Dawn of the Future

Meteor Man

Cylindropuntia imbricata
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Aug 6, 2007
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Location
New Mexico
Dawn of the Future

View spoiler for old file info.

Spoiler :
fighting0083.gif

EDIT: Version 2.8 is now available for download.

I finally finished this masterpiece (in my opinion ;)) and am very proud of it.
This mod (for thats what it is, for now) was built off the base of The Godfather's "A Real Modern Start" for Conquests. I added on to it, and enhanced it, essentially making a totally different game.
And, don't use Civil Engineers or Policemen, because the game will crash.


Units:
Settler*
Worker*
Marines*
Elite Paratroops*
Assault Infantry
Armored Brigade
Mech Infantry*
Modern Armor*
Light Artillery*
Radar Artillery*
Cruise Missle*
ICBM*
Frigate
Coal-Burning Transport*
Heavy Transport
Light Carrier*
Destroyer*
Battleship*
Nuclear Submarine*
Fighter*
Light Bomber*
Transport Helicopter*
Interceptor
Stealth Fighter*
Stealth Bomber*
Leader*
Army*
Recon Infantry
Paratroops*
Support Infantry*
Flak*
Mobile Sam*
Midium Range Tactical Missle*
Super Carrier*
Defensive Infantry*
Dreadnaught Class BB
Elite Marines
Fighter-Bomber
Ground Support Destroyer
Anti-ship Submarine
Light Transport*
Assault Helicopter
Heavy Bomber
Elite Assualt Infantry
Elite Recon Infantry
Modern Pirates*
Transport Aircraft
Anti-Ship Cruiser*
Strategic Bomber
Shadow Trooper
Hellfire
Hunter-Killer
Motorized infantry
Radar
Madcat Class Super Battlemech
Locust Class Battlemech
Liberty Class Space Criuser
M1 Class Battlemech
Hydra Mobile AA
Manticore Class Heavy Artillery
Forest Commando
Regular Infantry
Modern Mercenary
Dark Trooper
Monolith Class Plasma Tank
Hawlfrost Class Heavy Tank
City Missle Defense
Jetpack Operative
Coastal Defense Gun
Thunderbolt Type Dropship
Engineer
L5 Resig Super Battlemech
Patrol Boat
Valkyrie Type Gunship
Hydra Class Heavy Tank

* Denotes Units that use an original Civ3 (Conquests) animation.

Changes:
1.Industrial Age is Now Modern and the Modern Age is now the FUTURE!
2.Around 76 total units, more than half of which have new animations, and all the old modern ones have had their stats changed.
3.All the Ancient, medieval, and Industrial units have been erased.
4.All the techs in the Industrial and Modern era screens have been renamed.
5.2 new improvements
6.2 new wonders: the Space Port, and Warmonger's Capital. :lol:
Additional Changes:
7.Desert Movement cost increased to 2.
8.Terrain graphics set to Snoopy's greener.
9.Forbiden Palace renamed Vice-Capitol (for obvious reasons :crazyeye:)
10. New graphics for railroad, mine, ect.
11. Mine renamed "Industrialize" and you will see why...



This MOD is for Conquests either v1.0 or v1.22
(I have 1.0)

Now, the DOWNLOAD:
Unzip to your conquests scenarios folder.
It's at Atomicgamer:
DOWNLOAD IS HERE (this is version 2.8)


And the Biq: at the bottom of this post.


Good Luck,
and Happy Civving ;)

EDIT: Here is updated editor version 3.2:


EDIT: As of July 31st, 2010 at 12:15 AM, I have determined that this mod no longer represents me and my modding skills. I have since moved on to MUCH better things that have far surpassed this. This mod is no longer available on the web. I'm sorry, but if I feel like remaking it, then take comfort in the fact that it will be a lot better than this.
 
There's too great a cost difference between the starting units and the later ones. I've just gotten to the future epoch, and everyone's still just using assault infantry and defensive infantry, since you can create an army of them by the time you've made a single elite assault infantry, which only has a few more attack and defense points than normal assault infantry.
 
So, I will up the attack of the elite units. And thanks for the feedback!
It is based off The_Godfather's idea that regular units are cheap to build, but have regular attack. The elite units are a lot more expensive, but it pays off to build them. I guess that i did not make the elite units worth enough to build, except the Forest Commando, which I lessened the attack a little from 45 to uh... 35, I think.

Check post #3 for the new biq: Version 1.1

And once again, this is a mod that I spent a lot of time working on and would appreciate any comments AT ALL.

Thank you. :)
 
Has anyone gotten a chance to dl and try it AT ALL? Please tell something about my work, it took me a LONG time to make it and I keep upgrading it every day. Please, I would like any eplies AT ALL!
 
There is a Law stating that a unit with an attack of 2x is not equal to two units of attack 1x, rather, two units of (sq root)2

:) This is just to help you get a balance right!

I'll see if I have time between work to play this! It looks like it's fun :D
 
I'm a little confused around the math part.

Because of all the files in the first and third posts, I will upload everything to atomic gamer so as not to produce confusion in the download process. Oh, and version 2.0 is now available.
 
Just started a game with this. 2 points
- when I started (britain), I could see the whole world, as well as a lot of resources. Is this intended? If so, I have to say I don't like it much... the mistery of finding stuff or not is one of the main adrenalin-pullers in the game :)

- when I started, I had 3 settlers, an army and a worker. Also, the settlers couldd move 3 squares, regardless of terrain. Is this correct?
 
I could change it so that the map is not totally visible, but that is the way it was in 1948, or when this game starts. But if you don't like it, I could change it ;).

And yes, the movement of the settlers are intentional. I wanted quick expansion so that warfare could begin early. Thanks for replying.

EDIT: don't you also start out with a defensive infantry?

And just a note, I am done with version 3.1 and will post it soon.
 
I have a question; it's a minor thing... How did you get the tech boxes to look different in the science advisor screen from one era to another (i.e., brown in the third era, silver in the fourth)? Maybe this is a simple thing everyone knows, but it's the first time I remember seeing it (blind as I am)....

Isn't that by default?
 
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