New Mod! Conquests of Time

DaFool

Chieftain
Joined
Jul 5, 2008
Messages
25
Brining the iconic turn based game into the ever popular rts format, Conquests of Time will bring C3C into the rts world via a total conversion mod for C&C:Yuri's Revenge. Wage war, research techs, and conquer you foes in real time.

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Conflict of Time will splice the two games into one, using the engine of YR and the assets of C3C making a game that feels and plays like a Command and Conquer game but looks like Civilization.

I introduced this mod in the general discussion forum here: http://forums.civfanatics.com/showthread.php?t=281649

I also posted these four questions in the other thread, just to get a feel of how many of you would be interested/eligible in playing this mod. The mod itself is still a WiP and has a long way to go until completion.

1) How many of you have Yuri's Revenge?

2) What is the file upload size limit here?

3) If I wanted my mod to be hosted here, who do I ask?

4) Would you guys like a short demo?

The translation of C3C into into the rts format has been an interested one. I wish to remain as true as possible to the original game, including how effective each unit was, what techs produce what, and so on. However due to the limitations of the YR engine, I have to cut down on some aspects of the game. However from what testing I have done, this game shall be very fun, fluid, fast, and balanced.

Lets talk some game mechanics
:commerce: :food: :commerce: :food:
I will be unable to have the traditional resource system in this mod, as having populations in a city is just not possible. However, I will explain the alternatives. There are two resource systems in place already in Yuri's Revenge, the first is ore gathering, which is having a miner go out to feild and harvest the raw material on a ground. I could have a workers go out from a worker's hovel and ferry resources back and forth from the feild to the hovel. This is more C&C then civ, so unless a vast majority want it, I will not go with it. The second system is the oil derrick system, which is having a building that constantly produces a stream of money every so often. This amount can be virtually any number I want, so I can make certain structures require a maintenance fee and certain others prduce tax revenue. The first structure capable of producing money shall be the farm, from which you shall gain a steady flow of money to support your exploits. Markets places, banks, and other high producers shall come later.

Base Building
Generally speaking the city improvements will become the buildings. Notable additions include farms. Iron Mines shall be capturable.

Maps and Game Modes
Even before I was a modder, I was a map maker. I will be dedicated to bringing you quality maps, scenarios, and campaigns (I am limited to two campaigns). So whether you want a quick skirmish with a comp, or an epic all out with 5 of your friends online, I got you covered.

Techs
Technology research shall be present in this mod. Unlike other rts games which try to cover history, this mod will not progress by "ages", but like in civ, the techs you research. If you want archers, then go research warrior code, you want spearmen? You know what to research. Each tech shall have a low cost but a high buildtime (or research time rather). Thus making what techs you discover all the more important.

Units
I will make a point to get EVERY unit crossed over. The units will be mor powerfull too now (no more invincible spearmen). As this is in real time, multiple units can attack at once. A spearman can beat a warrior in one on one any day of the week, but not so when it's two warriors against a lone spearman. The units shall all be based upon the warrior, who was once the weakest of all units, is now the most cost effective (Besides UU's). At 100 credits (I multiplied each unit cost by ten) the warrior has 100 health points (This is what the "1" in A.D.M now means) and an attack of 10 points (And the A). The spearman on the other hand (200 credits), has the same attack strength but an armour value ( a multiplier for the attack value, in this case 80%) and health of 160, thus making it that it takes 20 hits for a warrior to kill a spearman. The introduction of armour values will make this mod more historically accurate, as some attacks (aka guns) will ignore this armour.

More updates coming soon!
 
It sounds fairly ambitious. At first I thought that you were modding Civ3 to act like a C&C mod, but it's actually the other way around: you're modding a C&C game to look and act more like Civ3. That leads to a question: do Civ3 and C&C have file types or file structures at all in common? Does C&C use flc files or pcx files, for instance? Can C&C units be converted to Civ format easily?
 
Takes about an hour to convert a unit from the Civ3 format to the C&C one. The C&C one is a single file. I use flicster to open the original format->get the .pcx->then I convert that to a format I can open in paint->then I use a tool for ".shp" (the file format) creation. The amount of time needed depends on the frames. I could do a building within seconds.
 
oh, it is possible to convert from C&C to Civ, but the scale would be horrible. The normal C&C infantry is roughly 70% as tall as the normal civ unit. All vehicles, planes, and boats are actually voxels (volume pixels, basically it is an early version of 3d that doesn't require a 3d graphics card). So voxels and .flcs are two totally different types of files, al though you could probably take screen shots. Also note that the C&C .shps have 1 frame per direction for default, and for idles, deaths, and cheers they only face foward. It probably wouldn't be a good idea to go from C&C to Civ.

When I go from civ->c&c, I don't use every frame for every unit. I only use 1 attack, 1 frame for the default per direction, and only the death, idle, and cheers facing foward. Basically the average unit made into the .shp has 253 frames (technically 506, but I half are shadow frames).

I think I will release a short playable demo within the week. It will be one map, two civilizations, and only have a few selected techs and units. Many things will only be placeholders. You must have Yuri's Revenge in order to play.
 
Here's a little demo to show you what I have so far. It only has a fraction of what it will have have, but it's here to help gain support, and to show you how this mod will play. To install put the contents in your ra2 directory.

The demo contains 1 map, "Conquest of Time demo". Make sure to play it as the Americans (other sides don't work properly yet).

What to do:

You start out with a settler (and if you choose to) and a few starting units of scouts. Deploy your settler to create a city, and from there you have access to the building menu and the techs. The first building availabe to you is the farm, build it to gain a steady flow of resources. One you have built your first farm, you now have access to the barracks, from where you can train troops. As of now you have access to the warrior, the scout, the jaguar warrior, and the engineer (for now, use it to capture iron mines). You also have access to two technologies; Bronze working and warrior code. Bronze working will yeild spearmen while warrior code will let you have access to archers. Build up an army and conquer your foes!
 

Attachments

***Dreadful triple post***

OK, not much interets seems to have been generated here...

How many people are actually interested in this?

Would anyone want to help?
-I need loading screens for each civilization.
-If anyone knows how to mod YR, you would be a great asset
-If you're a 3d modeler, I could use some buildings
-Voice Actors, come up with some funny sayings
-Map makers, I want to have some epic campaigns

If no one is interested in this mod, then I will not update this and just base it out of the command and conquer site.
 
This sounds like a really interesting project. Unfortunately, I don't have any C&C titles and am not so familiar with the game mechanics as to be able to offer any help or advice. That said, I hope you find an audience; if there's one thing the abundance of Civ3 Mods and Scenarios available on this site have shown me, it's that innovation in modding can lead to great things.

I applaud your efforts DaFool. Keep on moddin' :goodjob:
 
yeah, their both fairly old games :P

I can't seem to work the demo. I've tried putting the folder and the individual files everywhere where they might fit in but I can only play on the map.
 
Look like yet another reason to go find the 'ole RA2 disks....
 
OK, not much interets [sic] seems to have been generated here...

If no one is interested in this mod, then I will not update this and just base it out of the command and conquer site.

The problem is, Fool, this is a Civilization forum, not a Command & Conquer forum. As I explained before, you're not modding Civ3, as most people here are, you're modding a Command and Conquer game to look like Civ 3. It has a different game engine, and the two don't appear to have any file types in common. That would account for the tepid response you've received. It's not that anyone dislikes you or your idea, it's that you would probably get more gamers interested in it over at the C&C site. On the other hand, there are probably alot of gamers here who would be interested in seeing graphics sheets,etc from C&C that they could modify to be useful in Civ3.
 
Out of boredom I've come back here to check up, but please note I'm not going to come here reqularly. If you want to say anything about the mod, go to www.freewebs.com/dafool .

The mod probably doesn't work, because you did not install rockpatch properly. 1) Extract the contents 2) run the rockpatch, just double click n it or whatever until it opens itself and then follow the instalation instructions. 3) then move everything except the rockpatch into your ra2 folder. Note you alos need Yuri's Revenge.

As for Bathsaar (whatever your name is) I clearly understand that this is a Civ site, the reason I came here was that the CONTENT of the mod is Civ, and most people choose mods for their content. You yourself probably play civ alot, as you seem to want me to "pay tribute". If you want the C&C assets, buy the game, google the tools, and extract them yourself. I've posted this mod up atleast 4 different places.
 
You yourself probably play civ alot, as you seem to want me to "pay tribute". If you want the C&C assets, buy the game, google the tools, and extract them yourself.

"Pay tribute"?! I wish. I can't get my cat to pay tribute (in fact, I'm pretty sure it's the other way around). I was only suggesting a little sharing of resources, Tit for Tat, so to speak (note to self: get more Tat to trade).
Perhaps you should play more Civ yourself, as this reciprocity principle is intrinsic to success in the game, and learning this will help in life as well as in gaming. In the data base are units from AOE, AOK and other games, and thank goodness nobody suggested that we "get it ourselves".

A good example of how this can work is a member here named "Steph" who has generated some interest in Civ-style gaming on a non-civ platform, but who has also contributed significant content to the group. You can't sell steak at an Ice Cream social unless you can find a way to serve it with ice cream. As I said in my previous post, this isn't personal; I don't know you well enough to want to insult you. I'm trying to help you, Fool, and you don't seem to get that.
 
This is a very interesting idea (although it's not actually a mod for Civ3 and I don't have Command and Conquer either). How many civs do you have included and how do you manage with the AI programming?
 
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