Your scenario is great and a lot of fun! It is amazing how you translated the H3 game mechanics - a game I also love - into those of civ3, this is not a small feat! You did translate the attack and defense values of many H3 creatues directly into civ attack and defense values, didn't you? Also the incorporation of the graphics and music is perfect! Thank you for spending hundreds of hours making this great mod and sharing it!
Yes, A/D translated over, hitpoints were allocated based on health of the unit; but hitpoints cannot translate to civ 3 as they were in HoMM3, they are too different. Damage in HoMM3 couldn't really be taken into account though; I couldn't find a way.
I started several games and played one a bit longer (near day 200) in which I built a nice empire and successfully conquered my neighbor.
I noticed some things, however, which I want to feed-back to you.
First of all I have the impression the AI does not research and does not build the creature dwellings. This puts it at a deciding disadvantage IMHO. I mainly did not continue playing because I found it too easy (on expert) - certainly because of this. My tech advisor wanted me to research MAGIC, too, in the beginning, not a very wise choice. The AI seemed to follow this bad advice, though.
The problem started because of limited culture groups (5). And there are 9 towns that need different graphics, so unfortunately the tech tree had to be 'split and seperated' in order to let all towns have their own city graphics. This brings about that bad side effect.
I am using Flavors to steer certain civ's into certain directions, but it is difficult to get working properly.
I suspect it might have something to do that from the viewpoint of the AI the magics are the best choices because they are in the most recent era. Only a wild guess. If it was true, however, then this could be solved by "simply" swapping the eras of magic and creature dwellings.
There is another possible approach to make creature dwellings available for the AI: Just remove the tech requirement from the buildings. Increase the shield cost for them instead, so that especially the higher level creature dwellings take a long time to complete. I suspect that you will not like this idea since you put already so much effort in the tech tree and all, but this approach will ensure that the AI has at least the possibility to build the essential creature dwellings.
I remember thinking about doing something like this, but didn't (for some reason). Although it is a perfectly viable solution! It would completely 100% solve the problem of civ's not able to build structures due to tech problems.... and would also have this benefit: Civ's would then have only Might and Magic (and other) tech's to discover.
It's possible these structures would be available very early though! So the game would be much more speedy! May provide some better possibilities though.
If I remember correctly then you reported that the AI *did* build creature dwellings in your test games. In this case you can simply recreate the cicumstances under which it did.
Before, the AI did go for all creatures, and as I found out, they ignored all other tech's. Although Flavors do 'steer' civ's into certain directions, I believe AI still takes what each tech makes available into account, therefore not really truly steering the AI as is set in the editor.
Another thing: I personally like strong barbarians, but I do not like them to be invisible. Then they are just too random and evading them is just a matter of luck, not of skill. I did lose protected settlers and workers to those thieves, and I was playing fortress, meaning good defense, but not good enough to counter them, and bad offense, too bad to effectively remove barbarian camps (especially if the priorities are on expanding, not on fighting just now).
I pretty much agree (and always have), I struggle with what to replace the Rogue with. I could make the Barbarian Rogue visible. Workers and Settlers and Scouts can see invisible units, but due to their 2 movement speed, it is often too late. I will keep it in mind and make a change here.
Although challenging in a way, it is more of an 'annoying challenge'.
And yet another thing: Disease from marshes *really* sucks.
Initially, I was trying to make Fortress Immune to disease, and set it low for everyone else, but this impossible to do in Civ 3! So I might just remove it. And I can do something along the lines you mentioned of giving swamp another disadvantage.
I, too, found the masses of creatures a little bit tedious in later turns. Perhaps removing the auto-building of creatures for the level 1 creature dwelling buildings would be a good idea.
Additionally, I do not think it is necessary to be able to build level 2 creatures directly. Level 1 creatures suffice in the start, for expanding and perhaps exploring, and then the auto-generated creatures take over.
Well, if I decide to make creature buildings able to be built without tech research; then there would be no need to be able to build level 2 directly... since creature structures would pop up pretty quickly!
Only problem with removing the level 1 dwellings, is that they are required (as were in HoMM3) to build higher level dwellings! Perhaps I can make them auto-produce much less often since the level 1's can be built.
One more thing, a very curious one: I was repeatedly not able to build the Capital Small Wonder (CSW) in my, well, capital city. I checked the .biq in the editor, but found nothing that would suggest this. Could it be a bug in Civ3? Or did I not see something? My capital had a city hall, of course, the required building for the CSW, and I was able to build the CSW in other cities.
I believe the Capital requires several (5) City Halls to be built before it becomes available. I'm pretty sure I added a {Requires}: statement in the civilopedia.
And a last thing: I would really like if it were possible to achieve a peaceful victory (mainly because I like the occassional war but get tired quite quickly if I really have to conquer all and everyone). I think a diplomatic victory would not really be within the theme of H3 although I would certainly not oppose it; a modified spaceship victory sounds good to me. Some ideas: Aquiring the grail (I know, you already have built it in with a different role), defeating the Azure Dragon or another monster, voyage into the underworld/center of earth (okay, not totally H3), aquiring or (dis-)assembling Armageddon's Blade, Angelic Alliance or another artifact, completing research on a super-spell or whatever.
Diplomatic victory in Civ 3 is kind of strange though... it can end the game abruptly if a leader is elected IIRC. I had it in, but then removed it. I suppose I can put it in, since player can decide if they wish to play Diplo victory or not.
Due to the resource limit (strategic) of 32 (or the resource bug hits), the epic game is stuck on not being able to implement other strategies using resources.
But I do plan on making actually scenarios, in which 3 are partially completed now. Rest of Erathia, Arm Blade, and Shad of Death. Hopefully I can get them going soon, once I straighten out the main epic BIQ.