Civ3 on Earth. Accurate world map, accurate resource placement, correct startsites.

I think you did a pretty good job on the map. I was just wondering why you did not finish it? I mean you left some coast lines appear to be unfinished. Did you do this on purpose along most all land masses? I think it would look much better if you did clean up the tiles near the land masses around the world. I did this on my own and it looks much better. Just my opinion though not taking away from what must have been a "real pain in the ass" making this nice map of our world. :goodjob:
 
Barbs in Australia? no prob. Take a few regular troops along, and make them elite. Too bad it cant generate a great leader...

My problem is I am doing th eEnglish, and it just takes too long to get there. But I guess I'll have to. I have piddled around in my war with America so long, the others have taken most of Africa. I got the best parts, but not much land. Maybe I can still snag some good realestate in South America.

Great work, Kitten.
:goodjob:

I am tempted to join the succession game, but I have to be GM in a real time DND starting next week, and probably wont have the time.
 
Originally posted by JoseM
i still dont know how to use the CPT thing... can u give me some quick info about how to use it? i read the README stuff but im still unclear on how to use the CPT, sorry for the inconvenience.

Jose,

If this has not been answered here you go :) Start your game with the scenario. Save it. Then, either in game or out, start cpt. The rest is simple. It walks you through. First looking for the game you have saved, then wherever you have unpacked the version7.prf and then what and where you want to save the game again. I hope this helps.

On a technical side - this is really small so I understand that it probably does not warrant attention. Since installing the mod and playing the scenario - which by the way is amazing, I love being able to set up the parameters of placement and the feel of playing on earth thanks!! - I have screen tearing when my units march. At the moment it is a warrior while searching through Russia. My system specs are suffucient that I do not think it is that, but anyway, I thought I would throw that in since you are so evidently committed to this mod, which is appreciated. Peace.
 
JoseM told me that he has got it sorted now :)

I did contact him by e-mail as I do whenever people have a problem that I can try and help with.



Easter holidays now (no more work till my final exams for my geology degree!) so I can return to modding and again make improvements!



:mwaha: NO MORE FOSSILS! :mwaha:
 
Uh oh, I think something went wrong:

The first time time I used the CPF sucessfully ( I think) I tried to run CIV3 (sos I could get into my new game ) and got an error message when loading CIV3:

CIVILIZATION3 caused an invalid page fault in
module ~DF394B.TMP at 016f:100586b8.
Registers:
EAX=00000000 CS=016f EIP=100586b8 EFLGS=00010246
EBX=00004c26 SS=0177 ESP=00abf9cc EBP=00abf9d8
ECX=00000cb0 DS=0177 ESI=00db391d FS=4cc7
EDX=0000d5dd ES=0177 EDI=008853e2 GS=0000
Bytes at CS:EIP:
66 8b 44 1f fc d1 e8 83 c0 07 99 83 e2 07 03 c2
Stack dump:
01120768 100722f8 000000c8 00abfa04 100180d0 00400000 01120768 100722f8 000000c8 000000c8 00000000 00f84a0c 00400001 00f9a554 00abfa78 00f55af8

If anyone knows what this means I would be really grateful, the strange thing is that I used the CPF that came with Marla Map 1.18 with no problems.

Please help me


Edit

Don't worry, after posting that I was able to get it to work after reinstalling Civ3 and all the patches, however I am using the latest version of the mod so maybe there is a problem somewhere?

Anyway, great mod, and as I'm posting I might as well add some suggestions:

-I think there could be less strat. resources, in the original Marla map only 13 uranium were put in to encourage trade and fighting. However I do agree with the oil in Scotland and the patches of two iron on the map due to changes to carriers, etc - not sure if that much saltpeter is really needed though, if you look at the civilopedia for rifleman it does say that by that time saltpeter is abundant so I think in the game it was meant to show that it was needed when gunpowder technology was quite primitive.

-Iroquois start position is a bit close to the American one although only if you are using the non-crippled map of course

-The tech rate at 300 is good but the problem is that the other civs will only rarely offer a good trade - and thats if you are a civ that actually meets other civs early, if your a civ like china your often so far away that they never trade with you.

-Perhaps Britain could do with some iron, there is a spot just by the forest where you could p[ut it on a hill to make Wales a bit bigger without interfering with Ireland

I don't want this to sound like I' m laying into the mod as these are only tiny points and I still think its really really good.
 
E-mail me at BAkittenOFchaos@aol.com and I'll reply with the files I have on my computer and we'll see if you can get those to work fine.

Can I ask what version of my mod you are trying to run? E.g is it one of the latest downloads.

If anyone has had the same problem then again make yourself known and I'll see to it ASAP.
 
Hey kitten, I love the map. I do have a few constructive comlaints/suggestions however.

First, i like how you made some units cost more resources then before. Battleships for example i believe are now 2 iron and one oil instead of 1 iron 1 oil. Great Idea, however i'm later in the game and have noticed that there are so many resources, that trade is almost eliminated from the game. I'm suggesting that maybe you could increase the ammount of resources needed to build some units more, and making the best units like modern armor very resource expensive. especially units that cost aluminum. Aluminum is the most abundant resource in the world, and since there's so much of it, the units needing it should cost more aluminum. That way you don't have 1 Aluminum your using and 10 that no other civ's want.

Second, i was wondering if it was possible to change how luxuries affect happines. I like their basic concept, but was wondering if there was a way to have two (or more, with a limit)of the same luxury affect happines. Here's an example of what i've conjured up (this example assumes you have a marketplace): say you have 6 luxuries - 2 furs, 2 spices, and 2 wine. The first fur and spice would give you 1 happy each and the wine would give you 2 for a total of 4. With the extra fur and spice would give you 1 additional happy each and the wine again would give you 2 for an additional 4. This would be a total of 8 happy(duh). So the additional luxuries would essentially double your happiness.

I'm sure there are -'s and +'s to each of my suggestions and would like to hear what you and others think.

-Waco Kid

p.s. how do you make changes to the map and scenario paramaters? When i changed the map and saved it, i was unable to re-load the map as a scenario. If you could tell me how to do this you wouldn't have to bother with the above and i could test my ideas myself.thx.

Famous last words: "Don't pay no attention to that alchey! He can't hold a gun, much less shoot it!"
 
I'll bear those comments in mind as and when I do the next version...I have been commiting my time to other things!


As for editing and getting it to load as a scenario: using the editor

For rules e.g unit strengths

Menu: rules
sub-option: edit rules

For scenario parameters...

Menu: scenario
sub-option: properties

Change things as appropriate.


When you save it chose a different scenario name and remember to save it as a .bic file

The load civ3 and load that .bic file...e.g my latest version was:
kittenWorldV7.bic
 
Thanks kitten!
I think my problem was the ".bic" although i haven't tested it yet. Thanks for the link to the tutorial thread. I'm gonna go read it right now. If i make any changes that i think anyone would be interested i'll post them.

-Waco Kid:beer:
 
this would be a nice mod to put in tons and tons of civilizations.......... any civilization of mention..... and then you could truly never have the same game twice, never have the same civs.
 
Perhaps...but there is a shortage of good quality leaderheads for new civilisations...

I'd love to put the Spanish in and the Mongols...just waiting till I get some time not doing other things.


P.S A reminder about a "civ3 on Earth" succession game...I will be starting it up very soon (we can pick up people as it goes) but getting in early secures a place and you get a "vote" for choosing the difficulty level and civilisation.

I have got myself a new screenshot program just for this succession game (and Warrior Kings!)
 
The reason that Expansionist civs start with Pottery as their default tech is not so they can get to Map Making more quickly (that's just a bonus IMO), but rather so that they start out with the ability to make Granaries. This allows their population to grow faster thereby facilitating faster settler production. That's why I hate finding myself facing off with Abe Lincoln -- between his rapid growth and uber workers he's a real pain in the rear to deal with. :D
 
The Iroquois have it aswell!


The point was: the English and Japanese need to get to mapmaking and get off their islands if they aren't going to be middle-minor powers. That is why I felt their start techs should help them towards mapmaking...for other expansionistic civs like America and Iroquois Granaries will be of far greater consequence.

I was thinking less about the Americans but more about the Island civs...still I admitt thinking less about granaries and much more about mapmaking when I was editing the rules :D
 
While what you say is true, my point was about the Russians:
Russians to start with the wheel instead of pottery to allow them to cope better with the rigours of exploring a continent, typically expansionistic civs given pottery to aid their progress to mapmaking

-how much the Russians value this NOT! As one poster said and I found out the Russians need bulking up to deal with the European and Middle Eastern Civs moving to Siberia.
By taking Pottery away from the Russians you're actually slowing the growth rate of their civ because they are no longer able to build Granaries from the start of the game.

My reference to "Annoying" Abe was just me venting my frustrations - it was just an example of how Expansionist can be used to spread like kudzu. :)
 
After the latest patch: This Friday (the 19th April 2002) I will release version 8 of this mod.


I can't wait to see the readme for the latest patch on Wednesday and see if I can implement further changes to those I have planned.

I will certainly be working on a better installation setup for my modification and maybe even an auto-exe bat for the civilisation placement.

I am also going to ask permission for units designed by people like Dark Sheer etc...I hope to add more graphical flavour to my modifcation.

I certainly am taking on board suggestions people are making here...I just wish there were more of them...

:cool:
 
Hey kittenOfchaos,

any updates about the patch and the mod? I have sort of held off installing it lest there be a problem and I am fairly far into a game, and your mod has been most enjoyable - I look forward to seeing what you think, and what you may have done ;) Peace.
 
The latest download: first page of this thread has no problems to my knowledge and is compatible with patch 1.21.

Improvements to this mod depend completely on how badly my revision goes!

It is going pretty badly...zero hours in 7 days :rolleyes:
 
Hey I am happy with the mod so far and am very grateful ;) I am patient - peace.
 
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