Yes.Can not wait for the new mod.
Will all the new and current units have sound?
I don't think I'll go THAT far. But I'm replacing the stupid Panzer graphic, it looks stupid. I'm using a real Panzer IV now.Will you be adding new tanks to various countries?
I can't resize them, I can only use what exists. So no.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!
What does your time frame look like as far as getting this complete?
Hopefully this new verision will have Pedia entries for everything, but that's largely based on if I can find out how to do so.
Spoiler :
Cool! and how bout naming my home town this time?.. Please!? ITs no biggie but as is you've got a city in remote proximity called Thunder Falls. Was that city inspired by a real city or named based on one of the Native Reserves in the same area?
How could you Snub T. Bay man?. From that strech its like complete isolation between Winnipeg and the Sue. Like riding the width of Wisconsin through Michigan an seeing a few pissant villys, mybe a maple syrup mill or a cockroach petting zoo or two. (fleabag motels)
Now here you got this 100000 city right smack in the middle and you choose cordinates of some fly in fishing resort just north instead?
Insert Epic Mod Name Here (INEMONH)
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
CREDITS:
Everything:
Cheezy the Wiz
In post 4 of this thread I posted the following:I've no idea what SOL means, but one possible way to combat this could be to limit settling to only one kind of terrain. Then you place squares of this terrain in the places where you want cities to be buildable. This method avoids the need for pre-placed cities, but of course you're still going to constrain everyone to quite an extent. However, it at least means that you can easily specify large areas of the map as completely unsettlable (no more rushes for Siberia). It could lead to a disadvantage for the player, as it would not be obvious where to find the settleable squares, but the AI would automatically know where they are and head for them. But giving the AI such an advantage might actually be quite good.
Of course you'd also effectively lose a terrain type. And you couldn't do this with random maps.
In fact I told you about some existing core concepts of the CCM Earth map. I have no problems if someone uses the hints I gave in these threads (that´s why I post them and try to help other civers), but I get angry, when I read such **** statements of people like you, who expressively give credits for everything to themselves and with no word mention, that the only innovative concept about doing the locations of cities in that mod comes from other civers. When I post the CCM-Earthmap, with your still existing wrong ****statement, many civers will think, that I use your concept and your ideas, so it is just the other way around. Unfortunately you didn´t clarify this in all the years since you had posted this **** statement. As your **** statement is still noticed by other civers (you can find the last example here: http://forums.civfanatics.com/showpost.php?p=12348988&postcount=12 ) this post in my eyes is necessary.In this thread some parts of my mod are revealed by Plotinus (one kind of terrain for cities), settlers produced by the palace (Yorgos), reduction of corruption (Weasel Op).
So here are some additional infos: In my eyes the best terrain for cities (I call it cityspot-terrain) is the marsh terrain. You simply set the graphics to transparency and get nice green terrain as a result of the "cityspot". Than you rename the marsh terrain to "City Spot" (or something like that) and give it the settings of grassland (or like you want it). It´s the only terrain with the "Allow cities flag". The order for the workerjob "clear wetlands" must be set to an era-none-tech that no civ can posess.
This is a big part of my mod with the working title "Civ 3 Revisited" ( note: now "CCM") when playing earth maps.
Edited: Here you can see an early version of the city spot terrain and different levels of the city graphics:
http://forums.civfanatics.com/attachment.php?attachmentid=125732&d=1146850237
And here you can read some more infos about it (posts 63 and 66): http://forums.civfanatics.com/showthread.php?t=80235&page=4
Here you can see cityspot terrain with individual city resources and city names (in an early "one name version"):
http://forums.civfanatics.com/showthread.php?t=181825&page=2 (post 27)
I just think, as Plotinus, that he doesn't regard it as normal to give credits to ideas. That said, giving as comprehensive credits as possible is always preferable, but I think most mod makers could be found to not have 100% correct credits.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!