MOD: The Rising Sun - Conquests

Pawel

Daimyo
Joined
Mar 18, 2003
Messages
625
General Description

This package consists of two parts: a mod that can be played on a random map, containing all unit animations from Conquests and Play the World (except the Dinos), and three scenarios that use the mod. Due to the latter, it was first posted on the Completed Scenarios thread, but really belongs here as well.

Please visit this thread to download the mod.

If you have comments regarding one of the scenarios, please post them on the scenario thread.


The Mod

The mod adds:
* 3 terrain options (Standard, Sn00py's, Warpstorm's Watercolor)
* 40 units with new animations from the Conquests scenarios.
* 10 additional units, see credits below
* 15 WWII era flavor units are available through the PTW extension (or Civ3 Gold).
* 12 new wonders with improved icons and splashes from Conquests scenarios.
* A new civilization: Poland (or Austria) replaces the Celts (mod only), using a new leaderhead.
* A new government: Constitutional Monarchy
* Minor improvements to the standard wonders, unit abilities, unit upgrade paths, and tech tree
* Improved animations for Mech Infantry, and Worker, see credits below
* Some additional art, see credits below
* A new Japanese leaderhead, a new Paratrooper animation, corrected animations for the Jet Fighter and Minamoto Samurai, as well as some further art in the extras package.

Click here to download an Excel file listing the new units and wonders!

A lot of effort has been spent meshing the new units into the tech tree in a balanced yet innovative way that should be simple for the AI to understand and still offer new capabilities.
For the Japanese, the tree looks like this:
Ancient Times, Middle Ages, Industrial Ages, Modern Times.
Especially in the modern era, new units often take advantage of different combinations of resources - making the latter both less critical and more interesting at the same time.

Although the mod is, as the title suggests, primarily intended to be played as the Japanese, all civs are playable.
 
I have been looking for a way to use all the new stuff from the Conquests. Does this include the Elizebethan Sea Dog and the upgradable Legionaries? I assume it has all of the stuff from the Sengoku scenario as well as the Japanese stuff from the WW2 scenario. I hope you included the Imperialism government type.

I'm going to download it now and take a look.

Yuurei.


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Well, when it contains all unit and most wonder graphics (I just haven't come up with good ideas for the last five yet) from Conquests, as well as some other things - and yes, the legionary does have the road and fort building abilities. :) The mod does, however, not use all the things in the same way it is done in the Conquests scenarios, which are not really compatible in any case. I don't think that you will be disappointed, though. :) Still, I am sure that there is room for improvement. Actually, advice from someone living in Japan would be very useful, so I hope for some constructive criticism! ;)

I hope you enjoy it!
 
I downloaded it and set it up, and then I started to play. I used the random map version.
Things were going great at first, I was lucky enought to find several tech giving goody huts early on, but then when I went to build the War Coucil (I forget the name, but it is the UN-type thing from Sengoku) then program was unable to find the splash and crashed the game.
I am not a programmer, so I do not know what to do to fix it. Until that point I was really enjoying my game. I hope you can tell me how to fix it.

I would like to see the inclusion of more things from the Conquests. I would like to see it include the Piracy advance including the Sea Dog, as well as other advances such as Ball Games. I most would like to see the inclusion of the Imperialism Government, likely its advance would be placed as a non-required advance after Monarchy, just as it is in Rise of Rome.

I wish I had the ability to make a mod, but I'm an idea man not a programmer. I had previously filled an entire notebook with charts and plans for I mod I was wanting to make, I had even downloaded hundreds of units I was going to use. My attempt was stopped when I discovered that I really have no idea how to do this. Luckily, I discovered DYP, which has most of the things I wanted to do.
Now that I have been playing Conquests, I've started thinking about how to integrate only the Firaxis units, techs, and improvement into one big comprehensive C3C mod, but there is still the problem of doing it.
If you would like, I could colaborate with you on doing something.
I have recently started new notebooks on how to integrate the various Conquests tech trees into the main Civ3 tree in a way that makes sense. I liked the way you separated the regular carrier as a modern advancement of the WW2 carriers. I also like the inclusion of important things Firaxis forgot about like Attack helicopters. Your use of air transports (that I read) was also interesting.

As far as your current mod, I need be able to play it further, give you a more informed opinion. Please tell me how to fix the splash error. Also, I would recommend using the name Zero over Japanese Fighter.

Yuurei.


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Originally posted by Yuurei
Things were going great at first, I was lucky enought to find several tech giving goody huts early on, but then when I went to build the War Coucil (I forget the name, but it is the UN-type thing from Sengoku) then program was unable to find the splash and crashed the game.
This is very interesting! You see, in the UK version of the game this is not a bug since the War Council splash can be found both in the Sengoku scenario and the standard conquests Wonder Splash directory. For some reason you seem to be missing the latter. In any case, I will change it in version 2.3 of the scenario that I hope to post later this evening.
I am not a programmer, so I do not know what to do to fix it. Until that point I was really enjoying my game. I hope you can tell me how to fix it.
If you want to learn a little programming, the change you have to do is to open you PediaIcons.txt file and change the entry

#WON_SPLASH_BLDG_War_Council
art\wonder splash\War Council.pcx

to

#WON_SPLASH_BLDG_War_Council
Conquests\Sengoku\art\wonder splash\War Council.pcx
I would like to see the inclusion of more things from the Conquests. I would like to see it include the Piracy advance including the Sea Dog, as well as other advances such as Ball Games. I most would like to see the inclusion of the Imperialism Government, likely its advance would be placed as a non-required advance after Monarchy, just as it is in Rise of Rome.
This is a good point. It is easy to include more. The only problem is that you take the risk of unbalancing the game, so I started by putting in things that I knew worked and that the AI would use properly. As for governments, the way I defined Constitutional Monarchy it actually fills an empry spot between a monarchy and republic. Unfortunately, there are not that many variables to play with if you want to make something really different, and having too many similar ones will just cause weird AI behaviour.
I wish I had the ability to make a mod, but I'm an idea man not a programmer. I had previously filled an entire notebook with charts and plans for I mod I was wanting to make, I had even downloaded hundreds of units I was going to use. My attempt was stopped when I discovered that I really have no idea how to do this. Luckily, I discovered DYP, which has most of the things I wanted to do.
DyP is a very fine mod. It was not my intension to make it all over again. :) Instead of a huge package of new graphics, I wanted to make the smallest possible package using all the stuff that already was in Conquests but unavailable in the main game, optimized for game play. I did include some units that were vital to the concept, though.
If you would like, I could colaborate with you on doing something. I have recently started new notebooks on how to integrate the various Conquests tech trees into the main Civ3 tree in a way that makes sense.
First of all, you are free to make your own version of the Rising Sun mod. Since everything is already in there, it should not be too difficult to define a few new advances and buildings. I could try to give you some advice if you would like me to. On the other hand, you can try out new stuff that could be incorporated into The Rising Sun later on. Especially city improvements are tricky as, for instance, too many buildings that give happiness will make that cease being an issue.
Also, I would recommend using the name Zero over Japanese Fighter.
I have actually worked hard to avoid type specific names. :) The Zero is, for instance, the most famous Japanese fighter, but it was only used by the navy. The army aviation (a larger formation) had the Ki-43 as its main fighter. There were also many lesser known types. This is supposed to represent them all...
 
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