New Mod: "Bigger, Better Worlds"

Cool. A suggestion for the dinos would be to incorporate maybe a few other animals - especially sea and air units. Lacking dino units in these areas, maybe a Squid for sea transport and an eagle for arial espionage.
 
Originally posted by Amesjustin
A suggestion for the dinos would be to incorporate maybe a few other animals - especially sea and air units. Lacking dino units in these areas, maybe a Squid for sea transport and an eagle for arial espionage.

I used a giant squid as a "Leviathan" (a generic sea monster, basically) in "Dinosaurs & Libertarians," but I wasn't terribly impressed with the unit, and so didn't carry it over to "BBW, with Dinos."

I understand your point, but I'd really prefer to avoid adding other animal units to the Saurian civ, as it would likely break the already incredibly thin rationale that has dinos present in the game.

Of course, Kinboat's new Panda collection is REALLY, REALLY, REALLY, REALLY tempting. I'm trying very hard to remember that giant sentient pandas would *NOT* make any sort of sense as part of the Saurian civilization. ;)

-- Darryl
 
True. I would love to see a mod with an all-animal only civ in it using all of the animal-only units out there. Sure it makes no sense but it would be fun. Even more so if ALL the civs were pure animal. Instead of a tech tree an evolution tree.

Back to your topic - I am playing a BBW Dino game, and am very close to winning via cultural victory - as the Dinos! Regent level...

..After that I will try playing against the dinos...

Seriously one of the best mods out there - one of the 3 that I play (other than the unfinished Optimator). The other 2 are DYP and Warhammer. This ranks up there with them - can't wait to see how it evolves!:goodjob:
 
Originally posted by Amesjustin
True. I would love to see a mod with an all-animal only civ in it using all of the animal-only units out there. Sure it makes no sense but it would be fun. Even more so if ALL the civs were pure animal. Instead of a tech tree an evolution tree.

Which brings up the question, of course, of whether the "Noah's Ark" mod is ever actually going to see the light of day. ;)

As I mentioned, I love Kinboat's new Panda units, and his Giant Eagle (which I hadn't looked at before you mentioned it) is nice, too. And I could bring back the Leviathan....

Sure, having Dinos and Pandas and Eagles together in a single civ wouldn't make much sense, but I could always claim that they're the result of alien genetic manipulation, and who can explain how aliens think? ;)

And as it happens, crashed UFOs *are* a new (extremely rare, required for the Area 51 wonder) resource in BBW version 1.30....

I'm not going to do it now, but I have a horrid feeling that I'm not going to be able to resist much longer. Must be the influence of the alien mind control beams. ;)

Back to your topic - I am playing a BBW Dino game, and am very close to winning via cultural victory - as the Dinos! Regent level.... After that I will try playing against the dinos....

The Saurians are winning a CULTURAL victory? Sheesh....

Seriously one of the best mods out there - one of the 3 that I play (other than the unfinished Optimator). The other 2 are DYP and Warhammer. This ranks up there with them - can't wait to see how it evolves!:goodjob:

Wow. I'm incredibly flattered. Hopefully, BBW can live up to the praise. ;)

-- Darryl
 
The mod keeps crashin on me in middle ages.
I have attached a screenshot in word.

Any suggestions?
 

Attachments

Hinxter7: Your screenshot didn't upload, apparently, so I can't see it. As to your other problem, I'd assume it's related to an inconsistency between the game version and the labels.txt file in use. Which version of the game are you running?

If you've never upgraded your copy of C3C at all, then you'll need to replace the "labels.txt" file in BBW's "Text" directory with the file called "C3C v1.00 labels.txt."

If, on the other hand, you've upgraded to C3C version 1.22 (which I'd guess you have), you'll need to add a line to the "labels.txt" file, as follows:

Find in that file these lines:

Reverse Capture the Flag
Default Rules

And add a new line between them, as:

Reverse Capture the Flag
Allow Scientific Leaders
Default Rules

BBW version 2.00 will be out very soon, and will include all three "labels.txt" files. ;)

-- Darryl
 
Originally posted by Sword_Of_Geddon
Actually Aaglo just finished a Sea Monster unit that bears a striking resemblance to an Elasmosaur or Pleosaur DB, you could use that as the Dino Naval Unit!

Already have it downloaded, though I'm not sure I'll use it immediately. Since a pterodactyl is apparently due for release soon (according to Amesjustin), I may leave the Saurians as they are for now, and add both units (sea and air) at the same time. Frankly, I'm just about to the point where I want to get 2.00 out and stop messing with it for a while. ;)

Or then again, I may *not* stop messing with it yet. I have a bad habit of never stopping tweaking. Heck, that's why what was supposed to be 1.30 instead of 2.00 isn't out yet. ;)

-- Darryl
 
You know the funny part of all this Dinosaur stuff? It is believed by some even today that some Dinosaur species never became extinct. One (Aborigine, so he wouldn't know what a Dinosaur was) person in rural Africa said he saw a creature that had a striking simularity to one of the Duck-Billed Dinosaurs.

Who knows, maybe your mod is coming true..........

Wait, was that an earthquake I just felt....It seemed oddly like......footsteps :eek:
 
thanks for the suggestions - still getting the same problem tho.

the error message says:
"file not found - art\units\emissary\..\..\..\conquests\middleages\art\units\spy\spy_default.flc"

it doesn't always happen at the same time - (i.e. doesn't coincide with me gettin espionage or anything) and doesn't happen if i'm playin as the saurians, just the normal civs.

i'm running version 1.22 on xp.

heeeelp!:)
 
Hope you don't mind DB but I modded your Dino version a bit. I added Optimator terrain (which is a bit more lush and, well, jungly and dino-ish than the base terrain).

I also could not resist adding the Pteradactylus and Pteranadon from Kinboat. I made them available with Physics. I am sure you will be adding them to the next version, but I just could not wait.

Any ETA on that, BTW?
 
Originally posted by Amesjustin
Hope you don't mind DB but I modded your Dino version a bit. I added Optimator terrain (which is a bit more lush and, well, jungly and dino-ish than the base terrain).

I use Rhye's terrain, myself. Not necessarily "dino-ish," but I just like the look of it.

I don't plan to add terrain graphics to the mod, though, as most folk probably already have a terrain set they like, and I've no particular need to override their tastes. ;)

I also could not resist adding the Pteradactylus and Pteranadon from Kinboat. I made them available with Physics. I am sure you will be adding them to the next version, but I just could not wait.

Yep, the flying reptiles are in the mod, as is the faux Plesiosaurus by Aaglo.

Any ETA on that, BTW?

I know I said "a couple of days" a while back, but this time, I mean it. ;)

I work tomorrow, but I'm off Wednesday and Thursday, and the kids are in school, so I should have it done and available by Thursday afternoon at the latest.

There are LOTS of changes, by the by. This release was originally going to be version 1.30, but along the way, grew into version 2.00. ;)

-- Darryl
 
Originally posted by Hinxter7
the error message says:
"file not found - art\units\emissary\..\..\..\conquests\middleages\art\units\spy\spy_default.flc"

it doesn't always happen at the same time - (i.e. doesn't coincide with me gettin espionage or anything) and doesn't happen if i'm playin as the saurians, just the normal civs.

Sorry I forgot to respond to this the other day. :(

I'm not sure what to tell you. I'd have to assume that the file in question really isn't available. Are the Conquests installed correctly and unaltered? (The file the system is looking for is one of the "Spy" animations from the "Middle Ages" Conquest.)

The basic inconsistency regarding when the error occurs is easily explained; it happens the first time *any* civ builds an emissary. (The game checks for the animation files as soon as a particular unit is on the map, whether you can actually see it or not.) I don't know why it wouldn't happen when you play as the Saurians, though....

-- Darryl
 
darryl
ive had a look in the files and i seem to be missing most of the art files for the emissary.
any chance you could send me them to save me having to download the whole mod again?

my email is hinxter@aol.com

by the way - i dont think ive said it but the part of the mod i've played is great

cheers:D
 
Originally posted by Hinxter7
ive had a look in the files and i seem to be missing most of the art files for the emissary. any chance you could send me them to save me having to download the whole mod again?

Those files aren't in the mod; they're in the "Spy" unit folder in the Middle Ages Conquest.

by the way - i dont think ive said it but the part of the mod i've played is great

Thanks!

-- Darryl
 
NOW AVAILABLE: VERSION 2.00

Version 2.00 (4/22/04):
- Changed food consumption per citizen back to 3, and adjusted tile food production numbers to compensate.
- Added 22 resources, for a total of 54.
- Revised unit, improvement and wonder resource requirements extensively to utilize new resources.
- Also revised improvements required for wonders to allow for the fact that improvements "provided" by one wonder don't count toward the requirements for other wonders.
- Updated Shakespeare's Theater so that instead of allowing for large city growth (which really made very little sense), it provides amphitheatres in all your cities.
- Moved Swordsman, Spearman and their civ-specific replacements from Bronze Working and Iron Working to Warrior Code. (They require the resources revealed by the previously-required techs, anyway.)
- Prohibited roads on mountains, to keep them largely impassable throughout the game. (They provide commerce even without roads, though, and neither strategic nor luxury resources can be found on them.)
- Made forests, desert and tundra impassable to wheeled units.
- Designated most ancient units (including basic Settler) and some medieval units as wheeled.
- Set basic Setter shield cost back from 60 to 40, but set it to require new tech, Expansionism.
- Added upgraded Settler, available with Astronomy, which isn't wheeled.
- Added "primitive" Settler, available with The Wheel, which has higher shield cost but lower population cost than basic Settler.
- Changed Scout movement rate from 2 to 1, as their advantage now is that they can move through any terrain, rather than that they move faster. Also changed Explorer movement rate from 2 to 3, but also replaced "treat all terrain as road" trait with an ability to ignore all terrain movement costs.
- Changed movement cost for roads from 1/3 to 1/2.
- Made it impossible for ancient naval units to enter ocean squares.
- Shifted some modern units: AEGIS Cruiser to Smart Weapons, Helicopter back to Advanced Flight, Hover units to Integrated Defense, Mobile SAM to Satellites, Shadow Infantry to Superconductor and TOW Infantry to Advanced Synthetics.
- Added units: Bombard, Continental Marine, Corsair, Crossbowman, Galleass, Missionary, Sabre Guard, Siege Tower and Trireme.
- Added unit: Firelancer, which replaces Rider as Chinese UU.
- Gave units in Spearman/Pikeman/Musketman line more balanced attack and defense ratings.
- Made units in Archer/Crossbowman line the primary defensive units.
- Gave all units extra HP based on the age in which they're available. Units available in the medieval age gained one extra HP, those in the industrial age gained two, and those in the modern age gained three. (This helps to differentiate unit strengths a bit, and makes "upset" victories by primitive units less likely.)
- Gave barbarian units an extra attack point and an extra hit point.
- Renamed Ballistics as Siegecraft and Siegecraft as Improved Siegecraft.
- Moved fortification (worker action) from Construction to Siegecraft.
- Made Masonry a requirement for Siegecraft.
- Made Siegecraft, Improved Siegecraft and Economics mandatory.
- Made Invention a requirement for Education.
- Replaced Magnetism with Naval Ordnance and added Piracy, and modified some connections on the Medieval tech tree to accommodate the change.
- Made Motorized Transportation independent of Electronics.
- Moved Disney World from Electronics to Motion Pictures.
- Moved Eiffel Tower from Steel to Steam Power.
- Moved Mausoleum of Mausollos back to Philosophy.
- Added wonders: The Curies' Lab, Empire State Building and Taj Mahal.
- Addes small wonders: Adventurers' Guild, Assembly Line, Craftsmen's Guild, Enshrined Relic, Great Harbor, Military Headquarters, National Breadbasket, Philosophers' Forum, Slave Trade and Traders' Guild.
- Moved Coffee Shop to Chemistry.
- Moved Hospital to Medicine, and changed its effects. (Waste Treatment Plant now allows larger city growth; Hospital instead provides a content face and improved production.)
- Added improvements: Movie Theater, Refinery, Smithy, Supermarket and Waste Treatment Plant.
- Set nuclear plants and some heavily-polluting improvements to each make a citizen unhappy.
- Gave tech requirements to small wonders that didn't already have them, so that they'd all show up on the tech tree.
- Removed upgrade link from mounted unit line to tank line.
- Increased operational ranges of aircraft and bombard ranges of missiles by about 50%.
- Removed city border graphics from the mod. (My point isn't to change the "look" of the game, and most folk probably already have terrain and border graphics they like.)
- Added an alternate set of resource icons without the shields and smilies.
- Put "culture groups" back as in the default game. ("Bigger, Better Worlds" and "BBW, with Dinos" now have separate "popheads.pcx" files, so the former no longer has to allow for dinosaur citizen heads.)
- Set "retain culture on capture" flag so that city borders will no longer shrink when cities are captured.
- Increased turn count to 640 and moved start date back to 7000 BC.
 
Version 2.01 (4/24/04):
- Gave Curragh the ability to transport 1 unit. (This was done for the benefit of civs starting on islands without timber.) Also raised its shield cost from 15 to 20.
- Reduced movement rate of Galleys, Triremes and Dromons from 4 to 3.
- Added bronze as a requirement for Triremes.
 
Well I have been playing Version 2.00 most of the day, love it so far. Been playing with the dinos in this game. I will DL 2.01 after that game is finished and play the basic mod.

The only problem I have encountered so far is a text one - various text is all screwed up (for instance it is always December of a year that is not displayed. Many other oddities as well.). I know this has to do with the Labels.txt file from the mod not being compatible with the Civ3 version I have installed, and can be easily solved by deleting or renaming the file included with the mod. Only problem is it will remove any changes you made to that file. I have 1.15 beta still, as none of the differences from 1.15 to 1.22 were important to me, and some I disliked. I am assuming this mod was designed for 1.22? Would I be missing anything particularly good be deleting the Labels.txt file from the mod?
 
Just saw that labels.txt is for 1.20, and that you offered alternates for 1.00 and 1.10. Would the 1.10 version be appropriate if you have 1.15?
 
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