Conquests of Might and Magic III

Thank you! Ah yes, I had wrongly installed it in the CIV3/Scenarios folder. :crazyeye: Many thanks! :)

It works perfectly now. A very beautiful scenery I must say, and I love the music! I started out a game as the Conflux. One thing I noticed is the huge amount of turns it takes to research a single technology (around 170 turns for Air Magic I) Is it supposed to be like this? :eek:
 
Don't worry, the turn times quickly go down as the game progresses along. Since everything is pretty much available to be built from the get-go, you can build Mage Guilds (which provide research) as long as you have the appropriate resources. And towns grow pretty quickly; so only near the beginning do turn times for certain techs have a long time like that.

I would much prefer to have a normal tech tree, but doing that won't allow for all the Heroes of Might and Magic III towns to be available (since Civ3 only allows 5 culture groups), so this workaround (of being able to research from any tech era) was done to allow for all 9 town types. And since I am not completely happy with it, I have thinking of ways to improve it; if you have any ideas, by all means share!
 
I would love to help, but I have no experience whatsoever moding Civ3. (through I have modded HoMM V and games like Warlords Battlecry III and Europa Universalis III)

I played for a while as the Neutral faction, and it's very enjoyable, through I suggest changing the faction's name from "Neutral 1" to simply "Neutral". Really a nice theme you created with them, it feels like it could have been in the real game. It might just be me, but isn't Rampart a bit overpowered? I got squashed when I led an army against them twice the size the armies I crushed Tower and Fortress with. Might just have been bad luck. :(

Oh, and unless it would mess up everything, I suggest changing the government's names to something fitting for their respective faction. ;) (ie. like Kingdom, Magocracy, Chiefdom, Oligarchy, Necrocracy etc.)
 
It was a long time since I played Civ3, but I notice that it's impossible to pillage in this mod. Was this intended or not? Sending armies to terrorise the neighbours you cannot conquer would be quite easier if pillaging was allowed. :goodjob:

I also notice that cities cannot defect, and I must ask why? Though I really like the choice of portraits for each faction, all factions in HoMM III have humans in them, either as a majority or a minority. ;)
 
I would love to help, but I have no experience whatsoever moding Civ3. (through I have modded HoMM V and games like Warlords Battlecry III and Europa Universalis III)

I played for a while as the Neutral faction, and it's very enjoyable, through I suggest changing the faction's name from "Neutral 1" to simply "Neutral". Really a nice theme you created with them, it feels like it could have been in the real game. It might just be me, but isn't Rampart a bit overpowered? I got squashed when I led an army against them twice the size the armies I crushed Tower and Fortress with. Might just have been bad luck. :(

Oh, and unless it would mess up everything, I suggest changing the government's names to something fitting for their respective faction. ;) (ie. like Kingdom, Magocracy, Chiefdom, Oligarchy, Necrocracy etc.)

Rampart (along with Tower) are likely overpowered because they have the toughest Level 2 Upgraded units. Many of these problems stem from the fact that the game has a limitation of 5 culture groups, and I needed more than 5. I tried (in various ways already) to nerf these 2 towns.

It was a long time since I played Civ3, but I notice that it's impossible to pillage in this mod. Was this intended or not? Sending armies to terrorise the neighbours you cannot conquer would be quite easier if pillaging was allowed. :goodjob:

I also notice that cities cannot defect, and I must ask why? Though I really like the choice of portraits for each faction, all factions in HoMM III have humans in them, either as a majority or a minority. ;)

Cannot pillage, because there is often so many units in this game, having your whole land ravaged by AI units is sometimes frustrating. Perhaps I could make some of the auto-produced units have the pillage ability.

City defections (which if you wish, you can open the BIQ and turn back on) have always been broken IMO in Civ 3. Losing a whole army and your city with no warning of a coming defection is bad gameplay I think. There is high culture in this mod, and I don't know how defections would play out. I have a feeling cities would be flip-flopping way too often. (if this is what you meant :))

My initial main goal was doing the HoMM3 scenarios, which I am going to start up again and get some finished in my spare time. 5 culture group limitation has somewhat been a plague to the epic game of this mod.
 
May I reiterate just how good this mod is? It seems to me that you've got a completely original hybrid based on two well known games. It has an amazing custom interface, a huge line of custom-made units that occupy more than 5 culture groups due to tech gerrymandering, with a full civilopedia, moving across a custom terrain map with a great imported soundtrack. It's got a well-constructed tech tree, a custom space race, a hero function, custom-made resources, all new civilizations with new leaderheads, functioning teleport and charm, in-game spells with original graphics, custom buildings and wonders, and all new sounds.

In your spare time you solved an artillery dilemma that's been frustrating people for a decade. And this was done when you're weren't busy creating new units, answering questions, playtesting games, and helping new members.

In any case, the mod's really good. I finally got to play your 1.0 version and it's sharper than ever. I'm the team that's on fire. The tech tree options really get you thinking about what you need to succeed. My only dissatisfaction, and this is purely personal preference, is the change to auto-produced settlers. I really liked the mad chaos in the beta game where rapid expansion meant you were in it knee deep very quickly. So I might change that for mine, but I see where you were going with that.

One question: did you do any testing with preplaced barbarian artillery units? I don't know if they lose their magic by being preplaced as opposed to normal spawning. It could open up other options, for any mod or scenario.
 
May I reiterate just how good this mod is? It seems to me that you've got a completely original hybrid based on two well known games. It has an amazing custom interface, a huge line of custom-made units that occupy more than 5 culture groups due to tech gerrymandering, with a full civilopedia, moving across a custom terrain map with a great imported soundtrack. It's got a well-constructed tech tree, a custom space race, a hero function, custom-made resources, all new civilizations with new leaderheads, functioning teleport and charm, in-game spells with original graphics, custom buildings and wonders, and all new sounds.

In your spare time you solved an artillery dilemma that's been frustrating people for a decade. And this was done when you're weren't busy creating new units, answering questions, playtesting games, and helping new members.

In any case, the mod's really good. I finally got to play your 1.0 version and it's sharper than ever. I'm the team that's on fire. The tech tree options really get you thinking about what you need to succeed. My only dissatisfaction, and this is purely personal preference, is the change to auto-produced settlers. I really liked the mad chaos in the beta game where rapid expansion meant you were in it knee deep very quickly. So I might change that for mine, but I see where you were going with that.

One question: did you do any testing with preplaced barbarian artillery units? I don't know if they lose their magic by being preplaced as opposed to normal spawning. It could open up other options, for any mod or scenario.

First, you're so right about how great this mod is and that Tom, has acheived a lot and made a very unique mod. I'm continually impressed with how much you can get done, Tom. Sadly I haven't been able to test version 1.0 that much yet. I find I only have enough time to do one of the following: work on graphics, work on my mods (adding units etc) or actually playing. I haven't been playing much, other than testing out this a bit your mod a bit Anthony.

Second, I added some preplaced barbarian artillery to a scenario a while back and the AI captured them and then did nothing with them. It was only a brief test though and I didn't wait enough turns to really be sure they wouldn't use them. I went to war with a civ though and it definitely didn't use any artillery on me. I suspect that preplacing doesn't work as well as having them spawn from camps. I hope I'm wrong though. Haven't had time to test that again yet.
 
Awesome mod as expected, but got a bug:

Missing Entry for animname_PRTO_Army. Playing as Eofol. It hit on day 150. :(
 
Awesome mod as expected, but got a bug:

Missing Entry for animname_PRTO_Army. Playing as Eofol. It hit on day 150. :(

The Biq doesn't even have a PRTO_Army entry any longer. I changed it some time ago. It does have a PRTO_Hero entry (which is the army). I tested it and didn't have the problem.

I've added the PRTO_Army entry in though to the PediaIcons.

I'm somewhat perplexed.
 

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The Biq doesn't even have a PRTO_Army entry any longer. I changed it some time ago. It does have a PRTO_Hero entry (which is the army). I tested it and didn't have the problem.

I've added the PRTO_Army entry in though to the PediaIcons.

I'm somewhat perplexed.

Perhaps I have been cursed with a Civ3 curse. Hours before I broke your mod I broke Stephs editor, and earlier in the week Knuckles 512 city limit patch - all things others are not having issues with.

I'll pull your biq into the Firaxis editor to see if I can find the offending unit. I might as well help as I am in a Civ mood but afraid to touch anything else as I will most likely break it :)
 
.... Move along folks, nothing to see here. I downloaded your new biq into the wrong directory so was playing an older version I had on here ConquestsOfMightMagic3BetaV11.biq. I've moved the file to the right place, and will now begn to play your ACTUAL new mod.

Sorry for the confusion:blush:
 
My only dissatisfaction, and this is purely personal preference, is the change to auto-produced settlers. I really liked the mad chaos in the beta game where rapid expansion meant you were in it knee deep very quickly. So I might change that for mine, but I see where you were going with that.

One question: did you do any testing with preplaced barbarian artillery units? I don't know if they lose their magic by being preplaced as opposed to normal spawning. It could open up other options, for any mod or scenario.

One of the main reasons I went to auto-produced settlers was so the barbarian artillery would work better. With the quick growth of cities, it is easy to pump out settlers en masse. And often the barb camps got over-run before many catapults were produced by them. With auto-production of settlers, barb camps still get hammered by units, but there is open land for a lot longer, so alot more catapults get produced by the barb huts.

I did test preplaced barbs on El Justos AOI. And they didn't use captured barb artillery quite as well as they do in an epic game. In some cases AI used captured pieces great, in other cases they used them like normal artillery (which is do nothing with them).


Second, I added some preplaced barbarian artillery to a scenario a while back and the AI captured them and then did nothing with them. It was only a brief test though and I didn't wait enough turns to really be sure they wouldn't use them. I went to war with a civ though and it definitely didn't use any artillery on me. I suspect that preplacing doesn't work as well as having them spawn from camps. I hope I'm wrong though. Haven't had time to test that again yet.

That is one caveat. AI that captured barb artillery will let it sit there, until it goes to war with someone. Then it will escort it with some defenders and get working with it.

This means that you can grab a big group of arty that is laying around, but you have to be prepared for an onslaught. If you capture several civs artillery laying about, you'll have a tough time surviving in the early game.

It's kind of like a temptation. :)
 
A quick question
is this "play by email" capable? Multiplayer or just single player?

Is it to a point where challenges can be played? If on going work is done will this work cause a restart if you update?
 
A quick question
is this "play by email" capable? Multiplayer or just single player?

Is it to a point where challenges can be played? If on going work is done will this work cause a restart if you update?

Any updates shouldn't require a restart, but there are some things that I will release update for regarding some cost issues (upgrade costs being too high), among some other minor things.

TBH, I've never played MP, so I am really not sure exactly what is required for a scenario to be the best for multiplayer games.

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In other news, I've been trying to finish the first of the scenarios, which I hope to release soon... It's been a ton of work, juggling between editors to re-add all the map structures and creature dwellings, etc back into the updated BIQ. But it's coming along great, and it will be quite interesting to finally get these going (which was the initial goal to begin with).
 
Now I know these are real errors. :)

Played a few games now, loving it so far. In this last one, as the Conflux, when I finished building the Artifact Merchant, I got the attached error.
 

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I was playing the Myth and Legend map a few days ago and remembered there's a mod for Civ 3 :D

i just played that map like a month ago :)

you should play Montreal Isles ,if you can find this map unless you have it

@Tom : I Know i missed a stock of pile of posts here , did you update this mod or you will update it later or sooner or is better to download the one you uploaded it, since i have the older version :)
alright Thanks again for the mod ,Tom
 
Wait for the next update to download. I am trying to simplify it for myself by including all files in the main big file.. and I've added a bunch new files (for the scenarios). Shouldn't be too far off.


I was playing the Myth and Legend map a few days ago and remembered there's a mod for Civ 3 :D

Yea, its gone much more slowly getting all this done than I anticipated!
 
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