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#1 |
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Gateway to Charm :)
Join Date: Oct 2005
Location: The Gateway
Posts: 3,326
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Conquests of Might and Magic III
Conquests of Might and Magic III
(Public Beta Test V1.17) I will refer to the mod as CoMM3 (Conquests of Might and Magic III) from here on out. CoMM3 General Game Concepts: This mod was built with Heroes of Might and Magic III in mind. It's primary focus is battle, but other victory conditions are possible. The game is set to have a fast pace in the beginning during settle stage. AI get's no settler bonus' at any difficulty, so harder difficulties should be entirely possible to win with planning and luck. This mod is also a builders' mod. It is not only important, but vital to having a chance of survival. Higher level creatures are auto-produced by city improvements only. Expect large battles, and never think you have too many troops (because it's often not the case!). ----------------------------------------------------------------------- Requirements: * Civ 3: Conquests v1.22 or Civ 3: Complete * Mod Size: Approx 720+ MB * Download Size: Approx 390 MB Installation Instructions: Download the large file from one of the following locations: AtomicGamer MegaUpload Rapidshare Current Version: v1.17 Download the BIQ file here: ConquestsOfMightMagic3BetaBIQV17.rar Download Patch V1.17 Extract the file and copy the COMM3 folder into your Civilization III/Conquests/Scenarios directory. Overwrite all files to update to the latest version 1.17. Contains all previous updates as well, so no other patches are needed. v1.0: initial release. Removed after 24 downloads. v.1.10 Removed after 236 downloads. Fixes: Spoiler:
Once both of these files are downloaded, extract them into your Civilization III/Conquests/Scenarios directory. The path will look similar to the image shown below: Spoiler:
Start Civ 3, click on 'Civ-Content' and select the ConquestsOfMightMagic3BetaV10.biq file. Remember, this is the beta I pushed out, so improvements will continue to be made. The Antagarich Scenario map is also close to completion and will be released soon. A wide array of Scenario's will be created also, including scenarios from Restoration of Erathia, The Shadow of Death, and Armageddon's Blade. Any suggestions and comments are welcome to help improve CoMM3. Credits: Graphics: Tom2050, Plotinus, embryodead, Kinboat, Kindred72, Aaglo, Yaniv, Kreyten, Aluminum, CamJH, CivGeneral, NavyDawg, Vuldacon, CivArmy s. 1994, Shirokobbure, Drift, Grandraem, Bebro, Orthanc, Jewmpaloompa, LizardmenRule!, utahjazz7, Dogmouse, Balam-Agab, capman, Kyriakos, Pounder. Appreciation to all whom have been of assistance with their assistance and ideas! This includes DFBATTLER, Eclipse4449, nick0515, General 666, Grandraem, Roland Ironfist, elenar, Wolfhart, Supa, Steph, Pounder, and all others. Thanks to all that have playtested this mod and I hope you enjoy it! Special thanks to Steph and the great work he has put into his editor, that has made possible what would have taken months longer to complete. Last but not least, this mod is dedicated in honor to one of my all time favorite games, Heroes of Might and Magic III. If you like the mod, you should check out HoMM3, a turn based strategy classic! If I have missed anyone, please let me know. Last edited by tom2050; Sep 01, 2010 at 05:16 AM. |
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#2 |
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Gateway to Charm :)
Join Date: Oct 2005
Location: The Gateway
Posts: 3,326
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Game Screenshots:
Terrain Spoiler:
Civilopedia Spoiler:
Advisors Spoiler:
Gameplay Spoiler:
Last edited by tom2050; Jul 02, 2010 at 03:59 AM. |
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#3 |
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Gateway to Charm :)
Join Date: Oct 2005
Location: The Gateway
Posts: 3,326
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Reserved 1
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#4 |
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Gateway to Charm :)
Join Date: Oct 2005
Location: The Gateway
Posts: 3,326
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Reserved 2
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#5 |
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Lion of Lehistan
Join Date: May 2004
Location: Vivat Sobieski!
Posts: 5,711
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Awesome! I've been waiting to try this one!
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Jeszcze Polska Nie Zginela!
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#6 |
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ResistanceIsNotTerrorism
Join Date: Jan 2008
Location: ROK
Posts: 858
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Hell yeah!!!
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Castle Fortress & Barricade + Evil Version Wood Elf Buildings Pack
Above all, try always to feel deeply any injustice committed against any person in any part of the world. It is the most beautiful quality of a revolutionary. - Che Guevara WPNZ PFLP Beware the Jabberwock, my son! ({Jabberwock} = {Hardcoding}) - Ozymandias here, post #17 tom2050's awesome work: Conquests of Might and Magic III Recoloration Factory Unit Factory Coffee Lover ![]() |
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#7 |
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Prince
Join Date: Aug 2003
Location: San Diego, CA
Posts: 522
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Looks good, will soon be downloading.
Update: Make that now downloading.
__________________
Come back, MacSoft, all is forgiven. |
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#8 |
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Deity
Join Date: Feb 2004
Location: Oviedo, Fl
Posts: 11,018
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Looking good, hope to start soon.
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#9 |
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Blue Lion
Join Date: May 2005
Posts: 2,462
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tom2050, congratulations to the beta of this mod.
![]() I will download it soon.
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Wise men discover tourism. War becomes obsolete. |
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#10 |
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Prince
Join Date: Aug 2003
Location: San Diego, CA
Posts: 522
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And on the 83rd Day
That is how far I've gotten in 83 turns. Been building city improvements and doing a small amount of exploring. The borders are Pounder's Stockade Mark I in case you're wondering. Caveats: The goblins are a bit over powered, I'd recommend an attack/defense of 2/2. I'm also having trouble distinguishing units from certain terrains. Maybe de Borg's mountains instead of Womak's, or a touch of recoloring of Womak's mountains. The days in this mod seem a bit long too.
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Come back, MacSoft, all is forgiven. |
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#11 |
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Gateway to Charm :)
Join Date: Oct 2005
Location: The Gateway
Posts: 3,326
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It's important to expand as quickly as possible in the beginning. It's also important to build roads where they are needed, as they add 2 gold on average which goes to treasury and/or research. The AI does expand aggressively, so unless you pump out settlers, you may fall a bit behind.
Stronghold (Krewlod) is strong on the attack, and weak on defense. Goblins aren't the strongest Level 1 creature in the game. Centaurs are 5.3.2, Gnolls are 3.5.1, e.g... the difference is cost and how often they are auto-produced to help even the odds. The weakest Level 1 units are pixies (2.2.2) and Imps (2.3.1). Roads and Cities will alone get the initial high tech times down to a 40 and less research times. Once settler stage ends, research times quickly plummet from what I've noticed, but keep me updated. If you want a mega start and are lucky, you will start in the middle of some bags of endless gold, or never ending mercury vials. I made Desert un-settlable sometime in the past few days, primarily to keep huge maps from having too many cities, and thus possibly having too-many units running around. I should add this to the initial information-box. Do you mean the mountains look like the goblins? (Their colors are too similar)?
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#12 |
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Prince
Join Date: Aug 2003
Location: San Diego, CA
Posts: 522
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No, more like a little too dark. I find that workers tend to blend in a little too well.
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Come back, MacSoft, all is forgiven. |
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#13 |
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ION GUNNER
Join Date: Jan 2005
Location: Central Europe
Posts: 768
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Is there any way for the tower nation to build workers? The standard worker unit is disabled via placeholder resource requirement.... It's quite difficult to keep your empire running if you have just your starting worker unit.
NTL: It looks so much like HOMM3.. incredible. Have to return to my game now *g* |
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#14 |
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Deity
Join Date: Feb 2004
Location: Oviedo, Fl
Posts: 11,018
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Try team colors to see, if that helps spot them.
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#15 |
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Chieftain
Join Date: Sep 2009
Posts: 15
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I started a game with Gavin Magnus and I'm up to 200 days already. The mod is amazing. I give you a 10/10 for immersion and fun. The background music is definitely a big plus.
![]() Magic arrows are incredibly annoying, though -- they instantly destroy any type of earlygame attack against settlements. Catherine Ironheart should probably be Catherine Ironfist But yeah I absolutely love the mod
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#16 |
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Deity
Join Date: Feb 2004
Location: Oviedo, Fl
Posts: 11,018
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Tom do you want a running report of questions, issues? Example: Scholar tech, the pedia talks about airfields? Nearly all techs in first age have the optional flag? Air Magic Level 1 is overlaided.
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#17 |
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Prince
Join Date: Aug 2003
Location: San Diego, CA
Posts: 522
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After 107 days of my last game I have this bit of advice for folks.
1. Don't build scouts. You have too great a chance of meeting raiding parties and losing the scout. Build combat units instead and let them go exploring. 2. Workers, lots of workers. And a few of observations; 1. You'll get money fast. Lots of money. 2. Not enough contrast between certain terrain types and the units, makes it hard to distinguish the two. 3. Roads get washed out against desert. That's my feedback for now. I'm starting a new game to try out building a lot of workers, so what follows is the sole screen capture for the last game.
__________________
Come back, MacSoft, all is forgiven. |
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#18 | |||||
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Gateway to Charm :)
Join Date: Oct 2005
Location: The Gateway
Posts: 3,326
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Quote:
Quote:
Quote:
Quote:
The line is like this: Creatures -> Level 1 (Lvl 1 Upgrade Optional)-> Level 2 (Lvl 2 Upgrade Optional) Once you have research Level 2 creatures, you can choose between researching anything from Level 3 through Level 7 as you wish. Some civ's, such as Castle, require e.g. the Level 4 building to be built first, before you can build the Level 3 building (as it was in HoMM3). I am making a running list, and will get these taken care of. Quote:
About workers - Agreed! Yes, money flows in fast, but units over the Allowed Number cost 3 gold per turn . This has helped keep AI from going crazy with units. Many times, you can disband weaker units and hold on to stronger ones. You can also disband unit-producing buildings to keep them from building weak units later in the game.
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#19 |
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Gateway to Charm :)
Join Date: Oct 2005
Location: The Gateway
Posts: 3,326
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V1.01 BIQ has been uploaded to the first post: fixes Tower's inability to build workers.
A simple mistake that I overlooked! |
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#20 |
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Deity
Join Date: Feb 2004
Location: Oviedo, Fl
Posts: 11,018
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Sounds good will start over after the Le Tour tomorrow.
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