SpaceWars : Evolution (PTW)

My final idea for this mod was to have planet resources, some as 'bonus' resources that just give extra food/trade etc, and some as resources for things. So e.g for the mercenaries, there would be a 'mercenary' planet that you would need to build a road to in order to get that resource. The strategic resource planets all looked like normal planets, except with a little picture of the type of resource beneath them.

The mercenaries was supposed to be rare, with maybe only one or two in hte galaxy. I didnt mean to completely remove them tho! It would let you build ships which had hiden nationality, like the privateer in normal civ3.

Sorry for the map errors... thanks for trying this anway
 
Daftpanzer, I wanted to congratulate you for the excellent material. I would love to use the graphics and make a conversion of this mod to Civ3 Conquest and post it, that is ofcourse if I have your permission to do so :)
 
You must create a C3C version
 
k, My brother is so ticked when he can't get mercenaries and said he was going to complain. sooon you will recieve a complaint.
 
J-S, feel free to use anything i made for this mod, but remember i had help from some other people...

The mercenary resource is enabled, but i must have somehow wiped it off the map in the scenario before i uploaded this. The mercenary ships were pretty poor in combat anyway, only thing that was effective was the hidden nationality....

im sorry for just dumping this out there, unfinished. Id have liked to have made a quality, polished scenario that fully worked, but i just didnt have the time or energy for the task :(

Thanks for the interest in this, and i hope something proves useful for other projects too.

/edit bobisback, if you see this, i meant to say a while back, i dont have any more graphics sorry :( everything that i made so far i uploaded with this...
 
Colonial export company is replacement for adam smiths trading company. Pays maintenance for all trade improvements, i think...

Titans need advanced tech, plus ultra-dense metals (the gold/red bars) and maybe some other stuff as well.....
 
I played this through about 50 turns, and I have to say nice job. Things were a bit confusing as I had no clue what stuff did. Since I played with C3C, I had to delete the custom tileinfo.pcx so I could actually rioght click on terrain and see what they did. I noticed the AI didnt expand too much. This may be due to the limited squares they can settle.

Overall, the game was fun, and I wish it could be finished. Does anyone know of any other space-type mods out there at the moment?

- GIDustin
 
Looks Good Daftpanzer, except, I don't like the nebulas. Too agressive colors for my eyes. However, I hope you finish this. It's really nice yet. :goodjob:

@GIDustin: There's a playable Testversion of the Star Trek Mod, thats space too ;)
 
oh and you didn't place heavy elements,artifacts,oil,culture,luxury foods,precious metals,silks,components,gems,super narcotics and there's somthing wrong with the star crusier's bombardment it can only bombard the square that its on
 
Ok i checked this out and I suck. The map i uploaded had only the main strategic resources and no luxuries, because i was in the middle of changing the map and i forgot about it.

If anyone really wants, i can make a map with luxuries on. But the resources are all enabled in the rules, it just needs to be placed using the editor as you want it, if you want to.

A lot of units have bombard range of one. Its supposed to be a 'defensive' bombard, like the archers in the standard game. Some units used to have a ranged bombard, i later changed it to defensive only. I then forgot to uncheck the 'bombard' action ability for those units.

Sorry again for uploading unfinished stuff...
 
so the star crusier's bombard is more like a pillage? and could you please put in luxuries and what are you working on right now because as a suggestion was thinking you could work on the attck animation and again where do you build the Colonial export company?
 
Ive attached a map with more resources on

Some resources were in the rules but dont do anything and arent on the map as i intended to change them later - heavy elements, components, rare metals + any standard civ3 resources

Star cruiser can no longer bombard. That export company can be built anywhere, it need a long range trade advance.

This isnt much at all. I agree that this mod needs major work to be playable, but i just havent got time. Making even the non-animated graphics was a major effort for me. Im afraid i dont have the time available or the knowledge to make battle animations. Sorry i know that sucks, but non animated was the only way i could make nearly 20 units.

Thanks again for the interest in this.

/edit i suck, i noticed the export company was a coastal installation. Fixed it, ill try to change the attachment:
 

Attachments

i got a few questions: is fleet task force supposed to require oil, eventhough i can't find oil on the map? and is there supposed to be anything for the assended age? and why aren't we allowed to build minefields?
 
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