GodsPetMonkey
Holy Simian!
I'm not entirely sure whether to class this as a mod or a scenario, but I think its a scenario with heavily modified elements, so I shall post it here (if a moderator thinks otherwise, move it where you see fit).
Basically, this was more a silly idea I had whilst attending a very boring lecture, simply put; I wanted to create a Total Conversion for civ3, just to prove to my self that I could do it. What I ended up with is a Semi-Total-Conversion, that is, a scenario which pretends to be a total conversion, and as far as I can tell, it would be impossible to create a total conversion with out access to a SDK.
What this does is it focuses on combat and combat alone. Its urban warfare, so rather then moving forces around on a grand scale, your dealing with more with micromanagement of units within a city (or at least, as close as I can get to a city with a whole 5 mins of map construction). Dont ask why I bothered to make this, like I said, it was a boring lecture, and I had just installed the 1.29f patch on my laptop.
A detailed rundown;
1) Terrain.
(a) Plains are now Roads, and have a -50% bonus to defence.
(b) Grassland is now Open Space and gives a 0% bonus to defence.
(c) Hills are now Rubble, gives a 50% bonus to defence and a movement cost of 2.
(d) Mountains are now Building Exteriors, giving a 200% defence bonus, and will use up all remaining movement points.
(e) Desert is now Building Interior, giving a 100% defensive bonus, and a movement cost of 2.
2) The time period is roughly WWII, so only Infantry, Marines, Tanks, Paratroopers and Artillery are available, and each has its own distinctive role.
3) You base camp is where you receive (that is build) re-enforcements.
4) Each unit now has the bombard ability, to simulate the fact that this is a battlefield and all the units are ranged.
Known Problems;
1) The AI wasnt designed for this kind of game, therefore it wont work miracles, but it doesnt seem to do too badly (he does love to rush y base camp)
2) As I said, with out a SDK, there is very little chance of removing the no longer needed Civ3 elements. One of these is of course cities, with out one, its game over, so one need to be there. Luckily I can cover this discrepancy by allowing 'base camps' where re-enforcements are built. Sadly this cant be done with other game elements.
3) I seem to have been able to eliminate the need to research technologies (well, it hasnt prompted me to choose a new tech recently). But DO NOT go to the science advisor. You can if you want, but I warned you.
4) actually, just dont use the advisors at all; they seem to cause random crashes (although the military advisor seems to work fine). Its probably because they are really angry at me from making them useless
5) Artillery seems to be bugged. I have tried to give it infinite bombardment range, but it does do any damage. Oh well. Anyone know how to fix this?
6) You can shoot straight through buildings, yeah, I know, not very realistic, but hey, game limitation, Civ3 really isnt meant to simulate combat on this level.
7) The map is just plain bad. Not my fault, now if I had any drawing skills, I would make some custom terrain, then I would get a map of some city, and base it off that, but hey, I'm not THAT creative. If you want, you can make a map, and maybe some custom terrain, then I shall include it, and you will even get credited for it, how nice of me!
Final Notes;
I havent really had much time to test this for bugs, so really its still in very early beta stages (only because you never publicly test alpha versions
). If you decide to play it, and find a bug, tell me, I'll add it here, and give you credit.
Also, maybe some person with talent will want to rip off my idea, and if thats you, I hope youre proud of yourself, but there isnt much I can do to stop you, so go ahead. Actually, the only justifiable reason for posting this was so some mod maker might find it useful.
Thanks To!;
No one yet.
Basically, this was more a silly idea I had whilst attending a very boring lecture, simply put; I wanted to create a Total Conversion for civ3, just to prove to my self that I could do it. What I ended up with is a Semi-Total-Conversion, that is, a scenario which pretends to be a total conversion, and as far as I can tell, it would be impossible to create a total conversion with out access to a SDK.
What this does is it focuses on combat and combat alone. Its urban warfare, so rather then moving forces around on a grand scale, your dealing with more with micromanagement of units within a city (or at least, as close as I can get to a city with a whole 5 mins of map construction). Dont ask why I bothered to make this, like I said, it was a boring lecture, and I had just installed the 1.29f patch on my laptop.
A detailed rundown;
1) Terrain.
(a) Plains are now Roads, and have a -50% bonus to defence.
(b) Grassland is now Open Space and gives a 0% bonus to defence.
(c) Hills are now Rubble, gives a 50% bonus to defence and a movement cost of 2.
(d) Mountains are now Building Exteriors, giving a 200% defence bonus, and will use up all remaining movement points.
(e) Desert is now Building Interior, giving a 100% defensive bonus, and a movement cost of 2.
2) The time period is roughly WWII, so only Infantry, Marines, Tanks, Paratroopers and Artillery are available, and each has its own distinctive role.
3) You base camp is where you receive (that is build) re-enforcements.
4) Each unit now has the bombard ability, to simulate the fact that this is a battlefield and all the units are ranged.
Known Problems;
1) The AI wasnt designed for this kind of game, therefore it wont work miracles, but it doesnt seem to do too badly (he does love to rush y base camp)
2) As I said, with out a SDK, there is very little chance of removing the no longer needed Civ3 elements. One of these is of course cities, with out one, its game over, so one need to be there. Luckily I can cover this discrepancy by allowing 'base camps' where re-enforcements are built. Sadly this cant be done with other game elements.
3) I seem to have been able to eliminate the need to research technologies (well, it hasnt prompted me to choose a new tech recently). But DO NOT go to the science advisor. You can if you want, but I warned you.
4) actually, just dont use the advisors at all; they seem to cause random crashes (although the military advisor seems to work fine). Its probably because they are really angry at me from making them useless

5) Artillery seems to be bugged. I have tried to give it infinite bombardment range, but it does do any damage. Oh well. Anyone know how to fix this?
6) You can shoot straight through buildings, yeah, I know, not very realistic, but hey, game limitation, Civ3 really isnt meant to simulate combat on this level.
7) The map is just plain bad. Not my fault, now if I had any drawing skills, I would make some custom terrain, then I would get a map of some city, and base it off that, but hey, I'm not THAT creative. If you want, you can make a map, and maybe some custom terrain, then I shall include it, and you will even get credited for it, how nice of me!
Final Notes;
I havent really had much time to test this for bugs, so really its still in very early beta stages (only because you never publicly test alpha versions

Also, maybe some person with talent will want to rip off my idea, and if thats you, I hope youre proud of yourself, but there isnt much I can do to stop you, so go ahead. Actually, the only justifiable reason for posting this was so some mod maker might find it useful.
Thanks To!;
No one yet.