civ2 is here mod

epikur

Chieftain
Joined
Apr 19, 2002
Messages
12
Location
denmark
Civ2 units joined forces, play civ3 with extra civ2 units (50 or so)


also civ2 test of time units available as download (make your own mod) below somewhere



something dan said gave me the idea ....






--------------------------------------------
Civ2 is here! - mod/scenario ver 0.34
--------------------------------------------


All the units from civ2 already added in Scenarios/civ3mod_civ2ishere.big
and ready to be edited with the editor.

The big file is an original civ3 1.29 civ3mod.big file with appended civ2 units.
All the civ2 unit names are from civ2 game.


Currently there's test mod called civ3mod_civ2ishere.big
is available through scenarios playing (choose load scenario)


You have all the civ2 units availeble together with the civ3 units.
All the civ2 units can be build by all civs and for similary units between civ3 and civ2
minor adjustments in cost/movement/attack/defence value and resource requarement has been done.


I haven't fully gameplay'tested with those values, but it's up to you to adjust for your style.
I just came with the civ2 units.



I've double checked for filenames and names, and I'vent experienced any problems so far.








-----------
install
-----------

Simple unzip and copy the files to your civilization folder

if it ask to overwrite, say yes, only 1 file will overwrite
its units_32.pcx which has new civ2 icons appended to the original


Start a game, a scenarios game and choose civ3mod_civ2ishere.big to test the mod








------------------------
this package include
------------------------

- the civ2 units with flc and ini file
- units_32.pcx with civ2 icons and a backup file
- civ3mod_civ2ishere.big same as civ3mod.big civ 1.29 wiht civ2 units added








-------------------
editing
-------------------

Doubleclick the civ3mod_civ2ishere.big file and edit the unit rules for gameplay adjustments.

you can easily add sounds to the unit by looking at the ini file and compare with some civ3 ini files
and copy/paste wav files to folder.










-------------------------
the list of units, 57
-------------------------



civ2-aegiscruiser
civ2-alpinetroops
civ2-archers
civ2-armor
civ2-artillery
civ2-balloonexplorer
civ2-battleship
civ2-bomber
civ2-cannon
civ2-caravan
civ2-caravel
civ2-carrier
civ2-catapult
civ2-cavalry
civ2-chariot
civ2-cruisemissile
civ2-cruiser
civ2-crusaders
civ2-customboat
civ2-destroyer
civ2-diplomat
civ2-dragoons
civ2-elephant
civ2-engineers
civ2-explorer
civ2-fanatics
civ2-fighter
civ2-freight
civ2-frigate
civ2-galleon
civ2-helicopter
civ2-horsemen
civ2-howitzer
civ2-ironglad
civ2-knights
civ2-legion
civ2-marines
civ2-mechinf
civ2-musketeers
civ2-nuclearmissile
civ2-paratroopers
civ2-partisans
civ2-phalanx
civ2-pikemen
civ2-pirate
civ2-rifremen
civ2-settler
civ2-spy
civ2-stealthbomber
civ2-stealthfighter
civ2-submarine
civ2-transport
civ2-trireme
civ2-viking
civ2-warriors









--------------------------------
the list of units role in mod
--------------------------------


(A,D,M, B,R,F) Attack,Defend,Move, Bombard,Range,Firing Rate
(-,B,R,F) Bombard,Range,Firing Rate
(A,D,M,-) Attack,Defend,Move



- NORMAL
civ2-aegiscruiser (13,9,5, 4,2,2) no upgrade, same as civ3 but att +1, def -1
civ2-alpinetroops (6,8,1,-) all terr as road, no upgrade, when amphibious war
civ2-archers (3,1,1,-) upgrade longbowman, as civ3 but att +1, HP bonus -1
civ2-armor (18,12,3,-) no upgrade, light modern armor, cost 10, when computers, needs oil rub alu
civ2-artillery (0,3,1, 12,2,2) upgrade civ2-howitzer, as civ3 but def +3, cost +2
civ2-battleship (16,10,6, 8,2,2) no upgrade, as civ3 but att -2, def -2, mov +1
civ2-bomber (-,6,0,3) no upgrade, as civ3, but bombard str. -2, cost -2
civ2-cannon (0,2,1, 8,1,1) upgrade civ2-artillery) as civ3 but def +2, cost +2
civ2-caravel (1,2,3,-) upgrade civ2-galleon, as civ3 but trans. capacity -1, cost -1
civ2-carrier (1,8,4,-) no upgrade, as civ3 but trans. capacity -1, cost -4
civ2-catapult (0,0,1, 5,1,1) upgrade civ2-cannon, as civ3 but bombard +1, cost +1
civ2-cavalry (7,3,2,-) upgrade civ2-armor, as civ3 but att +1, mov -1, cost +2
civ2-chariot (2,1,2,-) upgrade horsemen, as civ3 but att +1, HP bonus -2
civ2-cruisemissile (-,10,2,3) no upgrade, as civ3 but bombard str. -6, cost -2
civ2-crusaders (5,1,2,-) upgrade civ2-cavalry, cost 7, HP bonus -1
civ2-destroyer (10,8,4, 6,1,2) no upgrade, as civ3 but att -2, mov -1, cost -2
civ2-dragoons (5,3,2,-) upgrade civ2-cavalry, cost 7, when education
civ2-elephant (3,3,2,-) upgrade cavalry, same as civ3 but cost -2
civ2-engineers (0,4,2,-) no upgrade, worker, cost 8, when industrialization
civ2-explorer (0,0,1,-) no upgrade, as civ3 but mov -1, cost -1
civ2-fighter (-,0,2,0) upgrade jet fighter, as civ3 but att -1, cost -2
civ2-freight (0,0,3,-) no upgrade, worker, cost 10, when industrialization
civ2-frigate (2,2,3, 2,1,2) upgrade civ2-destroyer, as civ3 but mov -1, cost -2
civ2-galleon (1,2,4,-) upgrade civ2-transport, as civ3 but trans. capacity -1, cost -1
civ2-helicopter (0,2,1,-) no upgrade, as civ3 but def +1, cost +2
civ2-horsemen (1,1,2,-) upgrade mounted warrior, as civ3 but att -1, cost -1
civ2-howitzer (0,3,1, 16,2,2) no upgrade, as radar artillery but def +3, cost +3
civ2-ironglad (4,3,4, 3,1,2) upgrade civ2-destroyer, as civ3 but def -1, cost -1
civ2-knights (4,2,2,-) upgrade civ2-dragoons, as civ but def -1, cost -1
civ2-marines (8,4,1,-) no upgrade, as civ3 but def -2, cost -2
civ2-mechinf (13,17,2,-) no upgrade, as civ3 but att +1, def -1, cost -1
civ2-paratroopers (7,7,1,-) no upgrade, as civ3 but att +1, def -1
civ2-phalanx (2,2,1,-) upgrade pikeman, cost 3, when bronze working, needs none
civ2-rifremen (4,5,1,-) upgrade infantry, as civ3 but def -1, cost -1
civ2-settler (0,0,1,-) no upgrade, as civ but cost +3, population cost -1, when pottery
civ2-stealthbomber (-,6,0,3) no upgrade, as civ3 but bombard str. -2, cost -4
civ2-stealthfighter (-,4,0,2) no upgrade, as civ3 but operational range +2, cost +3
civ2-submarine (5,2,3,-) upgrade nuclear submarine, early submarine, when refining, cost 6
civ2-transport (1,5,3,-) no upgrade, as civ3 but def -1, cost -2
civ2-trireme (0,1,1,-) upgrade civ2-caravel, as civ3 but att -1, trans.cap. -1, cost -1



- SPECIEL RESOURCE
civ2-warriors (3,1,1,-) upgrade swordsman, as civ3 warrior but needs wine



- NO RESOURCES HIRE UNIT
civ2-pikemen (1,3,1,-) upgrade musketman, as civ3 pikeman but 2x cost, no iron
civ2-musketeers (2,4,1,-) upgrade rifreman, as civ3 musket man but cost +4, no saltpeter iron
civ2-legion (3,2,1,-) upgrade musketman, as civ3 swordsman but 2x cost, no iron
civ2-nuclearmissile (0,0,1-) no upgrade, same as civ3 but with cost +20, no uranium


- NO NATIONALITY
civ2-pirate (1,1,1,-) upgrade fanatics, cost 4, no nationality, when philosofi
civ2-fanatics (5,5,2,-) no upgrade, cost 10, no nationality, when ecology
civ2-partisans (9,5,2, 4,1,1) no upgrade, cost 16, no nationality, when computers
civ2-spy (14,6,3,-) no upgrade, cost 20, no nationality, when satellites









-------------------------
how it was done?
-------------------------


With the excellenzy FLICster + FLICster readme, and Paint Shop Pro

I used one of the flight flc file from civ3 (small flc file)
and used that as template for replacement with civ2 units

I took the units.gif image from the civ2 game and resized it 125%
and edited the last color to pink in colorPaletteEditing

then hours of hours braindead copy/pasted some 800+ images











--------------------------
ver history
--------------------------


- 0.20
all civ2 units and 3 units added in test scenario file



- 0.25
all civ2 units added in civ3mod_civ2ishere mod



- 0.26
rules adjustment

civ2-caravan (nomads) as 2 movement worker
civ2-pirate as nationality hidden land unit
civ2-fanatics as nationality hidden land unit
civ2-partisans as nationality hidden land unit
civ2-warriors (like civ3 warrior) but needs wine resource and has 3 attack
civ2-nuclearmissile increased price for skipping 1 resource needed

some civ2-units available without strategic resources but for higher price
civ2-legion
civ2-musketeers

some upgrade path changed to allow all civ having the civ2 units



- 0.27
ups, the civ2-diplomat which never was maded now here

rules adjustment

upgrade path changed to make most civ2 unit upgrade to another civ2 unit

civ2-caravan removed in mod file (didnt fit in with camel as a worker unit)
civ2-settler, for only 1 population, but much higher price
civ2-trireme no attack value, only transport 1, but half price as civ3 galley
civ2-catapult to powerful, value adjusted
civ2-archers with att 3, def 1, mov 1, HP bonus -2 same cost as civ3-archer (2,1,1)
civ2-chariot with att 2, def 1, mov 2, HP bonus -2 same cost as civ3-chariot (1,1,2)
civ2-freight as modern worker (cost 10, mov 3)

some civ2 horse units values and upgrade path change
civ2-horsemen
civ2-knights
civ2-crusaders
civ2-dragoons

some civ2 hidden nationality price increased
civ2-fanatics (available when ecology, cost 10, att 5, def 5, mov 2)
civ2-partisans (available when computers, cost 16, att 9, def 5, mov 3)
civ2-spy (available when satellites, cost 20, att 14, def 6, mov 4)



- 0.28
some civ2 modern units value adjustments



- 0.29
civ2-cruiser added
civ2-bomber unit type value error fixed

some units size increased to match the civ3 size
civ2-battleship
civ2-trireme
civ2-bomber
civ2-destroyer
civ2-galleon
civ2-frigate



- 0.30

some rules editing (check units role list above)
civ2-armor needs oil rubber aluminium
civ2-helicopter needs oil rubber
civ2-submarine upgrade nuclear submarine
civ2-partisans bombard ability
civ2-caravel size increased to match civ3 caravel
civ2-submarine pixels edit
civ2-trireme pixels edit



- 0.31

some rules editing (check units role list above)
civ2-archers pixels edit
civ2-phalanx pixels edit



- 0.32

color shield adjusted for all units and some minor pixel editings



- 0.33

units_32.pcx missing added
units_32 bak.pcx missing added
rule changed crusaders HP bonus -1



- 0.34

minor team color added for
civ2-crusaders
civ2-knigts
civ2-pikemen
civ2-pirate




enjoy!
- epikur

 

Attachments

  • civ2.gif
    civ2.gif
    13.1 KB · Views: 1,544
How long did it take you to convert all those units?

You realize the amount of work you saved the rest of us. Although the units are not animated, they are still usable.

Thanks

GIDustin
 
way to long, couple days

actuelly pain in the ass job

heres 1 civ2 image, copy/paste 8 times then convert to flc
heres another civ2, copy/paste 8 times then convert to flc
.....
heres the last civ2, copy/paste 8 times then convert to flc


then track down some pixels error with color palette then edit color palette

and resizing some units to make them fit (the battleship look like a toy boat compared to the civ3 battleship)


But i like playing with extra units, so am happy about this
 
Me too

I am currently working on a mod that adds 192 units, but now it will be even more since I have your units.

GIDustin
 
this package only included the units and big file but not the units_32.pcx file due to max submit file limit

heres the units_32.pcx file
 

Attachments

I added all your units to my unit archive, but now I have to do the previews for them.

Again, Thanks for doing the work no one else wanted to do.

GIDustin
 
and some other graphics i downloaded to make it more like civ2
compare with the other pic
 

Attachments

  • civ3mod_civ2ishere 4.jpg
    civ3mod_civ2ishere 4.jpg
    206.3 KB · Views: 1,362
civ2 test of time units converted to civ3-flc unit files
 

Attachments

  • tot.gif
    tot.gif
    20.6 KB · Views: 1,122
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