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#21 | |
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Augustus
Join Date: Feb 2002
Location: Somewhere on earth
Posts: 281
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Re: Praise and Glitches
Quote:
Well three questions: _ Did you play with the 0.2? Cause this version fix all bugs I had on my computer. _ Are you sure you haven’t create new unit that come on this round? I think it's that. I will try some units of the integrated mods (cause mine own creations have been tested succesfully). _ When happens this crash? In your turn, just before it or in enemies moves? _ Other players have this same bug? (contact me see below) PLZ contact me to fix that !!!!!!!!!!!!!!! (see my profile). And few answers: _ Wonder bug have been fixed so it is not that. The only thing I will add it is the specifics pictures of each new wonder. For now you will have the originals pictures for wonders. It is not the best so when it will be good and exempt of bugs I will add this. _ Naturals Americans will come with the 0.3. It isn't a great change but all cities have name of "Indians" tribes. And it's looking better than the Iroquois civilization. _ Mercenaries are coming from the special ops mod. There is no upgrade for them. But Terrorists that came later have also hidden nationality capability. _ Thanks for your question on war galley. Then in the future 0.3 I will add the difference I have forgotten. War galley don’t need hemp to be built although the galley need it. In the new version all war galleys will be upgradeable to galley. Also I’ve modified the cost. War galley will cost now 1/3 less in shield. Finally I’ve decreased moves of war galley. Now they can only move 2. This will give certain advantage to nation that can be capable to assure any supply of hemp to coastals cities the first. Keep your save if it can be fixed it will be.... Last edited by Ralendil; Feb 28, 2002 at 01:30 PM. |
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#22 |
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Chieftain
Join Date: Feb 2002
Posts: 2
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RE: Praise and Glitches
Response to your inquiries:
1. I downloaded modgmw0_21.exe from your website. I assumed this is the version .2? If not I will patch it up. 2. The only new mod unit I built at that time was the Arquebusier. I thought that maybe that was the problem so when i restarted, i didn't make one...but it still crashed. (I did notice that a computer player had one of these units on the map.) When it first crashed, it was at the end of my turn. I think I had a problem starting Civ III right after that, it would not load all the way. So I re-started my computer and then Civ III. That time I chose an older auto-save and it crashed at 1545 A.D. It is possible that my computer had a problem, and I will toy around a little tonight to see what happens. |
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#23 |
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Augustus
Join Date: Feb 2002
Location: Somewhere on earth
Posts: 281
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Re: RE: Praise and Glitches
Could you attach an save (like 1540 AD or 1542) to your last post (edit it)?
Do you use a chat medium. If yes contact me it would be easier and faster. ADDED March 1st: I remember one bug like that. It was when I use 2 versions of civilization III as I have told to do in the version 0.1. But with a properly install it works (single install of civIII on the PC with the mod). Have you done that? ADDED March 5th: No news, good news, we said in our country. So I think it was that. Last edited by Ralendil; Mar 04, 2002 at 04:10 PM. |
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#24 |
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Augustus
Join Date: Feb 2002
Location: Somewhere on earth
Posts: 281
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Version 0.3 available
See first post for the link to the site. Website is now available. But adress have change so I put it here: Govern and make war website In version 0.3:
It is not a final version but it is in progress... Wonders would be the next part of my work on this mod. (I will make this page I've promised and add them to the civilopedia !!). Last edited by Ralendil; Mar 07, 2002 at 12:02 PM. |
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#25 |
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Chieftain
Join Date: Jul 2001
Posts: 8
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I love this mod, it's really great, thanks to people like you, the game feels kind of new again, with new tactics to develop and new nuances to discover!
I just started a game, and mercenaries really surprised me..able to capture workers without starting a war, anyways, great work and keep it up!
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#26 |
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Chieftain
Join Date: Mar 2002
Location: Tennessee/Night City (cp 2020)
Posts: 6
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Going to give this mod a try. Hopefully it won't give me an error. Only one way to find out.
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#27 | |
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Chieftain
Join Date: Jan 2002
Location: Earth, Sol System, Milky Way
Posts: 66
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Quote:
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#28 | |
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Augustus
Join Date: Feb 2002
Location: Somewhere on earth
Posts: 281
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Quote:
See in the civilopedia of the mod for the definition I have adopted to the mod.For Ukraine I don't know, I have read this on an history book but this world history part is too much obscur and I haven't made researches so maybe you should be right... But it was an part of Ukraine that organize itself with soviet group and keep this organization mode. But with the war between whites and reds this small government was annexed to Bolchevik state. PS for Nexus Lazarus: I haven't understood that your post could mean. You have no bug? Is it right? And the end what did you say? Sorry i am not english and i think I have missed something in your post. ![]() PS for Soul_on_ice: Thanks for your compliments. It is great to see that you find my work fine.
Last edited by Ralendil; Mar 25, 2002 at 05:57 PM. |
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#29 |
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Chieftain
Join Date: Mar 2002
Location: Tennessee/Night City (cp 2020)
Posts: 6
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Ok, I have downloaded the Mod. I have had very few errors, most have happened because of something I have done. So I will have to say that this mod is one of the better ones out there.
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#30 |
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Civilized Expansionist
Join Date: Nov 2001
Location: Michigan, USA
Posts: 135
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As far as Spain...... they were a mix... there were democratic socialsists, communists, and anarchists working together, then Stalin came along and claimed all but the communists illegal, so the war started to between the leftists and the Stalinists
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#31 | |
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Augustus
Join Date: Feb 2002
Location: Somewhere on earth
Posts: 281
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Quote:
But history is a big part of interpretation so each may do his opinion about this... Well two precisions for NexusLazarus: Thanks for your compliments.... you can rate this mod because me I do not do that. I let the users decide how my mod is. ![]() The second precision is that if you have found one error tell me, even if this error is minor. If you find something you are disagree tell me. Except of minor bugs or things I will correct (see that in the work section of the website). Last edited by Ralendil; Mar 26, 2002 at 10:48 AM. |
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#32 |
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Chieftain
Join Date: Mar 2002
Location: Tennessee/Night City (cp 2020)
Posts: 6
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I have done a clean install of the game, and applied the mod. I have had no errors up to now. the earlier errors was due to an editor I was using on the game. I will write again if I find any. Like I said before, this is one of the best mods out there, Thank you for all the work you and whomever else has put into it. It makes the game have a new feel to it each time I play it.
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#33 |
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Augustus
Join Date: Feb 2002
Location: Somewhere on earth
Posts: 281
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Big changes in this version 0.32:
Changes on units: • Add the impossibility to upgrade some units: caravel to modern ships, pikeman to musketeer, catapult to cannon, cannon to artillery, galley to caravel, galleon to transport, hoplite to musketeer and impi to musketeer. • Add the possibility to upgrade some units: battleship to modern battleship and longbowman to fire longbowman • Increase the transport capacity of the nuclear submarine to 2 nuclear units. • Correct values of modern destroyer, armored war elephant, War elephant, fighter and kamikaze. • Other correction like resources needed to build an unit. Fixed in this version: _ Fixed wonders splash screens. _ Fixed crossbowman icon. _ Civilizations colors (return to civilization 2 colors or something near). _ Correction of some errors in governments features: Socialist democracy and Marxist communism have no trade bonus now, change of Greco-roman republic titles, corporation war weariness now low _ Add the Earth map scenario (Marla singer’s map) with permanent or without permanent resources. |
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#34 |
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Freedom Fighter
Join Date: Apr 2002
Location: Wien, Österreich
Posts: 61
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New city improvements: Concentration camp
remove it and i'll play... Last edited by ufftyuwe; Apr 06, 2002 at 10:41 PM. |
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#35 | |
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Augustus
Join Date: Feb 2002
Location: Somewhere on earth
Posts: 281
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Quote:
Precision: I want to make a mod as historically exact as we can in a game or something near No problem. It comes from the mod "Triple your government mod". Give me an idea to replace it cause if i remove it i must add something else to keep saves playable. But: 1. Me I not play Fascism but I think concentration camp are historically exact. Do you think fascism can be an humanitarian government? 2. When I have made the mod I have thinked to remove it but after reflexion I have kept it cause of this infamous type of government. I think it will be make the "ostrich" to forget this. Regrettably this infamous government have killed many people and if we remove all infamous features it will look as a correct government. I want to keep it infamous. To me, fascism of my mod, inspirate me disgusting and I won't adopt it. It is that I had researched.... 3. Until the v 0.3 concentration camp make some unhappy citizens where it will be builded. It was to limit this improvement. 4. I do not like this wonder... So it would be a pleasure to remove it but propose something else to replace it.. 5. And the other players what do you think about this. The mod is for all so give your opinion about this... Can we keep it or replace it by something else or can we change its name and features? How keep the infamous feature of fascism ? I would think about its replacement if there's no new post about it..... Last edited by Ralendil; Apr 07, 2002 at 05:15 AM. |
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#36 |
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Warlord
Join Date: Jan 2002
Posts: 135
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Personally, I'd keep both, in the interest of historical accuracy. I enjoyed your mod for a variety of reasons, but mostly for the increased units and government forms. I know that in game terms you only really need 4 or 5 governments, but having a wide range of choices lets the player decide, and adds great depth, to me at least. Having the option to lose a war, have to pay reparations, then have a fascist revolution and take your lost land back is just too neat to let go, in my opinion. Flagging the concentration camp to cause unhappiness would be fine, as long as it still increased production. Just some random thoughts on the subject, I've played and enjoyed your mod for about three weeks now. Thanks for all the hard work, much appreciated.
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#37 |
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Augustus
Join Date: Feb 2002
Location: Somewhere on earth
Posts: 281
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As each week-end I prepare the next version (for now 0.33 that can be avalaible soon).
1.) There are more errors in the scenarios. Don't play it. If you have began one game I am too sorry. Errors have been corrected. This is due to a mistake. I've deleted the good scenario and keep the bad. 2.) I've thinked about something to replace concentration camp. What do you think about "Gestapo HQ"? It keeps the infamous feature of fascism and remove the concentration camp. I'll have to rename the wonder "Nazi's program" too but it will seem more correct for some players... But it exists a wonder "secret police" so.... ADDED 8th: Stupid idea "Gestapo HQ". No enough infamous and there's the "secret police" wonder. I need some comentaries.... I precised yet that "Fascism" government design "Totalitarian government instituted by democratrics rules and caracterised by terror, propanganda, population control, political education and strong army rule in society." (from civilopedia). One vs one. I keep it until other commentaries. Well post your suggestions.... I need them to improve this mod. Last edited by Ralendil; Apr 07, 2002 at 05:24 PM. |
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#38 |
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Augustus
Join Date: Feb 2002
Location: Somewhere on earth
Posts: 281
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v 0.33 avalaible now...
It is a minor correction but scenarios have been correted and some other minor things. In version 0.33 – Mistake patch: _ Colors in scenarios. Correction of the scenario. _ Praetorian Guard and officer high school have now a Defense bonus of 10 _ Correction of the broadcasted entertainers (now make 2 peoples happy instead of 3) _ Civilopedia entries added: Helm, Tobacco. _ Credits into Civilization III (just for fun!). ComradeRed have been adding into credits page (plz pardon me…). Well a question to all players: As the civilopedia update take me long time I would want to know if someone is interresting by it or would the rules.pdf and the website be enough? Thank you EmprorCoopinius. It is a very pleasure to see that my work is appreciating... Last edited by Ralendil; Apr 07, 2002 at 05:19 PM. |
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#39 |
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Warlord
Join Date: Jan 2002
Posts: 135
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No problem. I've had some memorable games already coming out of this mod. A few suggestions...
- make Empire available earlier. Empires were some of the earliest political structures in real history. I edited the bic and changed its' prereq to code of laws. -push Federation back a bit....I tagged it onto education, but there's any number of advances that you could hang it on. -cut the cost down of some of the gov specific wonders. I wanted to build an Imperial Council, but I wasn't gonna wait 3000 turns. Just my two cents on some minor details with the mod. Also, I vote for you to keep incliding civilopedia entries, always nice to click on something in a mod and be able to see what it does without opening the readme. |
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#40 |
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Hater of Babylonians
Join Date: Jan 2002
Location: Manassas, VA
Posts: 3,326
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I am playing some earlier version and am wondering this. If I download this version, can I still play my current game?
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