KCKultimateSP1 is Now! KCKultimateCIV3

Yes, It started different, but anims dont load yet! (need paths) Since no Burial Rites ERROR. (picts in right place). I started with a map changes BIQ, and reworked it! Good Work! I'll fix paths, and tweak program a bit, get back to you in a couple of weeks.

Have I ever thanked you for the work you're doing on my behalf.?
 
Dont worry about it dude! Your helping me out also! Plus others! But Thanx, and your Welcome!
Just tell me what you think of it later, and If I could improve on it anyway!!
 
I'm not, I just thought I'd express my appreciation for the work you're doing. Your attitude is in great contrast to other parties {Toyota} that I could name.

I do have one inconsequential question for you; what color are the Americans supposed to be? At times they appear to be a pale lavender, at others they're white. Or is it an artifact of the Apple display?
 
Americans are white (page 1), didn't like white barbs. The checkered grayed edges makes it appear light purple.

You can change paths of KCKultimateCIV3 to this with *Civ3ConquestsEdit.exe*, if you wanna try for yourself. You will have to rename the conquest folder to Conquests Game Data\Conquests & Scenarios. Detank RAR, rename folders & EditPath(s)-{try 1) in BIQ, retank, then extract. Should work! :king:

* EDITOR * In the editor click on the scenario file tab, select Scenario Properties. On the Scenario tab under the Title & Description, is the Scenario Search Folders text box.

Replace this ->

..\..\civ3ptw\extras\Medieval Japan\;..\..\civ3ptw\extras\World War II\;..\..\civ3ptw\extras\Prehistoric\;KCKultimateCIV3

with This ->

..\..\Play the World Game Data\Extras\Medieval Japan\;..\..\Play the World Game Data\Extras\World War II\;..\..\Play the World Game Data\Extras\Prehistoric\;KCKultimateCIV3
 
Americans are white (page 1), didn't like white barbs. The checkered grayed edges makes it appear light purple.

You can change paths of KCKultimateCIV3 to this with *Civ3ConquestsEdit.exe*, if you wanna try for yourself. You will have to rename the conquest folder to Conquests Game Data\Conquests & Scenarios. Detank RAR, rename folders & EditPath(s)-{try 1) in BIQ, retank, then extract. Should work! :king:

* EDITOR * In the editor click on the scenario file tab, select Scenario Properties. On the Scenario tab under the Title & Description, is the Scenario Search Folders text box.

Replace this ->

..\..\civ3ptw\extras\Medieval Japan\;..\..\civ3ptw\extras\World War II\;..\..\civ3ptw\extras\Prehistoric\;KCKultimateCIV3

with This ->

..\..\Play the World Game Data\Extras\Medieval Japan\;..\..\Play the World Game Data\Extras\World War II\;..\..\Play the World Game Data\Extras\Prehistoric\;KCKultimateCIV3

Wouldn't work. I would need a Windows emulator to use Windows programs on The Beast. Heck, there are Mac programs The Beast can't handle, she's just too old

(PM me about donating towards a new iMac. But do so freely and of your own will.)
 
Okay, anyways. I'm tweeking it, should be ready in 2-3 weeks; with starts for single player - medevil through future.

FINAL NOTES:

Added 7 Singleplayer Starts Medevil through Future. Shogun and Archbuster were being used by AI to make endless war. Removed Hidden Nationality. Early Spy's up to Espionage, Spy, Inquistitor, Asassin. Asassin upgrades to Shogun. Shogun & Archbusters must declare war. Balance works nice. Added Marine, Modern Paratrooper & Anti-tank Unit as Hidden Nationality units with 1 move speeds late to make it interesting. Just the way CIV should be played!

For Balance purposes I changed, Modern Armor from off24 def16 mov3 to off22 def15 mov2 & Mech Infantry from def18 off18 mov3 to off17 def17 mov2. Godzilla yields enslavement which now produces Anti-Tank Units. Changed the Godzilla animation to a Deinoychus. Not as big, just as fierce. Tiger II's were to strong for Industrial, so I moved them to the New World Order Tech to what was Nuclear Power. You need Oil and Iron to produce them, and they aren't built by the Secret Police HQ, which I eliminated. Tiger II's new stats are def17 off12 mov3. Combat Engineer's now produce Tow Infantry on enslavement. Removed Lethal Bombardment from Arquebusier's, was rate 2 now 1. Inquisitor's now have a rate 2 Bombard non-lethal. Guerilla's move at speed 2 not 1.

The following TECH changes occurred for balance purposes, Moved Ironclads to Industrialization, Moved Corporations to Ironclads, Moved Industrialization to Corporations. Removed 1 World Order, changed it to New World Order, Moved it to the Modern Age. Moved Goverment Tech's Communism and Fascism to Colonization, moved Police Station improvement there also, and renamed it Constablatory. Moved Nuclear Plant to Fission, changed Nuclear Power to NWO. Moved the Manhattan Project and the U.N. to the New World Order Tech. Moved Cruise Missiles to Satellites; was 16str 4range 3fire is now 18str 6range 3fire. Moved Tactical Missiles to Space Flight.

Removed the maintenance cost for walls. Moved Barracks (which had no requirements) to Masonry, which replaces Palace. Reduced the cost of building (transfering) a Palace. Reduced the cost of building The Great Wall from 40 shield to 20, and Kukulkan from 50 to 35. Reduced the cost of Granary's. New upgrade path, Granary -> Marketplace -> Bank -> Stock Exchange. New upgrade path, Harbors -> Coastal Fortress (1 turn) -> Commercial Dock -> Oil Platform (2 Maintenance instead of 3).

I added a New Wonder, the Tomb of the Unknown Soldier, which is produces Guerilla's every 5 turns, at Colonization, in the Industrial Age and becomes obsolete at Flight, it can become a Tourist Attraction over time. It costs 35 shield slightly more than the Knight's Templar to build, with 2 culture. I dropped it as a clone to Hero Epic, which didn't seem to work. It appears the only way to produce army's is through elite units successfully defending itself twice in battle. Although, this remains reserved to chance. Militaristic CIV's seem to have a higher probability, though.

I changed Worker actions Clear Wetlands (Marsh & Jungle) from 16 to 12, clear damage (or pollution) from 24 to 20. Often maps contain to much jungle and marsh, and give wetland free civ's to much advantage. It basically only takes 3 times as long to chop jungles or marsh now, instead of 4X's as much. Much better, and with a couple workers you can reduce this to 6 turns, and easily clear a path for roads between cities in Jungles and Marshes, effectively.

I doubled the Commerce output of Gold & Gems from 4 to 8. I changed Bonus Resources Whales and Fish into Luxury Resources, with an Appearance Ratio of 240, which is the same as Horses. This works great, seas full of the right amount of resources, Although, the editor seems to group them together in bunches instead of spreading them out.

I Changed the Ridiculously Large Free Unit Support for Upper Difficulty Levels. Didn't Change other values which seem to adversely affect the modding of it.

Monarch----------1--------1-----------------1----------------1
Emporer----------2--------2-----------------2----------------2
Demigod----------3--------3-----------------3----------------3
Diety------------4--------4-----------------4----------------4
Sid--------------5--------5-----------------5----------------5
LEVEL # of Def Units # of Off Units + Free Support Bonus Per City
Monarch----------2--------1-----------------4----------------1
Emporer----------4--------2-----------------8----------------2
Demigod----------6--------3----------------12----------------3
Diety------------8--------4----------------16----------------4
Sid-------------12--------6----------------24----------------8

For Balance Purposes, I Removed any References to a CIV3 Tribe that Favors or Shuns Despotism. These CIV3Tribes now have Rearranged CIV3 Tribe Attributes for Favored and Shunned Governments. I also Changed a few CIV3 Tribe Governments to evenly balance it between, the Republic, Monarchy, Imperialism, Fascism & Communism. Favorite Governments apply much more to Singleplayer, but it will benefit or harm you also, slightly, in Multiplayer. Playing your Favorite Government gives you the greatest benefit. Playing your Shunned Government may harm you. In Multiplayer, its less necessary. But, Communists, suffer the most, in this regard. Playing Governments similar to yours, that aren't Shunned Governments by you, is the 2nd best course of action. For example: SUMER, since they are the most over-balanced tribe, which I assigned Despotism as there Favorite Government (Shuns Anarchy), could conceivably play any Government. Monarchy and Democracy are the most like each other. Communists should avoid Shunned Governments till they get to Colonization. Imperialism is somewhere in between the Republic and Fascism. I also added Tribal Cultural Groupings that are assigned by default, in the CIV3 editor, which cannot be changed, (and any Tribe it Shuns within this group), its Favorite Government and its Shunned Government to the Civilopedia. I also Flavored (Shunned or Favored) each Culture Group to itself and other groups. It Favors its own group the most (100%), it has a particular group it Shuns the most (80%), and the other groups fall in between (90%). This affects trade slighty. It is also added to the Civilopedia Text.

Mediterranean - Rome, Egypt, Greece, Carthage & Byzantia.
MidEast - Babylon, Persia, Zulu's, Ottomans, Arabs, Sumer & the Hitties.
European - Germany, Russia, France, England, Spain, Vikings, Celts, Dutch & Portugal.
Asian - China, Japan, India, Mongols & Korea.
American - America, Aztec's, Iroquis, Inca & Maya.

European vs MidEast 80% (minus any Shunned Goverment).
Mediterranean vs Asian vs American 80% (minus any Shunned Goverment).
European or MidEast vs Mediterranean or Asian or American 90% (minus any Shunned Goverment).
Any CIV3 Tribe vs its Cultural Group 100% (minus any Shunned Goverment).

Rebalanced the Governments to play in any age. Moved Engineering to Construction. Moved Construction to Monarchy. Moved Monarchy to Monotheism. Moved Monotheism to the Republic. Moved the Republic to Engineering. Moved & Renamed Imperialism (Government) to Feudalism. Renamed Imperialism (TECH), Imperial Decree. Moved Democracy (Government) from Espionage to Diplomacy. Switched Steam Power (Added Scout) & Economics. Moved Elvis to Colonization. Moved Fascism (Government) from Colonization to Economics. Moved Communism (Government) to Medicine. Renamed Medicine to Socialism. 3 Government Techs Begin the Feudal Age (Monarchy, Feudalism, Republic). 3 Government Techs Begin the Industrial Age (Democracy, Fascism, Communism). Gave each Government unit support for 15 troops in towns, cities, metropolis's. (was minus 3 or more for early Governments, and late 3 or more plus, originally). Early Gov's get a trade bonus but suffer more corruption & war weariness. Feudalism suffers the most corruption, no war weariness, plus a faster worker. Late Gov's suffer little corruption. Communism & Fascism suffer no war weariness. Fascism has a faster worker. Democracy has the fastest worker, and suffers high war weariness.

That's it, I hope you like me mod, and think it's the most compact and one of the most playable mods around. I did alot of rebalancing. I tried to make it equally balanced for Singleplayer, as for Multiplayer. I think it is as best as CIV3 could be, I hope it works for you, and I hope you enjoy it as much as I do!

FINAL NOTES:
 
Since I'm making these changes, and want to fully test it for week. (After I'm done in a week maybe 2.) I decided to change the paths in my old mod, and temporarily make it available for download. It should be done & available for download in 3-4 days. I tell you then mythusmage & you can test it it and make sure the paths work for a MAC.
 
ALSO TO NOTE:
To anyone messing with PCX's trying to get transparency's to work. Avoid all the long, detailed, incomplete and often confusing commentaries on adding or changing them. Simply copy an old PCX(s) to the location you wish CIV3/../Art something, rename it what you wish, open it up with GIMP, delete the original layer, (make sure not to delete the transparency). Then copy annd paste the PIC you want in there. In GIMP under the image file menu selection, choose Flatten Image. (Make sure the image you copy is in 256 colors, and the correct size 128X128, 32X32, etc ... Also make sure the image mode is layered not RGB - This is the colorspace in a new image [Advanced Options] or MODE under the image file menu selection). Then save. Add entries to the PediaIcons.txt and the Civilopedia.txt and your good to go!
ALSO TO NOTE:
 
And the Burial Rites error showed up again. Maybe if you added the appropriate graphic to the package and directed the scenario BIQs to that it would make a difference.
 
ı have downloaded the RAR file , having found the thread looking for the Prehistoric dynos of the PTW , while ı will try this at home , haven't found the dynosaurs . Anyone can point me to a link ? ( ı had asked this also at the newbees thread and one of the suggestions was to as in creation subforum .)
 
R16, if your trying to mod, your more than welcome to use my mod as a reference. The files are well commented. The Dino ANIM's are in CIV3\civ3ptw\extras\Prehistoric. The Civilopedia Picts are in CIV3\civ3ptw\Art\Civilopedia\Units I think. Do a search for *.pcx's in the CIV3 folder then thumbnail the search, they are there somewhere. Is that what you wanted?
 
GRRR Ah, OK back to Square One. MYTHUSMAGE. I may just have to add all the files to the KCKultimateCIV3 Folder. But it maybe rather large. That's why I avoided doing it. Or prehaps I'll create a Search Engine that will find, copy, paste and possibly rename the Standard Files to the ones I made. Let me think on it. I'm almost done with the last complete rebalanced version. So it maybe another week. Sorry me good friend. Don't worry, I won't let you down. Just be patient, THANX!

See Final Changes - 8 Posts Above ^
 
R16, if your trying to mod, your more than welcome to use my mod as a reference. The files are well commented. The Dino ANIM's are in CIV3\civ3ptw\extras\Prehistoric. The Civilopedia Picts are in CIV3\civ3ptw\Art\Civilopedia\Units I think. Do a search for *.pcx's in the CIV3 folder then thumbnail the search, they are there somewhere. Is that what you wanted?

my problem is that ı don't have the extras as described , ı have only the medieval Japanese there. Posters in the newbee thread mentioned it all depends on what you have , ı had to combine an old Vanilla with a Conquests cd that was burned as a spare . While still legal as the guy doesn't own it now , the result is a combination that is odd , to say the least .
 
Due to the number of changes, for this final version, it should take me a couple more weeks to complete the basic version. Then I'll make two Complete or Full versions one for WXP & one for MAC. It will contain all the files you need, to play. This also may take, several weeks. The size could be as large. But, hopefully not too large. I'll get back you on this.
 
Ok, here it is! Look for a test versions in a week or 2.

D:\Civilization III Complete\Art\Units
--------------------------------------
Aegis Crusier, Archer, Army Ancient Times, Army Industrial Times, Army Middle Times,
Army Modern Times, Artillery, Battleship, Bomber, Bowman, Cannon, Caravel, Carrier,
Catapult, Cavalry, chariot, Cossack, Cruise Missile, Destroyer, Explorer, F-15, Fighter,
Frigate, Galleon, Galley, Helicopter, Hoplite, Horseman, ICBM, Immortals, Impi, Infantry,
Ironclad, Jaguar Warrior, Jet Fighter, Knight, Leader Ancient Times, Leader Industrial
Times, Leader Middle Times, Leader Modern Times, Legionary, Longbowman, Man-O-War, Marine,
Mech Infantry, Modern Armor, Mounted Warrior, Musketeer, Musketman, Nuclear Submarine,
Panzer, Paratrooper, Pikeman, Privateer, Radar Artillery, Rider, Rifleman, Samurai,
Scout, Settler, Settler Industrial Ages, Settler Modern Times, Spearman, Stealth Bomber,
Stealth Fighter, Submarine, Swordsman, Tactical Nuke, Tank, Transport, War Chariot, War
Elephant, warrior, Worker, Worker Industrial Ages, Worker Modern Times.

77 Units - These should all Be Present for Basic CIV3 & Playable, So I didn't add anything
here.

D:\Civilization III Complete\civ3PTW\Art\Units
----------------------------------------------
Ansar Warrior, Beserk, Cannon, Catapult, Conquistador, F-15, Gallic Swordsman, Guerilla,
Hwacha, ICBM, Infantry, Keshik, King, King American, King Arab, King Aztec, King Babylonian,
King Carthaginian, King Celtic, King Chinese, King Egyptian, King English, King French,
King German, King Greek, King Indian, King Iroquois, King Japanese, King Korean, King
Mongol, King Ottoman, King Persian, King Roman, King Russian, King Spanish, King Viking,
King Zulu, Libyan Mercenary, Medieval Infantry, Princess, Sipahi, Swordsman, Tactical Nuke,
The King, Worker Modern Times.

45 Units - These should all Be Present for CIVPTW, I added The King (Elvis Scout) just to be
safe.

D:\Civilization III Complete\civ3PTW\Extras\Medeval Japan\Art\Units
-------------------------------------------------------------------
I added Ashigaru Spearman (Korean Pikeman), Medieval Japanese Settler, Medieval Japanese
Worker, Ninja, Oda Arquebusier and Warrior Monk.

D:\Civilization III Complete\civ3PTW\Extras\Prehistoric\Art\Units
-----------------------------------------------------------------
I added 1 unit Deinoychus, was T-Rex. Still named Godzilla.

D:\Civilization III Complete\civ3PTW\Extras\World War II\Art\Units
-----------------------------------------------------------------
I added American Flamethrower, Churchill (Tank), German Anti-Tank, German Heavy Machinegunner (MG Battalion), German Rifleman (Stormtrooper), Italian Rifleman (Anzerkers), Japanese Rifleman (Bonzai Dragoons), M26 Pershing, Panther (Tank), Russian Rifleman (Grenadiers), T-34 (Soviet Tank), Tiger II (Modern Tank).

D:\Civilization III Complete\Conquests\Art\Units
------------------------------------------------
Ancient Cavalry, Caravel, Carrack, Chasquis Scout, Cruiser, Crusader, Curragh, Destroyer, Dromon, Enkidu Warrior, Enslaved Worker, Flak, Holy Relic, Hussar, Inquisitor, Javelin Thrower, King Austria, King Byzantines, King Hatti, King Incan, King Mayan, King Netherlands, King Portugal,
King Sumeria, Legionary, Mobile SAM, Ninja, Paratrooper, SciLeader, Shogun, Swiss Mercenary,
Three Man Chariot, TOW Infantry, Trebuchet, WWII Paratrooper.

35 Units - These should all Be Present for CIV3 Conquests. I added Enslaved Worker, Hussar (Fixed), Inquisitor, Ninja, SciLeader & Shogun just to be safe.

I also added Redcoat and Spy, separately.

There are some Doubles of Units; 1 or more of these units, should be present and playable.
I added 28 unit ANIM's. I added all the pcx's for Units, Techs, Buildings and Governments.
I did not add any picts for Leaderheads, Races, Worker Actions, Terrain or Resources.
This will be about @30Mbs in a RAR, and compatable with KCKultimateCIV3-final,
KCKultimateCIV3-WXP & KCKultimateCIV3-MAC
 
Any other units. R16 will not be included. There are 17 Medeval Japan Units, I used 6. There are 12 Prehistoric Units I used 1. There are 24 World War II units, I used 12. The path is D:\Civilization III Complete\civ3PTW\Extras\ ... \Art\Units, all files should reside in these folders.
 
To Reduce Size, added just pcx's needed for Units, Techs, Buildings and Governments.
PLUS any extras not played by standard civ3 conquests. Here's the normal list.

Art\Civilopedia\Icons\Units (#00-65, x_ or x2_ not included) included 14 Units pcx's large & small.
Art\Tech Chooser\Icons (#00-82 not included) included 14 Tech pcx's large & small.
Art\Civilopedia\Icons\Building (@244 std type pcx's not included) included 11 Wonder pcx's large & small.
Art\Wonder Splash (#38 STD Splashes) included 11 Wonder pcx's.

ADDED EXTRAS
Art\Civilopedia\Icons\Units added 9 extra pcx's large & small, not played by standard civ3 conquests.
Art\Tech Chooser\Icons (+Non-Tech Govts) added 10 pcx's large & small, not played or iffy.
Art\Civilopedia\Icons\Building added 14 pcx's large & small, not played or iffy.
Art\Wonder Splash added 6 Wonder pcx's from civ3PTW & Conquests.

These 3 folders (needed UNIT Anim's) they have been added to
D:\Civilization III Complete\Conquests\Conquests\KCKultimateCIV3\Art\Units
Hussar, Redcoat & Spy were included.
I added 18 UNIT ANIM"S (30.4 MBs uncompressed) from

..\..\civ3ptw\extras\Medieval Japan\
..\..\civ3ptw\extras\World War II\
..\..\civ3ptw\extras\Prehistoric\

Hopefully, The King (Elvis Scout) in civ3ptw & the Inquisitor, Shogun & Ninja in Conquests will show up.
Which includes Units like the Javelin Thrower, Enslaved Worker, Scileader & Berserker ...
If you can play CIV3PTW & CONQUESTS you should be able to play these units located here ->
D:\Civilization III Complete\civ3PTW\Art\Units
D:\Civilization III Complete\Conquests\Art\Units

Final versions should be less, closer to 20 MBs.

HERE'S LINKS TO TEST VERSIONS
KCKultimateCIV3-WXP_TEST http://www.box.net/shared/cli46tlgz7
KCKultimateCIV3-MAC_TEST http://www.box.net/shared/bfyykcx89u

NOTE: Enslaved Workers may not be able to be sacrificed, A few other glitches that will be fixed if TEST versions pass.
 
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