LK World Map Updates

If I was to add another civ, the red circle is where I would want to add it.
I would clear some of the nearby terrain to give it a chance.

LAK-305.jpg
 
Some tweaks are still going on while I can.

10B -
Carrier now available with flight.
It always seemed silly that you can build a ship to carry planes when you don't know how to build planes.

Removed the barb camps in preset positions to further increase the random element of the game.
 
It appears I may be talking to myself with this thread. :(

The new civ will be Venezuela. I have completed all research except for figuring out a UU.
 
Since there is a bit of a jungle there, how about an 1.1.2 chariot that can move like the Mongol Keshik ?

Grimjack
 
IIRC Simon Bolívar was a native of Venezuela - how about some kind of early 19th century revolutionary troop ?
 
Heh, that might be funny, Rambos that are tweaked to be actually useful :)

Grimjack
 
A early 19th century revolutionary troop would be perfect. This question is
1) What troop would it replace?
2) What is its name?
 
After finding this page on Google, I'd suggest the llanero or plainsman. These were horsemen, so would likely replace cavalry.

It's a shame my computer is patently unable to cope with world maps !
 
The llanero look interesting, but reading they first fought AGAINST Bolivar. I will have to research in detail latter.

I caught later on
The alliance of his fierce cavalrymen (llanero) with Bolívar proved indispensable during the critical 1816-20 stage of the independence struggle
 
Installation instructions:
All players should run the unit setup file!

Drop the file setup-units4.bat into the following directory.
C:\Program Files\Infogrames Interactive\Civilization III\Art\units

RUN the batch file.
ALL of the **NEEDED** units will have been initialized, and implemented successfull for the game.

Drop the scenario file under
C:\PROGRAM FILES\INFO...\CIV...\Scenarios

http://www.civfanatics.net/uploads4/LKWorld-V10C.zip
http://www.civfanatics.net/uploads4/SETUP-UNITS4.zip

=====================================

I will not start the game until these test are done - wm games take a huge time commitment, as I don't want to waste a ton of time for a crashed game

If you can help with any, post which one you will test. These are science cheated tests, so expect techs every 4 turns.

The following test are needed

1) Venezuela ICS test. Pack cities two squares away and simply verify a wrap back to Caracas.
>>>I don't want stuck on Geelong again.

2) UU test for Venezuela. Play the game until you have built a llanero (7-4-3 cavalry). Make sure to build 1 horseman and 1 knight and that they upgrade to llanero. DON'T build any wonders, and verify a GA is tripped.
>>> I have botched these upgrade paths before.

3) Diplomacy test with Venezuela. Play as the Aztecs and go into diplomacy via F4 and shift-D to talk to Venezuela. Make sure nothing funny happens with diplomacy.

4) Venezuela junk test. Play the game to the modern age and rocketry for fighters. Make sure that you don't get any UU for other nations.
>>> The editor by default gives a new civ every unit!

In theory 1,3, and 4 could all be one game.


The following test PASSED


V10 -
Changes in 10C are:
Australia is allowed the frigate - they were based on England and lost the right to build this unit.

I added Venezuela as a civilization.
They are
Religious - missionaries played an important part of the early colonization.
Militaristic - Much of its time in 1800's was in external or internal wars.


Great Leaders:
Simon Bolivar - Helped during the revolutionary wars that set up the scenario for Venezuela to become a nation.
Antonio Guzmán Blanco and Juan Falcón - 1863 final victory went to the Liberals, led by the generals Juan Falcón and Antonio Guzmán Blanco.

Government Leader = Jose Paez

Capital = Caracas
Preferred Government = Republic
Disliked Government = Communism

City list =
Caracas, Cumana, Barinas, Coro, Merida, San Cristobal, Puerto Ayacucho, Ciudad Bolivar, Maturin, El Tigre, Caicara, Esnerakda, Petare, Acarigua, Cabruta, El Amparo,
Ciudad Bolivar, San Carlos, Tumererno, Ciudad Guayana, Bochinche, Curiapo, San Fernando, Tucupita, Los Teques, Canaima, Ed Dorado, Guiria, Guasipati

Unique Unit = Llanero which is a 7-4-3 cavalry replacement.

Changes in 10B are:
Carrier is now available with flight. I always thought it was silly that you could build a ship to carry planes when you didn't know what a plane was.
I removed the preset barb camps to increase the random element in the game.

Changes in 10A are:
I made some changes for the rivers by Egypt to eliminate the flood plain overload.
Did a cleanup of the river system where clicking the tile for river changes the river flow.
This is a broken river square with PTW.
I also eliminated a few rivers for squares that already get fresh water via lakes.
I deleted a few illegal rivers squares per PTW - ones that beeped when trying to add them.

I changed one forest to grassland near Argentina to help out.

I fixed the upgrade of Longbowmen to Guerilla.
I fixed the no-name leader for the Songhai.
Brazil is now commercial, not industrious.

-------------------------

V9 -
I added the Mongols - straight out of PTW.

I helped Australia by clearing a couple of the initial jungles.
I added a river to help Persia, and gave them a few flood plains squares.
China was moved to a river location.

I added the new buildings from PTW: Commercial Dock, Stock Exchange, and Civil Defense
I added the Internet, and correct Wall Street.

I added a 2nd settler to Aztecs to help that position.

This was created under CivIII, so Medieval Infantry and Guerilla were missing - I added them to this version.

Put some flood plains by the Aztecs, while NOT historically accurate, the only way to insure some food for that starting position.

I added 3rd great leader of Songhai - Dawud.


Added Argentina
Commercial - Heavily dependent on the trade of Agriculture
Militaristic - Much of its time in 1800's was in external or internal wars.

Unique Unit = Gaucho
It is a standard cavalry of 6-3-3 that does NOT require horses .

Great Leaders = Martin, Urquiza, Mitre, and Justo.

Government Leader = Juan Domingo Peron

Capital = Buenos Aires
Preferred Government = Republic
Disliked Government = Communism

City list =
Buenos Aires, Cordoba, Rosario, Mendoza, Santa Fe, Tucuman, La Plata, Mar del Plata, Bahia Blanca, Salta
San Juan, Jujuy, Avellaneda, Parana, Viedma, San Luis, Santiago del Estero, La Matanza, Neuquen, Bariloche, Resistencia,
Rawson, Comodoro Rivadavia, Catamarca, Posadas, Formosa, Tandil, Concordia, Reconquista, Santa Rosa, Tigre, Ushuaia


V8 - Restore Tundra based cities. Add the forest back to Canada, and Siberia.
Remove Rome and replaced with the Songhai - Religious and Commercial.
Government Leader is Sunni Ali Ber

City list =
Gao, Timbuktu, Jenne, Koumbi Saleh, Walata, Sokoto, Gwandu, Arwan
Hombori, Segu, Agadez, Katsina, Busa, Diara, Nioro, Tadmekket
Kukiya, Kangaba, Kano, Taghaza, Tekedda, Taudene, Awlil, Tendirma, Tondibi, Niani

Unique Unit = A knight with the stats of 5-3-2 (dyina ?)
Great Leaders = Mohammed, Kohlen


V7 - Further drop OCN to 20.
Add an extra worker and settler to Australia to help that position
Add an extra worker to Aztecs to help that position.
Tell Germany to build more workers.
I fixed cost of Caravel to 40 shields.


V6 - The Aztecs were moved one square south, and given a slight terrain improvement.
Privateer movement is up to 4.
Brazil is not allowed regular infantry.
The crash with Australia and the Industrial age has been fixed.
I fixed Diplomacy to show the right leader head for Australia.
Reduce OCN from 40 to 32, and lowered science factor - this is to attempt to help early science.
Added new culture level: 3.5 to 1 = blown away by


V5 - Play test showed issue with Tundra. Forest on Tundra = forest.
To limit cities, I must make all Tundra without forest.
I made a minor improvement to Russian starting position.
The bad thing of stealing a country - I left Brazil with Samurai - switching to regular knights.
Switch America to regular fighter
Added new culture levels: 1.5 to 1 = very impressed, 2.5 to 1 = Great Admirers


V4 - Slightly improved the Greek starting position.
Removed Japan as a civ from the game. Japan is replaced by Brazil - Industrious and Religious.
Government Leader = Dom Pedro de Alcântara (the emperor when Brazil was recognized as an independent country)
Great Leaders: Dutra, Figueredo, Rondon, Xavier, Silva
Unique Unit = Bef (Brazilian Expeditionary Force) from WWII.
Cities are:
Salvador, Rio de Janeiro, Brasilia, Sao Paulo, Belo Horizonte, Fortaleza, Nova Iguacu, Recife, Porto Alegre, Belem
Goiania, Campinas, Manaus, Sao Goncalo, Campo Grande, Porto Velho, Bele Horizonte, Bahia, Natal, Vitoria
Cities are NO longer allowed in Tundra.


V3 - 3 wheat tiles around India were deleted to weaken the position.
Two cattle around China were deleted to weaken the position.
Change the leader of Australia to Menzies and setup as a male.
Middle / Industrial age ship movement up by 1: Caravel, Frigate, Galleon, and Ironclad.
Modern Era ship movement up by 2: Transport, submarine, destroyer, battleship, Aegis Cruiser, and Nuke Sub.
Special: Carrier up by 3 - these ships were just as fast as battleships, if not faster.
F15 is removed - new USA unique unit USMC: 10 attack, 8 defense.


V2 - Australia was added to the game. After play testing, improved the Australian landmass slightly.
The Babylonian position was improved the by removing point-blank barb camp, slight terrain improvement.
A horse was placed in America.


V1 - Took a copy of Marla Singer's Map, and cut back on coast squares that are out of reach for the sake of domination.
Several ice only islands were removed.
 
I will see about tests 1,2,4 tonight. I do not know how long time turns take on such a large map, but I will play it as fast as I can.

Grimjack
 
I need to hit the sack. I didn't have time to go to modern times, but here is report thus far.

Hmm, we can build scouts. Is it because of me playing in accelerated production, or an error.
( Didn't have a scout in starting forces. )
Hmm2, could move scout directly west out of city to mine site on road without losing movement.
LKWorld-GJ-1.jpg


Hmm3, did lose my movement when I moved back into city.
Hmm4, Didn't notice until now that settler started off the river. From looking at map, this is probably not expected.
Was a bit surprised that Brasil looked like a Japanese. Very well, I take it in stride.

Check 1 completed. Can build Llanero.

LKWorld-GJ-2.jpg

Check 2: For 10 gold I can upgrade knight to Llanero, and for 50 gold I can upgrae a horseman.
Cheap prices probably due to having accelerated growth setting.

Check 3. Getting a kill sets off our Golden Age.

Absense of Rubber is gonna hurt.

Grimjack
 
@Grimjack - Thanks. Always glad to get help. :)


Was a bit surprised that Brasil looked like a Japanese. Very well, I take it in stride.
Well I didn't go do the work to create new animation for a new leader. That is beyond my abilities.

====================================

Hmm, we can build scouts. Is it because of me playing in accelerated production, or an error.
This is an error, and exactly what test #4 is about.

A new version 10D has been created that should fix that error.

Ooops, just caught the bad non-river start. Make the 10E to fix the start issue.
http://www.civfanatics.net/uploads4/LKWorld-V10E.zip

====================================

If you can help with any, post which one you will test. These are science cheated tests, so expect techs every 4 turns.

The following test are needed

1) Venezuela ICS test. Pack cities two squares away and simply verify a wrap back to Caracas.
>>>I don't want stuck on Geelong again.

3) Diplomacy test with Venezuela. Play as the Aztecs and go into diplomacy via F4 and shift-D to talk to Venezuela. Make sure nothing funny happens with diplomacy.

4) Venezuela junk test. Play the game to the modern age and rocketry for fighters. Make sure that you don't get any UU for other nations.
>>> The editor by default gives a new civ every unit!

In theory 1, and 4 could be one game.


The following test PASSED
2) UU test for Venezuela. Play the game until you have built a llanero (7-4-3 cavalry). Make sure to build 1 horseman and 1 knight and that they upgrade to llanero. DON'T build any wonders, and verify a GA is tripped.
>>> I have botched these upgrade paths before.
 
Amazing what a staggeringly huge game this would be. The amount of trading involved if you want to play a non-cheat game would be huge.

Test 4) at 660 BC, we finally found New Caracas. :)

Test 1 ) at 570BC we reach rocketry and supposedly the last UU. We can only build what we are supposed to be able to build. ( with the exception of scout. )


LKWorld-GJ-3.jpg


Glad to be of help.
Grimjack
 
@Grimjack :goodjob:

========================

I will not start the game until these test are done - wm games take a huge time commitment, as I don't want to waste a ton of time for a crashed game

If you can help with any, post which one you will test. These are science cheated tests, so expect techs every 4 turns.

The following test are needed

3) Diplomacy test with Venezuela. Play as the Aztecs and go into diplomacy via F4 and shift-D to talk to Venezuela. Make sure nothing funny happens with diplomacy.

4) Venezuela junk test. Play the game to the modern age and rocketry for fighters. Make sure that you don't get any UU for other nations.
>>> The editor by default gives a new civ every unit!
Just need a short test to confirm no scout

In theory 1, and 4 could be one game.


The following test PASSED
1) Venezuela ICS test. Pack cities two squares away and simply verify a wrap back to Caracas.
>>>I don't want stuck on Geelong again.

2) UU test for Venezuela. Play the game until you have built a llanero (7-4-3 cavalry). Make sure to build 1 horseman and 1 knight and that they upgrade to llanero. DON'T build any wonders, and verify a GA is tripped.
>>> I have botched these upgrade paths before.
 
First, test that we have no scout to build at start.

oo, I had hoped hill would be fixed to be ON river, not settler moved to bonus grass. The start is bad enough
for Venezuela without losing only bonusgrass in range. ( When moving from earlier start to this start, I didn't cross the river, but when I moved back, I did get a river crossing. )

Also, I note that I no longer can build scouts. Test 4 finished.

I restart as Aztechs. For some reason I start with two workers and two settlers. minor bug ??

PLay as Aztecs. Venezuelans also appear as Japanese. WOuld have assumed you would have used the spanish heads for Venezuelans and Brasilians.
Both polite and annoyed look fine to me.

Grimjack
 
:hmm:

I didn't even think of using spain. Looks like 10F is on the way.

==========================

The Aztecs sucked in the wm as a power, so the extra units are to help it out.
 
Can I ask why you removed tundra based cities then re-instated tundra based cities?
 
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