Middle-earth: Lord of the Mods

uhm , ı would like to report an error . Shadow Warrior unit can not locate various Swordsman .waw files ... Fully understandable in that it's only available if enslaved by a Nazgül , which is only available through a great wonder only available to Mordor and ı think ı used a .rar that was in an external drive , maybe downloaded in 2013 to install it into my lap top . Well , contributed to Lord of the Rings ... however small .
As a quick-n-dirty fix, could you/anyone simply copy (and rename?) the missing .wav(?) files from the default Firaxis Swordsman?
 
If memory serves, this whole thing comes down to an error by some nameless but eternally annoying Firaxis employee who inserted a space into the filename before the ".wav" extension. You're getting the problem because a mod maker did not know this, and typed the filename without the extra space, and of course the game can't find a file with that name.

The simplest fix is probably just to make a copy of the file in question, within the same folder as the original, but with the space removed from its name. Then you've got both versions of the filename available, which should cover all eventualities.
 
ı already found the folder , copied the original .ini file (just in case) and deleted all lines that come after = at the relevant place . ı play the game silent anyhow .

(which is the bane of people who start answering without reading the answers . Thank you all , people . )

as an oddity , a few months back ı took Mordor's techs and added them to Isengard's , because am not a Mordorian murderer and was not seeing late era Mordor at play . So , ı finish the Rings of Power and instead of a Nazgül , it starts producing Leaders who can't rush buildings of make an army . Re-tweaked it give an Ishtar indeed . Mordor's trolls are good looking ...

patch ? Wildweazel , if you have the time for that kind of a patch , it should really do something about Dwarves buildings . There are two that works as City Reservoir and Apothecary and AI will ruin some of the best Dwarven cities by placing them next to rivers and the like .

and , ı would really need some help to understand this . Royal Decrees do not help to clear Dark Forests and Marsh terrain , possibly because it confuses the computer who has hardcoded orders for jungles and swamps . So , ı tick plant forest as the preferred option and clear them with the same tech , which enables planting forests . But this somehow makes Dark Forests and Marshes not to cause disease in the cities that use the tiles , even if units stationed on the tiles sometimes die ... Sort of makes the game missing a bit .
 
Hello
The year is 2019 and I stand before you, alone, here with a question.
I look around, I search and then yell into the void: What the hell does the DownFallen do?
The page is blank. It is a government type of the Numenor under the Akellabeth advancement.
 
Hello
The year is 2019 and I stand before you, alone, here with a question.
I look around, I search and then yell into the void: What the hell does the DownFallen do?
The page is blank. It is a government type of the Numenor under the Akellabeth advancement.

The yell is heard. The answer is simple. The entry doth not exist in the civilopedia.txt :) (at least mine anyway. You may know the issue already.).

Be not downcast! The government can be brought to life!

Open the civilopedia.txt located in Civ3/Conquests/Scenarios/LotM/Text -> Search for '#GOVT_Dominion'. Under this entry block add '#GOVT_Downfallen' then 2 '^' afterwards.

It lives! save, the actual unit support and special bonuses/penalties text.... Yeah, you gotta add that. Open the BIQ file with the editor located in Scenarios and yeah all the info is in there.
 
Sorry I don't quite follow. Is it just a blank entry or is there something wrong with the file?
I just checked my own copy of the LotM Civilopedia.txt, and there was no entry for this particular government at all. So I just did what @Nathiri suggested, copy/pasted the previous entry, and then edited it a little per the .biq.
Spoiler Anyone else who also needs it, can feel free to copy/paste the following text into their own LotM-installation's 'Pedia file. :
#GOVT_Downfallen
^
^
^Only available to Numenor, this government may become useful when you have acquired many large cities, many leagues distant from your Palace. However, switching to this government will result in population losses from all your settlements.
The subjects in conquered cities will defiantly retain their own identity forever, and will also oppose that city's further cultural development. No culture is gained in a city where at least half of the population is not of the same race as your civilization.
In addition to free units per city, you can have up to 10 units without paying an upkeep cost.
^
^
^
^Worker efficiency 100%
^Hurry Method Forced labour
^Corruption / Waste Communal
^War Weariness None
^Draft Rate 3
^Military Police Limit 5
^Unit Support
^ per village 4
^ per town 6
^ per city 10
#DESC_GOVT_Downfallen
^No Information Available.
 
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Hello friends.
Thanks for helping me with the DownFallen government type :)

I thought I should report some bugs.

Playing a Mordor you can get Nazgul spawned from The Rings of Power great wonder. (Attached to the Forges of Sauron advancement)
The Civilopedia entry for the Nazgul is blank.
In my experience, when the Nazgul unit enters combat it causes the game to crash.
The crash is replicatible from different saves and loads. The crash happens whether I am attacking or defending.
I am not sure if this happens for the upgraded Nazgul (Riding the Fell Beast).
Searching back, it seems this issue may have been already discussed.

In the Civilopedia under Tribes, Gondor references it's special unit as a Tower Guard, replacing the Long Swordsmen, a unit which doesn't exist. (it should be Heavy Swordsmen)

The half-orc civilopedia icon, not being content with being half, bursts out of it's box.

Editing a map to be locked alliances (Mordor alliance, human alliance, Elf and then unaligned)
It was a lot of fun. But I noticed an issue, allies will threaten other allies. (give me territory map or else)
This maybe because the defeat for alliances is 'individual victory' rather then 'coalition victory', I'll have to test it. Honestly I don't remember allies being able to threaten other allies in the base game, individual victory or not.
So being Mordor, Harad was stronger and threatened me. I said 'no' and they backed down. Saying 'no' to each ally threat (Isengrad wanted to have a go too) seemed to do nothing.
Much later they threatened me again but this time I said 'goodbye' and to my surprise they declared war.
I can't attack them, they can't attack me, but the AI doesn't seem to know it can't attack me. I must assume it sits there trying to attack me with it's units, never ending its turn.
In a 4 player alliance it's permanent war too, suing for peace would only last a turn before a mutual pact would kick it and we were at war once again. Peace isn't unilateral like it is between alliances instead it is individual, so the option of waiting and suing for peace with everyone on the same turn is out of the question.

I'm not sure this one is a bug, it could well be a feature. When I try to decrease my science output so that I still get the tech in '1 turn' (while getting a gold boost, which is otherwise wasted), it will often not complete the tech, even if the science is above the threshold to complete in one turn. It's as if adjusting the science rate 1 turn before completion puts the advancement on hold.

This one probably isn't fixable, although it's interesting so i'll add it anyway.
While I was playing a regicide, Angmar was suddenly destroyed while at peace. I did some thinking and I believe they were destroyed because their capital was next to a mountain. A mountain that prompts the wolves to attack from time to time. Wolf attacks kill population but also units. Which means the attack stuck the King unit, killed it, eliminating the faction. :splat:

Lastly, ill add it is a shame the civ3 base games doesn't have a tiny bit more depth. Otherwise I would use the editor on some of the civs to be more flavorful when playing as them. While keeping the strength of each civ asymmetrically balanced. Harad, mordor, angmar, Isengard, the Dwarves, and the Hobbits are all quite distinct in play style. Which is very well done. Fun to play a new game, if only to experience each one.
Were as the humans, Gondor, Rohan, Arnor, Numenor have a very similar play style for most of the game. Gondor and Rohan being particularly bland.
If the base game had more dept I could (for example) have these factions be able to build better roads for a very short period of time (during their historical height) before the resource that builds them becomes obsolete. Or change the human's late game units so they can use enemy roads (This would counter Mordors/Angmars ability to field unlimited numbers of units, which becomes impossible to deal with at some stage late-game).

Thanks again.
 
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I'm not sure this one is a bug, it could well be a feature. When I try to decrease my science output so that I still get the tech in '1 turn' (while getting a gold boost, which is otherwise wasted), it will often not complete the tech, even if the science is above the threshold to complete in one turn. It's as if adjusting the science rate 1 turn before completion puts the advancement on hold.
Not exactly: this only happens if you reduce SCI%-slider all the way to zero, and do not assign any Science-Specialist(s).

The situation you seem to be describing, is what happens when someone you know learns (and/or you meet someone else who already knows) the tech you are currently researching, shortly before you are due to complete research on it yourself. Because knowing other Civs who know a tech, makes it cheaper for you to learn, you have now put more beakers into that tech than you (now) need for it.

But if the game is (now) telling you that you can learn a tech in 1 turn even without spending anything on SCI% or assigning a Specialist(s), don't believe it!

You will still need to earn at least 1 last beaker, because (if I've understood correctly) on an interturn when zero beaker(-equivalent)s are harvested, the game does not run the check to see whether a research project has been finished! So you will need at least 1 Scientist-equivalent (or SCI%-slider set at 10%) to get both your tech, and the TAX%-gold windfall over the next interturn.

Alternatively, a better option might actually be to immediately go and 'buy' the last beakers you 'need' for that tech, e.g. from the AI-Civ which beat you to it: since you've effectively already 'completed' the project yourself, the price should be minimal. And then you can start your next research-project, and contribute beakers to it over the coming interturn. You won't get the TAX%-gold in this case, but you will start researching your next tech 1T sooner, which might be preferable.

For more information regarding the order in which commerce, food, and shields are harvested (and tech-progress, growth and production are calculated) over the interturn, see this thread.
 
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Hello, I'm new to modding Civ 3, and I have an issue that I haven't seen a fix for yet on this thread. When I try and start the mod in-game under Civ-Content, I always get this message before the game automatically shuts down. Here is my game files path as well. Does anyone know what is happening? Thanks for any feedback
 

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do those quickstarts work ? ı remember trying it once , working but also imagine remembering they would crash .
 
I was able to start playing a game after about 15 or so tries to begin without getting Icon_Bldg error, and i gotta say, it really is amazing. I don't really know why it worked all of a sudden, but I'm still glad that people are still active here and willing to help someone like me with no experience in the modding scene for this game. You guys rock :goodjob:
 
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