MWNN Beta Release

OR he could always lenghten the game with more turns in the editer,and higher cultural VP target points. Larger then huge maps gets you and AI going good to so thats always an option aswell.

Awesome to see this start to get into Rise n rules range. Nice work man
Huge Maps are worse because you have to deal with too much units and cities. And more turns won`t help since I would be the only big civ at the industrial ages. The KI is hard at the beginning, but really poor at the end.
 
The patch is complete, I am packing it now...

Added: 25+ new units, including Mecha and MORE tanks
2 new Wonders that spawn units!!
A completely redone Modern Tech tree...Cold Fusion, Unmanned tanks and planes...Hovertech...
A Slavic unit line for the Khazars and Bulgaria

Expect to be able to download it later today!...

a few pics:

unitpre2sr7.jpg


slavslq3.jpg


moderneratechtreeprewd3.jpg
 
THE PATCH IS DONE

Let me just say, that the process of building a patch file is a pain in the arse...I almost just uploaded the whole thing again...

So be thankful that you have 35 MB to d/l, instead of the whole MOD again...

with that said...please know ahead of time, that there are still errors (Middle Eastern units assigned to Khazar for one)...but the MOD is playable, and more updated than before...Im still working on the Civilopedia, so thats not complete. But I have reworked the unit lines a bit. Slavic civs now have their own units(But no mounted units yet, nor boats), and Irish units are on the Horizon...Now if we could just finish the Boats and the Polynesian lines this thing would be done...

Before this patch, I had mistakenly assigned the Khazar as Middle Eastern instead of Slavic/European ([sarcasm]Thanks to my playtesters for noticing this???[/sarcasm])...so they dont have the right units/boats and maybe even cities...this will be fixed, but I had uploaded the patch before I noticed the problem...

So there ya have it...the first Major change to this MOD in over a year...Comments would be nice...error reports would be better :)

thanks for playing...
 
I´m downloading, but unfortunately have no time to play. Perhaps later the this month I can and give some feedback.

One other thing. I think ist would be good, if you make a link to my post with the fluyt.ini at the first post, because I think it´s not implemented yet.
 
You are right. I checked it. So you can delete the link. It doesn`t funcion either.

There is a little mistake in your patched biq. You must enter the MWNN-Folder as Searching folder, too. This way you can play both versions with the different biqs.
 
Cool, oh, do you think the next one will have the historical backround entries, aka "discription button" done?
I can imagine with so many cool units added it would be a bummer to have fill in most those blanks , must seem a lil daunting.

Anyway thats why I am asking your plans for this low importance for majorty. I won't be surprised if you say 'is good as is'. Only a few have gone all the way to replicate storebought completeness. They all bought immortality on page one but the cost would have been tremendously tedius

Anyway for some reason those are the only mods I can play. Its like I feel its expansion pak legit or something, not someones side project you know?

Anyway I can't lose by asking. Would like to thank you for efforts so far I would't have asked if I wasn't intrested in playin through out a 2 month campaing using 220x220 map
 
T.A. you have been one of the MWNN fans since it started, and for that I thank you...

to answer your question...

I plan on completing pedia entries for ALL historical units...Alot of the trouble I find is that there are units and improvements that are "fictitious"...I am hoping that after I release a MOD this large, that it will draw some one to HELP me with parts of it...like Pedia entries, which will take a long time to formulate...eventually they will all be complete, on a professional level. But, without any assistance on a project this large...Playability is the most important to me now...Pedia entries are 21 of 30 on the "to do list" and "complete flavor units" and "Determine/add UUs for Each era, and every civ" are much higher on the list...

If only I could draw the attention of some help :(

For the record, there are 2 errors (so far) in the Patch...the PIct Warrior, and the Slav swordsman...if someone would like to upload the fix it would be great...or I will do it when I get a chance...but I lose internet in 1 week (For 2 weeks or more)...so what is, is what it is...
 
A copy of my post at Storm over Civ:

Alright, I did a bit of testing. Here's what I found:

Chose Small, Dry, Arid, Flat Pangea, Random civ, got Kanem Bourno. I like how everyone can build Scouts at the start. This ability is very useful!

Here are a few problems, mostly conserning the pedia:
-Impi Warrior has default pedia entry- it isn't a Zulu unit anymore, and isn't fast!
-No 'Pedia text for African Spearman
-No 'Pedia text for farm
-Pigs are stated to be a luxury resource in the pedia, they are a strategic resource, bad Jungle link (no "$")
-No Clay pedia
-A LOT of unfinnished 'pedia work. IMO, the description isn't really needed, but the effects are a must. If you need help with this, I could fill a couple in for you when I have time.
 
Virote: helping with the Pedia would be awesome...you are welcomed to write anything that is missing...I am trying to get a visually enjoyable game first, then Pedia comes later...so anything you were to do now would make it better sooner :)

What version are you playing? The basic, patch 1 or patch 1&2?...if you are playing with the 2nd Patch, there are 2 missing INI files...Pict Warrior, and Gallic Swordsman...I will post a fixed patch later today...
 
Meh...patch 2 has errors...either wait for the patch/patch or dont put Ireland in the game...

Also the Slavic Rifleman, may not be attached to Nationalism

Im replying at SoC as well...
 
where do I unload the patches
 
they all should have come with instructions...if there is no text file "Patch unzip instructions" let me know

You unzip them just like the MOD...into your CivIII/Conquests/scenarios folder...then when it asks if you want to overwrite, click [yes to all]
 
cool dude thanks
 
I followed the instruction and I go to play the game and I get this error message

load error file not found

"art\advisors\Porsenna_all. pcx."
what did I do wrong I foldsid follow the intructions
 
did you download the main file?? you may have gotten a bad d/l. It seems to happen from time to time...I will d/l it again and check...

the file that is missing is a LH file, so it would be in the original file...
 
thanks thats what I am goinng to do just redownload everything and give a shot thabks 4 your help
 
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