I am happy to report that I have now posted the complete ten pack add on scenario and the updated terrain files, both in the Civ 3 download area. see link in my signature below. I also went back through all my old posts on this thread and updated and revised the info to reflect what is now actually available for download in the current version of my add on scenario. in particular check out all the new info in the spoilers. What follows is the latest biq for the add on scenario (assumes new units are available). I fixed the incorrect UU assignments and the lighthouse being buildable inland. View attachment 17L Test 4 Time Complete JDW (Random Map) 1.2.zip ============================================ what follows in the spoiler below is a discussion of Civ 3 sound files - Spoiler : I really like the new Submarine pings I got off the internet, but some may question my other choices of sounds for the various units in my add on scenario to T4T since I did not stick with the vanilla Civ 3 or Civ 4 sounds. Clint Eastwood's "make my day" may not sound good to you coming from a Sioux dog soldier during one of his attacks, for example. If anyone wants to alter the sound files of the units to suit their own tastes, you MUST use a sound conversion program to alter the sample rate to 22 kHz for it to sound right during the game. many sound file players such as Winamp will REPORT the sample rate, but freeware that allows sample rate change is harder to find. I used an old payware version of Sony's music studio to make the sample rate conversions for the new sounds in the units of my add on scenario to T4T. of course if you are merely substituting one Civ 3 sfx file for another, they will both already by at 22 kHz and so this will not be a concern. one thing I learned tinkering with the Civ 3 unit sound files is that it is NOT a good idea to assign a sound file to the DEFAULT= tag in the [Sound Effects] section of the unit's ini file even though a lot of units have a DEFAULT= flc assigned to them. the reason this is not a good idea is that Civ 3 continually loops this sound file while the unit is in focus rather than just playing it once as in a fortify. the net affect is to drive a player batty. =========================== I also decided to change the default starting menu music of C3C. that sound file must be a 44 kHz MP3 (not the 22 kHz wav file for unit sounds discussed above) for it to work correctly. this change is NOT part of my T4T add on scenario however since it functions outside of selecting the mod to load.