Futuristic Mod: Pentagenesis for Conquests

galvanocentric said:
This is one hell of a mod. I'm getting an error, screenshot attached, but I believe the patch patches it.
Great work, man! Just great!

Thanks, and yes, the patch takes care of that one.

I gotta get my save game off of my old computer and finish my game up soon.....
 
Neomega said:
Thanks again... I think many "no support" units may actually cost support, But I'll have to check that when I get home.
No Support units don't cost and gold to support.

Really good mod. Of course I hate the United Clans, for no reason at all except I'm stronger than them and they demand tribute.
 
RL position/shift change. Bad sleep schedule. Ninja Gaiden and an Xbox for Christmas.

~~~~A list of excuses

by

NeΩ

New 3d program, new 2d program, no drive to continue, here comes Civ IV, what to do?

~~~~maybe yes, maybe no

by

NeΩ

It needs work, just been feeling like I don't have any left in me lately.

~~~~Excuses II

Thank you, Thank you.

NeΩ
 
*bump* Any news? I'd hate to see a great mod go inactive like this...
 
I would second that, as I'm pretty sure Pentagenisis was the first comprehensive Sci-Fi mod for Civ III, and was, in addition, a great mod, and (in my opinion) still has ample room for future development. Besides, you just made a new unit, how can you resist adding it to you Mod? (wink, wink, nudge, nudge, you know what I mean?)

Edit: That unit (the rail-gun ship) might be older than I thought, it's probably already in the mod. Oh well; it would still be great to do an updated version of Pentagenisis, there've been a bunch of units made for the mars scenario which could be possible additions to the mod. Some of the WH40K units might also be possible additions.
 
I have made a few changes to the civilopedia, and fixed the cyborg and clone governments. I still need to move back espionage, and change the mercenary system, before I release the new patch. It has been six months, but in all reality I went from a part time job to a 50 hour a week job.

In the mean time, I bothered to try to learn a new 3d program.
I am probably only 50% done with the railship... allthough 80% done with the animations... but I still need to make sounds and pediaicons. To me sound effects are a chore... but it'll be interesting to see how Civ3flc helps.
I am really being a pioneer in a 3d program for civ 3 units, so I have to set-up everything perfectly, which simply takes time.

In the past 6 months, I have gone through 3 3d programs... Rhino, OpenFX, and Blender, 3 2d programs, Paint Shop Pro 7, The Gimp and Paint Shop Pro 9, 2 civ3 flic converters, Flicster and civ3flic. The transition has been patient.

But I am back in business. Once the railship is released you will see what I mean. My current main project is, however creating a tutorial and perfect set-up for an easy Blender Unit creation factory.
 
I haven't played it yet, but I've been giddy with anticipation since I first saw it. It looks awesome, and I've heard it plays awesome, and I've been getting bored of plain ol' Civ III Conquests lately... does it replace any original files? This is the first mod I've donwloaded.

Oh, also, first post. :D

P.S.: I was thinking of making a mod myself, but after looking at some of these, I know I can't make near the customization you guys do, so I guess that's more of a personal mod than anything. >_>;
 
Welcome to CFC.

Just be sure you unzip it to the correct folder. If you are asked to replace any files by Windows, you are unzipping it to the wrong folder. The mod does not replace any files. No mods have since the release of PTW I believe.
 
Well, I figured that out, and I have to say wow.

This mod is awesome. I haven't played it for too long, but from what I HAVE played it was great. I tried it as a single-nation game versus raging hordes of drones, and they practically kicked my ass within the first couple turns (that's what I get for having three goody huts within range of my worker drone... :().

All in all, great job, all it seems you need to finish graphic-wise are the last two advisors, I hope you continue on this, all that good stuff. :D

~Syndlig
 
I'm just the opposite - I love those acid-trip colours!

Fantastic mod all-round. I especially like the backround concept, it's exotic but believable, not easy concepts to combine in one thing. Good job with that.

I don't like the nonplayable (Human1, Clone1, etc) civs. Personally I think you should cut these out, it's kinda mood-killing when you're playing in this futuristic enviroment and a warpainted Viking or fur-hatted Mao pop up. ;) I used Conquest Editor to remove 'em on my copy of the mod, and it runs fine without them.

Other criticism I'd have would be about other minor things - incomplete advisor heads as mentioned above, some civilopedia syntax errors or links to 'invalid entries', and so on - certainly nothing game-spoiling.

Overall, as I said, really great mod. Looking forwards to more updates.
 
The Lombard said:
I'm just the opposite - I love those acid-trip colours!

Fantastic mod all-round. I especially like the backround concept, it's exotic but believable, not easy concepts to combine in one thing. Good job with that.

I don't like the nonplayable (Human1, Clone1, etc) civs. Personally I think you should cut these out, it's kinda mood-killing when you're playing in this futuristic enviroment and a warpainted Viking or fur-hatted Mao pop up. ;) I used Conquest Editor to remove 'em on my copy of the mod, and it runs fine without them.

Other criticism I'd have would be about other minor things - incomplete advisor heads as mentioned above, some civilopedia syntax errors or links to 'invalid entries', and so on - certainly nothing game-spoiling.

Overall, as I said, really great mod. Looking forwards to more updates.


I have no idea why some people are able to play the non-playable civs. I am never able to access them. I believe it may have something to do with where the scenario was unzipped to. In the scenario file they are not allowed to be played.

Thanks for the compliments and crits.

I have begun again working on an update about 2 months ago, but the going has been slow due to too many new programs being learned at once. Goal one is to improve the naval game, and improve the last age's concepts and technologies. But my new job takes up so much of my time.
 
Wow... Brilliant

I dodn't even know you could make up units in mods.

Heck, half the stuff you mentioned I didn't know you could do...
 
Started a game as the Neakuza, with Culturally Linked civs option disabled. First civ I encounter... "Human2". I dunno how to beat the biq file into letting me PLAY as those kinda civs, but disabling the Culturally Linked civs option seemed to bring them out, whereas the numerous times I played with it on, I -NEVER- got them. Might be how some people have been seeing those civs ingame.
 
OwieB2003 said:
Started a game as the Neakuza, with Culturally Linked civs option disabled. First civ I encounter... "Human2". I dunno how to beat the biq file into letting me PLAY as those kinda civs, but disabling the Culturally Linked civs option seemed to bring them out, whereas the numerous times I played with it on, I -NEVER- got them. Might be how some people have been seeing those civs ingame.

Very strange..... I did not realize it, but I also always play with culturally linked locations on. Sounds like a Civ 3 Conquests bug. I'll look into it.

If you want to play as some of the generic civs, you can do it by opening the editor, and under the civilizations tab, you can just hold down the ctrl key and select the rest of the civs under "playable civilizations"... or something like that.

Better yet, open it, go to file, and save as mynewpentagenesis, and play withthe editor all you want. Modding is more fun than playing.
 
I really like the mod! Especially the upgradething for the normal infantry.
But some things seem strange to me like the normal workers at the beginning (might it be possible to use the terrain forme from the mars mod?)
And the terain colour... All this strange colours make me feel tired after short time playing :crazyeye: ...
 
Samez said:
I really like the mod! Especially the upgradething for the normal infantry.
But some things seem strange to me like the normal workers at the beginning (might it be possible to use the terrain forme from the mars mod?)
And the terain colour... All this strange colours make me feel tired after short time playing :crazyeye: ...

When the mars mod comes out, you can certainly path to the terrain. I might make a quick mod that paths to the Mars mod terrain. But if I ever release another version, it will be on a moon with liquid metal seas.
 
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