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Midgard fantasy mod

Yorgos

imagine...
Joined
Jan 12, 2005
Messages
413
Midgard 1.1

UPDATED - November 5th 2006
The change list

Midgard is based on the civ2 fantastic worlds homonymous scenario. A detailed preview can be found here.

Installation: Midgard v1.1 comes as a self-extracting archive. There is no patch, and it's unlikely one will be needed since there are probably no bugs left.
To players who have downloaded Midgard 1.0: There is no patch to upgrade it to Midgard 1.1. Sorry. You have to download the installer, and it's recommended to remove your old Midgard files before installing version 1.1.

Download Midgard 1.1 (87.8Mb)

Optional features (based on material from the original civ2 Midgard scenario):
Title Screen (463 Kb)
Menu Music (2.38 Mb)
To install the optional features, extract them in your civilization III folder. However they will overwrite the original civilization files, so it's a good idea to backup them first.

Additional scenarios
In addition Leobon made some interesting scenarios based on Midgard, incorporating Middle Earth features like new Dwarven and Hobbit civilisations. Details and download links are available here.

Do you like the mod? Help to make it better! If you are an animator there are some units needed. Here is a unit requests thread:
http://forums.civfanatics.com/showthread.php?t=122048
Otherwise you can post your opinion and suggestions.
 
I loved the Civ2 Midgard scenario, good to her it has somewhat come to Civ3 :thumbsup: I'll download it, though i'm not sure how much i'll be able to play it.
 
Ok, just took a quick look and played a few turns as the Elves. I'm not really getting that 'fantasy' atmosphere, and i think i know why. The terrain. Please consider using anything OTHER then the default terrain by Firaxis, as it is very dull, and just plain awful. I know it would increase the file size, but perhaps you could have it has an extra alternative like you've done with the title screen, etc.. Other than that it seems really good. :)
 
Yorgos said:
The Midgard mod, based on civ2 fantastic worlds homonymous scenario, is now ready!

Am I to assume that the patch also needs to be installed? And where do I unzip the optional files into? Do I need to backup something?
 
Nanocyborgasm said:
Am I to assume that the patch also needs to be installed? And where do I unzip the optional files into? Do I need to backup something?
The mod is playable without the patch, but this is where I'll add any improvents and updates, so I suggest you download it and check for new patches from time to time.
The optional features are designed to overwrite the original Firaxis files , so you are advised to backup them first. They should be exported in your civilization III folder. However you can add them only to Midgard if you ignore the "conqests" folder, but this is recommended only for the ambience sound.

Raw is War? said:
Please consider using anything OTHER then the default terrain by Firaxis, as it is very dull, and just plain awful.
Thanks for the feedback, I'll consinder this. However it isn't very simple, since I'll have to recreate the three new type terrains (shallow sea, underground, haunted forest). Positive views are rewarding, but I like criticism too - it is the only way to improve the mod.

Wood Elf, of course I can and will include the waywatcher, but not immediately. I am waiting for feedback and see if I can attract the attention of any animators first, so that I may post a full upgrade.
 
My wife is going to love this when she finds out about it. She used to play the Civ2 one to death.
 
Yorgos said:
The mod is playable without the patch, but this is where I'll add any improvents and updates, so I suggest you download it and check for new patches from time to time.
The optional features are designed to overwrite the original Firaxis files , so you are advised to backup them first. They should be exported in your civilization III folder. However you can add them only to Midgard if you ignore the "conqests" folder, but this is recommended only for the ambience sound.

Thanks for the advice. I ended up exporting it into the Conquests/Sounds folder and got some interesting results. The sounds worked alright, and didn't overwrite anything, but they caused the Midgard sounds to be played in every scenario. I fixed that problem by removing them. Now the standard C3C sounds play.

I tried a game as the Buteons and was generally impressed with the game play, although I had a bad game. Keep up the good work!
 
Hello Yorgos

I finally got around to playing it :)
It's very good although I must agree with Raw is War? that the fantasy atmosphere is just not there.

The movement changes takes a little bit of getting used to as well. I like the native terrain idea. Also like the way you changed the advisors and how it gives you a :thumbsup: and :thumbdown instead of the default :) and :( faces

Also why does the seer get 3 bombard, 0 range when it has no attack and defend value?
My seers keep getting killed by barbarians :lol:

Just wondering about the native terrain. How does it work for barbarians?

Just like to point out something minor ...
... the goblin spearman is spelt "Golbin" Spearman -- gonna edit that myself :)

Just like to say you did a fine job translating the Civ2 tech tree to suit Civ3 :thumbsup:

Gonna continue my Goblin game when I get more time :)

-Pacifist-
"Exploring the lands of Midgard"
 
Yorgos said:

This modpack looks promising. How did you get this piece of music? It's one of the tracks from the Test of Time soundtrack, but how did you manage to extract and isolate it into a single mp3 file? I've tried to put some of the TOT music into mp3 format but have not figured out how to do it.
 
I have posted a new patch. It comes in two parts because of its size and it includes:

- Completely new terrain graphics based on Tjedge's "Dungeons&Dragons: Mystara"
- Fixed the Haunted Forest problem (now it isn't landmark forest)
- Fixed the Mercenaries and Elite Mercenaries Guild problem (now they do produce mercenaries).

The preview thread will also be updated to reflect the terrain changes.

Important: If you have a game in progress this patch will screw up your terrain graphics. In this case finish your game first (or abort it) and then install the new patch.
 
Raw is War was definately right. The new terrain is a major improvement (you can take this as credit, Tjedge!), and it was a chance to solve the "haunted forest" problem (haunted forest was in fact landmark forest, meaning that practically the elves and the stygians shared the some native terrain). In addition I managed to create a much better looking shallow sea terrain. Here is an example:

 
pacifist said:
Why does the seer get 3 bombard, 0 range when it has no attack and defend value?
Because it is not useful only as an explored, but also as escort for your units: They will gain defencive bombardment and the ability to see two squares away. In addition seers/sages never require support.

pacifist said:
Just wondering about the native terrain. How does it work for barbarians?
The barbarians are stygian unique units, so their native terrain is haunted forest (only, the problem is fixed).

Gatsby said:
Just How did you get this piece of music? It's one of the tracks from the Test of Time soundtrack, but how did you manage to extract and isolate it into a single mp3 file?
I had to convert it with a music editor program to the mp3 format that civ3 uses, otherwise it wouldn't work. Thus it wasn't simply copy-paste.


And something more fellows. Don't give me credit for the advisors, it is a recent work from Aaglo. Check what the science advisors says when you are about to discover magical power... :)
 
woodelf said:
How long are you planning on keeping it from her? :D
Not too long. I haven't told her yet, but I will tomorrow, when she has time to play.

Yorgos said:
Raw is War was definately right. The new terrain is a major improvement (you can take this as credit, Tjedge!), and it was a chance to solve the "haunted forest" problem (haunted forest was in fact landmark forest, meaning that practically the elves and the stygians shared the some native terrain). In addition I managed to create a much better looking shallow sea terrain. Here is an example:
Don't give me full credit. This terrain is actually a compilation of Rhye's first then a touch of Sn00py and Womak. Then Arghis edited the LM terrain and did an check to make sure all the terrains blended together. He spent close to a year on it. So please thank him.
 
I'm surprised (and happy) that nobody has reported any problems so far, except for the "golbin" misspelling. However I did found some minor problems, while enjoying playing my mod. Two of them are of some importance:

- Merfolks don't expand on their islands.
- Military Academy doesn't work for most races.

I am not posting a new patch so soon, at least not until I get some feedback. But let me tell you how to fix those on the editor:

- Find the "Sea Turtle" unit and set its transport capacity to 2. Merfolks wouldn't expand because the AI never builds cities with defendless settlers, so turtles caring only one unit weren't enough.
- Make the "Army" and "Leader" unit available to all races.

EDIT: A new patch has been posted and all known minor bugs, like these, have been fixed.
 
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