DiverseCiv - Civ3 refined

Damn bug! I thought I tested out all the worker files. It's due to the damn swamps and new worker animations, there's probably a typo in one of the .ini -files.

Guess I'll make an update today, fix some other stuff also. I'll also look into other things you suggested. Thanks as usual. :)
 
I dont like dead end units, so why not make the cavalry upgrade to tank. Explorer to Adventurer(you have to add it ofcause). Also there is a attack animation for the explorer, so give the explorer 2A and 2A, just to use the animation. Ofcause then the Conquistador should also have slightly improved stats. Also the Frigate should upgrade to Destroyer.
 
Yoda, explorers need that zero attack to be able to run around in the ai's territory. And that's the only use for them, IMO.
This is how my Conquistador works: It's a 3/3/3 unit, wothout 'all as road', but it ignores move cost of a lot of terrain.
And swamps could appear almost everywhere. :) Or at least in jungle, tundra, flood plains, plains, and grasslands.
Yoda, why would tobacco increase production? People need to get a job to afford to smoke? :D
 
Yoda, explorers need that zero attack to be able to run around in the ai's territory. And that's the only use for them, IMO
bah, just give them hidden nationality or make them invisible

People need to get a job to afford to smoke?
ehm...yeah sure. It was just an idea, I did´nt think much about it.
 
Cavalry -> Tank is a litte iffy. Mainly because it allows a huge army of tanks the next turn after Motorized Transport.

Also, oil won't go to plains even though I said I'd do it. :) I want to keep the battle over resources focused on the not-so-profitable terrain types.

Swamps were scrapped completely. At the moment I don't plan to implement them as resources either. There's that "4% of tiles share all resources" thing and I don't really have an acute need of a swamp. Terrain graphics in general were removed and the player can choose himself what graphics he wants to use. I've kept mrtn's pollution and m_m_x's ruins, goodyhuts and terrainbuildings.pcx.

Plains now have Sheep that gives +2 production.

Geothermal power plant was removed and Volcano was made a bonus resource.

Infantry upgrades to Modern Infantry and Motorized Infantry upgrades to Mech Infantry. Both Paratroopers & Marines upgrade to Special Forces with both amphibious & paratroop abilities.

Wealth converts shields to gold at 7/1 ratio.

Ships are beginning to take shape. Here's the current version. Any suggestions, ideas, questions?

(edit: see stats in post #1)

Galley -> Caravel -> Galleon -> Cargo Ship -> Transport

Galleass -> Frigate -> Iron Frigate -> Destroyer -> Modern Destroyer

Ship of the Line -> Dreadnought -> Battleship -> AEGIS Cruiser

Submarine -> Nuclear Sub

Carrier -> Nuclear Carrier

I may get a new version ready tonight or it may take until tomorrow. However, now I'll take a break. Alias is on TV. :D
 
me too for 1.21 version ;)
 
Beta3 is finished.

Changelist is pretty large.
- Ships make their entry. Practically every existing ship was changed and six new ones were added.
- Early marines make their appearance at the end of Middle ages.
- Terrain graphics removed. Player can choose himself what graphics to use. (I use Snoopy's)
- Terrain graphics' removal means that there are no more swamps, cloudberries and peat. Also, "Clear Jungle" worker action is back.
- Sheep was added as a bonus resource for plains. Wheat gives 3 food. Jungles can be mined.
- Geothermal power plant was removed and Volcano made a bonus resource. Oil Refinery was renamed Great Refinery.
- Tech tree was changed in the late Middle Ages.
- Some bugs and stupidities were fixed.
- Forced labour & Draft mood penalties last 15 turns instead of 20.
- Wealth converts 7 shields to 1 gold.

And probably many others. I may make a complete changelog when I have time.
 
Drift I got an idea. Since this mod is called Civ3+, why not give every civ one more UU? I can make a list if you want:)
 
Originally posted by Yoda Power
I mean second GA starter, thats what I mean with UU´s:)
Me too, but I didn't like the idea, so I thought I'd check.
 
Originally posted by Ville
The download link doesn't work:confused:
Originally posted by Drift
It'll be online as soon as I get login for the FTP server so I can upload it as one zip.
My tip is to wait a while. :)
 
Ok, like Thunderfall already said, the download is up. I hope that I now have a reliable base download and new versions can be just patches to this beta. We'll see.

About the "2 UU per Civ" thing, I'm not sure. It sounds interesting and would fit the idea of the mod, but it could become a bit too complex and work requiring, at least for now. But I'll give it some thought. :)

And sorry about the inconvinience with the download. I went to visit both my parents and couldn't upload the file until this evening.
 
Ok just in case you decide to have two UU´s, heres an outcast of a list

Roman-Legionary/Preatorian Guard-Spearman
Japan-Samurai/Imperial Marines-Marines
Greece-Hoplite/Trieme-Galley
Egypt-War Chaiot/Mamluk-Horse Archer
England-Man-o-War/Longbowman-Crossbowman
France-Musketer/somekind of a Rifleman replacement maybe-Rifleman
Germany-Panzer/also a Rifleman replacement-Rifleman
Russia-Cossack/Mig Fighter-Jet Fighter
Babylon-Bowman/some cCariot replacement-Chariot
Persia-Immortal/Catapracht-Horse Archer
Zululand-Impi/Boer-Rifleman or Rookitak-Mech Infantry
China-Rider/Chu-ku-Nu-Crossbowman
India-War Elephant/Sepoy-Rifleman
Aztec-Jaguar Warrior/Eagle Warrior-Pikeman
Americans-F15/Minuteman-Musket Infantry
Iriquis-Mounted Warrior/Hunter-Archer
Celts-Gallic Swordsman/Gallowglass-Medieval Infantry
Carthegenians-Numedian Infantary/Elephant Archer-Horseman
Mongols-Keschik/Raider-Horse Archer
Arabs-Ansar Warrior/Camel Rider-Horseman or Beduin-Cavalry
Ottomans-Sipahi/Janisary-Musketman
Koreans-Hwaca/Turtle Ship-Caravel
Spanish-Conquistador/Tercios-4,4,1-Musketman
Vikings-Berserk/Longship-Galley

:)
 
this file should work with PTW 1.21
 
Originally posted by andrew510
this file should work with PTW 1.21

Thanks mate. This works and has been tested? And no changes made? ;)

Is it really just a matter of opening a .bix file with 1.21f PTW editor and saving it? Just wondering why for example Yoda hasn't had someone convert MEM to 1.21f if it's that easy?
 
i can't download it !!! argh ! :mad:

snif i :love: this mod !
 
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