kt-Unlimited mod

gRUmbL

Unknown Vehicle 500!
Joined
Sep 26, 2003
Messages
40
Location
munich
hi all!

get this modpack and have fun...

CONTENT:
-lots of units
-additional resources
-modified terrain graphics
-civilopedia for the above
-based on the TETurkhan scenario shipped with PTW
-KTMod_Ancient.biq: world map - Ancient Times (with initial cities)
-KTMod_Medieval.biq: world map - Middle Ages (with initial cities)
-KTMod_Industrial.biq: world map - Industrial Ages (with initial cities)

Download:
http://www.kt-unlimited.de/Civ3Mod.html

here are some pics:

ancient_time.jpg


middle_time.jpg


industrial_time.jpg


modern_time.jpg

(all german point of view)

screenshot.jpg


terrain.jpg


units_overview.jpg


industrial start 1870 (editor):

map_overview_1.jpg


map_overview_2.jpg


map_overview_3.jpg


NOTE: if u wish to link to the mod please do not refer directly to the installer exe, since it contains a version number & if we update it, we have to delete the old one (not enough space u know) so your link will be broken....
use the above URL instead....

thx to all...cu
 
Originally posted by Hulk
:love: we did the civ3 thing again ...
greetz :)


Didn´t work with me. Scenario didn´t load
Error message:
Didn´t find file

art/advisors/RB_all.pcx
 
RB_all.pcx can be found under CIV3/CIV3PTW/Scenarios/TETurkhan/Art/Advisors...
so maybe u dont have PTW on your computer, otherwise it should work.
To play this mod you need PTW and Conquests because some files like this one are a part of it.

...hope i could help you.
 
Originally posted by gRUmbL
RB_all.pcx can be found under CIV3/CIV3PTW/Scenarios/TETurkhan/Art/Advisors...
so maybe u dont have PTW on your computer, otherwise it should work.
To play this mod you need PTW and Conquests because some files like this one are a part of it.

...hope i could help you.


-Well, I understand....unfortunately, I only have conquests. I thought Conquests had all PTW content. It seems it is not true. Actually, I´ve been able to make the game run by doing some small tweaks in the *.txt files. However the task of making the civilopedia work is a huge one. I give up....it´s a pity as your Mod seems to be excellent
 
:rolleyes: ooeeehm from a friend i hear there is a PTW standalone which u maybe can download?? on the run .. hulk :scan:
 
yea Bombur you wouldnt get ready by tweaking the text file, it is simply too much stuff.i hope u can find an another way to run this mod. thx gRUMbL.
 
Looks like a great mod.
Few things though:
America shouldn't be in the Ancient scenario.
For the industrial scen - Calcuta was a British settlement (I think)
 
Originally posted by xanth
it's possible to download the Teturkhan scenario seperately (without PTW) - see here: http://forums.civfanatics.com/showthread.php?s=&threadid=29279

Well, I don't know that this will help since we used the version shipped with PTW, so the downloadable (newer?) may (but need not) be incompatible with our mod.... but I think it's worth a try....


-Thank you, I will see if it works...
 
It's for Conquests, but you'll also need the TETurkhan mod (which was shipped with PTW but not with Conquests...but you can download it ... see above)
We also used some other PTW content but I hope this also comes with Conquests (according to the box Conquests includes PTW... but as we know from Bombur this is not true for all stuff ... we cannot tell since we all bought PTW seperately.... let's hope for the best....)

btw we have to upload a new version now so for some time (~2-3h from now) the mod will be unavailable (sorry limited webspace....)
 
I tried the downloadable Version of the TETurkhan mod (v1.66 but I think that this is also applicable for the newest (1.93?) version):
there seem to be no critical problems ( I have not removed the old (PTW) version....so there might still be some folders/files missing but I don't think so)

unfortunately the newer version (1.66+) of the mod comes with customized terrain - and this does not fit well with our own customizations (rivers, jungle mountains) :rolleyes:
@grUmbl/hUlk: seems as if it's better if we customize all terrain in our mod folder (in a first step it should be sufficient to 'customize' the missing terrain with the default graphics....):rolleyes:
 
Hi. I've played KT with the americans and made it up to computers. I didn't have any problems loading the game, but there were a number of things that caused problems during the game. all related to the modding.
The 1st problem was settlers. the wheeled ones in particular. Unless you build a road to your intended settlement they cannot get there. I compensated by builing roads but the AI was completly stumped and had their growth ******** tremendously.
The second was world size. WOW that's a big world. In order to make game play quicker I started with only 20 civs. I ended up having ALL of the america/aztec/incan area. That is an immense amount of land. I didn't want half that. Just the building orders per turn would take 15-20 minutes. And since the aztecs and incans couldn't expand I had no competition whatsoever. militarily or otherwise. that turned out o be pretty boring. Then there is the smaller island nations that cannot expand. to the AI those were like cherries waiting to be picked. civ AI has no code that installs respect for smaller nations. It was a given that they would be extinct as soon as ocean travel was learned.
Finaly, one of the biggest dissapointments was the lack of upgradeable units. A million different units and not nearly enough that upgraded. each time I learned a new tech I dreaded it. It meant I'd have zillions of outdated and useless units. Since the world is soooo huge I had little choice but to make lots of units no matter what. I only stayed in the game as long as I did to get a good look at the new units and techs. By computers I had so many outdated units I had to give up. no way I was going to send each to a city to disband for shields, then build more which would eventualy have the same destiny.
The new natural resources, the new units (most) the techs, the wonders, they all gave the game incredible promise. But the sheer size, the non upgradeable units, the inability for civs to grow and the inequality amongst civs made it unplayable.
Also, some civs like russia were completly able to make settlers and expand but wouldn't. I have no idea why. russia had nothing but it's capitol until the middle ages. Then finaly built a few more cities.
All in all, this could be a great mod with a revamp. Otherwise it's a no go.
 
@Civslayer4sure
here writes hulk the betatester of the kt-mod ... to answer your questions:
At the 1th aaeehm maybe it sound a little bit hard for an Civslayer4sure, but with wich configuration you played? Chieftain or Warlord???, with one of the 2 biggest nations on the map??? hmmm how you say? "be pretty boring?" I play it by the minimum of a Monarch for a quick betatest so I can imagen that it is boring to play on warlord.... (mo try it at the moment on " Deity ". o O)
I mean if it is so boring, take a higher level.Or a smaller nation like France England Germany Japan or so I think i tried them all in all mod-start-ages. hmm my special is .. an european start or the chinese,japanplayer
For the sea nations: They got there one specials. Test one ! (maybe on Monarch or Emperor)
To the size of the map: Its the smallest size where u can drive around the World. We see within the net one (a good worldmap) with a size of 324x324 and we know that`s to big , but a smaller map for our mod is`nt a possible way.
To the upgrades:which unit`s u mean ?? :) maybe u mean the time around the replecable parts advance. We found it got hes one flavour if it isn`t posible that u can upgade ur ligth tank to an M1A1 tank :) .Let`s build better tanks!!
To the expanding of the civ`s: The AI will do it if u don`t play under the AI level of MONARCH!!.
so Civslayer4sure a tip take a smaller nation, and take a higher level like monarch, Emporer, Demigod, Deity or Sid (for myself I nerver did a Sid :) )
greetz to all
hulk
 
hey civslayer thx for all u comments!

-Your point about the nonupgradeable units is right , this sucks!
...i fixed this problem a few days ago, and the new biq.s will be uploaded soon.

-About the wheeled settlers: Our "prob" was too much settlements of different nations far away from palace (We put this one into it to enforce more compact nations, and it worked for me very well...)
but i will put an ancient start biq. without the wheeled settler and without starting cities in the new version.
(just for those who want to play the "rough" version of this mod.)

-the size cant be altered because this version of the world is too small in my opinion. :crazyeye: ...but i know all the problems about immense loading times etc. .

nevertheless i hope u will download the newest version. i will post it as soon as i can.


...and try nexttime a smaller european civ maybe u will like it... :goodjob:


thx... gRUmbL.
 
gRUmbL. I'll give it a shot. There are way too many good points on the mod not to try till it's right.
As far as the level I play. I always cascade my level of play to get a proper feel of the mod. If I like a mod I may play it many times, so I always start out with chieftan and move up each game. It assures me that I'll get to experience all the units/wonders/civs of the mod. Yours has 32 so I may not get that far in the civs and units, but the wonders and techs are cool. I also like the way the minicities are built by the workers.
I have a few suggestions.
There should be an upgrade path on all tanx and planes. The planes should be divided into bombers/fighters with seperate upgrades. Those were the biggest annoyance. not being able to upgrade all those tanx and planes. Also, there seems to be too many new units coming at one time. you might wanna spread a few out further. I think america gets 3 new planes in vertical flight alone. Niether of which can be upgraded. Then marines need an upgrade as well. once heavy tanx come out they lose all efficiency. Maybe an armored amphibious unit. Keeping to history is good, but in civ we usually just build whatever is the best units for attacking and defending in whatever terrain, air sea or land. Anything that is less than that doesn't get built too often. Oh. one more unit needs help. Most of your garrisoned units eventually lead to modern infantry then stops. You should have one more upgrade afterwards to an armored unit that will be the primary garrisoned defender. Otherwise all your garrisoned forces have to be replaced and the modern infantry disbanded. They just can't compete with things like the tiger 2 or an abrams tank. I hope my insights were helpfull. Seeya in the next game.
 
hiho, yeah its always good to discuss things! (especially when its about civ3... ;) )..and thx your comments are welcome and useful.
i totally agree with you to start a new mod first on a lower difficulty to get a feel of the mod.

further i will think about the upgradestuff... in my opinion the computerplayer has the biggest problems, cuz he would never delete or disband a unit like a humanplayer would do.
the computer would send them all to battle or just wait until they are getting slaughtered and only when all obsolete "stuff" is gone he will start to build the more advanced units. but this will only happen if the computer has too much units and came to his "limit".

another problem is the queue which will get too long without being able to upgrade cuz many units wont get obsolete and disappear from it.

and finally for humanplayers its also a kind of boring to disband all production efforts of the last
100years...like u mentioned it above.

sorry for my bad english..
...cu...
gRUmbL
 
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