The Playground Mod

Yeah, that's a glitchy thing I don't like.

If you steal tech from the AI with a different tech tree, it causes that. Happens in other mods, happens in this one. No way around it really.

Thinking about it, I'll probably make the staff and barbarian govs immune to steal tech, to avoid this problem. (Still, the staff and Barbarians stealing tech would cause it to crash anyways, but w/e. Less deadness.)
i thought that. U open the gate the computer needs to have somthing inside but there is nothing to fill it with. Oh well thats why you are disining 2.0 . I would like to see the staff more relistic:scan::scan::scan:
 
Hey Omega... Cans I have the files I sent you + the stuff you worked on? I re-installed Civ III on my computer now and am ready to start working on this. :p
 
This mod is epic. Unfortunarelly, I don't have conquests. :(
 
This mod is epic. Unfortunarelly, I don't have conquests. :(

Mmm, it's like 15 USD at Amazon. (I had to get another copy because my Civ III CD stopped working, and I got a new computer that doesn't take 30 minutes to start up.)
 
How can I change the dating, like in this mod? I recall there was a Monday, Day n system. I have a feeling it has something to do with the script.txt. Am I correct?
 
Yep. You go to the script, and look for something like September.

The way we set it, was kinda intricate, so that the day number correspond to the hardcoded years, while the day day was corresponded to the hardcoded months.
 
Bluemofia: Hey, is a bunch of that stuff supposed to be unchecked for the GWC? (a lot of their unique units are unchecked...)

Oh, and BTW, we honestly should re-work some of the unit spawning buildings, cause that essentially overpowers the civ during that time frame. ;)

Omega: Yeah, the auto-producing stuff always seemed a bit much.... Though if we increase the number of turns too much, there won't be any point to them.
And I unchecked alot of the 3rd-4th grade units, as there were too many repetitive ones (Having multiple offensive/defensive units with similar stats and stuff). So made all the ones I've unchecked either be only autoproduced, or be created via enslavement.

Bluemofia: Ah, I see. (I re-checked a few of them, Jedi Master, Battle Droid, something for Char...)

Omega: I unchecked Jedi Master out because GWC already had enough units; battle droid was unchecked because I was trying to simplify the upgrade paths.

Bluemofia: Battle droid unchecked? But that's their first foot soldier...

Omega: Gave them the boy warrior unit as a replacement.

Bluemofia: So... What're we doing with that?

Omega: Battle droid is now a unit enslaved by Mechanical Infantry. Wanted to add more flavor to that unit, and standardize the starting units for boy civs.

Bluemofia: Alright. We're going to have to do something about the Jedis being mass produced. Maybe make the Jedi Temple not make Jedi training grounds that make Jedi Masters, but make Jedi Masters themselves? (and make them a bit stronger or something)

And then the Jedi Training grounds can do something else.

Oh, we can also do something similar with all the other buildings that make hordes of stuff, unless if that stuff inherently sucks. (mass produce battle droids is fine... Change Jedi Training grounds to battle droid factory complete with graphics and such is acceptable)... Read More

For example, the FA air force things might be a twinge overboard with fighter/bomber spawns, so we should probably convert it to simply produce fighters/bombers at its location, and like once every 5 turns or something.

Omega: So we take the wonders that place free unit producing buildings, and change them so that only the wonder produces the units? That would help out quite a lot.
Though what about the Boy Army improvement? Just increase the number of turns to something like 4?

Bluemofia: Yeah, change the wonder so it builds it itself. The individual improvements that are spawned can be either deleted (sometimes horribly annoying to deal with), or changed to do other things.

And I think the Pokemon cards should go out of date significantly later, cause in my games, I never bother to build them, cause it goes obsolete far too soon to be worth it.

Omega: Yeah, I was planning on doing that eventually. I was thinking 6th grade? Possibly give the Char a redundant version of it that never goes obsolete (Use the replace other improvements with this checked to prevent them from getting two pokemon cards per city)

Bluemofia: However, that means Senso can't get pokemon cards due to the Senso recruitment centers having that checked.
 
Anyways, I'm thinking that we extend it to go obsolete at around the time Char's pokemon versions go away.
 
Merry Christmas! Here's a zip file with the fixed Civpedia graphics, so that entries won't be crossed out via the loose leaf paper. They'd actually remain within the lines. :p

Put all of this in the /art/civpedia folder, and replace everything it asks for.
 

Attachments

civpedia.jpg


Works perfectly.:goodjob:

Just need to add champion units, make civilopedia entries for Death Strike and Lego Republic, and get their flag graphics, and 2.0 should be ready for playtesting.:D
 
You know, somebody should really make a mod like this for Civilization IV.
 
You are supposed to extract the files (as is) to the Scenarios folder. (leave the original game files alone)
 
Umm... Ok, how is the file structure for C3C set up on a mac?
 
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