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Pentagensis Beta v1_0 for Civ 3 PTW 1.27F

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Ok, you probably know this, but:

Anyway, great mod! :thumbsup:
 

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BobTheTerrible - don't panic, it's beta after all.

I downloaded it and tried to play few short games. First of all, the unit animations you've done Neomega, and those city graphics, are awesome. Saw that spacecraft screen in the other thread, that looks cool too. I also love the barbarian tribe names :)

Other comments I have:
- I hope you will change that roads... :)
- Same for the city screen interface... it's hardly readable
- I don't like the idea of "automobiles" and other stuff like that being resources. I've read the pedia, though it still looks weird to me. Some of the resource graphics could be changed too but I assume that the whole terrain graphics will be different in later stages?
 
Originally posted by embryodead


- I don't like the idea of "automobiles" and other stuff like that being resources. I've read the pedia, though it still looks weird to me. Some of the resource graphics could be changed too but I assume that the whole terrain graphics will be different in later stages?

I am seriously considering changing the "manufacturing" resources, allthough I will keep the "moho drills" and a new resource, "thormial pumps". As you can read for the cryogenics civilopedia entry, that is the setup to change magcars to "flora" and automobiles to "fauna". perhaps exotic fruits and some strange Sona Prime beast. McSpacecase has provided the "garden" wonder, now all I need is an intergalactic zoo wonder....

Originally posted by embryodead

Other comments I have:
- I hope you will change that roads... :)
- Same for the city screen interface... it's hardly readable

I keep hearing that, I wonder if someone is trying to tell me something....

I also love the barbarian tribe names

Heh Heh, very few will understand them. Velvet Acid Christ? That's a wierd barbarian tribe name.... :confused: :P

@Bob the terrible:

The diplomacy scripting will be changed in time, I thought I had them all placeheld for now, but noticed it in a little game I was playing too.
 
This is a great mod and I was just going to ask if u dont mind me using some of ur units and some ideas (ok several ideas;) ) from ur tech tree for my alien defence mod...
 
Hi,
You've gotten some really great reviews. I couldn't wait to try your mod. However, after I downloaded and installed it, every time I try to start the scenario, I get the following error message:

ERROR READING FILE

Missing Entry in "text\PediaIcons.txt":
ICON_BLDG_Ultrilogical

I checked the entry in PediaIcons.txt and it looks OK and the pcx files are in their correct locations. I'm not sure what could be causing the problem. I even downloaded the zip file again in case it was corrupted the first time, but no luck there either.

Shultster
 
1) be sure you have Play the World installed
2) be sure you have the 1.27f patch installed for Play the World
3) be sure you unzipped the file into the "scenarios" folder in Play the World, (not in civ III)
 
I got it!

1) Yes
2) Yes
3) Doh! Unzipped files to proper location.

Great game. I'm really enjoying all the modifications you've made.

Thanks,
Brinski
 
Neomega awsome update but you still need to make the airport come a little sooner in the game other then that it is really cool:goodjob:
 
Can u make an update first post with all pactches and downloads?? Its a little confusing..
 
Does this mod work with the original CivIII, not just PTW?
 
Neomega when's the next patch for it coming out.
 
nm
 
Originally posted by Coke_Cola
Neomega when's the next patch for it coming out.

Beta v1.1 has been released. If you mean Beta v1.2, Probably in a week or so, right now I am working on the political (UN) victory graphics, which will need 25 wonder splashes, and 50 civilopedia icons. Each race will require four unique small wonders be built (costing 150-300 shields each) before it can construct a "U.N." which will cost 900 shields. Also all portraits for the foreign advisor screen have been completed.

My feeling is the U.N. victory is too easy, so I am making each small wonder require a "racial soul" resource. ie... for a mutant race to build the "High Council" needs mutant souls, they first must construct clone, automon, human and cyborg councils, which respectively increase in cost due to racial/political mistrust.

There will also be updated wonder and improvement graphics.

Beta v1.3 I hope to refine some unit graphics, and possibly make the five palaces, and finish up the end game portrait files.

Beyond these versions will be more rule and graphic changes, before I release Beta v2.0, which should have the first two eras completely done, and ready to be mixed with the last two eras, which will be done in Conquests editor.

ML.gif

a look at the static .flc for the Mutant League, all leaderheads are now complete, but I may add leaderheads to the .flc's which portray only flags later
 
thx.
 
Neomega when I'm playing Pentagansis I some times see this wierd satillite thing in the terrian even when its in an area with the fog of war, it isn't registered as a resoursce when I check the terrian details even though it shows it. The following pic is it in one of the screen shoots you posted.

satillite in pentagansis.bmp
 
Satellites have the same effect as radar in PTW. To check the terrain of a sattelite you have to click on it's shadow.

radar towers have the same effect as outposts in PTW.
 
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