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#1 |
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Chieftain
Join Date: Feb 2002
Posts: 18
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paleolithic mod - "alpha" version
The original idea is to shift the game time frame from "Ancient-Medieval-Industrial-Modern" to "Paleolithic-Neolithic-Ancient-Classical".
The most original modification I made is that all resources and worker tasks have to be researched. Which means the player won't be able to build roads or exploit fisheries untill he discovers the apropriate civilization advance. This will make the first era quite different from what most players are used to. Obviously, the tech tree is vastly modified. Extensive modifications were made on improvements and units as well. There are several less improvements, as I excluded a lot who didn't fit the time frame and added none. The units suffered a less severe cut in numbers as I used the civ-specific units to create new units. There are a few sligth modifications here and there, like a new form of government (Empire) and the shift of Ivory from luxury to strategic resource (Elephants). No graph modifications were made. I mean to, but I still don't know how. The aspect of cities and citizens has to be modified, but I don't know how to do that yet... This idea can still be greatly improved( namely, graphicly), this is just a first attempt. I'd like if someone else would give a shot at playing it, to see how it feels, and then get back to me... I haven't played it myself, 'cause my machine goes beserk every time I try to play an extensibly modified scenario (please see my post called "scenario error" in the Civ 3 - Technical Support Forum). I found a bug in scenario tech tree (science screens don't work properly and all techs take 32 turns to research regardless of cost), please tell me if the same happens to anyone else. Cheers, Seileach |
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#2 |
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Warlord
Join Date: Dec 2001
Posts: 236
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Do you know about last tech problem ? If you add N techs all techs (also non-modified) should not use last N icons ( from 82-N to 82)
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#3 |
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Chieftain
Join Date: Feb 2002
Posts: 18
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thanks for the warning
I didn't add any techs, quite the opposite. But thanks for the tip anyway.
![]() I don't believe the problem I'm experiencing has anything to do it that, as it also happened when I merely changed civ and cities names... Cheers, Seileach |
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#4 |
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Civ4 Scenario Designer
Join Date: Mar 2002
Location: Airhose, Denmark
Posts: 1,384
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Still no solution, or am I missing something?
I would love to try out this mod, but every time I settle my first city, the game crashes....
You haven't by any chance found a solution to the problem, and just forgotten to post it here, have you? |
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#5 |
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Chieftain
Join Date: Feb 2002
Posts: 18
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Well, it crashes with me too... Eventually that was the reason I erased Civ III from my machine, I was frustrated I couldn't play any mod's...
I wanted to know if it happened to anyone else. And if someone knew why it did that. It shouldn't, none of the changes in the mod are that deep. I have a suspicion that the problem might be RAM-related, but I got no answers from the tech support forum... Ultimately, I can't understand why the game crashes in almost all mod's I try to play, including mod's where I only changed civ and city names. I kinda gave up of hearing an answer from here, I'm figuring no one knows or no one cares... Thanks for trying to try the mod. I'm sure you would have a great time, as I would, if only we were able to play it. Cheers, Seileach |
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#6 |
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Chieftain
Join Date: Mar 2002
Location: UK
Posts: 3
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Crashing - a few points.
I think I know why.
The "Brave" unit you have it causing the problem. It has no folder in the Units, for the animations! This CivCopyTool thingy people go on about could help, but I'm just going to clone it manually. If you rename units you have to do this or it fails! Also the techs Entertainment and Philosophy are in EXSACTLY the same place on the tech tree & overlap each other, you should fix that. I have not checked for any other probs as I literlary turned it on, looked at the tree (to see the difference) and started playing. Because I'm quite non-agressive in the game I have the city governers to never suggest units, so the city auto-starts on wealth . . changing to brave causes this problem . . Other that that it looks good! EDIT - some of the boats you have added suffer the same fate as the Brave. Sorry. |
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#7 |
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Civ4 Scenario Designer
Join Date: Mar 2002
Location: Airhose, Denmark
Posts: 1,384
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Good thinking - copied some folders and renamed some .ini's in those folders and then the game seems to work - at least I've been able to settle my first city now.
I've found 6 units so far that need art folders: --- Monorreme --- Birreme --- Trireme --- Brave --- Heavy Cavalry --- Escort Seileach - I will continue to test through this - by the looks of it you have some great ideas, and if we can convince you to take up developement (and Civ3) again, I would be glad to help out in any possible way (I'm not much good at doing graphics, but if you get _really_ desperate, I might try it)
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#8 | |
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Civilized Expansionist
Join Date: Nov 2001
Location: Michigan, USA
Posts: 134
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hmm, I hadn't known about that rule...... wondered why it crashed when I added Gothic Architecture on my mod... now I wish I hadn't deleted democracy for it.
Quote:
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#9 |
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Chieftain
Join Date: Feb 2002
Posts: 18
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Thanks, DMA57361
It's working now... Thanks.
I'll be putting some more work in the idea, and testing it. Cheers, Seileach |
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#10 |
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Civ4 Scenario Designer
Join Date: Mar 2002
Location: Airhose, Denmark
Posts: 1,384
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Welcome back
Glad to see you're back, Seileach. I'm looking forward to testing the next version
__________________
Civ4: RAR4CIV - well, some things just never happen. ![]() Civ3/PtW: Kal-El's Double Your Pleasure Mod | Rise and Rule for C3C |
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