Earth2000.OneBillion Se

A main biq file is in debug mode or something - all terrain is visible. Lite biq seems ok.

Is arquebuser unit have a new graphics in the last patch ?
 
The mod is great, but I'm also noticing some errors with the lastest patch, where it looks like it's still in Debug mode.

I'm allowed to modify the build queue over other tribes and to turn off their governor. Also, there seems to be a bit of 'code' showing up in the AI interface, such as 'AIPEACEGREETINGS' or 'USERPROPOSAL'.

Cheers
 
Yep, that's debug mode. I'll post the correct version when I get home (10 PM EST), but if you want to turn it off yourself just open the C3C editor, open the biq, go to scenario properties, and uncheck the "debug mode", save and exit.
Debug mde is feature for testing mods or scenarios. The entire map is visible, names and AI dialog will show some of the underlying script file, and you can pretty much control everything the AI does, as well as build anything. After making changes to a .biq I test out it out in debug mode, and periodically forget to change it back before posting.

Is arquebuser unit have a new graphics in the last patch ?
No, the default "Musketman" that civ 3 uses is actually an arquebusier. Flintlock muskets did not come about until the mid-1600's. In E2K, many civilizations' or culture groups' units have different graphics for most units, so you may see several varieties of arquebusiers.
 
Bungus said:
No, the default "Musketman" that civ 3 uses is actually an arquebusier. Flintlock muskets did not come about until the mid-1600's. In E2K, many civilizations' or culture groups' units have different graphics for most units, so you may see several varieties of arquebusiers.

I was asking because in the previous version arquebuser graphics was not fit to historic period - it was soldier in 18 century uniform with bayonetted rifle. Bayonets were invented in the mid 16 c. If there are not enough flavor untis for all civ it may better to use default "Musketman" as arquebusier.

Bug in civilopedia, last version (unit special forces):
BondLarge.pcx not found, game crush.
 
Haven't changed it, the arquebusier graphic has always been that of an arquebusier. Firaxis's "Musketman" serves as an arquebusier for many civ. Looks like the graphics are all referenced properly, behaps you mistook a musketman (a later unit, th e next defensive "step-up") for their predecessor?

The bondlarge.pcx? thought I fixed that, must of forgot to include the pedia.txt in the last update. Will update the "patch for the patch" tomorrow, thanks
 
Bungus said:
Haven't changed it, the arquebusier graphic has always been that of an arquebusier. Firaxis's "Musketman" serves as an arquebusier for many civ. Looks like the graphics are all referenced properly, behaps you mistook a musketman (a later unit, th e next defensive "step-up") for their predecessor?

I have just checked the last version -russian arquebusier have bayonetted gun and 17-18 century uniform.

Playing as Babilonian now, Sun Tze level. So far - so good.
Carthage now better then Rome, which is whimp.
 
Heh, I actually weakened carthage (slightly) in the last version, but there is a degree of randomness as how powerful civs can become. Probably a fluke.
about the russiain arquebusier, that is quite strange. Have you seen any other European civs not using the firaxis "muskertman"? I haven't payed much attention the Russians at that stage yet in the games I've played, but everything appears correct in the editor, unit folders, and pedia.

Btw, the new patch for the patch is up. Earth v2000.OneBillion no longer in debug mode, and a couple of large civilopedia icons have been fixed. No need to restart any games for the changes to take effect (unless you're in debug mode).
 
Well would you look at that, s3d, you're right. The arquebusier is using a musketman graphic, but not firaxis's "musketman". The problem was naming conventions: there is another unit graphic's folder called "musketman" in my mod's folder, that of an actual musketman. I'll fix it later today, in the mean time use the power of your imagination!
 
Okay, the European arquebusier is now referencing the correct graphic in the newly updated biq's. This may indirectly cause some errors if any gunpowder units reference the sounds from the Napoleonic Europe folder. There are too many possible units, and I'm not going to check each one. Tread carefully (save often) in the medieval and industrial eras, and if a "file not found" message rears its ugly head, I'll fix it ASAP.

Unfortunetly, nothing I can do will make the correction effect any game already underway. Fortunetly, you can correct it yourself, quite simply. Firaxis made two seperate units, and named them both "musketman": The one used in the normal Civ3 epic game and one that is used only in the "napoleonic europe" Conquest scenarios. The napoleonic musketman is in the Civilization III/Conquests/Conquests/Napoleonic Europe/art/units. You'll have to rename the "Musketman" folder in there, so that the game looks in the default Civ3 directly to use the arquebus "Musketman". Just remember that the Napoleonic Europe scenario will crash if you try to play it until you change the name of the Napoleonic Musketman's folder back to "Musketman" (as will any other mods that use the napoleonic musketman graphic). So you'll probably want to change that back after finishing your game or before starting another.
oh if firaxis didn't have two identicaly named units..
 
Thread is dead :( ???

I hope that you will back here :goodjob:
 
Nope, not dead, just taking a nap. I've been working more than usual this week, that's all. And playing the mod myself. I take the lack of error reports to be a good thing. I guess there's no bugs left..
But I'm uploading a tiny patch (some new biq's). I've made some more gameplay changes as I play through the game.
New changes:
Optimal city number lowered from 10 to 8. Large empires will overpower small ones slightly less now. But to compensate the increased corruption in large nations..
Forbiden palace is cheaper to build.
Palace is cheaper to build.

Cothon GW expires at astronomy. Quinquerems weakened (3/3/3 to 3/2/3). The wonder was over-powered: even the AI would dominate the seas until the high middle ages if it built Cothon.
Fuedalism unit cost increased to 3, MP limit reduce to 2. Worker rate still 3. These changes make it more of a niche government, which it should be.
Moved some naval barbarian units further out to sea. The celts and Japan shouldn't get boxed in their ports at the begining of the game by forces of nature anymore.
Goddy hut to Ireland. Scandinavia and Spain starting location strengthened.
And a few more minor things.

I'm toying with the idea of making metropoli pollution more managable by moving the Mass Transit improvement to Sanitation and renaming it Sewage System or Waste disposal or something like that. Anybody's thoughts?
 
Can you compound the effects by having two pollution reducing improvements - having a sewer system early on would definitely be nice - perhaps, an additional improvement (keeping the mass transit improvement), would be able to further reduce building pollution, which would in turn help keep that pollution hopping game to a minimum.
 
Unfortunetly, pollution reducing effects are not cumulitive. But having both a Mass transit (or sewage system) and a recycling center would reduce pollution to 2 (or 1 if population is 12 or under), no matter what kind of filth-spewing improvemnts your city has.
 
I was thinking about doing a couple more screen shots, one industrial and one modern. But don't wait; if you like what you see so far, you'd most certainly enjoy it.
Most of the terrain was created by Ryhe, most of which was modified from Snoopy's, none of which was modified from Firaxis's. The default Civ3 terrain was too washed out for my taste.
 
What about a new government called "Theocracy" ?

Worker 50 %

Corruption : Communal (as early Communism)

Xenophobic

Towns : 5 units
Cities : 5 units
Metropolis : 5 units

Penalty on production due to devotion and bonus in commerce due to cash of cult

What do you think ?
 
That unit support is too much, and I wouldn't call a Theocracy "communal" as for as corruption, but 1 more early age government is a possibility. If added, it would be either Theocracy or some form of city state gov. (Oligarchy isn't a good name for a city state gov, for those of us who have played the mesopotatoia conquest scenario). I'm learning towards city-state gov, because that would be a better use of communal corruption. Then give it ****ty unit support (I doubt city states would be very willing to support "federal" armies for the greater good of their civilization). No production penalty, payed hurry, and I think it would balance out, and be a good alternative to stratocracy, the other early gov. That way if you didn't want to wait for republic or monarchy you could just go for one of those two.
City state gov would be representative of early greel or mesopotamian governments, while theocracy would be ancient egypt.
The only problem with another government is anarchy time. It's simply not worth it to switch more than once or twice unless you're religous. I could reduce anarchy time for all civs to 1-2 turns, but that's the religous trait's strongest selling point. It would seriously need some new cheap improvements or special units or something.
 
What are the news ???
 
News: I'm working on a major update.

Some of the bigger changes are:
Byzantines will be removed. They never really developed in crowded South East Europe, and just assured mutual destruction of both themselves and the Turks.
Replacing the Byzantines will almost definately be the Kazaks. They will fill a gap in central Asia, restricting the developement of European satillite states in East Asia. Seeing Germany set up shop east of the Urals is a real pet-peeve of mine.
Kazaks will be militaristic and industrious, and have a couple mediocre mounted UU's. They will not, by any means, be a powerful civ, but the barren region they occupy shouldn't be fought over much, hopefully ensuring their survival. Byzantine cataphract will go to Rome (Byz's predessessor), and the Dromon will go to Greece (Greek fire..).
Will implement some changes to even the large technological gaps between civs that developes in th middle ages. Max research times reduced by about a 3rd, new measures to be put into effect to slow historically un-advanced civs (america's and zulu).
Sewage system to replace Mass transit, available at sanitation (but higher cost).
Arabia starting location and Pennisula improved.
May add new government.
Knights Templar and Holy war wonders now require wines and incense (respectively) in city radius.
Some other little **** I can't remember

These changes may take a week to put into effect.
 
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