Dungeons & Dragons: Mystara

jimkirk said:
still getting the same error i d/l the smaller first 2 files as you sugegsted and i had to overwrite a million things but still getting same error

i d/l main big file extracted from winrar into folder where conquest is and yes i have 1.22 been at 1.22 for a while
You need to extract it to the folder that cantains Civilization III. Conquest is in that folder. If you extract it to Conquests it won't install properly.
 
rhialto said:
When we get gnomes towards the end game, can we do all teh worker actions then?
No. That's still a hard code issue and each worker action will only allow it to be learned by one tech so I can't make them available in 2 seperate advances. What the gnome engineer does is allow to build roads in the mountains. That was something I could work with. So if you can't use a certain worker ability after the first age, then you won't be able to do it the entire game.
 
The Mod looks amazing! I just downloaded it now (full mod), but unfortunately for me 3 files were corrupt :(

CRC failed in Civilization III\Conquests\Scenarios\tjedge's D&D-Mystara\Art\Flics\Frosthaven01.flc. The file is corrupt.
CRC failed in Civilization III\Conquests\Scenarios\tjedge's D&D-Mystara\Art\Units\SpearCossack\CossackDefault.flc. The file is corrupt.
CRC failed in Civilization III\Conquests\Scenarios\tjedge's D&D-Mystara\Art\Units\Wood Elf Rider\ERRUN.flc. The file is corrupt.

Edit: well i just guessed and downloaded the right smaller rars, which contained the right files, so i just took the files and placed them in the right folder.
 
One thing that I've noticed while playing several games through the first age; there don't seem to be many buildings or city improvements to build. Most of my cities are simply cranking out settlers and units, but not much to the the cities themselves. Is this intentional to add more conflict or are you planning on adding more structures to add later on? Right now, from memory, you can add a barracks, shrine, and later on a windmill, but not much else.

edit: forgot the coastal stuff like harbor and fishery....
 
Well, i just loaded it up to test it before i go to work, it seems to be working fine :D
All i need now are some premade maps, so i don't get Frosthaven starting in the middle of a desert, tho i'll prolly download the Mystara map and try play that for now.
 
This mod looks good, but I haven't played it enough to give much feedback.
Just these comments:
- I also finds the Adventurer parties annoying. I wouldn't mind them later on, but I would prefer that they didn't show up during the colonization phase.
I suggest that they starts showing up a bit later in the second age. How about adding a small wonder "Adventurer's Guild" that becomes available in the second age and instead of the palace produce adventurers.

- The standard size map seems too small for the number of civilizations enabled on it by default. :eek: Compare Standard map: Civ 3 - 8 civs, Mystara - 18 civs. You might want to disable some of the enemies if you want as much room for expansion as in standard Civ 3.

- I like the way the civs are really different from each others. :goodjob:

I will post more feedback later.

How long will it take before the scenarios shows up?
 
I'm working on the simple maps that have preset starting points and some with cities. The preset positions will be released first of course. The ones with cities and then later after the patch update there will be some scenarios. The one I'm working on will have some new civs replacing those not really involved or near the War of Wrath.

Regarding number of playable civs: I can set up a version with the default world sizes which would force the civs to revert to default amounts if you guys want.

The Adventurers where at one time created by a guild in the 2nd age or so but I had to remove it to make room for other unit producing wonders. There are some other small wonders that I can assign the adventure party to instead of the palace. I'll set that up for the update as well.

There are no plans for adding any more improvements to the first age. As I stated above, there is no more room for more improvements or wonders. I maxed the buildings. I orignally had planned to have over 500 wonders, which would have been totally awesome and made this mod way bigger as more units produced by wonders instead of enslavement would be included. The game only allows 255 or 256 so this is the best I could do. I could replace a very late age improvement or a wonder that isn't very good and have some kind of improvement added, but I'm not really sure what would be good for that age. Actually there is also the temple, market, city watch, walls, and lumbermill (requires quality wood). If you learn construction early on you shouldn't run out of buildings to build. ;)
 
Yeah, I forgot about the Temple and Market towards the end of the 1st age.

My biggest problem right now is finding the right balance between number of civs and map size. Too many civs and you get squeezed by turn 30, too few civs and you expand so much that your military cost implodes your empire! I'll keep tweaking...

Also, should coal be a luxury resource? I found it odd that it was while gems, gold, and jade aren't. I switched them in my game, but was wondering about them.

And another also (:D), I simply love the music you've added. Nice touch.
 
tjedge1 said:
You need to extract it to the folder that cantains Civilization III. Conquest is in that folder. If you extract it to Conquests it won't install properly.

pretty much all conquest mods are in conquest>scenarios folder and they all work nevertheless i did as you suggested and extracted it into main civ3 folder or did you mean main civ3>scenarios folder? im still getting the same error

p.s. sorry for the double or tripple post my web got stuck
 
tjedge1 said:
You need to extract it to the folder that cantains Civilization III. Conquest is in that folder. If you extract it to Conquests it won't install properly.

pretty much all conquest mods are in conquest>scenarios folder and they all work nevertheless i did as you suggested and extracted it into main civ3 folder or did you mean main civ3>scenarios folder? im still getting the same error
 
tjedge1 said:
You need to extract it to the folder that cantains Civilization III. Conquest is in that folder. If you extract it to Conquests it won't install properly.

pretty much all conquest mods are in conquest>scenarios folder and they all work nevertheless i did as you suggested and extracted it into main civ3 folder or did you mean main civ3>scenarios folder? im still getting the same error

p.s. if this can be removed please do triple post was not intended
 
The extraction is for the Civilization III folder. I have instructions on the downloads page. You may have downloaded a corrupt file somehow, that happens with large downloads. This mod is fully tested and so is the downloads, it all works properly. If you have a corrupted download then just try downloading the mini downloads till it works or redownload the full version.

Extract the download to the C:\Program Files\Infogrames Interactive\Civilization III\ folder. That is how it is in my pc, if yours is in the Atari folder then it might look something like this: C:\Program Files\Atari\Civilization III\. If extracted here the mod puts itself in the Conquests\Scenario folder and you don't have to extract it there.
 
I think I've worked out a way to patch things so all civs can get gnomes able to both irrigate and mine.

To enable a unit to irrgate/mine, it needs to have both the unit flag set, and to have teh enabling tech researched. So, two changes need to be made...

1 - Allow both the mining and the irrigating techs to be researched by all civs.

2 - Change the worker units' flags for each civ to reflect the kind of actions you want that civ to be able to perform.

To avoid confusion, this will also require the following fluff change:

3 - a note in the irrigation/mining pedia entries that lists exactly which civs can irrigate / mine. This could either be duplicated information on both tech entry pages, or a pedia link to a new page.

The main issue is that depending on which civs can do what, you *may* need to duplicate some of teh worker units for this change to work correctly. I am not sure if you have maxxed out the number of units. I have not tried to test out these changes.
 
These are good ideas and they work perfectly in a multiplayer game with no AI. It's been tested. The AI won't build the units (Which aren't maxed out yet) unless they have an AI Strategy flag. If you remove any ability from the worker actions the terraform flag is unavailable. A human has the ability to use this anyway, but the AI doesn't seem to have enough sense. That was my original plan whe I started doing this mod before Conquests, but even in Conquests it didn't work properly with the AI. I was thinking of doing a multiplayer version by making the whole game far more complex with buildings requirements and so on, but as of yet that is still on hold till the update patch. This worker idea might be usable then, when the AI flags are not needed.
 
woodelf said:
Yeah, I forgot about the Temple and Market towards the end of the 1st age.

My biggest problem right now is finding the right balance between number of civs and map size. Too many civs and you get squeezed by turn 30, too few civs and you expand so much that your military cost implodes your empire! I'll keep tweaking...

Also, should coal be a luxury resource? I found it odd that it was while gems, gold, and jade aren't. I switched them in my game, but was wondering about them.

And another also (:D), I simply love the music you've added. Nice touch.
I meant to reply to this earlier, coal is a luxury because not much is needed to use it and it comes so late in the game. Besides there were too many strategic resources already. The max number of luxury resources was reached also so I kept the luxuries that would make people happier and also those I needed for requirements, like the elephant and coal. Gems, gold and jade only add money to the empire and I didn't think they really were needed as a luxury since their presence alone will make luxuries with more money. Also the resources are carefully balanced to avoid weird resource popups in the random game like clusters and missing bonus resources. We spent 2 months of the beta trying to balance them. I originally had closer to 40 resources, which you'll see in the scenarios as they will be added back in. On a set map there is no issue of resources randomly missing or clustering.

I'm glad you love the music, Arghis found it and put it together for the mod. ;) I can't take credit for that. He did a really good job I thought too.



EDIT: @jimkirk: Let me know if you got the mod to work.
 
I hate to post 3 times in a row, but since the last was a while ago...

I'm currently working on the Mystara world map 100x100. All I have left is resource placement and scenario properties. Look for the expansionist civs to start with a scout instead of a slave. ;) This map will only have starting points because it's so small. I don't know how many civs it will allow either, but one thing is for sure, don't try playing all the known world civs at once. It could get real ugly.

Then I'll get onto the 160x160 maps one with cities and one without.
 
still get the icon_bldg_storehouse error message after d/l the smaller files somewhere somehow i am missing 1 file

anyhow normally the path where i d/l all mods are c:\program files\infogames interactive\civ3\conquest\scenarios and they all work i d/l a ton of the mods
and then i load conquest cd and point to civ-content and viola it works but soemhow i am missing 1 file the storehouse thing that isnt letting me start this mod
 
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