I don't know how much this is worth as feedback, but I think all the references to other IPs really cheapens the mod. While there are a core of semi-original races that I could get into (looking past the ripped assets and scaling/volume problems), the Warhammer/Warcraft/Starcraft inclusions and...
I think tech cost (and research time) may need to be reduced. So far every game I’ve finished has ended with level 4 upgraded creatures at most. I don’t want to stretch out Domination longer since 30% of the world’s terrain and population is more than enough to turn the rest of the map into...
Is there any good way to diagnose crashes in Civ3? I've got a decent game going but it started to get unstable around turn 220. Standard size map so I can't imagine it's any limit being hit.
Awesome, thanks. I got a great map with some really cool valley choke points that was foiled by the fact you can wander right over mountains with zero effort (and indeed are actually at a massive advantage when you do so as you enjoy a 40% defender bonus).
Ok, spitballing some balance stuff:
Necropolis
Skeletons seem tuned to the Heroes 3 standard of getting Skeletons after any victorious combat, not just combats where other Skeletons are victorious. That isn't an option in Civ3 since Enslavement is a by-unit ability. While I'm tempted to remove...
Is the science advisor supposed to have custom blurbs about certain techs for this mod? I noticed he was recommending Alphabet when that wasn't an option and had no info on Inundation. Did I install wrong?
The Tides of Crimson config file throws an error in C3X R15. To paraphrase, "prevent_razing_by_ai_players" is not (or is no longer) a recognized option. The default C3X R15 ini doesn't include that option either. Maybe it was removed?
edit: Yeah, R14 has the following update note:
- NoRaze...
Some more thoughts: I think the mod really struggles with its early game (T1-T3 units) balance. Considering the expansion phase of Civ3 is by far the most important part of the game, the fact that unit power can vary so wildly during this window of time is downright punitive to some towns.
I've...
Some 2023 impressions/discussion:
This is one hell of an artistic effort - I don’t think I’ve found anything that’s not materially loyal to Heroes - and really does come close to a HoMM/Civ hybrid in a way that the Master of Magic branch of 4x-es never could. Creature generators give the mod...
Wow, I never expected such a quick response on such a Necro'd thread!
I was actually able to make the edit without issue now that I disabled compression, so no need to make a new BIQ on my account. Thanks!
Obviously it's been quite awhile since there's been any activity, but would anyone know how to re-enable Culture Flips for this mod? I'd actually greatly prefer that mechanic to be intact, especially in a mod like this where the only alternative is to crank units out for the first 100 turns...
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