Goldflash's Altered tech Tree Mod

I noticed in another thread you made some comments about artillery ranges and battleships. You were looking for a way to keep them away from the coast:

Suggestion:

I used an idea I found somewhere on these forums.

- Triple all ships movement rates
- Make coast cost 3mp
- Make sea cost 2mp
- Make ocean cost 1mp

Now, using this, you create a navy that can move around a lot, but isn't capable of tight maneuvering or exploration of the coast. If you wanted to do something similar with battleship, you could implement a variation of this, whereby the coast costs 6mp or something, and then give the smaller ships (destroyer at least, in the modern era) the ability to ignore the movement cost of the coast.

That would keep your battleships away from the coast, the same way it keeps land unit of unroaded mountains.

Obviously the idea needs refinement, but I've stolen so many ideas from you I thought I'd throw one back at you :)
 
I have been playing this mod for several days now and really enjoy it. The problem is I have lost all the techs and am getting just the standard Conquests techs to display. I have uninstalled and reinstalled CivIII, PTW and Conquests and then the mod. Still have only the techs from Conquests. The only thing unusual is that I have Civ installed on the D: drive. Any help would be appreciated.

Thanks.
 
...Um.... Where did you install the Mod?

And.. are you going to, on the main menu, Civ Content to select my Mod?
 
I installed the Mod in the Scenarios folder. I am also going to Civ-Content to select the Mod.

Also this morning I am getting the correct Techs. I can tell the difference since the Mod does not have lines and arrows on the tech screens. Yesterday I did have the lines and arrows. This sounds really strange.
 
plbtech said:
Also this morning I am getting the correct Techs. I can tell the difference since the Mod does not have lines and arrows on the tech screens. Yesterday I did have the lines and arrows. This sounds really strange.

Then you didn't select my mod then. Maybe you clicked a map or soemthing that was listed before or after my mod in the list. Glad its working.
 
I might take a break from the 40K mod and fix GATTM.. update it.. make it work...

Do you still intend to do the above...?
I read that it would not be possible to upgrade to the soon to be released 1.3 version and so I would sooner wait until that is released before downloading your mod.

Best of luck with your work :)
 
How do you download this mod, I can't see a link to the 80mb mod that is at v1.3. How do I get to download it? Please help?
 
Well, I was looking for a mod to play, couldn't find anything, and decided that "I might as well fix mine and play that." As Such, I will release GATTM 1.3 VERY Shortly.
 
The Mod is Uploading NOW
 
GATTM 1.3 is ow avialble for Download!
 
Goldflash this is star_trek5. I have tried to twice to download the 1.3 mod file. When I try to unzip the file I get 2 errors unzipping it. I unzipped it in the scenarios folder of civ3 conquest.The mod tech folder then shows as 0 K. Could you please fix the problem and tell everybody when. Thank you.
 
Sarkyn idea about the ships is good...

i have some more suggestions... what do you think of...

1. integrating new settler units (every one has a different look) for every epoch where the settler needs +1 population to be created
-> 2 pop in ancient + 1 in middle and so on +2/+3, so you need 5 pop in modern times for a new settler!

2. integrate a small wonder or building in every new epoch which is buildable in new settlements when you have more than 10 cities... It should give you a temple/library/marketplace in the city where you have built it in middle times, the next one should give you temple/colosseum/library/university/marketplace/bank in industrial ages and the last one should also add some new buildings...
-> Why? Well, the player should be interested in building new cities in later epochs as well. Also raized cities would be build up even faster with it... Who builds new cities in later epochs? Most people dont do it, because they fear all the micromanagement which must be done when building a new city in f.e. industrial/modern times...
-> Problem? I dont see a problem at all... If you take halve buildings and full maintenance costs like the other buildings have...It should also come so late in every following epoch that you should have built every important improvement in your base cities...

3. integrate a special unit for every nation in every epoch, not only 2 units...

thats it ;)

Tell me what you think about these suggestions

Congrats to this nice mod!
 
star_trek5 said:
Goldflash this is star_trek5. I have tried to twice to download the 1.3 mod file. When I try to unzip the file I get 2 errors unzipping it. I unzipped it in the scenarios folder of civ3 conquest.The 2 errors were "cannot create Mod Tech Tree\Thumbs.dlb encrptable" and "gattm1pt3.ace operation failed" If anybody knows why that happened and can offer a solution please tell me.
 
What propgram are you using? You need Winace.
 
We found a bug...

there is no entry in the pediaicons.txt for the oil refinery...
maybe more bugs, we couldnt test it...

what is interesting is that you get all bugs listed if you install the mod into scenarios and start a multiplayergame... than start the scenario...
the man who joins gets all bug messages... maybe the game proofs all entries or whatever...

is a good bugreport at all ;)
 
NO. NO NO NO. This is WAY OLD. You don't have the files in the right spot. No.
 
Just one quick question what would the web address be to get which version of winace that would work on windows xp. If you could please post the address I will get the program and try it on the 1.3 mod. I program I had used had claimed it could unzip ace files. Will winace be free or time limited? Thanks.
 
Goldflash how did you manage to make such a beautiful modern era Tech Tree? What programs and/or tools did you use? Also, how did you accurately place their coordinates?
 
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