Double Your Pleasure

Kal-el

Deity
Joined
Nov 6, 2001
Messages
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Location
Washington DC
well, after months of planning here is a beta version of my Double your Pleasure mod.

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[dance] Version 1.o1r for Vanilla Civ3 is OUT NOW! [dance]

[dance] Version 2.02x for PtW is also available! [dance]

Get it at The Double Your Pleasure Website

It is available as a 1 (that's One) file download.

Have fun :D

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I have removed the old readme data as it is no longer applicable. I am working on updating the readme but that may take a while.
 
Change Log:

Note - the most of Civilopedia entries are still not finished - see the changelog below to find out which ones can be assumed to be trustworthy.
-----------------------------------------
v.0.2 will fix the following errors:
-----------------------------------------
citizens will no longer have prerequisite techs
Ancient Age Science Advisor: Mining has been moved over to line up with the rest of the starting techs.
Industrial Ages Science Advisor: there is an arrow pointing from industrialization to guerilla warfare
Communism now requires Marxism
Fascism now requires Totalitarianism- the free units will be fixed
Civil Liberties: The arrow from Radio has been moved so that it actually points to Civil Liberties.
Longships will now turn to attack, just like other early ships.
The Circus Maximus will require the 4 coliseums it was supposed to.
Egyptian War Chariot now upgrades to Knights
You will no longer be prompted to build hospitals to raise city levels
Basic Barbarian will now be the Barbarian Warrior
Advanced Barbarian will be the Barbarian Rider
Plains will be switched from 3/1/1 to 2/2/1
National Health Care will point to the right Wondersplash
Actually did lower the player advantage versus barbarians

Starting techs will be fixed:
-Commercial - The Wheel - was alphabet
-Expansionistic - Farming - Was Pottery
-Industrious - Mining - was Masonry
-Militaristic - Warrior Code - used to have option of wheel
-Religious - Ceremonial Burial
-Scientific - Alphabet - was bronze working

-----------------------------------------
Additons:
-----------------------------------------
Trait Specific Units will be added – these units are still up in the air. Iam adding them in so they can be playtested for balance.
-Commercial - Caravan
-Expansionistic - Ranger
-Industrious - Serf
-Militaristic - Brave
-Religious - Missionary
-Scientific – Greek Fire
New Units:
-Convoy - Available with Guilds – Caravan unit for everybody
-Freight - available with Motorized Transportation – Modern Caravan unit
Change to Truck – now available with Mobile Warfare instead of Motorized Transportation

New Tech City - Planning: Requires Steel, Allows Park and Eiffel Tower.

New Improvement - Park: Requires City Planning, adds happiness reduces industrial pollution.

-----------------------------------------
v.0.3 - First One-File Release
-----------------------------------------
Changes:
-----General
Gathered all currently finished files in one Zip file for easier installation (hopefully)
Added SnOOpy's/Icedan's artwork for Irrigation, to closer resemble farming.
Added Civilopedia.txt
Added Version.txt
Edit: Fixed Tech Boxes to be compatible with patch v1.21f
Edit: Fixed Ancient Science Advisor Screen to be compatible with patch v1.21f
Edit: Irrigation changed to Farm
Edit: Road movement rate changed to 2 (Instead of 3)
Edit: Standard tile penalty removed from Despotism
Edit: Golden Age increased to 30 turns
Edit: Maximum Research Time increased to 50 turns
Edit: Fixed Civilopedia Icons (Mis-spelled BLDG_ entries) for several wonders and improvements
Deleted some obsolete files in Art/Units folders, and updated a few Unit .ini files
-----Units
Added: Caravan Animations, using Camel unit
Added: Implemented new HP system
Edit: Longship renamed Longboat
Edit: Caravan renamed Merchant
Edit: Convoy renamed Caravan
Edit: Pediaicons.txt edited to remove all references to non-existing files
Edit: Fixed missing Foot Unit flags to many units
Edit: Fixed Rotate to Attack flags for Brig and Longboat
Edit: Fixed missing PRTO_ entry for Spy unit
Edit: Tribe now treats all terrain as roads
-----Improvements
Edit: Temple now requires Incense
Edit: Library now requires Marble
Edit: Walls now require Stone
Edit: Forge now requires Iron
Edit: Port now requires Timber
Edit: Shipyard now requires Timber
Edit: Basilica now requires Marble
Edit: Steel Mill now requires Iron and Coal
Edit: Energy Grid now requires Copper
Edit: Pyramids cost decreased to 350 shields
Edit: Obelisk cost increased to 40 shields
Edit: "Must be near water" flag removed for Port and Shipyard, as it seemed to cause a bug
-----Resources
Ivory has been renamed Elephants and has been moved to Strategic Resources
Dyes have been removed
Added: New Resources
The Resources List:
Horses - Available with The Wheel
Iron - Available with Mining
Saltpeter - Available with Invention
Coal - Available with Steam Engine
Oil - Available with Refining
Rubber - Available with Replaceable Parts
Aluminum - Available with Rocketry
Uranium - Available with Fission
Flax - Available with Crop Rotation
Copper - Available with Mining
Marble - Available with Masonry
Stone - Available from Start
Elephants - Available with Warrior Code

Furs - Available from Start
Gems - Available with Bronze Working
Silks - Available with Weaving
Spices - Available from Start
Tobacco - Available with Crop Mysticism
Wine - Available with Pottery
Coffee - Available with Farming
Incense - Available with Ceremonial Burial

Game - Available from Start
Seal - Available from Start
Cattle - Available with Domestication
Sheep - Available with Domestication
Wheat - Available with Farming
Corn - Available with Farming
Fruit - Available from Start
Tropical Fruit - Available from Start
Fish - Available with Pottery
Whales - Available with Astronomy
Pearls - Available with Boat Building
Oasis - Available from Start
Silver - Available with Mining
Gold - Available with Mining
----------------------------------------
v.0.3.1 - Will Change/Fix the following
---------------------------------------
Edit: Changed Plains to produce 2/1/0 (was 2/2/1)
Edit: Changed Grassland to produce 2/0/1 (was 3/0/1)
Edit: Changed Coast to produce 2/0/2 (was 3/0/1)
Edit: Entertainers only make one citizen happy (was 2 people)
Edit: Iron now becomes available with mining (as it was supposed to have been in v.0.3)
Edit: Pearls now available with Farming
Edit: Fixed Appearance/Disappearance rate for Resources
Edit: Fixed some issues with Units and Required Resources
Edit: Fixed some upgrade issues
------------------------------------
v.0.3.2 - Will Add/Fix the following
-----------------------------------
Please note: The primary purpose of this patch is to gather the files from patch 0.3.1 and the DyP_v03_Buildings.zip. It also includes an updated PediaIcons.txt which should fix most of the problems with Icons in the Civilopedia.
------------------------------------
Files Added/changed
------------------------------------
Updated Civilopedia Icons for Buildings and Wonders
Added Build Queue Images for Buildings and Wonders
Added Palette fix
Updated Resource images
Updated Unit Icons
Updated Pediaicons.txt
------------------------------------
v.0.3.3 - Will Fix/Change the Following
------------------------------------
Added: Civilopedia Icons for almost all resources
Fixed: Removed timber as requirement for Port (the most likely cause for the "Harbor bug")
Fixed: Missing nationality flags for Fighter unit
Edit: Gunship can now kill ground units
Edit: Social Democracy now requires maintenance but has communal corruption.
Edit: Terrain changes:
Before (Natural-Worked) NOW
---Desert.......- 0 1 1 - 1 1 1......0 1 0 - 1 1 1
---Grassland....- 2 0 1 - 2 0 1......2 0 0 - 1 1 1
---Tundra.......- 0 0 0 - 0 2 1......0 0 0 - 0 1 1
---Hills........- 1 2 0 - 1 2 1......1 2 1 - 1 2 1
---Mountains....- 0 3 0 - 0 2 1......0 3 1 - 0 2 1
---Forest.......- 1 2 0 - 0 1 1......1 1 1 - 0 1 1
---Jungle.......- 2 1 0 - 0 2 1......1 0 0 - 0 0 1
Edit: Resource changes:
---Timber from 0/1/1 to 0/1/0
---Tobacco from 0/0/3 to 0/0/2
---Silver from 0/1/3 to 0/1/2
---Gold from 0/0/4 to 0/1/3
Fixed: Added missing PRTO_Spy entry
Fixed: Civilopedia: Effects pages added for buildings (Improvements and wonders)
(Re)Fixed: Civilopedia Icons for certain Improvements, wonders, units and resources.
------------------------------------
v.0.4 - Will Fix/Change the Following
------------------------------------
Edit: Aluminum now appears when Steel is developed
Edit: Freight no longer requires any resources to build
Edit: Changed HumVee is no longer wheeled
Edit: Fixed Stirrup is a prequisite for Chivalry
Edit: Changed Capacity of helicopter from 1 to 2
Edit: Changed Capacity of Truck from 4 to 3
Edit: Changed truck no longer upgrades to HumVee
Edit: Changed Aluminum now Appears with discovery of Steel
Edit: Supermarket now give +50% luxury and 1 happy face
Edit: Modern Farm gives +25% to production
Fixed: Added missing operational range of 4 to PPS-15 unit.
Edit: Changed (mostly increased) cost and maintenance for almost all Improvements and wonders.
Edit: Changed (mostly increased) cost for a lot of units.
Edit: Changed (mostly increased) cost for almost all techs.
Edit: Spirit of St. Louis now produces +1 trade in each tile already producing trade (used to be +1 ship movement).
Edit: Elephant resource now available with Warrior Code.
Edit: Theater trait flag set to Religious.
Edit: Palace now has a maintenance of 2.
Edit: Fascism now has Problematic corruption.
Edit: Unit support costs and support capability have changed to:
Unit Free Support per
Government Cost Units Town / City / Metropolis
Despotism 1 1 1 / 1 / 1
Monarchy 1 0 2 / 3 / 4
Communist 2 0 3 / 6 / 10
Republic 2 0 2 / 4 / 6
Democracy 2 0 2 / 3 / 4
Theocracy All
Federal Rep 4 0 1 / 1 / 1
Social Democ 3 0 1 / 1 / 1
Fascist 2 0 3 / 6 / 10
Note: These data, esp. those for the later governments, probably still needs tweaking.
Edit: Changed/Added culture ratings:
---humbled by : 4/1 35 30 20
---in awe of : 3/1 30 40 30
---admirers of : 2/1 25 50 40
---impressed with : 1/1 20 60 50
---unimpressed by : 3/4 15 70 60
---dismissive of : 1/2 10 80 70
---disdainful of : 1/3 5 90 80
---laughing at : 1/4 3 100 90
Added Experience Level "Green" in between "Conscript" and "Regular" HP = 3
---Note: Barracks/Palace & similar now produce Regular units, not Veteran. Units built in cities without Barracks or similar, will start as Green units.
Added: Retreat bonuses by experience level starting with Conscript: 0, 15, 30, 45, 60
Fixed: Land Mine, Naval Mine, Airbase and Radar Station now flagged as foot units to make them load onto transports/airdrop
Edit: Minimum Population for We Love The__ day now 5
Edit: Minimum Research Time now 3
Edit: AI to AI trade rates by level beginning with Chieftain: 100, 103, 106, 109, 112, 115
Edited Resources:
---Horses now 1/0/1
---Coffee now 1/0/2
Edit: No more Tropical Fruit
Added Rice Resource

Fixed: Terrain changes were botched by the release manager in patch 0.3.3
-- Terrain values should now be: (Natural - Worked)
---Desert - 0 1 0 - 1 1 1
---Plains - 2 1 0 - 1 1 1
---Grassland - 2 0 1 - 2 0 1
---Tundra - 0 0 0 - 0 1 1
---Floodplain - 4 0 0 - 2 1 1
---Hills - 1 2 0 - 1 2 1
---Mountains - 0 3 0 - 0 2 1
---Forest - 1 2 0 - 0 1 1
---Jungle - 1 1 0 - 0 1 1
---Coast - 2 0 2 - 0 0 0
---Sea - 1 1 1 - 0 0 0
---Ocean - 0 0 0 - 0 0 0
------------------------------------
v.0.4.5 - will Fix/Change the Following
------------------------------------
Fixed: Graphic issues with Grunt Unit
Fixed: Graphic issue with Mid-Eastern academy in Civilopedia (using roman icons for now)
Fixed: Graphic issue with PPS-15 and Freight units, in Civilopedia
Fixed: Missing Government icons in Tech Chooser
Updated: Script.txt
Updated: In-game resource icons (Resources.pcx)
Updated: Build list icons for buildings (Buildings-large.pcx and Buildings-small.pcx)
------------------------------------
v.0.4.6
-----------------------------------
Fixed: Bug with script.txt which made the game un-startable to some users
-------------------------------------
v.0.4.7
------------------------------------
Added: Missing Partisan animations
Fixed: Partisan.ini file

edit:I need to update this post.
 
------------------------------------
v.0.7.5
-----------------------------------
*Misc
- Edit: Diplomats can now steal world maps
- Edit: Civilization colors have been changed.
- Edit: Barbarians now use Longboats instead of Galleys
*Units
- Edit: Barbarian Warrior now uses original Swordsman artwork.
- Edit: Swordsman unit now uses different artwork.
- Edit: Armies can now pillage tile improvements
- Edit: Previous Tank unit renamed Armor
- Added: New Tank unit (ADM: 14/14/2; requires Oil, Rubber, Iron; Avail. with Combustion, Upgrade to Armor)
- Added: Clan unit - initial settler (requires only 1 population but 40 shields to build)
- Edit: Settler is now available with Seafaring.
- Added: Evangelist unit - upgrade for the Missionary, requires 2 population to build and - - Added: Shaman unit - initial religious settler (requires only 1 population but 40 shields to build) avail. with Seafaring.
***Note: the above 4 changes have been implemented as a workaround in an attempt to help AI growth.
- Edit: The Brave unit now uses Archer artwork instead.
- Added: Steam Frigate Unit (A/D/M 7/6/4 - S/R/F 8/1/2 - HP 3 - Transport 1 - Cost 17 - Tech Steam Power - Resources Iron, Coal, Timber)
- Edit: Corvette, Frigate, Man-O-War: Now upgrade to Steam Frigate.
- Edit: Ironclad stats changed (A/D/M 5/5/3 - S/R/F 6/1/2 - HP 3 - sink in ocean)
- Edit: SpecOps now require Oil in addition to Rubber
- Edit: Brave unit has been changed (ADM=2/1/1 Bombard=3/1/1, upgrades to Longbowman)
- Edit: Removed Immobile flag for Air Bombard units and Air Transports, enabling free roaming for these units
- Added: Advanced Fighter unit (ADM=18/12/0, Bombard=18/7/2, Op. Range 7, Available with Stealth)
- Added: Bi-Plane unit (ADM=4/2/0, Bombard=6/3/1, Op. Range 3, Available with Flight
- Added: Strategic Bomber unit (ADM=0/10/8, Bombard=24/8/4, Op. Range 8, Available with Rocketry)
- Added: Air Ship unit (ADM=0/3/4, Bombard=12/2/2, Op.Range 2, Available with The Corporation)
- Edit: Air Units have been reworked, changes mainly to ADM ratings, Bombard ratings and Tech Requirements
- Edit: Humvee - Movement rate reduced to 4 but now treats all terrain as roads
- Added: Jeep Unit (ADM=8/10/4, Bombard=8/10/4, Transport 1, All terrain as roads, available with Motorized Transportation)
- Edit: Grunt, Marine and Paratrooper ADM ratings increased.
- Edit: New movement rates for Wonder Builder units (Merchant=1, Caravan=2, Freight=3)
- Added: Unit animations for Crusader (Cavalier unit)
- Added: Unit animations for Merchant (Trading Cart unit)
- Added: Unit animations for Longswordsman (Teutonic Knight)
- Added: Unit animations for Barbarian Rider (Arabian Horseman)
- Fixed: Explorer can now be loaded onto transport
- Fixed: Scout can now be loaded onto transport
- Edit: Changed costs for Dragoon, Cossack, Cavalry and Humvee
*Terrain
- Edit: Floodplains changed to 3/0/0 (was 4/0/0)
*Resources
- Edit: Gold and Silver now share Icons (meaning you need to left click the tile to discover which of the two you have discovered)
- Added: Pigs resource added (bonus, gives 2/0/0 - appear on Plains, Grassland and Hills)
- Edit: Removed Appearance/Disappearance ratios for Luxuries
- Fixed: Tobacco now flagged to appear (on plains and grassland; was none)
- Edit: Stone and Marble resources removed.
- Added: Natives resource added (Strategic, gives 0/2/0 - can appear on all land tiles)
- Edit: Incense is now a strategic resource (was luxury)
- Added: Olive Oil resource added (Luxury, gives 1/0/1 - appears on Grassland and Forest)
- Edit: Rice switched to providing 2 food (was 3)
- Edit: Terrain for most resources have been reworked.
*Improvements
- Edit: Removed defensive bonus from Palace, Forbidden Palace, Summer Palace and Winter Palace as they were causing a bug.
- Edit: The following wonders/improvements now require Natives: Slave Market, Pyramids and Chichen Itza.
- Edit: Skyscraper no longer gives a bonus to Production.
- Edit: University now requires Academy to be built (was: Library)
- Edit: Port now requires Harbor to be built.
- Edit: Stock Market has been renamed to Stock Exchange and now requires a Bank to be built.
- Edit: Sewage Treatment Plant has been renamed Sewer System
- Edit: Maintenance costs of many improvements increased.
- Edit: Hollywood no longer gives +2 happy in all cities, and only gives +2 happy in this city (was: +4)
- Edit: Civil Rights Movement no longer gives 2 happy in all cities.
- Edit: Circus Maximus no longer gives 2 happy in all cities.
- Edit: United Nations wonder no longer requires Atomic Weapons Test to be built
- Edit: Eiffel Tower now makes one happy on continent
- Edit: Spirit of St. Louis wonder now also gives +1 ship movement (again)
- Edit: Electricity Improvement is now available to all civs, not just the builder of Energy Grid Wonder
- Edit: Human Genome Project now requires that a Research Lab has been built in the city.
- Edit: East India Company now requires that a Port has been built in the city.
- Edit: Wall Street now requires 3 x Stock Exchange instead of 5 x Bank.
- Edit: SETI Program now requires that a Research Lab has been built in the city.
- Edit: Theory of Evolution now requires that a University has been built in the city.
- Edit: Smith's Trading Co. now requires that a Bazaar has been built in the city.
- Edit: Newton's University now requires that a University has been built in the city.
- Edit: Copernicus Observatory now requires that a Library has been built in the city.
- Edit: Magellan's Voyage now requires flax, and that a Port has been built in the city.
- Edit: Great Lighthouse now requires that a Harbor has been built in the city.
- Edit: The Oracle now requires that a Shrine has been built in the city, and provides a shrine in all cities.
- Edit: Great Library now requires that a Library has been built in the city.
- Edit: Holy City requires Incense to be present within city radius.
- Edit: JS Bach's Cathedral and the Sistine Chapel now require Incense
- Edit: Nuclear Plant makes 2 Content citizens Unhappy.
- Edit: Factory, Manufacturing Plant, Coal Plant, Offshore Platform and Steel Mill now make 1 Content citizen Unhappy.
- Edit: Cathedral now requires Temple and Incense
- Edit: Forge now requires Iron
- Added: High School Improvement (Available with Atomic Theory, gives +50% Science)
- Added: Airforce Base Improvement (Available with Flight, allows Veteran Air Units, Air Power)
- Edit: Airport no longer allows Veteran Air Units, cost decreased to 30, maint. decreased to 2
*Governments
- Edit: Reduced Draft Rate for most governments
- Edit: Changed Military Police Effect for most governments
- Edit: Changed Worker Rate for Despotism to 1 (was 2)
*Techs
- Edit: Socialism now requires Unionization and Civil Liberties
- Edit: Costs of all Industrial and Modern Techs have been reduced.
- Edit: Nationalism no longer enable trade embargoes (were already enabled by Trade)
- Edit: Magnetism no longer enables trade over Ocean tiles (was already enabled by Navigation)
- Future Tech cost increased to 1000
- Advanced Warfare now also requires Stealth
- Plastics now also requires Ecology
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v.0.7.6
-------------------------------------
- Edit: Missionary now requires Masonry to be built
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v.0.7.7
-------------------------------------
- Edit: Horseman now upgrades to Knight.
- Edit: Spy now has no resource requirements but cost 70 shields.
- Fixed: Furs no longer use Olive Oil icon in City Screen Luxuries box.
- Edit: High School now gives 2 culture (was: 0)
- Edit: Naval mine is now mobile and can be used to actively attack
- Fixed: Naval Mine and Land Mine no longer have bombard capabilities (this was an error)
- Edit: Civilopedia effects descriptions for Improvements (buildings and wonders) are now supposed to be correct ;-)
- Edit: Elephant Rider now has new animations
- Edit: Barbarian Warrior has been renamed Barbarian Raider and can now make amphibious assault.
- Edit: Attack value for the Chariot has been lowered to 1.
- Edit: The cost of an Egyptian War Chariot has risen to 30 shields.
- Edit: The Archer now has new animations.
- Edit: The Ranger now uses the original Archer animations.
- Edit: Samurai unit now has attack of 7
- Edit: The Japanese can no longer build Knights
- Fixed: Rome can now build Longswordsmen (this was a bug in 0.7.6)
- Edit: Longswordsman is no longer available to Babylon, China, India, Japan and Persia
- Added: Bushi unit - same stats as longswordsman - available to Babylon, China, India, Persia and Japan - using the animations for the original Samurai
- Edit: The Samurai now uses different animations
- Edit: The Brave unit has been renamed to Champion.
- FIXED: Purple square around resources has been fixed
- Added: Unit Graphics for Humvee, Steam Frigate, Trireme
- Edit: Workers now upgrade to Serf's (to fix upgrade chain)
- Edit: Clan now upgrades to Settler
- Edit: Shaman now upgrades to Missionary
- Edit: Swordsmen now upgrade to Legionary
- Edit: When you capture an enemy unit, it will now be a Worker, not a Colonist
 
Wow, I'm quite impressed. I first read about your mod over on Apolyton, and am glad to finally see it released. Playing an early game as the Americans on warlord to get the swing of things, and I like the progression of tech and the new bonus resources. New city improvements are also great, some early confusion over obelisk/shrines but easily fixed :) I look forward to playing this mod all day. Thanks.
 
Thanks. I am glad you like it so far. Please let me know if you run into any bugs.

I am thinking of adding a new tech to the industrial age
Tech - city planning - it would allow for the new improvement - park and the eiffel tower would be moved to here

the park would be a happines improvement and would help to reduce pollution

what do people think of this?
 
I've run into a lot of crashes with errors in civilization3.exe, and I'm not sure why. Some save files won't let me progress past a certain turn, I've tried saving and replaying from an earlier point, but still the crash. I even did a clean install and installation of the mod and still ran into the problem. Still, nice job, this was a pretty monumental effort.

Oh, btw, I love the wondersplash images....was quite happy with them when i built the Circus Maximus and the Taj Mahal.
 
EmprorCoopinius,

I had that problem too. I corrected it by making sure all the unit files were in the right directory.

Did you download all the additional units and copy some of the existing units over to some of the new unit directories?

I.e. U need to copy the scout files to the ranger directory. There are about 10 you need to do this to. ;)

Now, here is the problem I have:

I am not sure if it is mend to be this way or not. I cant lift the worker tiles in the city to make people happy. I can only move one tile. It just seems very add.

Please let me know if it should be this way or how can I correct this. I think the problem is that I cant change the people to entertainer, scientist or tax collector even though I have researched the needed tech. :rolleyes:
 
I was afraid people might run into trouble with the units. I will add a more comprehensive section to the readme about this. In the meantime, thanks Victorvanwavere

I don't know why you can't change the citizens, I have run into that problem myself. I meant to ask someone about it but forgot to. I may have to just return these to the way they were, which wouldn't be horrible.

Here are a few more changes I am making:

Change to Starting Techs:
Expansionistic - Farming - Was Pottery
Militaristic - Warrior Code - used to have option of wheel
Scientific - Alphabet - was bronze working
Religious - Ceremonial Burial
Industrious - Mining - was Masonry
Commercial - The Wheel - was alphabet

This makes more sense to me than what they had.

What do you think of this idea? Just as the expansionsit civs have the ranger what if there were special units available to the other characteristics. Industrious civs could start with workers that move two. Militaristic could have a better warrior, maybe start with a 2/2 warrior. need to think of something for the other three.
 
While installing the various files for the paratrooper (as SpecOps,) I noticed that in the SpecOps.ini all the .flcs are titled SpecOps_action.flc instead of paratrooper_action.flc.

Is this a mistake as all the previous ones I've done so far had matching names? (Calvary.ini = Bandit_action.flc, etc). I renamed it just in case.

[edit]

Also, there were file locations for .wavs and .ambs in SpecOps.ini as well. Is it ok if no file exists there and will 'skip' over it, or will it cause an error?
 
OK Kal-el, I get it. There are three files. File 1, file 2 and file 3. That's three in total. Except for all the unit animations, that is.

I'm not an experienced "modder" for Civ3. Any chance that you could gather all those unit downloads in one that I can download and unzip? I could probably - given time - find and download all of them, but I'm not quite sure which parts of those downloads to use and where they go.

If you could provide a single download of the new units, then I would be sure that all of the files went into the right folders. It ought to be possible to zip it up from your own installation.

Ofc. that would probably make four (that is, 4) downloads, so you would have to edit several posts. That might be a somewhat boggling enterprise :crazyeye:

Thanks for the effort, btw. It does look interesting.
 
Originally posted by RobO
OK, I get it. There are three files. File 1, file 2 and file 3. Except for all the unit animations, that is.

I'm not an experienced "modder" for Civ3. Any chance that you could gather all those unit downloads in one that I can download and unzip? I could probably - given time - find and download all of them, but I'm not quite sure which parts of those downloads to use and where they go.

If you could provide a single download of the new units, then I would be sure that all of the files went into the right folders.
Thanks for the effort, btw. It does look interesting.

I agree. It' s taking me forever to round up all the files.
 
I'm not quite sure which parts of those downloads to use and where they go

I've never modded before tonight either, but from guesstimating:

If in doubt, check the .ini file to see if its needed. Some of the files have lots of things, which I suspect aren't needed like .pcx files and whatnot. I just looked line by line and copied the .flc's, .wavs and .ambs as appropriate since I never saw anything else but those file types.

Except for that SpecOps thing, which I'm thinking is a mistake, and I renamed it, but what do I know.

===========================

Oh yeah. I keep crashing when I click things too quickly. Odd.

[edit]

Or even not clicking fast ... after 8 Crash To Desktops I think I'll give it some more time.
 
Coda,

Yes, it will skip over any blank file locations.

As for the file names, it doesn't matter. You could have a unit named Fandango, and use .wav and .amb files from another unit, as long as you have the correct file location & names in the .ini file.
 
I'll be more specific with my CTDs to be more helpful:

-Clicking the down arrow for a pulldown menu when a city has finished production and pops up asking for something else to be chosen.

-Clicking the "Unit Button" within the city screen when you want to change current production.

-(Quickly?) double clicking to zoom in a city

-(Quickly?) right clicking to see a description of some sort.

If it was just with a unit, I figured the problem would be something related with that, but it seems hard not to CTD in my case. I would really like to try this out past my 5th turn, and combined with Snoopys new graphic pack it feels like I'm already playing a new game :)
 
Kal-El,

This mod looks very interesting, and I look forward to using it. However, I am reluctant to for three reasons:

1. There is no all-in-one zip file. We don't all share you're enthusiasm for gathering files from all over.

2. Bugs have not all been worked out yet.

3. It seems you may never be content with this mod. Make some decisions and STICK WITH THEM. Yes, features can be improved, etc. but let the paint dry before applying a second coat, please.

That said, I appreciate the volume of work you have put into this already. This mod has (IMO) the potential to be the best mod to date I've seen anywhere.
 
Kal-el,

Great work on this one! I like what I see so far.

My only problem is the game keeps crashing at 680 AD. It doesn't matter whom I play as, what units I'm building, number of cities, etc. Just keeps crashing.
 
Ok, I get the point. You guys want all the unit files in one easy to download pack. I will do that. I think it will clear up a lot of the crashes, because I have played this thing through without any hang-ups.

Coda,

Not sure about the clicking thing, don’t know why quickly clicking something versus slowly clicking something would make a difference. Somebody please help out with this one.

The reason I renamed some of the files in the SpecOps folder was simply that I idin’t like having three units with paratrooper files. This was before I started working on the mod and I simply forgot to change it back. I left some of them as paratrooper because they are part of the .amb file and I don’t know how to edit those.

Satis5d,

1. There is no all-in-one zip file. We don't all share you're enthusiasm for gathering files from all over.

Well, I thought by putting the links to all the units in the post above that would make it easier for everybody (I know I just did that last night/this morning), but I understand that that is still a hassle for people who have not been keeping up with the new units. Obviously with this mod in mind I have been keeping track of any new unit that would fit the bill. I will put the units.zip together today and hopefully have that up by tonight.

2. Bugs have not all been worked out yet.


It is in beta, I put it up on the boards so that people could help me work out all the bugs. :D

3. It seems you may never be content with this mod. Make some decisions and STICK WITH THEM. Yes, features can be improved, etc. but let the paint dry before applying a second coat, please.

Again, it is beta, so it is still in flux. I just thought I would throw my new ideas out there to see what anybody thought. What do you think? Do you like the park idea? The new starting techs is definitely going in, if for no other reason I forgot to change the scientific civs from Bronzeworking which with mining is now a level two tech.
 
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