Civ 3: New and Upcoming Mods

egroen

Her Grace
Joined
Jan 24, 2005
Messages
1,391
Well, with Civ IV coming out within the week I thought it would be interesting and beneficial if everyone gives a preview of some of the mods and scenarios being worked on for Civ 3. At the very least, it will give a casual lurker a reason to keep coming back to check up on what's new and improved. In reality, mod work is down a bit, but I think this will show there is still some great work being done and some highly anticipated mods in the works... Civ 3 is still thriving :)

I am currently working closest with the Lord of the Mods Team and feel can give this mod justice in a preview:

Lord of the Mods:
Almost three years, over 5,000 posts, countless threads and untold contributors have gone into making this collosal project... essentially making it arguably the first "group" project taken to completion in the Civ III modding world.

This is a full mod with future scenarios planned.
Playable factions will be:
Gondor
The Shire
The Dwarves
Númenor
Arnor
Rohan
Mordor
Angmar
The Northmen
Isengard
The Noldor (elves)
The Sindar (elves)
The Moriquendi (elves)
Harad
The Easterlings

A *LOT* of time has gone into making sure each civ will be completely unique and match Tolkien's vision of each nation as much as possible. Many of these nations will have as many as 16 unique units (more in some cases, especially if you count navies), fully upgradeable and many of which have been created specifically for the mod.

Two things have been stressed above all else:
1) Gameplay and 2) Adherence to the Tolkien Mythos

The AI will be a formidable opponent, utilizing armies to their full extent and hopefully maintaining the 'feel' of each nation. All three ages of Middle Earth will be incorporated into this mod and the ages will be broken down into four:

Era#1 First Age
(Middle-late first age, with the arrival of man)

Era#2 Time of the Rings
(Elven supremacy and Saurons Power)

Era#3 Time of the Númenóreans\Dark Age
(Supremacy of Man, Numenor and its later subdivisions\Last Alliance)

Era#4 Third Age
(Best known, time of the peace, yet weakened state, time of the fellowship)

Many ideas originating with this Mod have found homes in other mods already released but we still have a fair amount of tricks up our sleeves to present :) From the first beta test it will be very apparent the amount of work which has gone into this -- from the tech tree, wonder splashes, pedia entries, city graphics, leader heads and even conquest screen... you will be impressed!

Where are we? 95% done! We need a couple more private beta tests to iron out some new conceptual ideas and then it will simply need polishing of pedia entries and graphics. I foresee it being available around the first of the year... but no promises! :)

Who will it interest? Pretty much anyone... obviously it will join some great fantasy themed mods already in existance. But anyone with a passing interest in Tolkien should find this immensely enjoyable and will hopefully learn a lot more about the Tolkien Universe.

Feel free to add some previews of mods you are currently working on!
 
Current Scenarios :

- The Boer War :
98% done of final version

- The Falklands War :
mostly a duel MP/PBEM scenario, PBEM test to be launched, 90% done till official release (mostly testing and balancing)

- TianXia (the Warring States of China) :
75% done till first public version (mostly the improvements and the testing).

- The French & Indian Wars :
75% done till first official release

- The Nile Gift, a team scenario. Cannot say precisely how much is done.

Depending on the activity of the Civ3 community around Xmas (whether people switch massively to Civ4 or not) I may come back to finishing my Medieval Conquests mod which includes many scenarios more or less advanced and that would include the finished version of Reconquista.
 
Well, I will drop a little mention for the MOD im helping with...
http://forums.civfanatics.com/showthread.php?t=127395
Weasel Op made a better description for us...

Battle for New York :ar15:

An urban warfare mod featuring a terrain overhaul, completely new civs, tech trees, and unit lines. It is the year 2020, the USA has collapsed, and the New Soviet Union is poised to expand its regime into North America. New York City is first in a series of clashes between Soviet invaders, American militants, and other interested entities.


Civilizations:

American Resistance Movement (ARM): a fiercely patriotic militia organization with considerable military might and domestic resources. They fight for the freedom of NYC and the USA.

NYPD: The police are left with a city in chaos, and invaders closing in. Not only do they have to deal with the powerful gang alliance uniting the city in the name of anarchy, but the Soviets are closing in. The National Guard is their last hope, if they can hold out long enough.

Soviets: The Russian Bear has woken from its hibernation, and it's hungry. After using a massive civil war in the Middle East to reap the profits of its own oil supplies, the newly rebuilt Soviet Union is charging across the Atlantic to finish off its nemesis.

Veritas: A vast militant cult has arisen during this time of crisis and swept across the world. This dangerous new religion proclaims that the day of judgement is drawing near, and that those Chosen Ones who have been called by Fate will be rewarded in the new world. Their mission is simple: purify the world of all who oppose the Truth.

*United Trade Conglomerate (UTC): The UTC is a powerhouse corporate coalition with its own interest in the ownership of NYC. The UTC owns and operates enormous regions of the former USA, and is recognized by the rest of the world as a de facto government. The UTC is secretly preparing to invade NYC by the most elite army in the world, and secure it for its own profit.

*Underground Alliance: The most powerful gangs of New York, feuled by the war raging around them, have strengthened their armies and united against all who dare tresspass on Manhattan Island.

*unplayable


Tech Tree: Each faction has a unique tech tree that follows the situation as it develops. The mod will employ an AI tech tree like the one pinktilapia's RFRE, to guide the timeline according to events outside of the player's control.

Units: Each civ has its own custom unit lines, from the gang thugs to suicide bombers to corporate SWAT teams.

Combat: Each faction will fight in a different way. The ARM will use its HN and stealth attack units to turn the tables, while the Soviets will crush anything in their path with heavy infantry and tanks. Units will be expensive, so each faction will have to use its limited resources wisely.

Terrain: The mod features a complete terrain overhaul, including roads, junkyards, and a variety of building types. Even the polluted Hudson river has been replaced with the greenish EFZI water.

Resources: Bonus resources will important production boosters, while the various strategic resources will be scattered across the map and easily depleted. Wonders will require certain geograhical resources only found in one part of the city.

Victory: In addition to conquest, domination , and influence (culture) victories, factions will have unique victory types available. The Soviets and National Guard will compete to reinstate the United Nations and arrange an international agreement. Veritas gets a special VP victory, for delivering a secret weapon. ARM takes on the LIBERTY project, and massive co-op to rebuild the Statue of Liberty as a symbol of re-unification.



STATUS: The first version of the graphics set is nearly complete, and about 80% of the planning has been done. Units lines and buildings need to be laid out and assigned to techs. Alpha testing could begin as soon as next week. The public Beta version will include a new larger map, expanded unit and tech lines, and more of the above features that have not yet been incorporated.

There are currently only 3 of us actively involved with this mod. If you would like to help, please join us. There is always something to do, and we're learning as we go. Even if you don't know anything about graphics or modding, we can use your help.
 
and one more, for the (IMO) best mod on the Forums(at LEAST most original)
http://forums.civfanatics.com/showthread.php?t=84912
Escape From Zombie Island 2(I call it 2.5) just released a new version, with Sewers and paradropping zombies...very fun to play for those of you, (much like myself) dont have DAYS to dedicate to the epic mods...and a nice change of pace for everyone...

Disclaimer: this mod is not for the squeemish or anyone without a good sense of humor...enjoying zombie movies might also help...
 
my own scifi mod. the link is in my sig, but heres a rundown.
year: 2637
humans race to get to planet Dia.
aliens race for planet Dia, but for millitaristic reasons, rather than for glory.
rebel stowaways/thiefs land at same time.
allout war.
 
My one active mod is Aztec! It's in my sig. It's a representation of the novels Aztec and Aztec Autumn by Gary Jennings. Basically the rise and fall of the the Empire with many twists and turns. Progress is slow but this will be a highly detailed mod, drawing much influence from the style of RFRE.
 
The French & Indian Wars :
75% done till first official release
LouLong does this scenario include rogers rangers and if so are you using an existing unit graphic or are you requesting someone to make it? I ask because I have thought of using Rogers Rangers as a UU for the Americans.
 
"The Art of War" mod is still in production, but far from being completed. Tech Tree now at 45% completion, unit lines at 66% completion, civlopedia at 33% completion. I'm putting in the graphics last since I have to work with the concepts first. There are five playable civilizations (China, Japan, Korea, Mongols, and Tibet) and ten leaders (there will be two versions of the mod) and several minor unplayable civs such as the Parhae Kingdom and the Ainu.
 
@ BadKharma : maybe we should keep this thread for listing upcoming mods/scenarios only. But no at the moment I don't have them. Are they important ?

@ Ogedei_the_Mad : well, I use my answer to threadjack a little.
I have very few tech icons for my Warring States scenario. Could I see (and in case use) what you have for them ? BTW I use your nice city gfx !
 
@ LouLong:

I've only used random placeholders for the tech icons, but I will make my own tech icons when I finish the tech tree. I might be mistaken, but I think Sword_of_Geddon made a couple of tech icons for Asian-themed mods.
 
Well.. I have Gold Flash's Altered Tech Tree Mod II in the works...

It will actually have little to do with the first GATTM; It will be you know, GOOD. And Fun.

Civilizations Are All the Standard Civs excepting three: The Byzantines, the Hittites, and the Sumarians. They will be replaced with the Lakota, The Malinease, and the Isrealies.

The tech tree will (unlike in GATTM 1) be the major change in the mod. It is divided into ten time periods spread over the four eras:
Ancient: 4000 BC to 800 BC Late Stone age/Early Civilization
Classical: 800 BC to 479 AD First Empires such as Greece, Rome, Persia, China
Middle Ages: 480 AD to 1500 AD Dark Ages and the such. A long period of time with some stagnation
Renaissance: 1500AD to 1650 AD Gunpowder! Art! Exploration! Science! How Exciting!
Enlightenment: 1650 AD to 1830 AD Colonzation of the Americas. First Industral: Revolution. Napoleon.
Innovation: 1815 AD to 1880 AD Industry Grows, Steam Power, The American Civil War, Electricty, Radio
Industrial: 1880 AD To 1935 AD Sapnish-American War, Dreadnaughts, Automobiles, Airplanes, World War One, Tanks
World War Two: 1935 AD to 1950 AD Monoplanes, Better Tanks, World War Two, Radar, Jet Engines, Atomic Weapons
Cold War: 1950 AD to 1985 AD More Jets, Missiles, Vietnam War, Computers, Space Flight, ICBMS
Modern: 1985 AD to Present The Race to Alpha Centauri, Modern Military hardware

Units will be split into distinct lines
Infantry has three Lines:
Light: Draftable units with same Attack and defense values
Heavy: Attack Units
Ranged: Defensive Units
There will also be some specialist lines.

Cavalry Has two lines
Heavy: Armored, Melee Cavalry then tanks. Hit point and attack bonus.
Light: Swifter cavalry. In later ages will be mobile infantry type units with ZoC

Naval Units have four lines
Light Warship: Fast ship killers with no/weak bombard
Heavy Warship: Start out as bombardment only vessels but get more antiship oomph later on
Medium Warship: A Balance between Light and Heavy
Transport: Carrys things
And there will of course be specialists like carriers and subs.

Air Units have Five Lines
Fighters: Shoots Stuff Down
Bombers: Blows Stuff Up
Fighter/Bombers: Does Both
Trasnport: Carrys things
Attack Helicopters: Speedy ground units that kills things.

Also, Each Civilization will have a wonder that coresponds to it. All civs will be able to build these wonders, of course. Its really just flavoring.

And that is all I'm telling you.
 
Well it's nice to see so many people commited to completing Civ3 mods and scenarios. I still have 3 in the pipeline. Number 1 is my Going Viking scenario but I'm waiting on Anno Domini to come out so I can "steal" some artwork. The other 2 mods are my Steampunk one and a post-apocalypse one which is still very much at the planning stage. I'm not commiting to complete any of these of course ;) Just waiting to see how good Civ4 is... A programmable AI will be great fun to play with.
 
The mod I was working on, European Fury, was about 30% completed, before I decided to put it to the side, due to beta testing of CIV. I'm still looking for somebody who wants to finish this. I think the link is my my sig.


EDIT- the link isn't in my sig, it should be around Pg. 6-8 of these forums. Good luck finding it :)
 
Well, I've got the Final Fantasy mod in the works. SInce the progress tread is kind of cluttered, here's the basic run-down of how this mod is going to work:

All Final Fantasy games (and possibly movies) will be represented in the mod, along with a whole new set of wonders, small wonders and city improvements to give a more Final Fantasy feel. In addition, unit upgrade lines have been streamlined and several minor race resources have been added to further enhance the re-playability of the mod.

Here's the nitty Gritty of the mod thus far:

Eras:
Age of Legend (ancient)
Age of Chivalry (Middle ages)
Age of Steam (Industrial)
Age of Machina (Modern)

Age of Legend Great wonders and bonuses followed by tech that renders obsolete:

Iifa Tree (Masonry), Free granary in all cities on continent, none
WIndhurst Lighthouse (Ship Building), all tiles produce +1 Trade requires coastal city, Makou Power
Morhen Lighthouse (Map Making), +1 ship movement & safely move in sea requires coastal city, Navigation
Temple of the Ancients, gain free research if 2 civs that you contacted have it, Education
Da Chao Statue (Philosophy), +3 happy faces, none
Temple of the Goddess (Philosophy), Free Temple in all cities on continent (requires relics), Natural Sciences
Besaid Shrine (Mysticism) double effect of shrines, none
South Gate (Construction), free walls in cities on continent, increased effectiveness against barbs (which is very handy with the super-nasty barbs in this mod), Metalleurgy
Tomb of the Unknown King (Math), produces a Minotaur every 5 turns, Metalleurgy
Ru'Lude Gardens, +3 happy in city that builds, +1 in all other cities on continent, none

Age of Chivalry Great wonders:

Alexandria Castle (Feudalism), free barracks in all cities on continent, none
Lord Mi'ihen's Crusaders (Chivalry), Produces Crusader every 5 turns, Mythril forging
Orbonne Monastary (Theology), Churches produce +2 happy faces, none
Aeris' Church (Way of the Ancinets), +2 happy people in all cities, none
Bugenhagen's Observatory (Astronomy), doubles scientific research, none
Dr. Gast's Laboratory (Natural Sciences), doubles scientific research, none
Rin's Travel Agency (Economics), removes support cost from economic improvements, none
Zidane's Voyage (Nav), ship movement +1, requires coastal city, none
Zanarkand Dome (Blitzball), +8 happy faces in city, requires rubber and coastal city, none

Age of Steam:

Dr. Odine's Theories(Sci Meth), +2 free advances, none
Sorceress Memorial (Industrialization), reduces war weariness, none

Age of Machina:

The Black Materia (Magitek), Prereq to summon Meteors requires Materia and must be built in the same city as the Temple of the Ancients, none
The Gold Saucer (Mass Media), +1 trade in all tiles & +1 happy person in all cities, none
The Dollet Comm Tower (Computers), doubles research, none
Lunatic Pandora Laboratory (Miniaturization), Free Lab in all cities on continent, none

Small Wonders:

Heroic Epic (no changes from normal game)
Bastok Iron Works, requires iron and coal in radius and doubles production
Hidden Palace, same as FP
Military academy (no changes)
Shinra #26 Rocket, allows space race to begin, requires Mythril
White Materia, requires materia and 5 sacred groves, 75% chance of intercepting Meteors.
Intel agency, same as default, but produces Turk every 5 turns
Order of White Mages, allows healing on enemy territory.
Cid's Workshop, halves upgrage costs (note, I made this a small wonder, due to the streamlined nature of my upgrade paths, upgrading troops without this ability became prohibitively expensive and gave the faction that built it as a great wonder too much of an advantage)
Weapons Research Center, Increases science by 50%, allows production of armies without leaders (so that the AI might actually use armies for once, and even if you have my luck and go for two years without getting a single MGL, you can still build all the "requires victorious army" buildings, and produces a Makou Cannon every 15 turns.

Unit Lines:

Default Defensive Line: Archer (2,3,1)=>Ranger (3,6,1)=>Gunner (6,10,1)=>Sniper (12,20,2)
Default Offensive Line: Fighter (1,1,1)=>Knight (3,2,1)=> Paladin (6,3,1)=> Swordmaster (10,6,1)=> Samurai (20,12,2)
Default Dragoon Line: Warrior (2,2,1)=> Gladiator (5,5,1)=> Lancer (8(8),8,1)=> Dragoon (16(12),16,2) Note: All dragoon line units have ZoC and Dragoon has lethal environment.
Default Armor Line: Battle Wagon (8(8),5,2)=> Steam Tank (10(12),6,2)=> Tank (16(14),8,2)=> Heavy Tank (24(20),14,3) Note: Tank and Heavy Tank can Blitz
Default Airship Line: Airship (8(8),6,2)=>Steam Airship (10(10),8,2)=>Advanced AIrship (25(30),20,2) Note: ALl airships have ZoC, Radar, re-base mission ability, recon mission ability, foot unit transport and treat all terrain as roads. They are also the most expensive units available in their eras.

Special units available to all players through buildings, small wonders or capture:
Mage (20(16),5,2), produced by Mage tower (city improvement) every 15 turns, first available in the age of Chivalry when it can dominate the battlefield, but still can be killed by that era's units, yet remains fairly effective even late-game.
Turk (20,10,1), hidden nationality, stealth attack unit that treats all terrain as roads, produced by Intelligence agency and (as soon as I implement it) Shinra HQ building SW that is available only to Corporate Republic govt.
Death Machine (22(20),14,2), created when Heavy tank (and UU replacements), Advanced Airship (and UU replacements) and AL Bhed Machina Hunter enlslave defeated enemy.

Civs thus far:

FF III:
Sassoon (Princess Sara); Viking, Magic Knight & Sage
Forbidden Land (Great Tyrand Zande) Skeleton, Lamia & Flying Fortress

FF IV:
Baron (King Cecil); Fabul Monk, Red WIngs & Kain's Dragoons

FF VI:
Vector Empire (Emperor Gestahl); Imperial Trooper & Magitek Armor (AIr Armor coming soon.....)
Returners (King Edgar); Narshe Guard & Returner, thus far, having a bit of a mental block as to what the third UU should be.

FF VII:
Shinra Corporation (President Rufus); GrossPanzer & SOLDIER (Attack Sub coming soon.....)
AVALANCHE (Commander Cloud); Freedom FIghter, Wutai Ninja & Highwind Airship

FF VIII:
Estar (President Laguna); Gesper & Ragnarok thus far (Estar Soldier open to anyone who is willing to make it)
Garden (Commander Squall); SeeD (Forest owl open for anyone who wants to make it and I can't think of what to do for their third UU yet)
Galbadia (SOrceress Edea); Galbadian Soldier (In progress, if Muffins is still working on it, using one of NeOmega's old units as a placeholder), Battle biker & Iron Clad hovertank 90% complete

FF IX:
Alexandria (Princess Garnet); Knights of Pluto, Ship of the Line, and 3rd UU TBD
Lindblum (Regent Cid); No UUs complete thus far, Burmecian Dragon Knight in Progress (Dease PMed me a while back to tell me he was still working on it), Lindblum Aviator model 100% finished, needs animated, and I hope to start working on the Hilda Garde 3 soon (unless someone else wants to do it)

FF X:
Yevon (Grand Maester Mika); Warrior Monk, Yevon Guard & YAT-97
Al-Bhed (Chieftess Rikku); Machina & Heavy Machina thus far, Al Bhed Machina Hunter model 95% complete, need to animate.

FF XI:
Federation of WIndhurst (The Star Sybil); Cardian, Taru-taru Ranger & Mithra Ninja
Republic of Bastok (President Karst); Republican Paladin, Gold Musketeer & Mithril Musketeer
Kingdom of San d'Oria (Prince Royal Trion I); San d'Orian Guard, Royal Lancer & Temple Knight
Grand Duchy of Jueno (Grand Duke Kam'lanaut); Freelancer, Tenshodo & Ducal Guard

FFT:
Ordalia (King Lanard IV); Royal Knight, Crown Guard & Firewall Elite
Ivalice (Count Ramza); Hokuten Knight & Nanten Knight thus far, 3rd UU needs some work....

FFT:A:
Bervenia (Clan Boss Marche); Bangaa Templar & Blue Mage done, Viera Sniper open to anyone who wants to make her.

FF CC:
Alfitaria (Princess Fiona); Clavat Red Mage, Selkie Thief & Liltie Dragoon

Proposed additions:

FF I (based off of 8-bit theater):

Light Warriors (Team Leader Thief); Red Mage, Black Mage & Zodiac Kenshido Master (Fighter armed with dual sword-chucks, yo!)
Dark Warriors (Chaos Knight Garland); Dark Knight (use ED's Chaos Warrior), Pirate (Smoking Mirror's unit will work nicely), and Vampire or Lich (ED and aaglo made suitible units for either of those).

FF II:
Paramekian Empire (Emperor Paramekia); I have no clue.....
No clue as to opposing factions either......

FF MQ: No clue as of yet.

FF TSW: Only if I absolutely, positively need to fill a civ slot. Thankfully, one of their UUs is already done (and 3 years before I even joined these forums even....)

Other Square/Enix games, again only if I really need to fill a civ slot, but they would start with Vagrant story, since it actually takes place in a FF setting (Ivalice 100 years after FFT, IIRC), Chrono Cross, then go to Xenogears, followed by Star Ocean.....

Well, that's the skinny on this mod.
 
"The Desert and the Mountain" is very nearly finished. This scenario is set in northern Africa, AD 1000 to AD 1600. Playable civs are Ghana, Mali, Songhai, Kanem-Bornu, Makuria, Alwah, Ethiopia, and Falasha, with a pile of non-playable ones for luck. Some of the interesting (to me, anyway) features of this one include -

- Five completely different tech trees, depending on which civ you play.
- Different victory conditions for different civs (although you're not forced to follow them, of course).
- Highly funky custom music (optional). Well, I like it, anyway.

Have a look at the preview thread - http://forums.civfanatics.com/showthread.php?t=112582

Also, when that's done I'll be rejigging "The Rood and the Dragon" a bit. I'm hoping to make an epic-style mod based on this scenario, which will let you play through Anglo-Saxon history on random maps. The link is in my sig.
 
Just because Civ 4 is coming out I see no reason to stop playing or modding Civ 3. There are many great scenarios and mods out there and many more coming! Not everyone will get it in the first few months anyway and Civ 3 is still a great game, in the same way 1 and 2 still are. Here are my obstacles to the Civ 4 exodus from C&C Civ3.

1 ~ I am waiting for Luddi to reply to a PM, then I will be upgrading the Mughals scenario in my link. I've been waiting a while now Luddi ;)

2 ~ I've also begun work on a Medieval Fantasies scenario on MaisseArsyouye's Fra Mauro Map. This will be a blend of history and medieval fantasy. The basic premise being - if the Medieval European mind believed that Africa contained The Garden of Eden, Giant Apes and Dog headed men - give it to them! That's all I'm saying for now but it's shaping up nicely.
 
Storm Over Europe, European WW2 scenario.

The Biggest MOD ever.

Hundreds, HUNDREDS, 400+ new units. New LeaderHeads, resources and strategic ways of thinking. You're seen my previews. I only focus on making the units so I can't tell you much about the rest of it. Currently its over a GIG unzipped.

It's massive.
 
Holy... How do you expect us to play it? 1 gig? My C drive is only 10 gigs, and civ already takes up almost 2 gigs.

Anyways...


Playground Mod

Based upon the "wars" and diplomacy fought in the playground during The Omega's Elementary years. Although the actual fighting was only kids tackling each other, in their minds it was a giant war with whatever was cool being weapons. (such as swords being stronger than guns... Because it was cooler at that time)

Units

As I mentioned before, the units are very extensive, and they range from civ III warriors all the way to Sci-Fi units, but by far the main units used were medieval units, as swords and archery became cooler than guns and lasers when the main wars were fought.

Techs

The techs reflected learning and progressing through school (The 3 Rs (reduce, reuse, recycle), Library books, etc.), and the fads of the time (pokemon, music addiction, etc.). Pokemon, for example, enables the pokemon card improvement that gives a commerce, cultural, and a happiness increase... But it goes obsolete a couple of techs later, due to it going out of style.

Terrain

We are using Warpstorm's watercolor terrain, as to simulate a more as a war within their imaginations (as kids usually don't have access to guns, swords, and laser weapons ;) ). It has been modified slightly in the playground scenario that goes with this, as ocean is impassible outer space to simulate the inability to escape school.

Governments

The governments have been modified extensively based on how well they worked on governing a bunch of kids. There is also several new additions, including School Boards and Masterism.

Civs

There are several civs in the mod. Freak Attack, Boy Union, United Forces, Senso, Girls, Staff, Char, Galaxy Wars Club, and Horse.
 
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