Govern and make war

Originally posted by AD_KB
RALENDIL I HAVE A PROBLEM

I have a question: how do i apply your mod if i already have v1.21?

the problem is when i try to install your 1.00 mod it says its for v1.6 ... shoulda i uninstall, intall upto v1.6 then install parts 1-4 of 1.00 and THEN install 1.01 OR

simply install all of them on 1.21??

Oki.
First I would say I am sorry with this discord into patch version etc... since my website losing. But it is for now repaired and I could update the site and upload more easily the versions or patchs (i think here about the release of the 1.00).
Second, to install it is easy (not to follow me I know :)): install the master version and all patchs in the order. For now it is 1.00 after the patch 1.01 and to finish the fix I've put in my last post.
NOTA: fix are just correction and are including into patch. This will be important for future reinstallation if you want to uninstall it.
Third, I prepare the next version. When it will be ready you won't need the fix cause the patch will contain the fix i have uploaded in my last post.
Fourth, the work on the new version is in progress. I have corrected some errors that have never been reporting to me (he he), I have fixed the propanganda for each government, add some resources (camel...), replace the arabian special unit scud by Mamelouk, fixed the civilopedia display of units, increase HP for units by 1 per era, fixed the color (and now it is working :)), etc...

You see I try to make this mod better.

Now I've got a request. As you said add units can sometime be useless cause IA cant choice between them. But in my game i find most of new or differents units... But I am agree with you and I think I must delete some. So all i need suggestion of units you find useless. Tell me what I must delete (or maybe attibuate to one civilization...)
I think here about units with same or nearly features and that appear in your city view. I have got some ideas but I want some confirmations...
 
I have a project with Future.

I have added only two future units cause I dont want to more units in modern era.
But as I have put all units (or near) upgradable it is not a very big problem.
But for now there s no future units that appeal to me except the 2 i have added. I search for a laser infantry, an anti grav tank and something for replace modern planes.
And for this units I will add some futures technologies and increase the tech tree by 3 or 4 techs.
 
Why dont u make a techafter Integrated defence called "Future Era" after that theres loads of new techs and units and biuldings and such like a new era, i know that theres a UFO unit Gundams and theres soon to be loads more Graphics
 
Cause it crash games....
I have tried to make a future era.
Firaxis have disabled this option with 1.21 but it is possible to add ti by the civeditor 1.16.
As result you will obtain a game without crash but with strange things (bugs).
Like: icons show bad, no possibility to build a railroad, units that dont appear in build queue etc...
So it is not possible at this time.
 
Maybe you didnt understand, or maybe you did and im patronising you, if so sorry.

Anyway all the future era would be in the modern era, a tech in the modern era would be "Future Era" after you researc this it opens up the future (extended modern) era. :D maybe you did and im making myself look stupid :confused:
 
No it isn't u but me. It appear clear now :)

Yes it was I would want to do, exactly. And the last tech of modern era would be robotics (renamed Perfect AI for now).
Sorry to my ununderstanding.

The 1.02 (I profit of the post to keep you informed of my work) is about to be finished. I've added some units (all special units for civ or special animations that replace some of original units or added units for a specific civ), yesterday I've done the icons of wonders and improvement in queue city view, and now I try to test the luxury resources addition.
 
I've just seen that Womocks have began (and it is very advanced) the anti-grav tank I have requested. It is very great, better than the CTP anti grav tank.

He make a modern marines too that could be the future infantry?
Maybe it will replace Plasma Garrison and I will create a new unit to the animation of them (not good for this unit type, too hight).

He make also a Mech Walker that could be an heavy Mecha.

He he. Here I have got almost all units I want. Need only a futurist aircraft...

I will wait all of them (the 3 units until the next release)
 
you know, no one wants to hear that you deleted it and especially for a reason that is 1) literally impossible and 2) misspelled.
 
Just a comment.
I have less time now cause exams. But GMW 1.02 is ready. I haven't made the work on civilopedia but I have tested errors and improve the 1.21 patch integration into my mod.

It will be the finale version 1.

For the version 2 you will have to wait more than for this version. I have to consider each units and the units tree upgrade to improve the mod. Moreover I will work with Womocks for that, so its creations will be integrated into this mod (see the note with the next 1.02 install). Also we have to organize our job on this mod with all who works on it (only 3 but need little time).

Well when all will be ready (i have to prepare the archives) I will post here.
 
version 1.02 “Finale version 1”:

Here only the principals changes.

Deleted:

•Explorator, civil defence, T34, eastern pikeman, Japan marine, stormtrooper, war elephant
•Scenarios (new project).

Added:

•Units: Mamelouk, camel rider, modern carrier, hind, elephant archer, penguin, KV2, assassin.
•Resources: Camel, oasis.

Other changes:

•Borders country are now more visibles (line).
•Colors of each civilizations (now works!).
•Fixed propaganda and resistance for each government.
•Added icons in queue city screen.
•Conduct the changes of HP for units. The rule is +1 HP by era. Army give +1 HP and modern army +2 HP. Conscript have none bonus and reservists have +1 HP.
•MP for Greco roman republic of 1.
•Minor corrections for units (upgrades), Civilizations and other.
•Bandits can be upgraded to tank now.
•Ironclad and monitor sink in ocean.
•Min turn to discover a tech set to 1. Max set to 30.
 
Fix on the website with correction for my error (unit name...)

I have deleted the fix as I have uploaded it on my website.

A question of a suggestion by someone: Do you think Cavalry won't be able to be upgrading? or the upgrade would be infantry? or do you think that upgrading to tank is historically correct (cavalry regiments was replacing by tanks in Germany, suggestion of De Gaule in France by the same period)?
 
Thanks to answer hansdampfaka. It was a request from a player who thinks that cavalry would be upgraded to infantry.

Me I think like you. Cavalry have disapeared to let the place to Tank. I didn't know the example you have quoted so this is a new justification of the upgrade of the cavalry to Tank.
 
Ok, help me out...throw me a bone here!

I read through most of the posts and I cannot find a single one that has any instructions on how to install this mod pack. It is just me or when did people start posting mod packs to this site and not include instructions?

I finally figured out where to go to download the files for this mod pack (http://civ3.fr.fm) and still didn't find any instructions. I figure all is not lost, so I start downloading all the files and ran into further problems.

1) Why all there 5 seperate files to download? Couldn't they all be zip'd together or included in one .exe file? This should be fixed.

2) Why do the files have to be renamed? Guarantee if you require people to rename the files, someone will have a typo and make a mistake. This only creates problems and increases the frustration for people who would like to play this mod pack.

3) The instructions for renaming the files are not clear. Do you remove the .zip extrention and rename it to the file name on the page, or do you rename the entire file to the name on the page?

4) Download part 2 and part 3 have exactly the same names on the page, so how are you suppose to rename them on your computer?

5) After downloading and renaming all 5 files (who knows if I really did it correctly), I then executed the first file. The program begins the installation, but then it abends with the following error message: The hilited file(s) failed CRC validation.

Honestly, a good set of instructions are needed here. Perhaps you can sense the frustration I have from trying to download and install this mod pack. I know how to use a computer pretty well so if I'm distraught at my attempts, imagine how others who aren't as proficient might feel.

I think this is one of the kewlest mod packs I've seen and I'd really like to play it. I hope you'll write up some instructions and fix the errors on your website so I'll be able to do just that.

Thanks,

Shultster
 
yeah, im waiting for a selfinstalling version actually, cause otherwise im sure that it wont work, as i'll surely ruin it by making lots of mistakes.
i hate computers, and they hate me back.
please create one file that unpacks the stuff to the correct destination.
that would be really cool :)
 
Originally posted by Morbius
yeah, im waiting for a selfinstalling version actually, cause otherwise im sure that it wont work, as i'll surely ruin it by making lots of mistakes.
i hate computers, and they hate me back.
please create one file that unpacks the stuff to the correct destination.
that would be really cool :)



:mad: ARGGGGGGGGGGGGGGG :mad:
That was I have done MAnnnnnnnnnnn !
And it had take me more time.
Have you seen the website? there's an indication that exist also a version with setup and unistaller. But cause of a lack of place the uninstaller is only on my FTP
No problem for the unic file: it is on my ftp (the file countain also the Fix, the uninstaller and the rules). For long time. But I can't upload it to a server...

Nota for the uninstall: Wiwi try to make an easy install uninstall mod manager that will integrate GMW (Govern and make war) and another mods.


for shultster:

1.) It is an archive pack so you must down all files before can do something with them. To unpack them use the exe.
2.) The files have to be renammed to be uploaded on geocities. If not I can't upload them.
3.) The names of the files are: gmw102.exe, gmw102.c00, gmw102.c01, gmw102.c02, gmw102.c03.
4.) gmw102.c01 and gmw102.c02 for the part 2 and gmw102.c03 for the file of the part 3 (thx i will correct !).
5.) I will verify all files (but if i remember good i have made it but error is possible. On the ftp there's an install (in one file!) sure it works (i used it more times). But to verify I must down the files...

I will clarify as I see you have some difficults to take the archives :)

oh I have make a forum with a FAQ so I copy this into...(infos centralistaion)
 
_____________________________________________

ARGGGGGGGGGGGGGGG
That was I have done MAnnnnnnnnnnn !

_________________________________________________

oh, ic. thats good news. :)
im confused sometimes -- thats not your fault dont worry.
hehe.
 
no it wasn't against you but against me.... if it is confused for you it must be confused for other.

Well as I am not very clear sometimes:

_ on the FTP (you can view a list on the site on what there is on the FTP) you can find 2 versions:
* gmw102.exe = all gmw with graphs
* gmw102with uninstall= all gmw graphs with uninstall
_ on the website: gmw 1.02 but in 5 parts. Moreover dont forget to download the fix cause the website version isn't corrected.

As i have exams at the end of the month I have less time. So I will update the site after it.
 
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