy's terrain. I CAN'T SEE THE SEA TILES - well i am not colour blind, i can see then if i look closely. But i want it to poke me in the eye. And another thing that made me like rhye's better than snoopy's is because snoopy's is a bit to bright and colorfull for my style; i like darker, pale shades of colours.
And here is where ares' comes in :) :

Ares'- resources looking good so there was a tie between snoopy & ares.
The difference between sea&coastal were obvious and did not require squinting - so 1 point for ares.
The overall colours are darker - so 1 more point for ares.
Ares 2 - Snoopy 0.
Oh yea, and now that we have polar caps, everything is great. :)

I will use Ares' terrain. :woohoo:
 
FTP doesn't work for my connection, so now i have to upload via 3D Downloads. :cry:

And after i get the confirmation for the account in God knows how much time, i have to upload it and then wait for 24 hours to get the link. :cry:
 
@mirc - That's what i ment to say actually :crazyeye:

I've uploaded it (after numerous attempts), and now i have to wait for confirmation and i'll have the link. [party]
So far the beta-testers are : Mirc and Ares :worship:, i'll send you the link as soon as i have it.

Here are the drill instructions for the beta-testers.

-Play on a large or huge map - i recomend a huge map for saftey, because if the map is smaller than "large", the random map generator may not place all the resources.
-Keep the autosave on, just in case i made a typo for the wondersplashes/units/stuff:blush:
-I know there are several improvs that have the same graphics as others - that will change in the final.
- NOTE: Aztecs, Zulu, Iroquois, Inca, Maya have no major religion to research, so they might have somewhat stronger civ-specific wonders
-I put the corruption as it was (almost default), but you should tell me if you feel there is too little corruption

-If at any point you think that "this unit is a bit to strong", or "this wonder is to wimpy and it costs way to much, no one will build it" PLEASE post this. ANYTHING. Because basicaly this is one of the things that this test is about, technicaly i only need to add some graphics for esthetics.

I may think of other things you should be on a lookout for later.

Cheers and thanx again Mirc & Ares :thanx:
 
OMG OMG OMG it is here i got the URL. [party]
I'll be PM-ing you 2 after i post this message.

I started beta-testing myself and i encountered 2 teeeeny, noobish problems.:blush:

So after you download the mod you must do these 2 things (or else the game will crash at that time):

1. Go here: "Scenarios\My Mod\Art\units\Broadswordsman\" and rename the "Broad Swordsman.ini" to "BroadSwordsman.ini" with no space between them. If you think that was silly wait till you here this one:

2. I forgot to add a unit :suicide:. So just dl the zip in my attachment and put it in the "Scenarios\My Mod\Art\units\".

That will be all mistakes ... for now. Remember: Autosave is your friend.

Cheers :)
 

Attachments

Maybe i could get 1 or 2 more ppl to test my mod with this:

To all that might want to play it a little: It's ok if you don't have time right now to play it, i will leave it in beta version untill i play it myself a little, after which i will have to find the graphic stuff that i need, after which i have to find civilopedia descriptions. And, to top it all, the beech that teaches calculus wants a test 2 weeks from now and i'll have to work hard to get a 5.

So, in conclusion: this all may take 3-5 weeks. That will be plenty of time for you to play at least once and tell me what you think. :)

Hope this draws more ppl:hmm:- even though i am happy i managed to get 2 ppl to test it. :)
 
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