Conquests of Might and Magic III

Hey, 'The World Tree' is an official name in Heroes lore! :)

Okay, it's been a long while. Big update is coming semi-soon. I've made a bunch of changes to the way things were setup, which will make things a bit more interesting.

Heres a short list of some of the changes:
For one, re-enabled all worker actions (swamp/marsh/forests). Marsh has disease, swamps do not (although I've made marsh with nice stats, but can't build roads on it; so players decision if they want to chop them or not).
Increased cost of Level 2 units, so they don't get spammed so much, and tried to make their cost relative to their power; so certain civ's don't dominate.
Added new graphics; fixed up a bunch of the pedia, removed all the Hero units (they just don't work well), and kept only the Hero, Hero of Magic, and Hero of Might (3 Army units), added teleportation abilities in (so their now working).
Working on finishing the spaceship victory (have made the other victories conditions reasonable to reach), and some other pedia graphics and entries.
Hordes of other stuff, too numerous to list.

I've been test-playing for some time, and it plays alot better than it did before. Hopefully once I get this done, I can switch gears to finishing the scenarios, which I have been itching to do.

In the scenarios, though, there will be individual Heroes that actually existed in HoMM3 (which I took out of the epic game), which will work for a couple reasons.
1. In most scenarios, there are not more than 5 different town types; which means I can use individual culture groups for each and have a normal tech tree. This will allow Heroes to be able to be used and upgrade as time progresses.
2. In scenarios, I can make only certain Heroes available, so the player won't have 16 Heroes to choose from (to build), which is overkill.

So, perhaps a week or two I'll be able to put the new version up.
 
Update Where...ah Soon :)

i was looking to re-download but cannot find it, i was blind by the magic , tom did u use the magic spell blind on me lol :)
 
You might remember me long ago and i asked a question. :lol:

I've uninstalled Civ 3 Complete long ago. Got it Back. And now i installed this.

After launching it in Civ 3 Conquests with Patch 1.22 Installed, i get this error.
Heres the link.
file:///C:/Documents%20and%20Settings/Andres/My%20Documents/My%20Pictures/h.png

EDIT: Nvm! I Just had to patch it xD.

Great game though! :)
 
I Encountered a problem! Is this Common?

Every time i play a NecroPolis Race it crashes on loading.
 
I Encountered a problem! Is this Common?

Every time i play a NecroPolis Race it crashes on loading.

No. Does it give you a specific error message and then exit the game? Or do you just get a Crash-to-Desktop. If it crashes straight to desktop with no error message, that can be tough to figure out why.

Do you run on a PC or Mac? I know sometimes Mac has different directory structures that cause problems.

I should have non-beta finished by next weekend hopefully, which cleans the mechanics up a whole lot; but there were never any major CTD bugs from civilopedia, or game start etc.
 
The old usual error message. :D

Civ3 has encountered a problem and needs to close, we are sorry for the inconvenience.

Im using a PC, Windows XP.

EDIT: Extra Info: It crashes when it loads (Inside) the Civ 3 game on Configuration on the Human Player.
 
I have all the old BIQ's, but I have changed alot of the files for the upcoming BIQ; so it would be tough to recreate it. Does it do the same with any of the other Necro civ's (there are 3 of each). Sorry to be of so little help here. There were some things that I have corrected since that could be the case, such as the music sounds that used to cause an occasional crash.
 
I have all the old BIQ's, but I have changed alot of the files for the upcoming BIQ; so it would be tough to recreate it. Does it do the same with any of the other Necro civ's (there are 3 of each). Sorry to be of so little help here. There were some things that I have corrected since that could be the case, such as the music sounds that used to cause an occasional crash.


Yup, all of em.

Also i think Stronghold doesn't work either :sad: .

It seems weird that the AI Can play it.

EDIT: Also, sorry if im mistaken but the Genie has 1 Shield, I Might be Mistaken because i never played Tower.
 
When you said you had to patch it, I didn't realize you were actually talking about patching Conquests to 1.22. :wallbash:

I also released a patch for this mod also found on Post 1 (click on link that says 'Download patch v 1.17). It is the only thing I can think of that could be causing the problems (if you don't have it). It's not big (4MB), so let me know if you have the patch or not, and it should solve those issues.
 
Oh ... :shake:

Back when i couldn't play the game cause of the error ( The whole game )
I Installed the patch 1.17 and it worked! :lol:

But now Necropolis, Stronghold and Tower dont work.

So to wrap things up i got both patches.

The Main Civilization patch 1.22, And the Game patch, 1.17. :eek2: :eekdance:
 
Nvm! It works on my laptop! Not my computer! :lol:

Btw, could you make the Stronghold Worker Actions a little more realistic?

Cause him mining almost everything looks weird. :crazyeye:
 
Nvm! It works on my laptop! Not my computer! :lol:

Btw, could you make the Stronghold Worker Actions a little more realistic?

Cause him mining almost everything looks weird. :crazyeye:

Only way to give him more actions would be to make a completely new unit. There is no other stronghold-like worker available. I agree, mining everything doesn't help to know what they are doing. :lol: And I still need to make workers for Dungeon, so I might do it then.
 
The non-beta is precariously close to release. Fleshing out some final details. And there are some firsts included in this non-beta mod:

1) Ancient resource race to grab special mercenary camp units (catapults) that are scattered around the map, and guarded!
2) AI makes heavy use of special artillery pieces. They attack aggressively with them. Everything from bombarding ships, to bombarding cities, to attacking enemies in and out of their borders, and they never stop! Relentless and vast artillery wars with regular artillery (1 move, 0 att, 0 def, 10 bombard, 1 range). Now you can be worried when a stack of 10 artillery with defenders and attackers comes next to your city!
3) Makes use of special permanent defensive units that can be placed around the map, like Fire Walls, Quicksand, Landmines, etc.

Most all details of civilopedia are now complete, spaceship has been completed (Armageddon's Blade), Diplomacy win added in, new graphics added, and a bunch more.

I'll update before release.
 
Official v1.00 (Non-Beta) has been released!

Go to the post #1 to download.

Partial list of changes to V1.0 from the beta:
Spoiler :

Increased cost of some Small Wonders
Corrected names Railroad/Road to Cobblestone Road/Gravel Road
Corrected many Civilopedia missing information pieces.
Modified Creature Tech costs and increased some other tech costs.
Fixed some resource names
Increased cost of summoned elementals
Increased some tech costs
INcreased shipyard naval combat values
Added Spaceship Victory (build Armageddons Blade)
Genie / Master Genie given Stealth Attack vs. Efreet and Efreet Sultan
Efreet / Efreet Sultans given Stealth Attack vs. Genie and Master Genie
Titans given Stealth Attack vs. Black Dragons
Black Dragons given Stealth Attack vs. Giants and Titans
Devil / Arch Devil given Stealth Attack vs. Angel / Archangel.
Angel / Archangel given Stealth Attack vs. Devil and Arch Devil.
Coastal Towers cannot upgrade; fixed
Archery Improvement fixed
Increased cost of Magic Tomes and balanced stats (each one is a bit different)
Increased Artifact Merchant auto-production time and artifact upgrade costs; added maintentace to non-upgraded artifact
Added new Tech Advances needed for upgrade of Artifacts
Removed Disguise (no use)
Animated Dead altered to go to Zombie->Wight
Neutrals can build Scouts
Replaced Griffin(Wild Griffin)/Royal Griffin with the NEW graphics (old ones deleted)
Replaced Wyvern/Wyvern Monarch(Wyvern Red) with the NEW graphics (old ones deleted)
Replaced Giant/Titan with the NEW graphics
Took out ability for Conflux to build Upgraded Altar of Air
Domination dropped to 40%
Altered difficulty settings
All units made to be amphibious (except flying units and level 1/2 units), pedia updated
Altered Vampire Lords enslave ability to enslave weaker Vampires (that cannot upgrade)
Removed Ignore Terrain costs from most units (except flying units, and a few others)
Altered Terrain values food/shield/commerce/move values
Added abililty to Plant Forest, Clear Forest, and Clear Swamp
Removed disease from Swamp (Jungle), Swamp can be cleared.
Marsh has a higher chance of disease (15) and cannot be roaded (must be cleared), but gives good overall benefits.
Fixed Tower bombardment abilities
Modified Tome Spells
Telepad added to Hero/Hero of Might/Hero of Magic
Teleport added to most buildable Land Spells (not enslaved)
Replaced Black/Dread Knight with NEW graphics (old graphics deleted (darkrider/deathknight))
Logistics gives irrigation without fresh water. Can irrigate Marsh,Sand,Dirt,Snow, and Floodplains (and grass).
Added Advanced Navigation tech which provides Spell Boat and ability to build a weak Magic Arrow
Updated Conflux Worker with new animations
Slightly lowered worker speeds; corrected doubles worker speed issue
Updated Palace Wonder Splash (Intro Image)
Corrected Image placement on Civilopedia Cover-up screens
Gargoyles made to be flying units
Expansionist civ's have cheaper workers
Only expansionist civ's can build more advanced scouts; other civs given basic scouts
Made artifact merchant and freelancer's guild a small wonder
Increased cost of artifacts and disabled their ability to teleport
Workers can detect invisible units
Orc Chieftan bombard range increased to 2
Updated Mountain graphics with more variations
Increase cost of taverns
Added Palace Wonder Splash
Added flavor info to civilopedia civ pages
Gave Legion resources/Magic Tomes disappearance probabilities
Altered disappearance probabilities for major resources (wood/ore/sulfur/mercury/crystal/gems)
Increased cost of Level 2 creatures by 25% and then balanced costs depending on abilities
Necropolis, Fortress, Dungeon, Castle, Inferno, and Stronghold Towers now have 1 Air Defense (to compensate against Tower, Conflux, and Rampart good air defenses of level 2 creatures).
Mage Guild V and City Hall become obsolete with Tactics (due to strengths of railroads)
Updated graphics for all Art/Civilopedia/Icons/Terrain PCX
Updated graphics for Art/Civilopedia/Icons menu item PCX
Added mobilization and draft to Might tree (only for Necropolis, Stronghold, Fortress, and Inferno)
Added more coast and sea bonus resources
Shipyard gives extra shields, no additional food
Updated Terrain civilopedia files, and what strat/lux resources they can contain
Updated all resource civilopedia graphics and entries
Changed Resource Holder to 'Don't Click' (will crash if clicked)
Made generic Fort building for all civ's, to make room for spaceship buildings
Made auto-production for moats and towers longer apart
Increased upgrade cost to 4
Colonies and Outposts can be built on Mountains
Added Bonus Resources, Natural Resources, Luxury etc civilopedia pages and graphics
Treasures not produced as often, but give 100 gold instead of 50
Heroes of Might and Heroes of Magic cause Golden Age of 7 turns
Gave Catapult +1 Bombard Range, and another hitpoint
Gave Ballista +1 Speed, and another hitpoint
Most horde buildings produce upgraded creatures now (except Tower and Rampart)
Removed Fire Shield enslaving other fire shields, lowered hitpoints to -1
Increased cost of the Resistance unit
Gave Imp another hitpoint
Changed air defense of barbarian boats from 1 to 0
Added City Spell Tower (airport) improvement to all towns except Inferno and Stronghold (who already have theirs), and added civilopedia entries and graphics
Fixed Stronghold units to allow them to airdrop.. Escape Tunnel altered with high maintenance cost and -1 culture due to it's power.
Regular boats (that do not require wood) can sink in Ocean
Increased the number of content citizens on all difficulty levels
Modified Citadel and Castle defense levels based on each civilizations best buildable unit. The lowest defenses got the highest improvement defenses, and vice versa. Only Stronghold and Inferno can build early town defenses (aka 'Walls'); have maintenance cost.
Barbarian 'Boars' brought down to speed of 1 (other major alterations made)
Increased cost of workers
Lowered resource bonus' to cope with autoproduction of settlers
Changed auto-production times of all Level 7 creatures for balance (upon their strength)
Increased cost of Well and Water Reservoir
Legion pieces are now available after the Fort improvement has been built (if resource is within city radius)
Made barbarian and infernal town defense entries and PCX
Updated VP victory values in civilopedia
Increased cost of 'Offense' Small Wonder and added Maintenance
Added which techs can be traded
Changed tech that allows artifact level 7 to Breastplate of Brimstone
Fixed Freelancer Guild Wonder Splash
Increased number of Skeletons auto-produced and Skeleton Warrior Necro has no maintenance cost.
Altered civilization worker speed abilities
Frenzy, Prayer, Stone Skin, Haste, Bloodlust, Precision, Slayer made into a level 1 and 2 unit combat enhancing spell
Auto-Produced units showing up with leader's name has been completely fixed
Units that are king units have an asterisk (*) at the end of their names so it's easy to know and spot these king units
Made graphic, PCX, unit32 for war machine prop
Gave Neutral town First Aid Tents
Gave Cavaliers/Champions a Joust Spell enslave
Update Moat Defense Graphic
Updated specialist graphics for Mage/Craft Guild Members, Town Watchmen (scientist, policemen, etc)
Added Diplomacy Victory condition (Antagarich Nations)
Fire Magic Lvl 5 enables sacrifices
Added 'Early Barbarian Resource Race'; barbs are defenders, and you can collect special resources from their mercenary camps!
Fixed Troll regeneration to upgrade to a weaker Troll
Deleted Clone/Resurrection Spells... they don't work well and ended up being superfluous
Altered flavors for AI to very low values for Spaceship Victory
First Aid enables recycling
Tech Arrows completed
Tech Blurbs completed
Neutral Towers and Coastal Towers (new graphics) added
Neutral Moat has been added
Combat enhancing spells require the appropriate tomes of magic (air, earth, water, fire)
Summoned Elementals require the appropriate tomes of magic (air, earth, water, fire)
Fixed Necromancy Skeleton techs and upgrade issues
Disabled Map Trading until later techs Leadership and/or Intelligence
+ Cost of Skeleton Warrior Necro*
Replaced Zombie with recolored version
Made Legion pieces capturable
Spaceship graphics completed
Replaced Fire Wall with new graphic
New BIK Videos included for (improved) intro and space race (both tested and work)
Fixed Halberdier sliding problem
Updated Moat/Walled city graphics
Gave neutrals 4 special resources (pendant of life, pendant of free will, ring of life, Pendant of Second Sight) like all other civ's have.
New City Icon graphics
Added Scholar small wonder
Reorganized Magic Tech Tree, so Magic and Spells are researched seperately
Give limited number of certain main buildings the other 'characteristic' abilities (militaristic, seafaring, etc) which makes buildings cost less to civ's with those traits.
CURE spell removed (no way to use properly)
Fixed/Added Global Warming PCX
Added resource disappearance probability information into civilopedia
Added enslave spell for Mage/Archmage (used Cure graphic, since Cure spell was removed)
Added LateWar diplomusic
'Slayer' units can now stealth target Level 2 Upgraded creatures as well as Level 7+ (done because in order to stealth attack, must have at 2 or more creatures in the stack that are stealth-attackable)
Added Level 2 Upgrades to these units stealth attack targets: Angel, Archangel, Black Dragon, Efreet, Efreet Sultan, Devil, Arch Devil, Genie, Master Genie, Titan
Added Reinforced Town Barrier (Stealth Barrier) available at Armorer Tech
Volcanoes are very active in the land of Antagarich!
Fixed Magic Arrow Bombing animation; and added 4 more Magic Arrow recolors (for Fire, Air, Earth, and the Generic Magic Arrow).
Many of the spell Large Civilopedia PCX were blocky, resized the images in them smaller so they look better
 
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