Animations by Supa
Texture by Supa
model by Sixus1
snort & death sounds from Zoo Tycoon, modified by Supa
fidget & victory sound from http://www.nmnaturalhistory.org/, modified by Supa
Thanks to
Utahjazz for his setup!
Micaelus for his render script!
Steph for SBB!
Cyber Dreyk for Civ3FLC!
Moeniir for Flicster!
Once Upon A Time I had an idea for a Civolution mod, where you could follow certain tech trees to develop your creatures along certain evolutionary paths. This could not have been built a decade ago, but you keep inching us closer to having this type of mod some day...
Your Extinct Fauna will always have a home in my mods
I predict this winning Unit of the Month, should you enter it....
The normal units_32 palette does not have the needed Blue colors but the image can be changed to greyscale to work well on that palette. The Civ Colors can be selected so the #95 Red does not apply to the dark red areas because it is not a Civ Color. I would use #9 for the dark red and #42 for the brighter red.
Well, you still can, in a way, with Civ3 mechanics. You wouldn't be able to control how each unit evolves, but you can control what units are produced. My thoughts were to have a "nest" improvement for each branch of the animal kingdom, that would autogenerate the base unit for that branch, which you could then upgrade to the latest unit in that line based on your tech level for that line. The branch-specific "Nest" improvement would be flagged with the "replaces all..." option, so each city could specialize in different branches if they so chose (but ideally you would be better off advancing a single line). Sea and air units would be produced the same way with the same flags.Unfortunately, Civ-III doesn't have the alternative upgrade paths like Civ-IV. It would be much more fun if you could choose you to evolve your unit. It would still be fun, but not the same.
I can't wait!That's great. But don't worry, you'll soon (1) have also something new specifically for Modzilla.
Unfortunately, Civ-III doesn't have the alternative upgrade paths like Civ-IV. It would be much more fun if you could choose you to evolve your unit. It would still be fun, but not the same..
Well, you still can, in a way, with Civ3 mechanics. You wouldn't be able to control how each unit evolves, but you can control what units are produced.
My thoughts were to have a "nest" improvement for each branch of the animal kingdom, that would autogenerate the base unit for that branch, which you could then upgrade to the latest unit in that line based on your tech level for that line. The branch-specific "Nest" improvement would be flagged with the "replaces all..." option...
Supa... I was speaking only about the lack of Blue Colors for Units in the units_32.pcx file...Not the Civ Specific Colors on it.
Balthasar > You didn't understand the issue. Let's say you have a basal hadrosaurid close to Probactrosaurus. Would you like to upgrade it to Shantungosaurus or Lambeosaurus, the two being members of two distinct subfamilies (Hadrosaurinea & Lambeosaurinea) emerging from the basal Hadrosauridea family ? In Civ-III, you can't make that kind of mechanics.
Civ-IV allows this and would also allow more fine control of an evolution-like mechanisms (can't upgrade to X if Y condition isn't present).
I opened a thread "Civolution" for discussing this further in my Workshop at SOC if you'd like, so that we can return this thread to discussing Supa's Extinct Animals units. (Unless you want to keep discussing this here, Supa! this is your thread, after all.... )
Also, should the "winner" be the first line to evolve into birds?