Conquest of the Solar System

Tholish

Emperor
Joined
Jul 5, 2002
Messages
1,344
Location
Japan
"Solaria" version 0.9. For Conquests. About 8 MB.
The Solar System, 2050, at the end of the Modern Era tech tree.
Tbe World Hegemony has finally collapsed, splintering into 8 nations, one
of which has chosen you to lead it. During the Hegemony, there was a period of Space Development, the placement of asteroids and comets near Earth, and many people migrated to space, but contact with them was lost during the troubles. Also, streaks of light have been seen in the Oort Cloud. Some say these may be signs of deceleration thrusters.

http://www.civfanatics.net/uploads8/SolariaArtSubfolders.zip
http://www.civfanatics.net/uploads8/MainSolariaArtFolder.zip
http://www.civfanatics.net/uploads8/MoreSolariaArt.zip

1. Unzip the attachment NewSolaria in Civ3/Conquests/Conquests. This creates the scenario folder with the text file in it. Open this scenario folder.
2. Open the Text folder and unzip the attachment Pediaicons in it, pull it out of the packaging. Overwrite as prompted. (Patch1). Now, go back out to where you see the Text folder from outside.
3. Unzip the download Main SolariaArtFolder in the new NewSolaria folder
right next to Text. This creates a folder NewSolaria/Art. Open this.
4. Unzip the SolariaArtSubfolders and MoreSolariaArt downloads in NewSolaria/Art. This just puts more folders in the Art folder that exceeded the 3MB limit.
5. (Patch2) Unzip the attachment Terrain Buildings in Art/Terrain. Take it out of the packaging and replace the old Terrain Buildings file. While you are there delete: all three X airfields files (X airfields, Xairfields shadows and X airfields blank.) The regular buildings are better than that c**p.
6.Go back out to the Civ3/Conquests/Conquests folder and look at NewSolaria from the outside. Right next to it unzip the other attchment, Solaria. That places the Biq in Scenarios.

And, of course, as you go, take the meat out of the extra folders that the extractor creates.


This mod seems to be functional, though I just completed a marathan modding session and its probably got lots of glitches I haven't detected yet. Also it lacks several things

1. No credits. I still haven't put together a readme containing credits.
I will, and it will be posted here as an attachment. For now, the only artwork I did myself was the pukey stuff and the loss of color resolution on a lot of the civilopedia icons (which will be fixed for 2.0 someday with a complete new art upload, maybe including more interesting units. For now it will do.)
I think. I altered some terrain buildings and they might show up all pink, but I think I can make a fix of that a simple post attachment.

2. The text in the civilopedia doesn't always jibe with the pediaicons. Nothing to get crashes any more I think, and you get almost all the pictures, but a great deal of the text written in the civilopedia file isn't showing up in the game and many of the links are duds. And, of course, I still have a lot more to say about things than I put into the civilopedia you get. Lots more to explain, more capabilities to put in--what wonders do, stuff like that.
That's text stuff, and the fixed civilopedia, to be a post in a future attachment, will make version 1.0.

3. Thorough playtesting by me to get it cleverly contrived to work as a game. I have put some thought into it, but you've really got to rub rub rub and polish polish polisht to get it to a high shine. And there's probably loads of stuff I just forgot to think about because I haven't encountered them yet. Like, during development, I put in distant aliens who were one age ahead of the humans. So they built all the great wonders so the various overpopulated Terran nations and fledgeling secessionists didn't have a chance to (FTL communication, no fair!). Fixed that.
 

Attachments

  • NewSolaria.zip
    259.9 KB · Views: 75
  • TerrainBuildings.zip
    11.9 KB · Views: 61
  • PediaIcons.zip
    8.1 KB · Views: 94
  • Solaria.zip
    45.4 KB · Views: 63
Partial List of Credits (People I looted without permision)
Daftpanzer (some terrain buildings, all spaceship units, some icons)
Lukree (the basis for my terrain. I took his and used crayons on it.)
Neomega (original buildingslarge and buildings small, which I altered, and some of the buildings and a bunch of the tech icons, or parts which went to make them up, and the robot unit)
SpaceCities Author (like 100 space structures)
jusli (the planet based "irrigation")
jzsf (some tech icons)
unexisted (several tech icons:microbots, popamp, ubiqvrzenith,ai)
warmaster(the era splash, some buildings)
tpasmall (some advisors)
Sween32 (static alien leader heads)
Thamis: All resources except the water comet.
Hikaro Takayama: Those lovely cities.
Advisor authors: there were like a couple
AOL: two wonder splashes. (I did the Genius Cloner splash myself)
 
Here's a screenshot. Following this screenshot The British (and others) built about 5 space cities, I overbuilt buildings and went into a depression (had to keep research to nil to stay in the black), marauding militias wrecked terrestrial Japan, I couldn't kill them fast enough, and finally about the time I figured I had better put some garrisons in my space cities, the British overan me with Land Forces and Missile Ships.
 

Attachments

  • SolariaScreenshot1.JPG
    SolariaScreenshot1.JPG
    486.8 KB · Views: 143
Record of changes. (Moved here because it might need plenty of room at the bottom and doesn't need to share space with the credits. Which will need room of its own.)

3 hours after first post: (1)Replaced Solaria.biq in attachment to post1 because name of Developer did not match Pediaicons.
(2)Altered first post to reflect better information. The files must be placed in Conquests, not Scenarios. And you have to take them out of the extra packaging, of course.

12 hours after first post: Replaced Solaria.big in attachment to post1 because the game always locked up in 2070, when every Plan1 (palace) produced a SpaceMigration (low tech settler). This must have been because of the island bound aliens, because the Terrans were doing stuff. So I made the following changes, and for playtest changed frequency of production to 1 per turn, and go no lockups. (1)Changed Plan1 to require Terran Culture
(2)Ground Spaceliner cannot disband (3)Spaceport makes veteran Naval Units
(4)Plan1 is not Center of Empire, merely reduces corruption and allows espionage. In the future I will give the aliens a compensation building to allow them espionage as well (5) Reduced cost of Space Migration to 0 population 0 Shields and made it non available to all nations. (6) Placed Plan1 in all 8 cities on Terra. The free Space Migrations represent Earth's teeming masses spontaneously emigrating in any available space boat and are intended to ensure the AI civs settle, though I suspect they were just disbanding them.
(7)Made Plan1 produce a Space Migration every 20 turns again.

18 Hours after first upload: (1)removed worker job Megahab from the terrain Space. I forgot Conquests won't let you make it possible to turn Desert to Forest. (2)Renamed the worker job Megahab after what the engine insists in must be (until I figure out how to thwart it) namely the job is Plant Forest, not Build Megahab. And now you can only do it where there's plenty of material around. (3)"indexed" terrain buildings by copying it over the original terrain buildings, so terrain improvements look nice. Added a patch of it to the original post, along with the updated biq.

22 Hours after first upload: (1)Made all Developer units have at least 1 defense and 1 attack if they didn't have it already, gave them all Defense as an additional AI strategy. This was to get the AI to expand. They weren't sending Colonizers anywhere because there weren't any space mobile defensive units for escorts (2)Switched looks of Milita and Space Milita and renamed the latter "Space Marauder." Made those and Land Force cost maintenance--only the immobile Militia is free. (3) Made ICBM a foot unit, not a wheeled unit. (4) Made Airforce non wheeled. I hadn't known that would impair a "naval" unit. (5)Made Vatfood prereq for Repair workerjob
(6) Made Massdriver prereq for Shippingroute workerjob (7 )Gave back disband capability to Ground Spaceline.


27 hours after first upload: (1)Doctored multiple mismatches between biq and pediaicons regarding units. Necessitated adding a pediaicons patch. Tested all units by map placement. (2)Doctored unit animation files themselves to finish the job where I formerely butchered the sound out incompletely. (3)Changed Teleporter prereq to Teleport Terminals. Trying to use airfields as mass drivers didn't work. (4) Smartmines prereq changed to AI progras, give it something to do. (5) Nuclear Warship factories changed to prerequisite of Nuclear warship Factory tech. (6) Alien Culture tech made fusion age. (7) Space Migration is available to all nations again, shield cost 200, no pop cost. (8)Made a linked alliance between the entire Sirian League (Sirius, Procyon, Cygnus and Alpha Centauri) against the more advanced Vegan interlopers. (9) Gave Fusion Lander an operational range of 4 and move of 1 and concealed nationality. (10) Made Space Infantry invisible and Space Troopers both invisible and able to detect invisible. As if they were underpowered, but I needed the role filled. Later they will be really cool looking rocket propelled infantry or something instead of just paratroopers.

36 hours after first upload: (1)Made the Aliens all Fission era civs playable by humans except for the Vegans. Each starts with in Interstellar probe(which can carry one foot unit), but none has any start position in the Kuiper belt as formerly. Each has Alien Culture and 3 different Fission age techs so they should get ahead fast. This whole move should make it possible to desect any or all aliens at startup and will also keep them from slowing things down ith AI confusion so much(2)Inverted the civilopedia icon large for the Jovians and Sirians to match the leaderheads (3) Made Autocracy gov have no prerequisite (4) Let Scenery building have 1 culture to let alien borders expand beyond their atmosphere nearly for free (5) Made Terran Culture prereq for Airforce rather than Militia. (6) Did Civ Traits for all civs and Improvements (7) Added unit Interstellar Expedition, which is Interstellar probe except it requires a different tech, microsingularity resource, and carries 2 units of any type (8)Wrote a scenario label for when you are picking it from a list of scenarios. (9)And took away the Interstellar Probe I left Isabel with earlier. If you have an earlier version (like, maybe the view counter is wrong) you need the new pediaicons file and the new biq.

40 Hours after first upload: Requested that all art files be deleted from the server some copyrighted material is used without permission. Will upload proper replacements. Also I need a break. I will complete this mod and it will be great, but you know I learned so much doing it, it would be a good time to start something totally new and do project management correctly.

42 Hours after first post. I did some research. Uranus and Neptune will have to change. They are made of Ice, not gas. On the surface, Uranus has very similar gravity and air pressure to Earth. It just happens to be like 50 times the surface area and lousy with ammonia(nitrogen) and water. Neptune is almost a clone. The stories about them being horrendous gas giants like Jupiter are scare. You could walk around on Uranus in an arctic parka and oxygen mask. Might make good mods of thier own. Also looked for some art permissions, including from Firaxis for Alpha Centauri.
 
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