Final Earth Map

OK, this is Version 1.16 beta

For the changes from 1.13 to 1.15 see Marla's earlier note

Changes from 1.15 to 1.16
----------------------------------

* Rome AI is now flagged to produce Navel units
This is in line with the aim to get Rome to expand around the med, since France and Germany tend to eat-up Europe too quick for the Romans to get a look in!

* Pirogue Unit now has it's own directories
With files copied from Galley, hopefully this will fix the majority of crashes that have involved the Pirogue, I suspect these were caused by the game attempting to work with both Pirogue's and Galley's at the same time and then failing cos both used to point to the same files causing a conflict

* Read-me/Documentation now in Html format
Did this earlier with an add-on, but I've re-vamped the readme. For those who didn't see the earlier attempt this contains the usual stuff plus a complete list of city names for each Civ. Html format also means you don't need such-n-such version of Word to read the "readme", the logic being that if you got the mod from here - you must have a browser

* New Installation Program
Designed to make it easier for me to work on other mod's that can live along side this one (since we have now moved into the dodgy area of editing the civilopedia!).

Since this is a beta version it does not un-install any previous versions.

Any problems either e-mail me at vonotar@lastlands.org or send me an Instant Message using any of the clients below

Attachment removed pending another fix for Win9X systems
 
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Some quick notes after playing on v1.16 as the Americans for a little bit.

1. Oceans produce nothing? Try and place a laborer on an ocean square and you get a red shield, just as bad as pollution. This makes sense until later in the game. Under the old version, oceans produce one food (2 with a harbor), but no shields or gold. It would be smarter in this case to make specialists. But once you have the offshore platform it would make a huge difference. This limits the growth of some of my coastal cities on the eastern part of the U.S.

2. Tundras produce no food? Guess I should have read the read-me file before expanding into Canada :blush:

3. I changed the Iroquois start position further west in what is now Wisconsin. I don't like the Iroquois starting that close to me.

4. I know you debated about doing this but I think the Iroquois should be given horses, or at least be given some other unique unit to make up for it. Or make it so the mounted warrior doesn't require horses (I know, this doesn't make any sense :lol: )

5. I still don't like the idea of how easy it is to navigate oceans early in the game with all the coastal and sea squares in the middle of the Atlantic and other areas. I like the idea of coasts being limited to squares adjacent to land, and perhaps sea one tile further, but beyond that it should be ocean (except in actual seas and gulfs).

6. The changing of settler requirements sure does slow down expansion, but the AI still sets expansion as it's top priority.
 
Originally posted by Bamspeedy
1. Oceans produce nothing? Try and place a laborer on an ocean square and you get a red shield, just as bad as pollution ......... Under the old version, oceans produce one food

The old version of what? I've checked the civ3mod.bic file and standard games have 0 production in Oceans as well.
 
Sorry, my mistake. The instruction manual says it produces one food. Just never realized it didn't produce anything before, because I've never played on a map before that had ocean within the city limits.
 
I have downloaded and started a game as Germany in Regency. After dealing with France the AI was kind enough to space out my wars with Rome and Russia. Don't let anyone know about my secret plans for invading Athens.

I have only had one crash and I find the map to be excelent! The only problem I am having is the Science screan is completely messed up and I can not change my science from that adviser window. Anyone have a fix for this? Do I need to repatch?

The Southern coast of N America should have dye and incence. Sure Tobaco isn't exactly incence to most people but it was the #1 export of the fledgling colonies until the blooming of the Rum trade. East coast should have 2 incence and 1 dye. Also much of south america's trade is in spices. I haven't looked at that section of the map but you can't ignore the world's only source for coffee, coca and coke. The extra luxuries would also even up the distrabution to 9 each for wine, spices, silk, and incence. You could also move one fur from america and put it in Africa. Since the fur trade in africa was very important in ancient times. Asia and austrailia should definatly have some of the gems. Austrailia is one of the largest saphire producers and SE Asia is rich in emeralds and rubies.

One geographical note: The Sahara was significantly smaller in 4000bc. The Carthoginian culture thrived there even with egypt as a nieghbor. Maybe a line of plains to soften up the desert. It is commonly thought the advance of the Sahara was due to over farming in the region but it is not certain that it was man's fault or if they could have stopped the sands from moving farther north. Africa is a much drier place than it was a few thousand years ago. Global warming? Man made or natural, the earth has changed.
 
Well done, expect in 2 things in canada: (permafrost for those who dont know is equivilant to the artic type land)
Newfoundland, canada; i noticed that you made it all permafrost, only the top left corner is actually permafrost the rest should be plains or hills/mountains.
The permafrost should be shaped a bit more like a V then a line, the western part (which is a big grain producer) is fine, but Ontario/Quebec its permafrost is a bit too low.

Otherwise great mod:)
 
I've removed version 1.16Beta until I can fix some very major glaring bugs *smacks self*

Main problems....

Pirogue icons incorrectly referenced in pediaicons.txt....
art\civilopedia\units\84PirogueLarge.pcx
should be...
art\civilopedia\units\29PirogueLarge.pcx

But you'll have only got this far if running XP as windows 9X users just get an error message after install (unless you have VB6 runtimes installed)

Basically the ideas are sound, my implementation was a mess, this is what happens when you give yourself a deadline :rolleyes:

However lots of work is being done, I expect to have 1.17Beta rolling soon, hopefully with no bugs!


Incidentally both 1.16 and 1.15 both involve replacing your civilopedia.txt and pediaicons.txt files with new versions, this i'm told causes translated versions of Civ3 to become dual language with the main game still in the local language, but the civilopedia in english! So I'm working on a new technique for 1.17 which will see the extra text being inserted into the existing files rather than replacing them, the pirogue description will still be in english but this won't affect the rest of the civilopedia (or any mods that you may have done to it)

So if anybody is using a non-english version of Civ3 and wants to submit a translated description for the Pirogue please email me, 1.17 will be multi-language compatible.

Yes I'm taking the issues slightly too far but I'm not just aiming to improve the world-map here, I'm also trying to build an enhanced and comprehensive way of installing ANY modpack (as opposed to the current situation where everybody is submitting there own versions of files and installing more than one modpack means having to get your hands dirty trying to merge two modpacks together!)

Hope some of this makes sense!

I'm in the middle of translating stuff from VB (well QBasic actually) to Delphi, anybody with experience of this PLEASE EMAIL ME (not that i'm desperate for help.. honest!)

Vonotar
 
Did anyone figure out how to modify tundra and eliminate its food production? If so, how?
 
Not that I know of. The best you can do is slow down or stop growth. When a city is settled, click for terrain info. Even a desert or tundra will list "grassland" as the terrain type. Hills are still called hills, but the others switch to grassland. :(

By turning tundra to a 0,0,0 terrain, tho, the city will be unable to grow without other terrain/specials in the city radius. Or a harbor, of course.
 
Originally posted by SKILORD
i can't get the right starting positions the Readme says to do it i need some thing in the Marla Singer's Scenarios folder but... i don't
If you have an IM call me below, otherwise email details of what version your using of the map & what version of windows

Vonotar
 
Version 1.17 Now Available

1.15 Added Pirogue For England, Rome & Japan
........Also increased cost of producing a settler
........Was released as a Beta patch, no installer

1.16 Added New Installation Program
........Rome AI set to build more ships
........Pirogue given it's own directory and a copy of Galley files
........Was released as a Beta install program
........Also added several bugs! oops!
........Would crash on Windows 9X Systems oops again!

1.17 Installation Program Fixed
........Tested on Windows 98 and Windows XP
........Civilopedia entry for Pirogue improved
........Russian city names corrected (my thanks to Vasiliy Beliaev)
........Civilopedia files now amended, rather than replaced


Before running the install program.....

If you have previously installed 1.16 delete the "Modpacks" folder inside your Civilization III folder...

If you have previously installed 1.13 delete the "Marlamap" folder inside your Civilization III folder...

This will be the last time I change the modpack layout (I promise!).


Suggestions are still welcome on this Map.

If you wish to provide any translations for the pirogue's civilopedia entry (I understand that there are *some* translated Civ3's out there) then please contact me.

I'm looking to help pull together a Europe mod next, i.e. I will take Joe Bloggs map, John Smiths spanish mod, Jack Jones polish mod etc.. etc.. etc.. and pull them together in one easy to install (if rather large) package. Yes I AM looking at a full set of graphics for each Civ. So if you have ideas on what I should be looking at then please contact me!


v1.17 - 252KB
removed after 42 downloads

See 1.17b Post
 
Hey vonotar i was going to make a game with me and 7 other civs instead of me and 15 others and when i used correct starting locations it got some right but put iroquois in zulu spot can u make it so u can make a 8 civ version also:goodjob: :egypt:
 
Originally posted by snake_3017
Hey vonotar i was going to make a game with me and 7 other civs instead of me and 15 others and when i used correct starting locations it got some right but put iroquois in zulu spot can u make it so u can make a 8 civ version also:goodjob: :egypt:
I guess this should be asked in the CPT thread as it is what is used, at least for the latest vesion (1.17)
If you used any other version it is Civ3Breed that is the reason.

If it is the CPT based version, could you attach the fix.sazv and fixed.sav?
 
Originally posted by snake_3017
i have to admit the thing got most of them right but it put england in swedan starting position(i looked at cpt or cpf file and it had a starting loc for swedan in it).............(edit: umm cant get attachment to work so heres a link to it on one of my web sites)
http://server36.hypermart.net/gamenet3017/Saves.zip
Strange. I'll look into it tomorrow.
 
After a quick look it seems as if it placed the English Settler in Sweden, and the English scout and Worker in Rome. I'll look into it more later. :confused:
 
Originally posted by snake_3017
Hey vonotar i was going to make a game with me and 7 other civs instead of me and 15 others and when i used correct starting locations it got some right but put iroquois in zulu spot can u make it so u can make a 8 civ version also

Strange, I can't understand why it should be doing that, maybe I introduced an error somewhere in the cpf file? I hope not, although I have to admit I only tested that It worked when I played the English (I have great faith in Gramphos' work)

Vonotar
 
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