[C3C] Earth Fantasy Mod(EFM)

What was the cause? I also remembered that the unit with no Default animation in the .ini will cause a crash.

Hi @Fortis1
I looked into the ini file, which was different from the rest (marked in red inside the frame), after I replaced the file the error was fixed.
Zombie Elephant.INI On the left is the first part of the first faulty ini file, on the right is the repaired:
Zombie_elephant_2file copy.jpg
 
Hi All, I didn't consider the global warming epic game icon in the menu box to be appropriate for the mod so I made a little graphic change to match the game mod.
I will post this graphical change in update 1.45:

I made a magic staff with dragon eye for the menu box:
standard menubox:
New_menubox_01.jpg

global warming level 1:
New_menubox_02.jpg

global warming level 2:
New_menubox_03.jpg

global warming level 3:

New_menubox_04.jpg
 
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New _Earth_Fantasy_Mod_Beta1.45_patch.zip available.
patch information:
Earth fantasy Beta 1.45.biq:
New menu box and global warming
-change: the resource must be located within the city radius, it can only be built. It affects the following buildings:
Bailey Castle, Wooden Fortress, Stone Castle, Pirate Tavern,
Hunters Hut, Forester's Hut, Lumberjack Hut, Dwarf Goldsmith Master House.
Grave: (you will need a freshly buried tomb instead of stone),
Hunters Hut: (you will need a wild boar instead of hardwood)
-Multiple units received sound (no sound was set for many units)
I downloaded the sounds from the websides:
https://www.zapsplat.com and https://freesound.org
 
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New _Earth_Fantasy_Mod_Beta1.45A_patch.zip available.
patch information:
Some audio files I didn't put in the previous beta patch (1.45) in the _Sounds directory, I'll replace this in this patch.
 
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I am not planning a significant change in EFM, I intend to correct any errors I find. After I finalize the mode, the beta will disappear!

Which will change according to my plans:
First idea:
A chaos wizard people will enter this mod, on a second map, it will be a human wizard, but it will strengthen the dark side
Second idea:
I plan to have another 3rd map on which each race starts with 3 cities, they won’t be able to build settlers at the beginning of the game. Instead of cobwebs set up for barbarian camps, there will be nests where different eggs are produced, these will be able to be transported to the cities by military units, which will be an extra income for the all species, this will be the EFM Egg War map.
 
New _Earth_Fantasy_Mod_Beta1.45B_patch.zip available.
patch information:
Audio bug fixed:
Sneak.INI, Dunedain_WoodsmanCIV.INI
 
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Hi All,
Has anyone been able to edit the cursor file so that it is not incorrect?
I tried to edit the cursor file, but if i edited then the transparency background shows up (which is cyclamen colored), i have already edited several transparent background files which was ok but it doesn't want to be good.

original cursor file:
EFM145_cursor_original.jpg


edited cursor file:
EFM145_cursor_new.jpg
 
New _Earth_Fantasy_Mod_Beta1.46_patch.zip available.
patch information:
Added new civilization: Dark Megoria(dark wizard)
Added new biq file: Earth fantasy Beta 1.46+civ.biq
Added new cursor
Elf Swordsman.INI bug fixed
Supplemented by Civilopedia.txt and PediaIcons.txt
 
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New _Earth_Fantasy_Mod_Beta1.46A_patch.zip available.
patch information:
Dark Megoria government bug fixed
Wise One.ini sound setting
 
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New _Earth_Fantasy_Mod_Beta1.47_patch.zip available.
patch information:
New types of government for dark wizards: Dark Magocracy, Dark Mage Empire
Earth fantasy Beta 1.47+civ.biq

New map available: Earth Fantasy Mod - Eggs War

In 1200, the game begins for all races. It starts in the Middle Ages 200 years away from the basic mod. Each civilizations starts with 3 cities and one settler. Settlers can only be built by civilizations after the development of logistics.
Instead of barbarian camps, there are eagle nests that produce eagles first, but after a while they will also have eggs in them.
Added new biq file:
Earth fantasy Beta 1.47+Eggs_War.biq
 
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New EFM_1.00.zip available.
mod information:
Maps in this Mod:
Earth Fantasy Mod 1.00.biq(Earth fantasy Beta 1.47.biq)
Earth Fantasy Mod 1.00+civ.biq(Earth fantasy Beta 1.47+civ.biq)
Earth Fantasy Mod 1.00+Eggs_War.biq(Earth fantasy Beta 1.48+Eggs_War.biq)
Earth Fantasy Mod 1.00+Eggs_War_GH.biq(Earth fantasy Beta 1.48 - Eggs_War_GH.biq)
EFM Random Map 1.00.biq(EFM Random Map Beta 1.48.biq)

Folders in this mod:
Earth fantasy
Earth fantasy 1
Earth fantasy 2
 
Hi All,
I found a cause that could cause era 3 crashes, I fixed that, so I have the first patch for Earth Fantasy Mod 1.0

New _Earth_Fantasy_Mod_1.01_patch.zip available.
patch information:
I changed the names of two worker actions in PediaIcons.txt. Instead of a radar tower, a Border Guard Tower can be built, instead of an Airport, a Portal Gate.
The file #ICON_TFRM_Radar_Tower has become #ICON_TFRM_Border_Guard_Tower.
The file #ICON_TFRM_Airfield replaced by #ICON_TFRM_Portal_Gate.
It is possible that a file link that does not exist in the epic game is causing the error, so I use the original file names in PediaIcons.txt.
Earth Fantasy Mod 1.01.biq
Earth Fantasy Mod 1.01+civ.biq
Earth Fantasy Mod 1.01+Eggs_War.biq
Earth Fantasy Mod 1.01+Eggs_War_GH.biq
 
I'm closing this Earth Fantasy Mod (EFM) forum because EFM contained quite a few basic bugs. I reworked these bugs completely, posting them in a new mode in Earth Fantasy Mod II (EFMII). I completely stripped the map to the basics, worked again.

Information about Earth Fantasy mode will then be posted on the new forum, which can be accessed here:

Earth Fantasy Mod II Forum
 
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