Titan Mod

Tholish

Emperor
Joined
Jul 5, 2002
Messages
1,344
Location
Japan
Download it here.

http://forums.civfanatics.com/showthread.php?t=122914

Why a link? I can't include the same small attachment in two different threads.

Why a new thread and not just a new planet in the Solar System series?
This is better than all that. It really is. I like it a lot. I think I'll go play it some more. Here's my philosophy on it. Lots of techs lots of civs lots of density lots of hidden nationality and invisible units lots of surprises and a logic of its own. Neither a pushover or a killer--you should be hard pressed. You should be doing things but not overwhelmed with meaningless selections. Lively is the ideal. Should play and simulate where the curves meet highest.

The hard part is that the AI has limitations. You can mod rules till its all human friendly and get a pushover. So I design with an eye to thriving AIs. But a game designed for the AI would be dull for the human. Another pair of curves to maximize.

Note: get the latest Biq in the Solar System Mod thread. Titania is definitely the best of the series.

PS: here's the whole post that the link above is to.
Rule Titania

--------------------------------------------------------------------------------

Mod based on Saturn's moon Titan. Basically done. Works. Doesn't freeze, doesn't crash, isn't that ugly, pretty good balance I guess depending on taste.

Here's what you need.
First download this:
http://www.civfanatics.net/uploads10/Titan1.zip
Unzip it and put it in IProgramFiles\Infogrames\Civ3\Conquests\Scenarios.
You should have a biq called Titania and a folder called Titan1.

Then download this:
http://www.civfanatics.net/uploads10/TitanArt.zip
Unzip it and put it in the folder Titan1, which should now contain three folders: Art, Text, and Supplemental Units.

Now, download this, unzip it, and put the folder Advisors in the folder Art:
http://www.civfanatics.net/uploads10/TitanAdvisors.zip

And download this, unzip it, and put the folder Terrain in the foler Art:
http://www.civfanatics.net/uploads10/TitanTerrain.zip

Next, download the Neomega's entire Pentagenesis for Conquests mod, unzip it, go into its folder, Art subfolder, drag the folder Units into Titan1/Art.

Finally, go out into Titan1, drag Supplemental Units into Art, and then drag all the units out of it into Units.

This "mod" lacks: hypertext in the civilopedia, ANY buildings, and sound. And those little city advisor heads. And smallheads for population. And documentation of where I got stuff (mostly from MOO3 and SMAC and Pentagenesis and NASA and other stuff from this civ3 fanatics website though I forget where. And sound. Try it you'll like it. You get your rear end wooped at first, but look here, learn and try again.

Just some quick heads up: until era 2 the only effective settlers are generated by a cheap lesser wonder you can get very early. Until era 3 there is no culture. Civ density is double normal.

Attachment is a patch to fix the laser infantry icon which is a gif not a pcx and not important, allow leaders to be captured, allows airports and spaceports to airlift, make satellites land units, make road settlers work, reduce the move of landers, make militia road mobile and researchers stationary, increase the bombard range of jump troops, increase the number and power of defensive buildings, and double the price of all buildings everywhere.
Put the text file in the folder Text and use the biq to play the game.

Another Edit:
http://www.civfanatics.net/uploads10/TitanUpgrade1.zip

This might help too. Includes
1. Science advisors with actual arrows between techs. Put them in
Art/advisors.
2. A Pediaicons that makes a call to CPVtechLLL.pcx rather than CPVtecjLLL.pcx, which does not exist.
3. A biq in which the tech Catalyst Worker is what gets you the Catalyst Worker, rather than Organic Worker.
 
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