Civ 2 C & C Mod

I forgot to ask which difficulty level you plan for its final release?

Cheers!

CivPartisan
 
I haven't any idea :P

Isn't it determined when you create the scenario? If so Ive not decided yet, as i will be making new scenarios. The current one was kinda just a demo to show off the mod. Im thinking on making a European and an African scenario like in the original game. The GDI would be on the offenceive in europe and NOD in africa. There maybe more small maps with in these eg battles for differnt country's.

Ive not got that far yet, as i havnt found an africa or europe map im happy with and im to lazy 2 make my own at the moment. The original game europe map goes to far into asia for my likings im thinking i need one that cuts off half way though russia and turkey with just what most people consider europe to be. The original C&C cuts off Scandinavia, Great Britian, Turkey, north africa and Russia. It only has the baltic states, Belarus and the Ukraine on that side of the map.
 
hehe...scenario getting to ya wonx? :crazyeye:

I just meant was this meant to be played in Chieftain or Prince level...

I generally use Prince level when I make a scenario unless I plan to edit the tutorial files...

Emperor or Diety might give your AI an edge...especially with all those civs...

Right now I'm trying to make some starting decisions myself on the new Mars scenario- I've got an idea but it means changing a lot...and that's sometimes the way it goes...

I was also going to ask if you have been able to get your hands on some of the tools that might be of use in work...go here to Carl's Scenarios and Programs for Civ II. Carl has a straight forward site that is truly an asset to modders everywhere- you'll love it! He's got some cool programs like CivTweak, CivCity and CivHot...

Hang in there...I can tell this scenario is going to be a good one...:goodjob:

Cheers!

CivPartisan
 
It's just a game menu hack. It doesn't affect the AI.

You're right Wobbe...it just hacks the menu...checked it just a few minutes ago...

I see. But that's okay (at least, for me), since my main problem is that any human player could easily capture any barbarian city with a few gold pieces... I could even underestand if Portuguese Envoys (explorers/diplomats I'm using at this scenario) diplomatically expand their empire capturing Luanda, Sofala or Colombo... but it would be hard to underestand the same thing for Florence or Istambul (that are neutral (barbarian) as well). :)
 
I was feeling creative today, so i though id make this mod its own sub page on my Website.

Check it out here :) I'm aware it dose not work quite right on some sizes of screens, I'm working on that one :mad: if anyone has any suggestions it be helpful :p

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As for progress on the mod its self. I'm making some slowly in my spare time :). Ive Replaced a lot of the buildings (the ones you build in your city's) with new ones and I'm considering changing the city graphic its self to :).
 
Ive done some work on the sound this afternoon :). Its come along well and I'm quite happy, apart from a few units with the same sounds (because the way the game works). I got my sound effects from Close Combat 1 and 2. Ive not got any where getting them out of C&C yet.

Ill upload 0.4 soon Ive almost finished what i have got planed for it :).
 
Just in case people reading this thread don't read the first post :)

Ive finished 0.4 of the mod with many new improvements see my first post for details :)
 
I've just played version 0.4, and I have to say that it is very enjoyable. This "scenario" (it's more than just a mod) has great potential. Unit strength is balanced pretty well. One thing I would change is the cost of the Rebels unit. If playing as the GDI, why would I want to build a Rifleman for 50 shields, when Rebels only cost 10 shields? The defensive strength of these two units are essentially the same; there's no reason to waste an additional 40 shields for a slightly stronger unit. As for offensive capability, I might as well build GDI Hummves for 60 shields instead of the weaker, slow-moving Rifleman.

Another problem is the technology advances. When playing the first few turns, I noticed that the GDI can research NOD advances, and vice versa! This is an understandable error, considering that it's only version 0.4. The problem is that you didn't establish the proper prerequisites for the advances. The prerequisite for Advanced GDI should be GDI Weapons. Likewise, the prerequisite for Advanced NOD should be NOD Weapons. You accidentally set the prereqs to "nil", which means that any faction can research it. Furthermore, the prereqs for NOD and GDI Weapons should be "no" instead of "nil". Here is how it should appear in Rules:

GDI Weapons, 3, 0, FP, no, 0, 0 ; U1
NOD Weapons, 3, 0, FP, no, 0, 0 ; U2
Civilan Tech, 3, 0, no, no, 0, 0 ; U3
Advanced NOD, 3, 0, nil, U2, 0, 0 ; X1
Advanced GDI, 3, 0, nil, U1, 0, 0 ; X2
Extra Advance 3, 3, 0, no, no, 0, 0 ; X3
Extra Advance 4, 3, 0, no, no, 0, 0 ; X4
Extra Advance 5, 3, 0, no, no, 0, 0 ; X5
Civilian Tech, 3, 0, nil, no, 0, 0 ; X6
Advanced Civilian Tech,3, 0, nil, U3, 0, 0 ; X7

With a few changes, this could be an excellent scenario, and a great starting point for future C&C scenarios. Keep it up:goodjob:
 
Thanks for your comment, ill fix them right now and might release a 0.4a to correct them :).

I'm working on 0.5 at the moment, It will have a new Africa map (the entire continent), based on the NOD campaign for the original C&C. Ive got a few good new ideas for that I'm also working on. Primarily GDI and NOD friendly villages as a type of unit. The idea based on the NOD campaign requiring you to destroy GDI friendly villages a lot.

Ill be trying to redo the teck tree soon. To create a totally new one maybe 2 independent ones if its possible.

Otherwise in later version, I've got plans for an Europe map with GDI driving NOD out of eastern Europe. That maybe in 0.6, even later on i have plans for a World map based on the conflict. :)

Thanks again for your suggestions, ill post more comments of my progress and thoughts as i go along :).

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In light of these problems I've uploaded 0.4a. Thanks for the tips, keep them coming. :) It can be downloaded at the start of this thread.
 
I'm making progress on 0.5 and here's something to show for all my hard work :P.

Here is a Map of the new Africa scenario :)

0.5%20Africa%20map%20CivCCmod.JPG


NOD = Red
GDI = Gold
Neutral/Barbarians = Green

This is so that GDI and NOD can take over neutral city's with out starting a war and also to stop them taking over some. The AI wont attack the Neutral but it will attack the barbarians. The idea been it will take over main land Africa, but not invade Madagascar. In the Real Game the GDI take over some neutral country's as NOD expands its control across Africa.
 
That's a strange I've not had anyone else report that problem. I just downloaded it my self from here and tested it and it worked fine.

Let us know how you get on :)
 
Let us know how you get on. Do you have any ideas why?

If anyone else has this problem please say :).
 
Hmmm... I've never had any trouble. McMonkey: try removing the title graphic and uprising.txt from the scenario directory. Does it still freeze up?

The Africa map looks very realistic, Wonx. Did you design it from scratch?
 
Werd100 said:
Removed the title and uprising.txt and the scenario works. Strange

Nice scenario Wonx. Good concept and interesting map. Giving it a whirl now

I was curious as to the version of civ that you are using...I have seen this happen before on other scenarios. :scan:

Thanks,

CivPartisan
 
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