Double Your Pleasure

Great mod, Kal-el! ^_^ I was playing around wit a small personal mod of my own, and I was wondering how you made the WWW Effect possible only by building the WWW great wonder?? If anyone else also knows, you're not excluded from the question. ^_^

-kyrillion
 
Originally posted by Isak
BTW, Nightstorm - I don't know much about art, but I know what I like, and I like your buildings :goodjob: - they can appear in my mod too (in the year 2525, if not later, but still....)

I was working on a mod of my own with many of the same concepts and buildings as this mod. But then I found this thread and quit mine all together cause Kal-el was about 2 weeks from beta test and I was about 2 months. Anyway, anything I post on the boards or in someone's mod is free for the taking, as long as you give credit. But, I'm glad you guys like what I'm doing. :goodjob: Now, if only I could remember that magic spell to make a wife quit screaming "GET OFF THAT F*@ING COMPUTER NOW AND COME SPEND TIME WITH ME!!" I'll be all set and be able to finish the buildings (maybe even in time for Kal-el's version 0.2 release next week) :D

Originally posted by Kyrillion
Great mod, Kal-el! ^_^ I was playing around wit a small personal mod of my own, and I was wondering how you made the WWW Effect possible only by building the WWW great wonder?? If anyone else also knows, you're not excluded from the question. ^_^

-kyrillion

In the editor, under Improvements and Wonders, on the left side of that tab, second box down is Improvement/Wonder prerequisite. Just chose which wonder you want as the prerequisite and it is set. And just so you know (in case you do, no offense meant) DO NOT use the Add/Delete buttons in the editor. They do not hard-code anything into the .bic file like the Multi-tool by Gramphos does (found here - Read through the thread). The Multi-tool is very VERY easy to use and it does hard code the addition for you. Not using the Multi-tool can cause many MANY problems (crashes, hang-ups, bugs, etc.)

Kal-el, one last thought for this post and then I am probably done until morning. But, have you thought of adding any civs (I.e. Spanish or any of the others Firaxis left out from Civ 2, or maybe even some new ones)? Might make things too difficult, who knows; just a thought.
 
Kal

No, I kept all the prereqs in place, but they never caused the game to crash, and after I discovered the required advance I was able to use the specialist with no problem.
 
Originally posted by EmprorCoopinius
Kal

No, I kept all the prereqs in place, but they never caused the game to crash, and after I discovered the required advance I was able to use the specialist with no problem.

Ditto for me.
 
Working faster than the human eye can comprehend I have put together the patch for v.0.2 for your weekend enjoyment.

here it is.
http://www.civfanatics.net/uploads/DyP_patch_v0.2.zip

Patch to v.0.2

just unzip the files to your civilizationIII folder. hopefully they will go where they are supposed to.

you need to copy the proper unit flics into the proper unit folders
copy the scout files into the Brave folder
copy the settler files into the Missionary Folder
copy the worker files into the serf folder
copy the Settler Modern files into the Caravan folder
copy the Settler Modern files into the Convoy folder
copy the Truck files into the freight folder
copy the Catapult files into the Greek Fire folder

could somebody make better ini files and post them to make life easier for everybody else?

I have kept the prereqs for scientists and taxmen
the changes to the terrain are in the readme.
no time to talk
the mrs. just walked through the door.

enjoy! :D
 
NightStorm, I was wondering if you could post a few more of your delightful pics so I could use them for my mod. Unfortunatly I'm at a loss of pics for my mod and I'm in need of some more pictures, and yours are excellent. All proper credit will be given :).

Kal-El If you need some web space and someone to help you round up all those units and plop them into a workable format I've had my experience with em'. Give me a few days and I probably could round em up and get them in zips ready to go for installation. Either way though, its looking to be a great mod with a signficant fan base you sneaky old bastard. Victori!
 
Originally posted by Scipio Africanu
NightStorm, I was wondering if you could post a few more of your delightful pics so I could use them for my mod. Unfortunatly I'm at a loss of pics for my mod and I'm in need of some more pictures, and yours are excellent. All proper credit will be given :).

If I could get my ISP to get their FTP server working properly, I already have a basic web page with all of the new graphics. As I do a new pic, I put it into .gif format and add it to the web page. Soon as I can upload, I will post the url for people to see.

Kal-El If you need some web space and someone to help you round up all those units and plop them into a workable format I've had my experience with em'. Give me a few days and I probably could round em up and get them in zips ready to go for installation. Either way though, its looking to be a great mod with a signficant fan base you sneaky old bastard. Victori!

If someone (Scipio Africanu :) ) has space on their server and doesn't mind the number of hits, I may be able to create an install file (or Scipio Africanu could :) ). I have been playing with "Install Maker" and I think I may be able to do it that way. File may be large though, don't know until I play with it. Could always try if 1) you guys and gals don't mind the size if it is too big and 2) if someone was able to donate web space with enough bandwidth (not sure how much bandwidth I'm allowed).
 
Originally posted by Kal-el
Patch to v.0.2

just unzip the files to your civilizationIII folder. hopefully they will go where they are supposed to.

Welllllllllllllllllllll, you are kinda right Kal-el. For everyone's benefit, so you don't have to do what I just did :p , you actually need to unzip the file to C:\Program Files\Infogrames Interactive\ folder. If you unzip to the Civilization III folder, you will just end up with a Civilization III folder with all of the files in it within the true Civilization III folder. In other words, this is what will result
C:\Program Files\Infogrames Interactive\Civilization III\Civilization III\ .

No bigee. If people do this they can just cut and paste like I did. :D
 
Originally posted by Kal-el

well, hopefully it won't take that long. but if you do find yourself in such a situation its probably best to move your Tribe to a different location right away. The tribe unit is not wheeled and has a 1 for defence. I was thinking about giving them treat all terrain as roads, for this very reason. I can’t imagine people would be using them as scouts, cuz it’s generally a good idea to get that first settlement built as soon as you can. :D They already have the radar flag to help you see whether you are in a good position or not.

Well, you can always restart if you find yourself stuck in a bad position. An AI that is out of luck is not a real problem IMO, it will just add variety to the game. You usually play against several AI at the same time anyway. Treating terrain as roads would also work, but it defies belief.

Another point, which speaks against giving the initial settler faster movement: Why not let the settlers you get from tribes be identical to the one you get at start - i.e. they are not wheeled. I think this would add spice to the game without throwing it off balance.
 
Kal-el wrote this when posting the 0.2 patch:

you need to copy the proper unit flics into the proper unit folders
copy the scout files into the Brave folder
copy the settler files into the Missionary Folder
copy the worker files into the serf folder
copy the Settler Modern files into the Caravan folder
copy the Settler Modern files into the Convoy folder
copy the Truck files into the freight folder
copy the Catapult files into the Greek Fire folder

could somebody make better ini files and post them to make life easier for everybody else?

I would like to draw attention to what Isak wrote on page 6:

I've got the altered unit ini's for those units that use the original artwork (as stated a few pages back, but I guess I'm on everybody's Ignore list :cry: ) . They are in a zip file which hopefully is attached to this post.

It seems his zip didn't make it into the v0.2 patch. And the remark about the Ignore list seems appropriate too :D
 
Kal-El: Great - I knew if I pushed a bit, you'd give in...... :D

I'm posting an updated version of the Ini files - again, these files are created so that you don't need to move original artwork into the folders, for all those units that don't have animations and sound yet. [Edit: I've removed the file, and an updated version can be found a bit further down the thread]

All you need to do is unzip (unrar actually - sorry I don't use winzip, but it should be able to handle the file as well) the files into your art/units folder.

If no one want's these ini's, just tell me, and I'll stop posting them and concentrate on playtesting instead.

RobO: Thanks for noticing - oh, and if you need help setting up the Ignore filter, just ask everybody else :rolleyes:

About the Settlers On Wheels, I don't mind if the AI gets a bad starting position either :) but I was thinking a bit further ahead to a time in the near (or far) future where multiplayer might be a serious consideration - but I guess it's way too early to speculate about this, so I've decided to be content with the Settlers for now - I will at least give them a shot before requesting to have them de-wheeled (is there such a word?)

Is anyone working on creating a single file download? zip or exe or whatever. Scipio? Nighstorm?
 
Thanks, Isak - I want these ini files even if nobody else does.

A small tip: Don't use blanks in download files. The filename gets truncated at the blank when I try to download them (which is difficult enough as it is from this forum).

I plan to set up v0.2 of this mod in a separate directory, so that I can "easily" swap mods. I won't be able to upload anything, though, as I have a lousy bandwidth. I could burn a CD and snail mail it, but that seems a bit early in the development process.

Isak, where in Denmark do you live?
 
Ok guys...here is one I was having some difficulty with...call this one "Edison's Lab V 1.0".

I cannot get the second floor balcony railing to turn out correctly, so it because a roof section. Still working on putting in the fine details, but this will work for now. Based my work on these two pictures I found on the internet. Mine is slightly different, but close enough to resemble what it really looked like.

Opinions, comments?
 

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Originally posted by EmprorCoopinius
Looks nice....good idea to find his actual lab and put it in the game.

Thanks EC. I'm trying to incorporate real life buildings when I can. For example, Emancipation Proclamation is the Lincoln Memorial.

Status Update: 22 done, 21 left to do. Will start on buildings for the city aerial view and try to get that working afterwards.

Kal-el, I have a good medical looking/science type building for genetic tailoring. Any way we can rename it something like Genetic Research Facility or Gene Tailoring Lab or the like? Or would that be too much stuff to change in the .bic file? Just thought that would sound better, unless I'm missing the point.
 
OK, I set up v0.2 in a separate directory, including the updated ini files by Isak. I found a number of problems, listed below. Note that I have been unable to find solutions to all of them. My solutions are in most cases assumed, and thus open to correction.

I have sent the ini file to Isak so he can update his download.

I would suggest to Kal-el that you make a v0.21 or v.03 including these corrections after the unresolved issues are ironed out. You might consider offering a new unit file download . It would probably prevent a number of crashes due to bad file locations and/or references.

Problem:
Art\Units\Airbase\Airbase.ini refers airbase.flc while the directory contains airstrip.flc
Solution:
Rename airstrip.flc to airbase.flc

Problem:
Art\Units\APC\APC.ini refers APCAttackA.flc while the directory contains APCAttack.flc
Solution:
Rename APCAttack.flc to APCAttackA.flc

Problem:
Colonist.ini refers unexisting Wagon files
Solution:
Colonist.ini should be updated with references to Pioneer animations

Problem:
Cavalry.ini has lots of references to ..\Calvary\Cavalrysomething.wav
Cavalry.ini also has lots of references to Bandit animations (these files are in fact present in the cavalry directory)
Dragoon.ini has references to Cavalry animations and Cavalry sounds but no files in the directory.
Solution:
Correct the references in Cavalry.ini and copy the following files from the original Cavalry directory to the Dragoon directory: All amb files, all Cavalry*.flc files and the Death, Fidget, Fortify and Victory wave files.
Note:
It would be easier to put the Cavalry files in the Cavalry directory and edit Dragoon.ini - this way fewer files need to be downloaded. In fact, upon reconsideration I would recommend this instead of the solution mentioned above.

Problem:
Isaks ini files set contains an Elephant Rider which I cannot find in v0.2
Solution:
Please help me out on this one.

Problem:
The Humvee uses the truck files, so these are duplicated.
Solution:
Delete them from the Humvee directory and update Humvee.ini

Problem:
Musketman.ini (and Arquebois.ini) refers MusketmanAttack.wav, but there is no such file in the original Musketman directory.
Solution:
Please help me out on this one.

Problem:
The Naval mine uses the land mine files, so these are duplicated.
Solution:
Delete them from the Naval mine directory and update Naval mine.ini

Problem:
The Partisan directory contains both Partisan.ini and Sniper.ini. Is this as it should be?
Solution:
Pease help me out on this one.

Problem:
The Pps-15 directory contains a lot of duplicated infantry files.
Solution:
Update PPS-15 Radar.ini and delete all Infantry files from this directory.

Problem:
Spy.ini contains a number of references to Immortal sounds without proper directory path.
Solution:
Prefix ..\Immortals\ to the entries.

Problem:
Trireme.ini contains a number of references to Galley files without proper directory path.
Solution:
Prefix ..\Galley\ to the entries.
 
here is an updated Units_32.pcx

You should be able to just unzip it to your civilzationIII folder. I tested it on mine and it worked. so ...

Isak,

I am not ignoring you. :) I appreciate your help with the .ini files. Hopefully that will all be a moot point once all the animations are put together.

RobO,

thank you for also working on the .ini files.

the elephant rider images are not available yet. so until they are the ini should reference the war elephant. GIDustin is putting this together and should have it done soon.

ok, got to go.
 

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Originally posted by Kal-el
RobO,

thank you for also working on the .ini files.

the elephant rider images are not available yet. so until they are the ini should reference the war elephant. GIDustin is putting this together and should have it done soon.

ok, got to go.

OK, but I don't think there is an Elephant Rider directory in your unit files (the set of 9) and in the v0.2 patch. There shoud be.

Also, I would like an answer to my other questions (partisan and musketman IIRC) when you get the time.
 
RobO:

Good job, you're a regular Sherlock Holmes :cool:

Most of your solutions seem good (as in: Necessary)

Some comments:
Colonist.ini refers unexisting Wagon files
I have the wagon.flc's - posted below - don't ask me where I got them, I've spent 30 minutes trying to track my movement for the past week, and I simply haven't got a clue. [ Edit: The Wagon files are actually in the Pioneer folder, so I've updated the Colonist.ini and added it to the Ini file Collection below]

Musketman and Arquebusier:

My files refer to MusketmanAttack.AMB not .wav - but again I can't keep track of whether i've changed this or downloaded it from another source or whatever...

Partisan:

I think the sniper.ini in the partisan folder is just a leftover from the original unit - it can be safely deleted anyway, as it will not have any effect when not in a folder named "Sniper"

Again - Great job. Now, If no one else is working on a single file download, I think i will - I currently have the entire set down to about 12Mb, and just need to make sure there are no mess-ups - my brain is really beginning to fry over this .ini file business
:confused:

I've attached an updated ini file - it contains the files that were in the first one, and updated ini's for

- Cavalry
- Colonist
- Dragoon
- HumVee
- Musketman
- Naval Mine
- PPS-15
- Spy
- Trireme

If I missed something, just post comments or questions here - I've decided to give up regular life anyway :crazyeye: so I'm almost always around.
 

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Edit:

Found out where i got the Colonist files from and quickly removed the download for the wagon files :cool:
 
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