Pentagensis Beta v1_0 for Civ 3 PTW 1.27F

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awsome:goodjob:
 
Neomega I heard that Firaxis was putting selected scenarios, mods, and maps on Conquest cds for those that pre ordered it, you should put the Pentagensis mod on it, but it has to be free of coprighted material except for material owned by Firaxis. The deadline is August 13 at 11am. To enter you need to somehow get a link of it to Firaxis. And I will post this on the forum for other mod/map/scenario makers.

And the guy I heard this from (in another forum) said if you contact him and give him the mod/scenario/map he'll send the info and link to Firaxis. The link is: http://www.cdgroup.org/forums/tbs/civ3/viewtopic.php?t=4086 and his name is Elucidus.
 
Chip board background:
After looking at the background file; I can appreciate how much work went into creating it. I am just beginning to attempt this stuff. It is not exactly easy to work with is it.

I did fix the X button problem by painting over the interior of the orange highlite X image. This makes me think that making other things show up on the chip board is possible. I think, I will experiment with this a little bit.
 
Originally posted by Coke_Cola
Neomega I heard that Firaxis was putting selected scenarios, mods, and maps on Conquest cds for those that pre ordered it, you should put the Pentagensis mod on it, but it has to be free of coprighted material except for material owned by Firaxis. The deadline is August 13 at 11am. To enter you need to somehow get a link of it to Firaxis.

I'm in pretty good contact with both Breakaway and Firaxis, but there is no way I could complete the mod in 2 days, so it probably will have to be distributed via internet.

Chip board background:

I made that back in my beginning days. I could probably fix that X up real qucik like, apparently one of it's main colors is the transparent color, I just never got around to fixing it.

I started a new background, but I didn't like it, so I scrapped it.

EDIT: added 07/10/04
JumpRAV_preview.gif

Jump RAV, cousin of the War RAV, but costs more, requires all 3 Industrialization resources, and can paradrop, ATAR. Coming in conquests version
 
I got around to playing this Mod recently, and I'm sure glad I did!
The game play is well balanced between Civs, it's a very different game for each Civ and City View works. I've never really played many mods where the City View was programmed so well. Which patch do you need to get the text right on it though?
 
1.27f

edited 07/16/04
The PTW version is getting old, the conquest version is on it's way.
humaiii.gif
 
Alright. I would have already installed that version, but I wanted to try out MEM v0.7 first
 
I debugged your scenerio AKA I plaaced all the units on the map and saw if it ran. The only thing you need to do to get all the units to work is c&p the F-15.wav file from the Civ3/Art/Units file into the TransRav file and take out all the ..\ infromnt of the F-15Run.wav in the TransRav INI.

Also, I noticed that a few of the units didn't have propper Units_32 icons. I would be glad to make those for you. Also, I noticed that the Baterie (I believe) animations were the Destroyer, despite that it's a land units. Some of the animations weren't done I'm assuming. Also, as a note, you might want to clean up the unit actions for the final. A bunch of the air units had the GO TO command, yet 0 movement points. And again, for the Units_32, when I was placing the units, there was a sea unit that had a human-type figgure as the units_32. If you want, again, I will do them for you.

Till I post again!
 
The battery was just a placeholder, I was testing Civ III's AI to see if it could use an airdrop gun emplacement... it couldn't... same with most of the other strange units, like one is called hover slight AI, that was an attempt to trick the editor into allowing hovercraft, tha the AI would use, in the end it failed.

As far as the go-to's, well, I didn't even think about that, thanks. :D

EDIT: ADDED 08/03/04
Screenshot time color loss present due to jpg compression

http://www.civfanatics.net/uploads8/080204_AA.jpg

http://www.civfanatics.net/uploads8/080204_AB.jpg

Screenshots of Conquest's version terrain
 
Originally posted by Neomega
I started a new background, but I didn't like it, so I scrapped it.

Yes the X is easily fixable. I apologize for causing you extra work. I've been looking at the city screen chip board background. Maybe I am getting used to it; but the only place it gives me real viewing trouble is in the production queue box. The hilited selections for future production are very faint against the gray background color. Light pastel green works better; but I lost the chip board design.

How do you create backgrounds like that? Perhaps you could do a tutorial on that sometime.
 
Two quick things, the firs: How do you fix the X? Just quickly, that's all. Seond, NeOmega, there'a s unit called something like mobile base. What is that unit used for A, B, are you goiong to expand on the animations of it?
 
The mobil base is going to be an army unit, that can hold ground forces only, have HP bonuses for f the foot units inside, and a deadly artillery.

The only problem is right now I am having problems with the way the army animations work.

It will be a late industrialization (3rd era) unit.

I'll release a mini-patch in a couple of days that will fix the f-15.wavs, the X, and have more civilopedia writtten up.
 
Sounds very cool, as for your problem with the Army, I think that I read a while ago that the Army pallette was set up differently to allow for the empty space for the unit to appear. I'm not exactly sure how it worked, but if I remember, I'll post it.
 
The palette I figured out, it has four colors for filling the flag, but armies have strange movement if you ever watch them move, you'll see they are sometimes to the front, and sometimes to the side. So the mobile fortresses look like they are sliding sideways when moving in certain directions.
 
Yah, I did notice that. Also, I'm not sure if it's because it's an army unit or what, but the NE direction has it pointing SE, the N direction has it E, the NW direction is NE, and the W direction is N (This is from looking ar it in FLICster). Is that the version that you wanted to upload? If not, do you have a new version?
 
:eek: OMG! I never actually thought it was a mess up on my part! :eek:

Wow, as soon as I get finished with what I am doing currently, I am going to change that!

YOu probably just saved me a whole bunch of hair pulling, thanks.





I can't believe I missed that. :confused:
 
I was just looking at the Army animation and I think I can help the "sliding" Phenomenum (sp?)

It appears that the Army guy is in a different position for each animation due to some hardcoding thing in Civ3. This is what I believe are the correct placements for the Army unit itself (Looking same way as Army):

SW-Right
S-Right
SE-Left
E-Left
NE-Left
N-Left
NW-Right
W-Right

Hope this helps you!
 
I have been playing for alomst a week now. I just reached the second age. I am enjoying the game; but I have a few questions.

Mostly from curiosity, what I'd like to know is:

1)The laser ship periodically sweeps two beams across empty ocean. Are they attempting to detect submarines with this?

2)There is a frequent crackling thunder sound. Is this representing thunder or a sonic boom?

3)Did you know, that I can build the Penal Colony without building the required 4 prisons?

4)What city improvement allows cities above size 6 & 12?

5)In one instance; I noticed a Frontier Order tank on mountain terrain. My sabre Guild tanks can't cross mountains. How can theirs? BTW I like this terrain limiting feature.
 
Originally posted by Sparrow3

1)The laser ship periodically sweeps two beams across empty ocean. Are they attempting to detect submarines with this?

Just it's fidget animation.... Laserships cannot detect subs.

Originally posted by Sparrow3

2)There is a frequent crackling thunder sound. Is this representing thunder or a sonic boom?

Thunder, there use to be a bunch of resources called lightning all over the map, but I took them out because they seriously hampered the appearance of other resources.

Originally posted by Sparrow3

3)Did you know, that I can build the Penal Colony without building the required 4 prisons?

The civilopedia is incorrect, the penal colony used to require four prisons, I changed it so the Ai would build it.

Originally posted by Sparrow3

4)What city improvement allows cities above size 6 & 12?

Above size 6: Megadata, Above size 12: Neunterstadt

Originally posted by Sparrow3

5)In one instance; I noticed a Frontier Order tank on mountain terrain. My sabre Guild tanks can't cross mountains. How can theirs? BTW I like this terrain limiting feature.

The limitation is "wheeled" They can go on mountains if they have roads on them.


Thanks for the feedback. :)
 
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