New Mod: "Bigger, Better Worlds"

Portuguese said:
You really need to do baloons rebasable!!!

What's the use of them if they are to stay in the same city forever?!? :(

You can move them. I thought the same thing. Use the Go to City command and chose the city.
 
I have some suggestions about Slave Trade. To me it is basically useless the way it is. It is not worth the negative effect for a slave once and awhile. Now in the early stages, the extra slave may make it tempting, but in the long run it doesn't work for me.

Since it is Slave Trade, I would give the slave as you do now and maybe give a slight increase in commerce. In this case you may want to think about a larger negative effect, or maybe not. But the vital part is to allow a way out, such as a small wonder or tech that makes it obsolete. Maybe "Emancipation Proclamation" (?Spelling?), or use one of the exsting Techs like Democarcy. Though not historically acurate it does fit. At the time they were drafting our governemnt, the slavery issue was hottly debated, many wanted to outlaw slaves in the US in the beginning of our nation.
 
And I always thought we would need 2 things:

- a Galileu Galilei Great Wonder in the end of the Middle Ages

- a unit better than Cavalry, but worst than tank. Perhaps a horsy 9/4/3, in the middle of the 3rd age... perhaps with a napoleonic name. Cavalry rule for too long. I start to conquer the world with knights and by the time tank arrives, the game has "ended" in the most fun part (I always have >50% of territory...) We need a colourfull horsy to substitute the cavalry before the tank arrives, too late if you ask me.

Just some thoughts.
Of course that some new regimes would be cool.
Perhaps:
- Tribal Council - 1st form of government without tile penalty, very soon in the game.
- Imperialism - Good for offshores empires, with less corruption in the colonies than any other. Like in my favourite conquest (AoD) some regimes.
- Blood Cult - Good only for culture victories. Not my favourite way of winnin the game, but still a good government to complement Civ...

I'll post some more ideas in next posts.
 
My first post,

I just started playing civ3 again since i found out about all these mods that are available.

Just one Question How would I play custom maps that I make with this mod?

NM I think i got it, I would just load the mod in the editor and create a new map correct?

Another quick question If I wanted to use other units with this mod would I just add them into the mod foldere in scenarios
 
Another thought:

In my current monarch game my civilization produces around 3000 science per turn. Of that, fully one third is from my capital city (With all of the + science and + trade wonders to date). One suggestion: Area 51 is an unbelievably cool idea. What about restricting it's creation to having the resource in the city boundaries? You could buff it up a bit as a wonder given that it may appear only in low-production cities or areas. (Possibly a higher % tech or add another feature like spy production -- late game wonders rarely impact the game anyway.)
 
DB do you have the patch on the front?
 
I have what most of you might think is a stupid question, but what are the numbers that appear after your government type in the info box in the lower right hand corner? It changes, but I have not figured it out. I looked through all the manuals and could not find it. For example it was saying Monarchy (4.6.0) then it changed to Monarchy (5.5.0), and after switching to Democarcy it says (5.5.0).
 
the frist number is science the next is tax and the last is luxury.
 
Just a quick update on life in general....

I'm having *SO* much fun moving. I'm basically handling the grunt work myself right now, since Joy is busy with several projects which have to be finished soon, and the kids aren't old enough to be terribly helpful where heavy lifting is concerned. ;)

So it's load up the van with boxes and/or furniture items, drive to the new house, unload, rinse, repeat....

But within another day or two, I should have enough stuff moved that we can actually start living in the new house. And some time next week, we're going to borrow a few friends and borrow a van or pickup so we can transfer over the furniture items I can't move single-handedly. And then we get to have a garage sale to get rid of the rest of the junk, and then we get to see about selling the old house....

Anyway, keep posting your comments on the mod. I'm not responding much right now, but I'm still reading, and in the not too terribly distant future, I'll be ready to sit down and start working on another update. ;)

-- Darryl
 
You should really make railroads a lot harder to create. That would solve the clear problem of the Airport's lack of employment - other than in war with an island civilization. Furthermore, railroad creation in the real world was a real and amazing achievement; mirroring the difficulty of completing such gigantic railroads would bring a whole new depth into the game.

Great mod by the way.
 
what is the point of the musketman not to monition it cost 50 shields:eek: IMO you need to either bring the Attack and defense up one point and then I might build one but for a unit that cost 50 shields and is 3\3\1 that is crazy.
 
I agree about the musketman also. At least the attack value should be raised. Defensively they may not be that great due to the poor fire rate of black powder weapons, which is the advantage of the Rifleman. I would give it 4-3-1.
 
DB_in_Omaha can I use some of your ideas in your mod, and put them in my mod.
 
I have skimmed through all of the posts, and I do not see any mentions of these particular errors. FYI, I have upgraded my Conquests to version 1.22, and also downloaded the most recent BBW mod lin the last week or so.

The first error pops up when opening the Civlopedia to either the "small wonders" page or the "index" page. It appears it is looking in the wrong area for the "Bayeux" image.

After installing the mod, this image was located in the folder...

C:\Program Files\Infogrames Interactive\Civilization III\Conquests\Conquests\Middle Ages\Art\Civilopedia\Icons\Buildings

I was able to fix this problem by creating a second copy of the entire "Middle Ages" directory, which then moved the image to...

C:\Program Files\Infogrames Interactive\Civilization III\Conquests\Middle Ages\Art\Civilopedia\Icons\Buildings

All of the other Civlopedia and art images have been working fine from the original install folder. Only this one image was coming from a different folder.
 

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This error I have not been able to bypass on my own, so any help would be appreciated.

I cannot complete a "Fire Catapult." When the project is completed, just as it's about to zoom to the city and show the catapult, I receive the attached error.

The file it is looking for is currently on my hard drive at...

C:\Program Files\Infogrames Interactive\Civilization III\Conquests\Conquests\Rise of Rome\Art\Units\Fire Catapult\Fire catapult default.flc

Thanks!
 

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Splat. I have the feeling that the mod may not be installed in the correct folder. Make sure the mod is installed in your scenario folder of Conquests. For me it is:
C:\program files\atari\civilization III\conquests\scenarios. That is my guess for the problem you are having.
 
*sigh* It looks like I put it in the regular scenarios folder rather than the conquests scenarios folder. Of course I'm not sure why all of the other enhancements work fine except for those two... odd.
 
That is odd now that you mention it. You apparently did play for some time before it encountered a problem. Oh well...
 
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