Midgard fantasy mod

Yorgos said:
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.
If I edit the rules after I've started playing, will it still take effect?

I forgot to make the changes like you suggested. When I remembered, I saved my game, quit, edited the rules then loaded up my saved game again. I'm not sure if the changes have taken effect.


Enjoying the game so far and have found no problems. I've been playing the Goblins and my single city in the Great Continent was destroyed by the Humans. Darn corruption makes building stuff at the beginning very difficult for that single city.

I'm enjoying the native terrain aspect of the game too.

Oh and I found your easter egg, Yorgos. When I destroyed the Infidels on my continent, the Buteons decided to settle more cities in my continent. Was surprised to see one of their city with the name "Yorgos" :lol: Good stuff! :thumbsup:

Then the Stygians landed a unit close to the Buteo cities on my continent. I ran away and I let it destroy one of the Buteo cities. Then I went back to check on the unit because it was covered by the fog of war. Then the Stygian unit decided to attack my unit so I retreated all my units again. The Stygian unit then attacked another Buteo city but was defeated. At least it destroyed one Buteo city :lol:
Those Stygians are dangerous; they attack you without waging a war :)

How is that update coming along? :)

-Pacifist-
"Midgard will be mine .... muahahahahaha" -Org
 
Hello! No, any rule changes don't apply to saved games, only text and graphics do.

You liked the "Yorgos" city? But do you know that in the new patch there will be a Goblin city named "Pacifist? :)
This is one of the ways I give credits. You 'll notice name leaders like Aaglo or Embryodead, for example.

BTW the new and final patch-update will probably be posted during this week.
 
I have posted the new and (probably) final patch. It includes:

- Civilopedia descriptions provided by Pacifist (thank you!)
- The waywatcher unit
- Fixed all known bugs (it should be competely bug free now)
- A few minor rule changes

For a detailed list of the changes consult the readme after downloading.

Note that players who have downloaded the patch of 5th September need to download only the second part of the patch, the first hasn't changed since.
 
I can't wait to try this one. It was my favorite scn ever.
Forgot all about it. Stygian was my favorite to play.
Guess I'll have to go Goblin
Thanks.......
 
Nice work Yorgos :)

I haven't had a chance to play the updated version but I did find a few bugs in the old one. Hopefully they've been addressed in your update

-Pacifist-
"Rediscovering Midgard through the eyes of the Goblins"
 
Thank You, thank you thank you.
When I lasy played this game many moons ago (as Infidel)
I had a big beautiful civilization going, then most everything
got turned into scrub grass and I only had a couple cities left.
The Goblins came and took severe advantage of me and
destroyed my Infidel civilization.

Finally, after all these years Infidel got our revenge
and wiped the Goblins from existence! It was real
fun playing this game even without the 4 maps from
the old game. Thanks so much for letting me get revenge
on those nasty little goblins.

I always thought of Infidels as more "Mongolian"
but it seems you gave them more of an Arabic flavor
in this great scenarion...
 
hi,this is the mod I longed for,since years ago when i used to play TOT.
So far I have played for about 130 turns and then I encountered the first bug.

Here it is:

File not found

"Art\Units\Catapult\..\Catapult\CatapultRun.amb"

AUDIO

I'm playing with Conquests 1.0,may this bug be fixed by downloading 1.22,or else?
Thanks for any suggestion :-)
 
Hello, and sorry for the delayed answer. I don't log in that often during those days.

I had personally checked all the animations to make sure that there are no such crashes and I am pretty sure they work correct. Not having 1.22 patch is no problem, as I explain the mod is playable in unpatched versions with a minor modification. A typical problem with such crushes with all mods is using a non english version (which can be solved, but it's a time-consuming process), but probably this is not the case because you would have encounter the problem earlier with the settler and worker animations. But I think I know what the problem is.

Do you have Play the World installed? This is where the missing file should be located. It should lie in your civilization III/CIV3PTW/Art/Units/Catapult folder. If you don't have a CIV3PTW folder, don't panic. Just open catapult.ini, located in your Conquests/Scenarios/Midgard/Art/Units/Catapult folder and rename CatapultRun.amb to CatapultRun.wav, this must solve the problem.

If this doesn't help, just let me know and I'll see what I can do. Keep in mind that the chances are that you will encounter similar crashes with most mods around (try Warhammer, it makes the original game look childish!)
 
oh, yorgos, i just wabt to know,
whats the difference between test of time and fantastic worlds?
ToT had animated units, but did fantastic world? ToT had "3d" graphics. did fantastic world only have 2d non-animated units? i personaly loved the fantasy mod on TOT. i love this mod too. thanks!
 
Yorgos said:
Hello, and sorry for the delayed answer. I don't log in that often during those days.

I had personally checked all the animations to make sure that there are no such crashes and I am pretty sure they work correct. Not having 1.22 patch is no problem, as I explain the mod is playable in unpatched versions with a minor modification. A typical problem with such crushes with all mods is using a non english version (which can be solved, but it's a time-consuming process), but probably this is not the case because you would have encounter the problem earlier with the settler and worker animations. But I think I know what the problem is.

Do you have Play the World installed? This is where the missing file should be located. It should lie in your civilization III/CIV3PTW/Art/Units/Catapult folder. If you don't have a CIV3PTW folder, don't panic. Just open catapult.ini, located in your Conquests/Scenarios/Midgard/Art/Units/Catapult folder and rename CatapultRun.amb to CatapultRun.wav, this must solve the problem.

If this doesn't help, just let me know and I'll see what I can do. Keep in mind that the chances are that you will encounter similar crashes with most mods around (try Warhammer, it makes the original game look childish!)

Yes,probably the crush comes because I own a translated version.I will try the steps you suggested,I'll let you know.Really thanks!
 
Fantastic worlds had 2d, non-animated units. In fact I own only fantastic worlds, so that my Midgard didn't take advantage of ToT. This is a weakness of my own version, because it doesn't include, for example, the 4 different maps. Pacifist helped with the unit descriptions however (there are no descriptions in fantastic worlds either) and I'm grateful for this.
 
@ Texdionis

If you have a non-english version you must edit PediaIcons.txt (that's the name I think) in your Midgard/Text folder. You should check it line by line to find out where my namings don't correspond to the translations. Annoying, I know. Alternatively you can just wait for the crash reports, and then fix the reported problem.
 
Yorgos said:
@ Texdionis

If you have a non-english version you must edit PediaIcons.txt (that's the name I think) in your Midgard/Text folder. You should check it line by line to find out where my namings don't correspond to the translations. Annoying, I know. Alternatively you can just wait for the crash reports, and then fix the reported problem.


it's ok now ;)
 
I picked the Infidels this time,and after a few turns the capital city experienced disease due to flood plains terrain (nomore later in the game,though).
The specific Religious Lore for Infidels should prevent any dying of people,but that happened,why?
I checked the settings and noticed that Religious Lore correctly enables the disease prevention,so I can't get the reason :(
 
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