The PediaIcons text for the "Columbian Infantry" unit is either buggy or missing. I made a slight change to Japan's traits in the C3C editor by giving them three traits, industrious,scientific, and commercial(cheating, I know, but I play all my games this way), but I don't see how that would cause this sort of problem.
The PediaIcons text for the "Columbian Infantry" unit is either buggy or missing. I made a slight change to Japan's traits in the C3C editor by giving them three traits, industrious,scientific, and commercial(cheating, I know, but I play all my games this way), but I don't see how that would cause this sort of problem.
No, it's because I'm a moron. You need to open the Pediaicons document, scroll down to the section where you find the format that fits (there are other lines like it) and add the following lines:
good to know i have to be content with about 60 cities.
i think im very close to it, and have plans to relax my military expansion in order to advance my wish for a space win.
but i will try my next game to reach a domination win.
that should be a hard nut to crack.
maybe ill open a story about that when i start...
but that is for the future.
Hi,
I followed your directions regarding installing this MOD but it states that
"missing entry text pydialcons.txt ANIMNAME_PRTO_PIRATE_SHIP.
do you know why this is happening?
Thanks UPDATED AS OF August 2, 2007.
Greetings Civvers. Over the past few months, I've been perfecting a new mod/scenario thing. I actually don't know what to call it, because it really is both.
Here are the fundamentals of INEMONH.
The Map
The map is a slightly modified version of El Mencey's 326x306 World Map.
The Rules
Victory Conditions:
Believe it or not, standard victory conditions apply.
Resources:
I have not added any new resources, though I might at some later date. However, I have made several of the bonus resources into luxuries. Here is a complete list of the resources and what they do:
You can count on certain resources being only in certain parts of the world, too. Trade and colonies are a must for European nations.
Terrain:
The only terrain on which you may settle is "Ideal City Location," it takes the graphic of Marsh. It gives 2 food. This is to severely limit the AI in it's quest to fill every inch of the map with useless cities. All locations correspond with a real Earth city.
Here's a list of every city location on the map.
Spoiler:
Happy Valley
St. John's
Quebec
Halifax
Montreal
Toronto
Ottawa
Moosonee
Churchill
Winnipeig
Edmonton
Calgary
Vancouver
Whitehorse
Boston
New York City
Washington D.C.
Norfolk
Charleston
Jacksonville
Miami
Pensacola
New Orleans
Corpus Christi
Dallas-Fort Worth
Little Rock
Louisville
St. Louis
Columbus
Cincinnatti
Chicago
Detroit
Minneapolis-St. Paul
Bismarck
Dodge City
Denver
Santa Fe
Albequerque
Phoenix
San Diego
Los Angeles
San Francisco
Portland
Seattle
Boise
Helena
Salt Lake City
Las Vegas
Carson City
Juneau
Anchorage
Fairbanks
Hilo
Honolulu
Monterrey, Mexico
Tijuana
Veracruz
Mexico City
Acapulco
Puerto Vallarta
Los Moches
Merida
Guatemala City
Belmopo
Puerto Caberas
Santiago, Panama
Panama City
Havana
Santiago de Cuba
Port-au-Prince
San Juan, Puerto Rico
Maracaibo
Georgetown, Guayana
Belem
Brasilia
Fortaleza
Recife
Salvador
Manaus
Vitoria
Belo Horizonte
Rio de Janiero
Porto Alegre
Montevideo
Rosario
Asuncion
Fortin Madrejon
Concepcion, Paraguay
Buenos Aires
Rio Gallegos
Port Stanley
Santiago, Chile
Cordoba, Argentina
Sucre
Lima
Guayquil
Quito
Bogota
Reykjavik
London
Bristol
Plymouth
York
Aberdeen
Dublin
Belfast
Cork
Paris
Brest
Bordeaux
Marsillie
Metz
Amsterdam
Brussels
Berlin
Hamburg
Munich
Copehagen
Rome
Genoa
Venice
Naples
Syracuse
Caralis
Madrid
Saragossa
Barcelona
Valencia
Seville
Lisbon
Oporto
Prague
Gdansk
Warsaw
Krakow
Bucharest
Belgrade
Vienna
Tirane
Athens
Istanbul
Trebizond
Ankara
Izmir
Kiev
Lviv
Minsk
Riga
Tallinn
Helsinki
Oulu
Stockholm
Umea
Oslo
Goteborg
Stavanger
Trondheim
Bodo
Tromso
Hammerfest
Kirkenes
Moscow
St. Petersburg
Novgorod
Petrozavodsk
Murmansk
Archangel
Nizhiny-Novgorod
Voronezh
Volgograd
Astrakhan
Rostov
Sevastapol
Krasnodar
Groznyy
Baku
Tblisi
Samara, Russia
Perm'
Sverdlovsk
Chelyabinsk
Syktyvkar
Surgut
Novisobirsk
Omsk
Krasnoyarsk
Irkutsk
Chita
Tinda
Khabarovsk
Vladivostok
Komsomolsk
Okhotsk
Magadan
Petropavlovsk
Yuzhino-Sakhalinsk
Yakutsk
Atyrau
Astana
Semey
Almaty
Tashkent
Dushanbe
Ashgabat
Kabul
Qandahar
Mazar-e-Sharif
Tehran
Isfahan
Tabriz
Bandar Abbas
Bushehr
Shiraz
Zahedan
Baghdad
Mosul
Basra
Riyadh
Mecca
Medina
Kuwait City
Manama
Abu Dhabi
Aden
Sanaa
Jerusalem
Beirut
Antioch
Port Said
Alexandria
Thebes
Cairo
Asyut
Aswan
Khartoum
Addis Ababa
Benghazi
Tripoli
Tunis
Algiers
Melilla
Casablanca
Dakar
Freetown
Monrovia
Abidjan
Accra
Porto Novo
Bamako
Niamey
Abujo
Douala
Bangui
N'Djamena
Luanda
Kinshasa
Brazzaville
Kisangani
Cape Town
Port Elizabeth
Durban
Pretoria
Johannesburg
Port Nolloth
Maputo
Harare
Lusaka
Dar es Salaam
Mombasa
Mogadishu
Nairobi
Kampala
Bujumbura
Lubumbashi
Antananarivo
Analalava
Karachi
Hyderabad, Pakistan
Peshwar
Lahore
Quetta
Delhi
Chandigarh
Jaipur
Bombay
Hyderabad, India
Marmagao
Trivandrum
Madras
Vishakapatnam
Calcutta
Dhaka
Patna
Lucknow
Kathmandu
Bhopal
Rangoon
Phenom Penh
Kuala Lumpur
Singapore
Saigon
Hue
Danang
Hanoi
Vientiane
Beijing
Lanzhou
Urumqi
Boutou
Xian
Zhengzhou
Chengdu
Kunming
Qingdao
Shanghai
Wuhan
Fuzhou
Hong Kong
Changsha
Nanning
Chongqing
Port Arthur
Shenyang
Changchun
Harbin
Taipei
Kao-Hsiung
Pyongyang
Chongjin
Wonsan
Seoul
Pusan
Tokyo
Kobe
Nagasaki
Sendai
Aomori
Sapporo
Manila
Davao City
Colombo, Ceylon
Palembang
Medan
Jakarta
Banjarmasin
Bandar Seri Begawan
Surabaya
Ujung Pandang
Port Moresby
Darwin
Cairns
Rockhampton
Brisbane
Sydney
Canberra
Melbourne
Adelaide
Perth
Auckland
Wellington
Christchurch
Fiji
Guadalcanal
The only changes to terrain are that Hills give 0 food and 2 shields, plus 2 more when you mine them, same is true of mountains but they give 3 shields when you mine them, Tundra gives 0 food, and Flood Plains have 1 food, but give 3 more when you irrigate them. Everything else is the same.
Units:
This is the fun part. The units are the most heavily modded part of INEMONH.
Originally intended to add balance, I soon realized that my technique did very much to unbalance the mod. However, it becomes soooo much more fun to play.
Here is what I did to the units:
Ancient Era units stay the same.
Medieval Era units that are pre-gunpowder have 2x the stats (not including movement).
Gunpowder units up to Tanks have stats multiplied by 3. This excludes a number of units, including, Musket men, all modern naval units, and all air units.
Modern Units have their powers multiplied by 4. This is really only true for the Modern Armor, which gains a devastating 73 attack points. Ill elaborate on this in a minute.
Here is a list of every unit, and its shield cost, power, toughness, movement points, resources required, flags checked, and upgrade paths. Oh hell, Ill put it on a spreadsheet.
Also, the following civilizations enjoy their own type of Battleship, Infantry, and Rifleman:
Lets see, what else havent I covered yet?
Oh yes, I allowed plague, too. I just copied the exact stats of the With Plague scenario that comes with C3C.
The turn times of this are absolutely amazing. Even in the modern era, wartime turns only required around 5 minutes of waiting. This was achieved by delaying the availability of sea and air trade. To get these, you will first need to construct a Harbor or Airport, respectively, and then either an International Port or International Airport, again, respectively. This makes these two trade mediums just a bit rarer, and drastically speeds up the turns while still allowing overseas trade.
UPDATES ON JULY 31, 2007:
Now that I've cracked the egg of true modding, I've been able to add the unit graphics I wanted to. Each of the new units in the game has it's own graphic to correspond. Also, several of the original units now are represented by graphics of famous types of that unit: for example, the transport, whilst still staying a normal transport, is now represented by the HMS Brittanic. Other featured unit graphics include the MiG29, Supermarine Spitfire, Partiot Missile System, and the USS Constitution.
Okay, here's the download! Just unzip it, it's in WinRAR, and put the folder into your Conquests/Scenarios directory, and of course, put the .biq into the same place. Make sure you remove the INEMONH folder from the unzip folder, there'll be two of them, one inside the other, with the exact same name.
I'm also including a random map version. On that version, you can settle on any terrain.
And last, but not least, enjoy! And be sure to give me your critique, it's your voice that makes future versions better!
CREDITS:
Everything:
Cheezy the Wiz
The Units:
Wyrmshadow
NavyDawg
Orthanc
Hand of Geddon
TopGun69
Plotinus
Steph
Vinjrjoe
NOTE: There were a number of units I downloaded over the months that I used in this scenario, so I'm sure I haven't mentioned everyone whose units I've used. If, in the process of playing INEMONH, you recognize your units, graphics, or someone else's, by all means, tell me, so I can add you/them to the credits![/QUOTE]
Hi,
I followed your directions regarding installing this MOD but it states that
"missing entry text pydialcons.txt ANIMNAME_PRTO_PIRATE_SHIP.
do you know why this is happening?
You probably don't have the /biq in the right folder. You need to put in in the /Civilization III/Conquests/Scenarios folder, and then put the INEMONH folder in the same folder. Make sure, though, that there isn't another folder also called INEMONH inside that folder, though. If there is, move THAT one in there instead. Then it should work.
Ok I deleted everything in the scenarios folder and all that is in there is the INEMONH folder and the big file and when I try to load the game I get the error still about the pirate ship still.
Hey people, a quick word-up to anyone reading this: I'm presently beginning a major overhaul of this mod. Don't fret, the things that make INEMONH what it is aren't going anywhere. However, I will be adding many new resources, as well as several new governments, and, if I can, new buildings and wonders to the mix, and perhaps a few new unit graphics if I can find time. Also on the agenda is a fine-tuning of the units; I know I messed up a few things last time, some of them are minor mistakes, such as the cruiser not rotating to attack, but then some are major, such as the complete dominance of the Attack Helicopter in the late game. I'll be addressing these, too, to make the game make a lot more sense.
So there are good things in store, but, given that my semester has already begun, and upper-level history courses are nothing to be trifled with, this could take a while.
But then, the best things in life take time, don't they?
Can not wait for the new mod.
Will all the new and current units have sound?
Will you be adding new tanks to various countries?
Also will the units all match in size? The stealth bomber, regulat bomber and modern armor were way to big in the original mod.
Thanks.... your mod I think was the BEST one I have tried so far!
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