Flavors of Civilization

I'm not really great with modding/programming particulars :confused:

Do I copy and paste the word file you gave me into your scenario file?
 
First you should extract all the files to your Conquest scenario directory, something like C:\Program Files\Civilization III\Conquests\Scenarios. I assume you made it this far since you saw an error :).

Once the files are extracted, there should be a new subdirectory C:\Program Files\Civilization III\Conquests\Scenarios\Flavors 2.0. Inside there you will find a Text directory that contains a PediaIcons.txt. Theoretically, this file should be identical to the one I attached in the other post. Go ahead and overwrite the file you have with the new one. See if you still have the problem. This will at least eliminate one possibility.
 
Hey, iron0037

I recopied all of the text/pedialcons files back into the subdirectory and voila it worked. I'm loving the mod so far, units look very realistic :goodjob:

Only one question: I'm playing as England (Hail Britannia! Kingdom across the waves!... :P) and can't seem to build cities on squares that are deserts/tundra. Is this a feature in the mod? Confusing me a little bit:confused:
 
Hey Lord of Elves. I'm glad your up and running now. Yes the unit quality is superb, but I can take no credit for that. I have merely collected the fine work of many Civfanatics artists. Keep an eye on your units when you hit the Middle Ages...some of the English ones update to Dark Age style graphics :).

Yes, the mod denies colonizing of tundra and desert. This is especially important in Marla's map where I don't want large swaths of Siberia, Greenland, Northern Canada, and the Sahara choked with cities. It's unrealistic and slows the game down a ton. If you don't like this, you can always go into your Civ3 Editor, edit rules, go to Terrain tab, and check the box for "Can Build Cities" for the two terrain types.
 
Heya, just got to the Medieval period a few minutes ago, Dark Age stuff looks pretty cool. I actually think that's a great idea, as when I get to Industrial/Atomic era on large-scale maps the game slows down to about three to five minutes per turn wait.

Only problem is, the NPC factions are able to settle on desert/tundra tiles somehow. They must be using MAGIKZ! :D
 
Sorry for double-post

I was flipping through the 'pedia and saw that the units stopped at around the atomic era and am wondering if you plan to add more units later on, and if not, can you direct to any flavor mods that have good atomic/information era units? :)
 
Desert tiles, I don't know about...double-check. However, it might appear as though cities were founded on tundra when in fact they were built on forest that became tundra when the base terrain was revealed. I personally think that this is bad game design by Firaxis, which is why I had to defoliate much of Siberia and Canada. I didn't want to deny building on Forest since that would be too restricting.

A few others have clamored for more modern era flavor. There aren't any mods I'm aware of that address this. The problem is twofold:
1) There aren't as many units available for the modern era. Sandris, shiro, Plotinus, imperator, and others have spent a great deal of effort into building ancient through 19th century unit lines. Wyrm and Gary have taken stabs at the modern era, but there is generally less to choose from.
2) Modern units tend to look similar in the first place. There was a great deal more variety in the style of ancient military units than exists today. The differences between Iranian and British infantryman today is subtle enough that it doesn't show up well at the Civ scale. Gary has lamented this issue on the forums. You even begin to see it in the Napoleonic Era with Sandris and imperator's units. I kept adding flavor grenadiers and fusiliers only to realize that in many cases, the differences aren't noticeable.
 
Indeed, that is the case, since modern warfare is much more stealth and technology-oriented than that of previous time periods. However... Have you considered adding pre-spacefaring types of units? There's a lot of cool discussion going on at the moment in the right circles about how the military of a developed nation would look a few decades before expansion beyond the solar system. :mischief:

That leaves a lot of room for creativity, especially since we're talking about a future most of us won't live long enough to see (sadz). :scan:
 
Ah ok. Far Horizons: Reduxe might be a good mod for you to look into then. They have flavor units and an extra "future" age. Rise and Rule doesn't go into the future, but it certainly has more modern flavor.

I have no plans to expand into the modern world and beyond with my mod. I was actually contemplating the opposite, a Flavors of Civilization: The Early Years. The game would run until 1830 or so. It would have Bronze, Iron, Middle, and Enlightenment ages. This would allow me to take further advantage of existing pre-industrial unit lines. It would also slow the game down a little, so that you can enjoy your English Knight, Mongolian Spearman, and Byzantine Horse Archer a bit longer :).

Woot, 100 posts...and in little more than 6 years of being a board member.
 
That sounds awesome. What I would love to see in Civilization Five (should there be such a thing:please:) is a much longer game with more in-depth age periods and maybe... Just maybe... A transition after space flight to a spacefaring colonization game. Also, a much larger representation of nations and cultures, and more specified units.

Of course, it would require something on the order of a super computer to run, but we're talking the future here. Zee fuuuutchaaar!

Edit for righteous win: I'm telepathic, woohoo. Now just to wait for release. *twitchtwitch*
 
Civ 5 annouced today Lord of Elves.

Does it really take 12 turns for a road and 24 for a rail? I was about to try this, but that sounds depressing.
 
Six turns to build road on flat terrains. Twelve to build in hills, eighteen in mountains. Twelve to build railroads on flat terrains, eighteen to build in hills, not certain for mountains. I'm having horrible luck with this mod, :crazyeye:, either that or I just haven't played enough Civ recently. Just made it to the industrial revolution on one of my saves.

iron0037, does your mod handle turns based in decades as opposed to years? I'm noticing time seems to progress a lot faster than it seems to in regular Civ games. Then again, I could just be crazy. :D
 
Does it really take 12 turns for a road and 24 for a rail? I was about to try this, but that sounds depressing.
Hi vmxa,
Road and rail take twice as much build time as they do in the old game. This was done to balance the increased benefit of roads (4 movement instead of 3) and lack of maintenance on workers. It also encourages transition to a modern government rather than sticking in Republic forever.

iron0037, does your mod handle turns based in decades as opposed to years? I'm noticing time seems to progress a lot faster than it seems to in regular Civ games. Then again, I could just be crazy. :D
Nope, I haven't done anything to the timeline. Must be in your head :).
 
Link doesn't work :(

And I really wanna play this mod. Could someone please link the mod file?
 
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