Conquer the Earth v0.4.0 Beta

Karhgath

Warlord
Joined
Nov 5, 2001
Messages
194
After weeks of tweaking and testing, Conquer the Earth Public Beta 0.4 has finally been released.

It includes the long awaited World Map and the new civilizations. It includes the Ancient and Medieval Eras changes only. he rest is going to be added in future versions.

Here are the major landmarks of the mod for v0.4:
- All new civilizations (Huns, Sioux, Cambodia, Mali, Aksum, Assyria.)
- Each civilization gets 3 traits instead of 2.
- Each civilization gets 2 UUs instead of 1.
- Naval units are totally overhauled.
- Firearms plays a much bigger role in CtE.
- New interesting units available to everyone (Matchlock and Flintlock Infantry, Ship of the Line, Cog, Bombard, Crossbowman and Hussar.)
- Dozen of new techs (Tools, Domestication, Sailing, Standing Military, Naval Ordnance, Firearms, and many more.)
- 2 new Governments (City State and Tribal Council.)
- 4 new resources (Cotton, Coffee, Olive, Rice.)
- New Landmark Terrains (Tropical Forest, High Plateau, Savanna,Steppe, Sand Dunes, High Mountains.)
- An accurate and strategically deep World map based on Kal-El large earth map.
- The sn00py terrain mod.
- Disasters!
- And finally, only High Quality content, originally created by Civ fans. This means no crappy units converted from other games.

Please post all feedbacks, suggestions and bug reports.

Hope you're going to enjoy the mod =)

To find out more about Conquer the Earth, please visit our forums:
http://www.cdgroup.org/forums/tbs/civ3/index.php?h=1&pf=358

To download the mod directly and see the specific changes made, visit this thread:
http://www.cdgroup.org/forums/tbs/civ3/viewtopic.php?t=5101

Download History
-----------------------------------------------
January 4th 2004 - Full Version 0.4.0 now available.
January 7th 2004 - Patch Version 0.4.1 removed.
January 11th 2004 - Patch Version 0.4.2 now available.
 
Hi

was playing
cte and recieved an error message
"file not found light cavalry-archer" i was
playing as the
Romans at the time.




r
 
Very very interesting, I'm downloading this right of way. A lot of the same features are included in my upcoming AUSTRIA CHEROKEE 3 TRAITS WONDERS AND MORE Mod (AC3TWM Mod).

I can't wait til play.

BTW, that error's probably something in the civilopedia or pediaicons. Might want to check out that. :goodjob:
 
I played as Mali up to 1075BC. Nice mod, very fun. One thing which I noticed is that there's an error for Inti Clubman -ArcheryVicYell.wav, go into the Inti Clubman.ini and change ArcheryVicYell.wav to ArcherVictory.wav and it's fixed. That's the only error I found.

The thing which I hate is how all the civilizations expand everywhere, into Africa, Asia, and Russia. You can't help this, it's the game. Another thing is that Ancient units cannot travel through mountains, marshes and jungle, this is a bare in Africa and in Europe because jungles and mountains are a lot of Africa and Europe is mainly montainous. I can understand the jungle.. but not marshes and mountains.

Very nice though, this will keep me entertained for sure!
 
Thanks Mobilize, I will fix it ASAP. Are you sure it's the Inti or the Mayan Slinger? I haven't encountered Veros bug yet.

As for expansion... it's a shame. I tried to put higher cost and pop for settlers to slow everything down, but the AI is dumb and still starts building settlers really early on... which means he's barely ever going to build offensive units, so the result is that they are easy picking. So I've put back the default civ3 values much to my chagrin, how well.

I tried to keep civs as confined in their normal areas as possible. That's why most units cannot go thru mountains. To go thru mountains, you need a road, a worker or "Light Infantry" which are Archers and Crossbowman and some UUs. Settlers and heavier infantry cannot go thu mountains, which prevents france building a city in siberia, hehe. So europe is closed from Asia early on, until someone builds roads over the Urals or when the Huns discovers their first UU which goes thru Mountains and Hills to wreck havoc in europe =)

Same thing for Incas and Mayas, to prevent them from building on the whole continent(leaving some place for europeans explorers), they are cut off from south-east america. Same in north america and east asia with the rockies and the himalayas.

I think I was able to balance it properly, although expansionist(especially agri/exp) civs are a bit strong early on, but whats the point of Exp if it doesn't allow that? hehe.

As soon as I add Flavor Techs to the game, I'm going to be able to really guide each civs thru the tech tree and really balance them together.

It is also fun to have only a couple of cities early on, 3-4 in europe and around 5-8 elsewhere, instead of expanding forever. But even if you have only 3-4 cities in europe, you're still going to be in the tech lead, since so many civs are packed there and tech exchange is very common. Even if they have bigger territory, the Americas are going to be really behind in tech when Europe is going to visit because there are so few of them and not all of them can even contact each others.
 
Heh sorry, it was for the Incan Slinger. The AI builds a lot of offensive units, and a lot of settlers. I took out Carthage with warriors and spearmen real early in the game. Heh, two warriors beat a Numidian Mercenary.. quite rare. The problem is that Assyria, Egypt, Axum, Zulu's, and even the Arabs are all building cities all around me and they are just random placements. It's so bad I can't even pass through without getting kicked back to my territory.

Still fun to play, I wanted to reach Asia but the Urals weren't agreeing with my chariots :(
 
Yeah, I did a really good job in Europe, due to the crowding, to create 'spots' where the AI is going to build a city. I still need to work out west russia and the rest of the world. When Africa is going to be done, city placement of the AI will be much less random around you =) It just takes LOTS of work to do(took me 3-4 days for europe... which is pretty small). I achieve that by placing resources and terrain at specific place. For example, the AI will settle it's first city at least 3 tiles from the capital. Double Strategic Resources are view highly(even if not visible =( ), and it will think ahead and settle to get the most possible resources in it's future city-radius... well, it's kinda 'Duh' but nice to see it's not random, although they still can see resources not yet discovered.

As for the Urals and Asia... well, that's kinda the point =) Wait for someone to buil roads over to reach asia =) You should have plenty to handle in africa anyway.

I was thinking of completely removing the hills/mountains in the Sahara... Yay or Nay? Pretty useless, even with the Oasises.

BTW, Mali can get pretty strong if you play it well(My favorite civ I think, Malinese Horseman are pretty good too): go for the resources, try to catch as much as you can and you can become a trading monopoly pretty quickly. Watch out for Aksum... unfortunately, Egypt is not a threat... any ideas here?

I also need to tone down resources a bit... look at india for example, ugh... there are more resources than plain tiles, hehe.
 
Also, a request for everyone playing... if you can note dates when you change eras and discover landmark technologies, or make contact with some sims(discovering the americas for example), that would be great. And the difficulty level you played, and he general strategy you used, that would be great. Still trying to balance the mod so the growth is realistic.
 
Keep the hills in the Sahara, they are a good place to build and a good intermediate spot for trade, movement, etc.

I chose Mali with the Malinese Horseman in mind. One of my favorite units is the Arab Horseman which you used for it.

I'll notify you when certain significant occurances occur, such as colonization, contact with Asian and American civs, major wars, era changes, etc.

Great scenario, we need more people to post in this thread and download this wonderful mod. I am please with the addition of the Sioux. I would have preferred the Cherokee, but the Sioux are a great tribe as well.

Eh.. I got school tomorrow but I feel like staying up and playing C3C, I'll be playing CtE. :)
 
I would have loved to add the Cherokee... but then, with the Iroquois to the north and the Cherokee to the south, the Americans would have no place to expand close to home. I wanted to remove Arabia for another Native american tribe, like the cherokee, but I decided against, north america seems balanced right now.

And I don't know about the hills, I want to remove useless city spots as much as possible... I'll test a thing or 2.

Also, since I've put back settlers to the standard cost, I have a dilema here:

Do I keep the second Settler, but make settlers available with a tech, something like Masonry? I don't want to add a new tech because the Ai probably won't research it early(I had a lot of trouble with the tech tree, they ignore Mounted Combat for example... I think Flavor Tech will help) which gives a big advantage to the player.

Or, do I just remove the scond settler. It will also reduce the expansion speed a bit, since you won't have 2 cities building settlers. What do you think?

And yeah, a shame no one else posts here, but I make this mod primarly for myself and if people play it, it's cool, if not, no big deal.

BTW, speaking of the tech tree, what do you think about it?
 
I would make them more costly and you have to research them. This makes expansion in the game much slower like it was in real life. There weren't cities sprawled all over Earth in 1000BCE.
 
I really like your work. Well, I've created a similar work (see my signature (I'm still working on C3C version)) and I wanted to add double UU, but you did it first.
I imagine how could be a mod which is mine and yours combined.
 
Thanks Rhye. I love your work too, finally being able to play fast on bigger maps =) I tried to include features present in your mod(and many ohers) to speed things up, but ultimately, I decided not to go the 16/24 civs on large map route, like you did, for now(because I already finished the Huge map version.) However, in the near future I will create a Large version of the map(or heavily modify one already made) for the mod, maybe with reduced civ, because even my mod is WAY too slow for my poor computer, and testing it gets more and more tedious each time, especially in debug mode.

So, in the end, I want to have a Huge map with all civs and a Large map with less civs, maybe something similar to what you did.

It might be cool to have to expertise maybe for the Large map version and working together to make everything as fast as possible. However, we need to decide if we're going to help each others or work together.

Check your PM.
 
First off GREAT mod ..umm so far

I get
File- missing entry "Scenarios\conquer the earth\text\pediacon.txt

ANIMNAME_PRTO - HUSSAR

anyone have an idea how I can fix it..Im starting to get the shakes from not playing
 
Doh, that one slipped under my radar. A quick fix by yourself is:

1) Go to the "../Conquests/Scenarios/Conquer the Earth/Text" directory.
2) Open pediaicons.txt
3) Search for "#ANIMNAME_PRTO_Cuirassier" (without the quotes)
4) Replace "#ANIMNAME_PRTO_Cuirassier" by "#ANIMNAME_PRTO_Hussar" (without the quotes again)
5) Save the file.
6) Reload your save game, it should be fixed.

I'm going to release a fix for it pretty soon, I just need to finalize a couple of things I was adding for 0.4.2.
 
I will do it thanks!

also had missing #ANIMNAME_PRTO_Native Shooter

to fix Hussar I just added an additional line with it and it seems to work

Thanks for the help this is an awesome mod you made!
 
Ok, I just wanted to say, incredible mod.(Ill be playing this while I wait for Rise and Rule's release)

Three suggestions:

1. (IMPORTANT): Get Civilipedia entries for all the unique units, new civs, and the new government types. Especially the new government types(I can't compare them to other existing governments because theres nothing written about them!)

2. You may want to add a new leaderhead for the Mali(The others aren't so bad when it comes to resembling their new roles). I reccomend Ak47's Ethipean Leaderhead availible at CCJ39's homepage.

3. You may want to add Fundamentalism to the game to round off the choices for government types and add another dose of realism to the game.
 
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