NES forum Civ3 game! fun/quick/easy idea

:lol:

NESing, yes, people wasting away at their computers...

Dang it, when'll 'e post the update?
 
Ormash
Industrious, Expansionist
Aggression Level=4
Preferred Govt: Fascism
Shunned Govt: Communism
Leader: Supreme Overlord Vanash
Cities: whatever, as long as it ends with "ash"
Color: Dark Red (Japan's color)
Leaderhead: Tokugawa
Culture Group: Asian
Starting Techs: Bronze Working, Pottery

UUs:

1. UberScout: Treats all terrain as road, replaces scout
2. Imperial Guard v1: replaces swordsmen (+1 attack)
3. Imperial Guard v2: replaces cavalry, doesn't require horses, +1 attack
4. Imperial Guard v3: replaces advanced cavalry, doesn't require horses, +1 attack
5. Imperial Guard v4: replaces tank, +1 movement, +1 attack
 
I WILL RESISTS!!! *twitches* Will post tomorrow :D
 
Thanks :D

Anyone have experience with gramphos' multi tool or any kind of save game editor?

Ive been trying to find out exactly what is possible to change in-game, and i’ve been messing about with C3MT scenario export - It would be very cool to take a save game and make it into a scenario, edit everything in the editor to carry out 'orders' etc, and then go back to the game again. But it seems there is a bug where units and cities do not go to their correct owners when the scenario is exported :(

It doesnt help that im only discovering these utlities now, years after they are made, when the threads are dead and everyone is on to civ4 :(

So, at the moment, things I can do in game are:
Create units, buildings, wonders
Change ownerships
Give/take techs and money
Change diplomacy
Change governments
Reposition ‘hidden’ cities from the north pole and have them appear elsewhere in the world with different owners.
Delete and rename cities using debug mode

Cant do these: (unless I get C3MT GSE scenario export to work properly)
Add/edit civs
Add/edit building/unit types
Manually add entirely new cities
Manually remove cities
Edit roads, mining, farming etc
Edit the terrain

PS: attached some screenshots from a test scenario
 
Cant do these: (unless I get C3MT GSE scenario export to work properly)
Add/edit civs
Add/edit building/unit types
Manually add entirely new cities
Manually remove cities
Edit roads, mining, farming etc
Edit the terrain

Unless he gets GSE working, it might be a good idea. I sincerely hope he gets it working, since I want my UU force to be adaptable to changing circumstances.
 
Sorry for not participating here yesterday, headache+Attack of the Question-Askers in my NES.

Question #1 – Would you want save games available to download and look at, as this game goes along?

Nah.

Question # 2 – What game settings do you want?

Those seem just fine to a man who hasn't played Civ III for almost a year now.

Question #3 - Extra Shared Units for all civs?

Stormtroopers would be nice (modern offensive infantry, as opposed to "good all-around infantry").

Question #4 - Map?

Why not just huge? We're going to have lots of civs here. Polar bears ftw, ofcourse. Btw, could you post some maps like those nice ones for timeline in DNESR?

I sincerely hope he gets it working, since I want my UU force to be adaptable to changing circumstances.

So do I. The one thing I really dislike about the changes from Civ II to Civ III is the disappearence of that... dynamicness, with new civilizations arising, civil wars, rebellions...

Civ Name: Altyn-Kanalat
Civ Traits: Militaristic, Industrious
AI Setting: Aggression: High (4 from left); Favourite Government: Fascism; Shunned Government: Democracy; Build Often: Offensive Land Units, Production.
City Names: Altyn Sarai, Atil, Tarkel, Tarakan, Sar, Baralyk, Khlebal, Durundyk, Kozaryk, Ugadai, Eralai, Chagandyk, Urluk Sarai, Berkek, Tandak.

Leader Name: Vezer Urluk-Baghatur (a long line of influential advisors and powerful nobles that de facto rule the state, the Kagans being, rather like the Japanese emperors, divine figureheads).
Leaderhead: Korean.
Two Starting Techs: Bronze Working, Masonry.
Desired Colour: Mongol Dark Yellow.
Culture Group: Middle Eastern.
Military Leaders: Kurluk-Baghatur, Veghat-Khan, Kradyk-Baghatur.
Scientific Leaders: Ashtel ben-Yosef, Mirlyd-Pasha, Tagher.

UUs:
1. Utrigurk Warrior (replaces Warrior, looks like Sumerian UU, +1 Defense).
2. Altyn Guard (replaces Longbowman, looks like some crossbowman, prefferably Chu-ku-no, +1 Attack).
3. Baghatur (replaces Knight, looks like Raider, +2 Attack).
4. Rosineri (replaces Musketman, looks like a janissary or something like that, +2 Attack).
5. Bardamhuch Guard (replaces Mech. Infantry, +1 Attack)

I know that +2 attacks will make these very expensive, don't worry.

If interested, culture resembles most a mix of more sophisticated Golden Horde, cruder but more established Qin (NOT Qing) Chinese and more militant Khazars or Uighurs (under Uighurs in this case I mean the ones in pre-Mongol Central Asia; this is a more militaristic and imperial version of them). As such however it is mostly similar to Mongol and Altayan tribes, only given a Sino-Uighuric civilization (but with a religion of their own, basically more sophisticated Tengrism).
 
...Scratch that. I'm going to come up with something I haven't used before in the morning.
 
Civ Name: Almoth
Civ Traits: Agricultural, Industrious
AI Setting: Aggression: Medium (3 from left); Favourite Government: Fascism; Shunned Government: Democracy; Build Often: Offensive Land Units, Defensive Land Units, Production, Growth, Culture.
City Names: High Almoth, Denton, Cole, Somerfyld, Medton, Sharley, Diaorane, Thiane, Corosa, Nihale

Leader Name: Queen Alayne
Leaderhead: Theodora
Two Starting Techs: Bronze Working, Alphabet.
Desired Colour: Roman Red, if taken, Persian Teal.
Culture Group: European.
Military Leaders: Aran Brighthelm, Tristyme Selbey, Niael Doran.
Scientific Leaders: Lara Somerfyld, Jaene Moran, Saerah Niall.

UUs:
1. Slave (replaces Worker, use slave/captured worker graphic, +1 movement).
2. Chainedswords (replaces Swordsman, use Gallic Swordsman graphic, Enslave ability, enslave results in Slave, does not require iron).*
3. Golden Legion (replaces Knight, Ancient Cavalry graphic, Enslave ability, enslave results in Slave, +1 attack).*
4. Salle Guard (replaces Infantry, guerilla graphic, +1 HP).
5. Thalian Marchers (replaces Tank, Panzer graphic, +1 movement, +Blitz ability)*

*Likely more expensive than the typical unit, though perhaps not overly so...

Background: Almoth is a rather egalitarian society... or at least, some parts are. The gender divide is still there, but it doesn't make anyone unequal to anyone else--the genders merely have different pursuits in life. As such, despite the fact that the men are warriors, the women are the rulers. Yet, despite the apparently more tolerant society, it has a darker side: Almoth will likely be the last nation on Earth to outlaw slavery, as their culture is more or less based on it.
 
Thanks very much for the new civs and the new infos :D

Anyone know if the 'Build Often' settings in the editor actually affect the AI? I just noticed they come under 'governor' settings, which i guess might be player only, and hence a waste of time for this... Sorry :(

Also, can plagues start in anyone but the human player's cities? Ive never seen an AI city with plague at all.

Lord Iggy said:
Why is everyone else in the modern/industrial age while I'm stuck in ancient?

Yeah i wanted to make sure the UU's would build, though i forgot to add resources in that test...

Das said:
Sorry for not participating here yesterday, headache+Attack of the Question-Askers in my NES.

No probs, I know theres a lot of much more cool things happening in this forum, i just wish i had time to particpate properly :(

Das said:
Stormtroopers would be nice (modern offensive infantry, as opposed to "good all-around infantry").

I'll see if i can find suitable graphics for a modern-ish assault infantry type unit. Ive already used the flamethrower for Ys Lemmden marines, maybe ill change that to something else.

Das said:
Why not just huge? We're going to have lots of civs here. Polar bears ftw, ofcourse. Btw, could you post some maps like those nice ones for timeline in DNESR?

Sure, ill have fun creating little maps and stuff for this, assuming i get time :)

BTW, is it okay to go with a non-earth map? Looks like there will be civilised 'europe' and 'asia' at the start, I thought it would be nice to have some mystery about where they are in relation to each other, and not to know what else might be out there.

North King said:
I sincerely hope he gets it working, since I want my UU force to be adaptable to changing circumstances.

I cant get scenario export to work :( Well, i found i can safely export/import the basic map, and all the terrain improvements, so i can edit that. But players swap their cities and units around whenever i try to export them too. I can kinda swap them back by changing the civ of each player, but they still have someone else's gold and techs etc. Some things also get shunted on player 32 (when hard-coded max is 31 :eek:), and onto barbarian ownership, and some barbarian things become player 1... which all tends to make the editor crash, not to mention civ3 itself :(

But I have found it possible to 'hide' cities and civs at the north pole, in unreachable areas surrounded by a ring of impassible volcanoes and ice. The save editor allows cities to be moved around on the map, and to be given to different players. I can then also rename cities in DEBUG mode. So that should allow some manual creation of cities and sudden appearace of NPC/rebel civs. Also possible to prevent civs from dying by giving them a hidden refuge city.

I was thinking i could go half way through the game just editing the save, and then stop halfway and create a new scenario based on the last savegame. I could probably salvage a lot of stuff using the scenario export, but would have to rebuild much of it. It would take a wee while to sort out, but would be an oppertunity to edit everything and include any new civs, UU's, etc. Anyways, see how it goes.

I guess ill start this up tommorrow night then, and post up the state of the world at the start, though Ill check here first for any new stuff to add.
 
Likewise as with NK. Btw, glad to see the sea otter back. Now I will no longer confuse you with Panda. ;)
 
Still, it was a bit strange. I still do usually associate Napoleon with Panda...
 
I'm sorry daft, but I'm afraid I won't be able to participate :(
 
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