Help! New technologies...

Corinthian

Something odd about this.
Joined
Feb 27, 2002
Messages
31
Right, I'm trying to make some civ specific scientific advancements using a hacked editor downloaded from this site.

It sounds a bit complicated, but I want one civ to have a unique improvement and a unique government that only it can research. I've flagged this improvement so that it needs this specific government as a required pre requesite.

The Help box in the editor hinted that attatching 'none' as the era of an advancement (as opposed to 'ancient', 'modern, etc), then it could never be researched, but could be given as a free tech to a civ at the start of the game.

I flagged this advancement to one of my civs and played the game but it did not register the advancement as being gained. I even flagged pottery as 'none' and gave it as free but it still didn't register.

Question; The editor said that this would work, but it hasn't. Is it,

A: My fault

B: A mistake by Firaxis, or a bug

C: A compatibility problem. I'm playing an unpatched game, using the hacked 1.16 editor. However I've managed to add extra units with no trouble, as well as alter existing rules. I've also usid this editor with my 1.17 patched game with no trouble.

Please help!

p.s. If anyone wants a Warhammer Mod, I'm almost there with it (but no graphics so far), this bug is all I need to make it work!
 
Just read a few threads back.

I wanted to set up a few different fantasy races, Humans, Orcs, Elves, Dwarves, Dark Elves, Chaos.

Each one would only be able to have one government throughout the game - thus each would only be able to build government (civ) spicific improvements. e.g. Dwarves could build the Brewery improvement - Elves wouldn't dream of it!

However I can't stop the bl**dy AI trading! Orcs, for example should have nothing to do with Humans, elves, and dwarves, except to threaten. Is there any way to massively increase animosity between cultures, or to stop the trading of these civ specific techs.

Without this I can guess that any fantasy mod is impossible - e.g. Star Wars, LOTR. Some civs just wouldn't communicate!
 
I would love to see a Warhammer mod, are we talking fantasy or 40k?

But I would hold off until you have the graphics. As a stop gap it is always possible to use static unit images until animated units become available. Not the ideal situation but better than having modern armor running around in a fantasy mod.
 
It could turn into any generic fantasy mod.
The Warhammer universe is best because you have both ends of the time spectrum. Warhammer Fantasy is the Ancient age. 40K is a future age, now we just have to fill in the gaps inbetween!

The races would be...

Orcs, evolving to Orks.
Militaristic, Expansionist.
Hate elves
Hate dwarves
Hate humans

Lots of fast and cheap units. Out matched in skill by other races, but formidable in number. Their government relies on martial law to keep it in line, and they love big explosions! Wait 'till they learn nuclear power!

Humans - evolving into the imperium.
Industrious, Scientific.

Middle of the road in terms of units. When they develop genetics they can build Space Marine chapters.

Elves, evolving to eldar.
Scientific, religeous

Build few military units other than guardian hosts, but their specialist units are amongst the best. Use magic a great deal.
Require tactics to win rather than brute force.

I can't be bothered to go on right now.

I still need to solve that f**king trading problem.

HELP!
 
Wow! Why did it take me so long to find this thread??? I posted about a possible Warhammer mod in the Civ III Creation And Customization forum but got only 1 reply and that was a negative 1!

I would absolutely love to help out with this mod or units or whatever it is that you come up with. I've never tried making units before (I leave that to the experts) but I'd gladly help with unit abilities or stats or anything I can do.

Please get in touch if you can find any use for my help
 
Just had a thought. If you want a Warhammer mod that is less complicated and time-consuming to produce then why not do one with just Orcs/Orks! Theres quite a few different tribes of Orcs/Orks that are similar enough to share the same basic units but they are different enough for it to be an enjoyable mod.

Examples:

Black Orcs
Night Goblins
Kobolds
Fire Kobolds
Troglagobs
Hill Goblins
Dust Goblins
Savage Orcs
Forest Goblins
Snakebite Orks

Another possible mod idea, maybe just a saved game scenario of the battle for Armageddon or something like that!
 
Looks like nobody cares any more but I've gone ahead with this and I've started making some units. So far on the conveyor belt are the Rhino and the Land Raider but they're both looking a bit pants so far cos its the first time I've ever made units for a game. If anyone is interested then I'll post some preview pictures
 
Hopefully this will inspire someone to make a Warhammer mod or a futuristic mod of some kind. The attached file has pictures of several tanks and infantry with default, death and attack images from all angles. These images were not made by me but were found on the internet.
 
Kal-el and myself have got the ball rolling for the mod and we are beginning to assemble a small team to develop it. We're at the stage where we are just throwing ideas around and we'd appreciate your input. We would also be very grateful to anyone that is willing to assist in the making of the mod. The thread is at http://apolyton.net/forums/showthread.php?s=&threadid=46333 , hope to see you there soon!
 
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