Real Life Mod for C3C!!! A new way to experience life on planet Earth!

tmarcl said:
Nevermind. I figured it out. Apparently the biqs are installed second, and when the box had popped up initially, I thought I had re-launched the file accidentally and exited out of it.

This is something you might want to put in a readme file.
alright. i can see how that would be confusing. ill post a note.
 
jimkirk said:
why on a such a huge map i can only play against 1 civ?
you must have 1.1 and the fix for 1.1 to really play this mod. the 1.0 version had some glitches that were fixed in 1.1. 1.1 doesnt really change much. it just fixes 1.0 and then the 1.1 fix fixes 1.1.
 
DLing now, will try and get some play in this weekend. On the ships blitz bombard, one thing to look at is rate of fire and bombard strength of ships vs. artillery. A 2 move robot arty might have RoF of say 3, and bombard of 16, while a 6 move battleship could have RoF of 1 and bombard of 16 (I'm making up the numbers on the spot to get the idea across). In that example, the units are roughly equivalent in terms of bombard ability, with 6 "shots" each turn. The battleship has more flexibility, but would nominally be more expensive too. You would want to tweak the numbers more, but in my experimentation blitzing ships should never have rates of fire higher than 1, or they're just too godawful powerful.

A thought as for the "who ever heard of a battleship not being able to kill a spearman by bombardment" idea: the units in Civ3 represent groups of soldiers, so sure, the battleship would kill most of the spearmen with ease, but might never be able to find the last few men in a land army no matter how hard it tried. That's the theory, at least, which is why I modded my game to allow sea kills by bombardment, but not land kills. Also keep in mind that the AI has absolutely no clue as to how to use artillery offensively, and barely any clue as to how to use it defensively. So while in PvP stronger arty may work well, it's always been a player's biggest advantage against the computer.

Okay, enough thoughts for now, I'm gonna go play, as the download is done! Good looking mod so far, despite how my rants above may have sounded (it's late).
 
I changed the ships' ROF in v1.2. As soon as i can fix the units_32.pcx, the file will be back up for use.
 
[EDIT]OOPS!

I changed the ships' ROF in v1.2. As soon as i can fix the units_32.pcx, the file will be back up for use.
 
no prob! thnx! i actually ended up just redownloading some unit files and copying and pasting.
 
i guess it would be possible. i would have to convert it. ill do that and upload a random map biq. it may take a while (sorry!) because i have two papers due this thursday along with some charts/graphs, and two analysis essay-things. I will try to get it up soon though.
 
im still workin on that random map (kinda forgot.... sry!) ill have it up ASAP.
 
still workin on the random map version........ sry!

i am also workin on a web site for this modpack. go here. lemme know what u think.

o ya! :bump:
 
!!!!! ATTENTION EVERYONE !!!!!
--------------------------------

I need everyone who has/is played/playing this modpack to take a screenshot of their game. You will absolutely receive credit for your submission(s).

Thanks!
 
-- FIRST POST EDITED --

Thunderfall has taken on the job of hosting the files (actually, now one file :) ). He is a big help, considering I am running out of server space. You no longer need two hundred exe files to install the mod. You can now do it with one file.

Enjoy!
 
There's not too much response on this great mod. I really love it, although I have tweaked some things even more. I've also added a unit to go with the privateer (a more powerful unit than the atom bomb!). The new unit has stats similar to the swordsman, but has hidden nationality and is amphibious. I named it 'sea dog' and used Steph's AC_Peasant_Spanish for the animation (It really looks like a pirate in the game. Good going, 100th!

jimmygeo
 
Just DLed version 1.3. On looking at scenario properties I noticed that there are only 440 turns total in the 'boxes' and they add up to only 5950 years, that is the game ends in 1950! Was this done on purpose or what? (BTW v. 1.0-1.2 also have the same number of turns/years). Still love the mod; one of, if not THE best of the dozens I've played.

jimmygeo
 
clearbeard said:
A thought as for the "who ever heard of a battleship not being able to kill a spearman by bombardment" idea: the units in Civ3 represent groups of soldiers, so sure, the battleship would kill most of the spearmen with ease, but might never be able to find the last few men in a land army no matter how hard it tried. That's the theory, at least, ...

Naval (or even land) bombardment doesn't have to completely annihilate every single member of a unit to destroy the integrity of that unit be it division or tribal levy. Certainly, a couple of 16" rounds from a BB landing among even a large group of spearmen would send any survivors hightailing it to the hills never to be seen again. So 'lethal land bombardment' is quite valid in the mod.

My $0.02 worth.

jimmygeo
 
thanks for the feedback. would you please fix the biq to allow for more turns? I would do it myself but I am REALLY REALLY busy right now.

Please just upload the fixed biq to a post and I will link to it in the first post.

Thanks!

the100thballoon
 
the100thballoon said:
thanks for the feedback. would you please fix the biq to allow for more turns? I would do it myself but I am REALLY REALLY busy right now.

Please just upload the fixed biq to a post and I will link to it in the first post.

Thanks!

No problemo. Here it is.

Oops :blush: I checked other scenarios, including those from the original game, and they all have 440 turns listed, unless they have shortened the game. So, I guess, the last 100 turns are one year each by default. Sorry to make a fuss.

jimmygeo
 
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