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Ancient America

Discussion in 'Civ3 - Completed Scenarios' started by turfcat, Oct 14, 2007.

  1. turfcat

    turfcat Prince

    Joined:
    Feb 21, 2007
    Messages:
    340
    Location:
    Hemmingford, Qc.
    Can u tell me how to delete the policemen and engineers in the editor. I've been looking forever and I can't find it.

    I'm aware of the problem with the background with the plains tribes. I downloaded the graphics and implemented them into the scenario. I don't do graphics so I don't know how to fix it. The problem might be that they were made for the original terrain and I'm using Ares De Borge's terrain.

    Thanks
     
  2. turfcat

    turfcat Prince

    Joined:
    Feb 21, 2007
    Messages:
    340
    Location:
    Hemmingford, Qc.
    It's OK I figured out how to delete the specialists. Thanks.

    My next goal is to fix the background problem for the plains villages.
     
  3. turfcat

    turfcat Prince

    Joined:
    Feb 21, 2007
    Messages:
    340
    Location:
    Hemmingford, Qc.
    I downloaded abd installed some better village graphics for the plain's tribes without the background problem. I've also repaired a couple of details with the AI. I will upload again soon.
     
  4. thebigcurve

    thebigcurve Chieftain

    Joined:
    Jan 3, 2008
    Messages:
    13
    OH NO!
    I was playing as the Cherokee, and had just made peace with the Cree for the final tech in the first era, and was going to investigate the starting techs of the second era. I tried to get open the civilopedia entry on Military tactics, and because a file was not found, the game quit automatically.
    This is the file:

    art\civilopedia\icons\units\TecSmallMa.pcx

    Upon further investigation, the Large version of the same icon is also missing.
    As a temporary fix, I have duplicated and renamed the Tamoio icons, both large and small so that I can play the game.

    Getting the correct icons would be delightful
    Help me turfcat, you're my only hope.
     
  5. turfcat

    turfcat Prince

    Joined:
    Feb 21, 2007
    Messages:
    340
    Location:
    Hemmingford, Qc.
    The Big Curve,
    Found the missing tech icons. I put them in my civ3 conquests file instead of the Ancient America file. I must have been half asleep.
    Anyways here they are,

    Use these for now, but in the next couple of days I will be uploading the entire scenario again at the same address as in post one. I've repaired a couple of bugs I found. The AI runs smoother. I will leave a message when I've uploaded it so u can download it again if u want.

    All the best!
     
  6. thebigcurve

    thebigcurve Chieftain

    Joined:
    Jan 3, 2008
    Messages:
    13
    Thanks very much turfcat.
    Am I missing something, or are the first culture producing city improvements besides the palace and wonders the ball court?
    I am finding my cities getting pushed on by other civs, and I didn't seem to have any way to build culture until I researched ball games.
    I usually play a culture heavy style, so I feel seriously cramped.

    On a different note, I seem unable to establish embassies from the espionage screen. The civilopedia says that I should be able to do this once I have researched writing, but I don't think there is a writing tech in the tree, so maybe it won't let me make embassies?
    I am the Cherokee, trying to get at my arch enemies the Algonquins, but the Iroquois are in the way, and I can't get my super sweet stack of bowmen anywhere near any Algonquin cities.
     
  7. turfcat

    turfcat Prince

    Joined:
    Feb 21, 2007
    Messages:
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    Location:
    Hemmingford, Qc.
    The Big Curve,

    Native laws enables diplomats to build embassies

    military strategy enables mutual protection

    military tactics enables military alliances

    I might of neglected putting this in the civ-pedia. I'll have to fix that.
    Thanks for pointing that out to me.

    On the subject of culture, u can build the white buffalo legend after researching story telling. This gives quite a bit of culture, and it's worth seeing. It's got a cool wonder splash which I think was done by civ army.
    Also portrait of Michepizheu creates some culture.

    U bring out a good point though. I think I will add a culture producing improvement after researching ceremonial burial.

    Keep the comments coming. I enjoy improving this.;)
     
  8. thebigcurve

    thebigcurve Chieftain

    Joined:
    Jan 3, 2008
    Messages:
    13
    Turfcat, I am sure glad you are receptive to things I have been noticing.
    I am enjoying it immensely!
    I am playing as the Maya, currently, and have left the Aztecs with one city somewhere far off, the Creek with two up by the Iroquois, and the Pawnee with one or two cities somewhere distant.
    I am loving the Maya unique unit. I like the balance of 4 attack and 4 defense.
    I also like that some civs have unique units that are heavier on defense or offense, for 5 and 3 or 3 and 5. I think its nice that different civs have units that are actually different from one another, instead of just being slightly different clones of the basic game units.

    So, on to some things I have noticed that are not quite right:

    Llamas. Once I researched pack animal, they show up on the map, and the civilopedia seems to allude to some sort of new unit, but none shows up as an option in my city production screens. Is this unit civ specific? I notice that it is patterned on the "horse" entry for the regular civilopedia, which is fine. I don't want horses in this scenario, since there never were horses in the Americas since proto horses and until the Europeans brought them.

    Also, when checking out strategic resources, I only get "invalid entry" when checking out Stone Quarry, Exotic Birds, and Llama.

    The year dating seems off as well...the introduction to the scenario states that the year is 900 A.D. (which should actually be A.D. 900, if one is to remember that A.D. is Latin for anno domini, the year of our Lord) and that the scenario will end in 1500, lasting 175 turns.

    My current game is on turn 244 of 300 and the year is 731 B.C.
    My palace in my first city was built in 2000 B.C.

    Some more civilopedia issues:
    The entries for Shaman Wigwam, Tribal Monument and Medicine Man's Lodge are all sorta blank, I have no idea what they do, just how much they cost in shields to build in how much maintenance they require. I have not built many Medicine Man's Lodges or Shaman Wigwams for the simple fact that I don't know what they do and don't want to waste production on an unknown effect. I have discovered that Tribal Monuments are useful culture builders for conquered cities. Since there is no early game culture improvement, might I suggest that Tribal Monument might be a good candidate. If I get the vibe of what it is, this improvement is a way for a village in a tribe to be reminded that it is indeed part of a larger group, the tribe, and is a part of that tribe's larger cultural existence. From a historical point of view, this sense of belonging to something bigger than the family or village level is exactly what makes cooperation in larger polities such as nations and tribes possible. Such a city improvement would make more sense in my opinion if it were available at an earlier stage of the game.
    Below are some screenshots of these pages:
    Screen capture 6b.jpg

    Thanks much for your receptivity, and for all of the work you have put into this scenario and are still putting in.
    I am enjoying it lots and look forward to trying out all of the playable civilizations.:goodjob:
     

    Attached Files:

  9. turfcat

    turfcat Prince

    Joined:
    Feb 21, 2007
    Messages:
    340
    Location:
    Hemmingford, Qc.
    Thanks Big Curve,
    Actually I was thinking pretty much along the same lines as u were. I wanted to implant a culture building improvement earlier in the game. I might move building tribal monument after researching craftmanship. And I think I also will make an improvement called burial site which will be available after researching ceremonial burial. This will also be a culture builder.

    Thanks for noting the civ-pedia entries. I'm going to work on that right away.

    Medicine Man's lodge is equivalent to building hospital in the normal game.

    Tribal monument as u mentioned is a culture builder. Similar to temple.

    Shaman wigwam is also a culture builder and I just noticed that it is used as a requirement for city level 3. This is a mistake though. I must have done this by accident cause it doesn't make sense. I'm going to change it. Since the shaman was the wise man of the tribe who had visions of the future, I think I might use this improvement for +50% research output.
    What do u think?

    As for the time period, I forgot to change the opening text. After testing the scenario several times I realized the length of the game had to be longer to experience that climactic clash of the different tribes. So the game is actually 300 turns, however I'm going to alter the big file to start at 900 AD. This would finish the scenario at 1200 AD. Well before Columbus's expedition.

    Also I feel that the techs are researched too quickly. Especially with the free techs found in goody huts. I was thinking to eliminate some of the goody huts to slow down the fast tech advancement. But I'm going to wait to here from u before doing that cause I would like your opinion first.

    Glad your enjoying this. I fixed a small bug in the AI. If you are familiar with the editor u can go to units and then worker and click off the box that says terreform. This will greatly improve the AI.

    If your not familiar to the editor don't worry I will be uploading the entire scenario again this week at the same address as post 1.

    I'm working on a new mod right now called "Rise of the Iroquois Nation" which I think u might like. I'll let bu know more of this in the future.;)
     
  10. C0rTeZ48

    C0rTeZ48 Chieftain

    Joined:
    Sep 26, 2019
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    Gender:
    Male
    Can this mod be linked again? The link doesnt work
     

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