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Tides of Crimson (FANTASY MOD)

Discussion in 'Civ3 - Completed Modpacks' started by haluu, Nov 19, 2010.

  1. haluu

    haluu Confused Troglodyte

    Joined:
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    Messages:
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    Version 1.6 is NOW AVAILABLE! (released Apr. 9th, 2017)
    Version 1.6 can be downloaded from the link below! =)

    Version 1.6 patch changes (April 9th, 2017):

    - increased the transport capacity of all naval transports
    - slightly increased free unit support for most Sphere (government) types
    - decreased corruption for Fire and Death Spheres
    - fixed crash caused by CPU players trying to load immobile 'tower' units onto ships
    - on the city screen, apple (food) icons now correctly "light up" when a worker working that specific tile is highlighted
    - the Balance Node now correctly gives +2 happiness to the city in which it's built
    - Burning Legion worker rate increased from 75% to 90%, but shield cost of worker increased from 22 to 25
    - Dwarven Steamtank now properly has Blitz ability
    - Dwarven Basher and Beheader are now slightly cheaper
    - Costs of Beastmen Gor, Beastigor, and Centigor slightly increased
    - Orc Grunts and Kommandos now only have 1 extra Hit Point, but also now cost slightly less
    - Golblin Wolf Archer now correctly detects invisible units
    - Amazonian Karamaneh now has 10 Ranged Attack instead of 9 Ranged Attack rating
    - Troll Berserkers now cost 38 shields instead of 28
    - Troll Seekers now cost 24 shields instead of 22
    - Slightly decreased shields costs of all Skaven units
    - Blood Cult Zombies stats increased to 5 Att and 4 Def
    - Blood Cult Settler/Worker units are now cheaper
    - Reduced the shield cost of Undead Tomb Crawlers
    - Burning Legion's Arch Devil now requires Arcane Magic technology to build
    - Undead Grave Guards are now slightly better defenders
    - Slightly increased teleportation ranges of Lizardmen units
    - Race-specific small wonders that grant +2 free techs are now great wonders to avoid exploitation of rebuilding small wonders to get +2 techs constantly
    - The "Charm" ability is now more fully explained in the civilopedia
    - Fixed some other civilopedia inconsistencies
    - added an extra steam-compatible "labels.txt" file in the "Text" folder (that will need to be renamed) for those STEAM users that are experiencing a game crash when trying to build their first city.

    ====================================
    TIDES OF CRIMSON
    Fantasy Mod

    Current Version: 1.6
    ======================================

    What got me started on this project was my dislike of certain original civ 3 game mechanics (settler pumps, waiting long times in between turns cuz every civilization had 100 units to move, etc.). So I have made a fantasy mod, with MANY gameplay changes.

    Many graphics in this mod were taken from others... so thanks to all the people who posted material right here on civfanatics. Without you this mod never comes into existence. =D

    FEATURES:

    - Totally Revamped Interface
    - 22 Unique races with separate unit lines (more races coming in future releases)
    - New buildings/wonders
    - New 4 era fantasy-based tech tree
    - A.I. adjustments (i.e. more usage of sea units, better bombardment, etc.)
    - Governments Replaced by Spheres (i.e. Sphere of Water, Earth, Life, Fire)
    - Space Race replaced by collection of items for the Ultima Spell
    - Completely integrated and linked Civilopedia
    - 64 different resources
    - Color/icon-coded City build list and Tech Tree for ease of use
    - Colored/modified unit action buttons for "most used" actions
    - much much more!


    GAMEPLAY:

    Population Cost

    I wanted a game where every unit is valued. Where every time you lose a unit, there is that little sharp pain in your heart. No longer will units spawn like cockroaches, being thrown wrecklessly at the enemy because you know in 2 turns you will get another unit just like it.

    Furthermore, many units in the game cost population points. So now you must often weigh the benefits of a unit with the cost of not having citizens working tiles in your city. The highest tier units cost a lot more population and take exponentially longer to build. This makes having a huge indestructible army of top-tier units a thing of the past.

    This overhaul also has the effect of lowering the unit count on the map, making times in between turns quicker (because the CPU has less units to move).

    Diversified Races

    My goal was to create starcraft-like races.. meaning that every race plays entirely differently, while still being balanced. Of course this has it's limits with the so-so editor, but I have tried my best to make the races as unique as possible. I have always hated how similar races were to eachother in the original game. Here, races don't just look different, they PLAY different. You have to utilize a race's strengths/weaknesses to be an effective ruler.

    Diversified Unit Classes

    Another goal of mine was to make a game where EVERY SINGLE UNIT was useful, all the way until the end of the game. Do you build the early-game units which are cheaper and magnitudes quicker to build? Do you want archery units, with their lethal bombardment? Or do you want artillery, which do much more damage, but can't kill anyone? How about an invisible unit, to sneak up on unsuspecting forces? All these choices and more are yours, and I have spent a LOT of time balancing the game and making sure that you would consider building every single unit within a race, even late in a game.

    Smaller Empires

    I wanted a more intimate game where there were less cities to manage. I always felt like the game became extremely tedious in late stages where there was just too much going on with too many cities. Now, civilizations start with enough room for 3-4 cities and must conquer to gain more. This also greatly increases the value of each city.

    and of course, MANY more changes, listed in the Civilopedia

    =============================================
    =============================================

    *********************

    Requires Civ 3 Conquests v1.22 and 7-zip (or the latest WINRAR)

    Download v 1.2 Full, from Mediafire
    (If you have any previous version of Tides of Crimson, this will overwrite it)
    NOTE: You may need to watch a short advertisement to get the "answer" to go to the next download screen. The advertisement should be about 30 seconds or so.
    Download v 1.2 Full, from Mega.nz
    (If you have any previous version of Tides of Crimson, this will overwrite it)
    NOTE: Make sure you click on the small "Download through your browser" link and ignore the "Download with Megasync" link so that you aren't forced to download unnecessary software.

    Download v 1.6 Patch, (Requires full installation of Version 1.2)


    Optional Title Screen Download: Save the "x_title.pcx" file below to your Conquests/Art folder (make sure to back up your old file before overwriting, and i repeat put this in your Conquests/Art folder, NOT your Tides of Crimson/Art folder) :goodjob:

    ====================================================
    ====================================================


    PREVIEWS with optional title screen (x_title.pcx):
     

    Attached Files:

    Last edited: May 26, 2017
  2. haluu

    haluu Confused Troglodyte

    Joined:
    Oct 13, 2010
    Messages:
    234
    Older Versions History:

    Version 1.5 patch changes (January 15th, 2016):

    - Fixed bug with Majadura unit not being used properly as a worker by CPU players.
    - Slightly increased shield costs of some 'fast' worker units, and slightly decreased the shield costs of some 'slow' worker units
    - Death Knight now correctly summons Ghouls
    - Fixed some civilopedia inconsistencies

    Version 1.4 patch changes (November 9th, 2015):

    - Fixed occasional crash when winning a cultural victory
    - Larvae can no longer be disbanded
    - Undead Ghouls can now summon Skeleton Warriors, which are slightly better units than Ghouls

    Version 1.3 patch changes (September 8th, 2015):

    - 2 new Ramayada Empire units: Purohita and Air Elemental
    - rebalanced some Skaven units
    - fixed issue with Spawning Nest not correctly producing Larvae
    - fixed bug with A.I. not correctly using the Blood Cult units Succubus and Golshan
    - fixed some sound issues with Phoenix unit
    - differentiated unit icons that looked similar to eachother when fortified in the city build screen
    - fixed some civiliopedia text inconsistencies


    Version 1.2 patch changes (August 25th, 2015):

    - slightly increased the number of starting units of CPU players to make games a bit more challenging
    - world sizes made smaller to lower the number of cities (thus increasing the value of each city) and lower unit counts per civilization at the beginning of games
    - eliminated the appearance of vesfeen, crytals, and mystile on 'plains' tiles.

    Version 1.1 patch changes (June 8th, 2015):

    - 2 new races: Wood Elves and Ramayada Empire
    - increased turn amount to 1000 before end-game score screen
    - disabled 'air' trade between demon portals to decrease lag during gameplay (due to CPU computing trade routes)
    - Shipyard is now more difficult to build, to decrease lag during gameplay (due to CPU computing trade routes)
    - increased attack power of siege units but decreased their range
    - decreased amount of 'detector' units for most races so that invisibility is a better in-game weapon
    - Rat Tanks, Fishing Boats, and Sprites can now be built every 3 cities instead of 4
    - Cows are now correctly slaughtered if attacked by opposing civilizations
    - Locations of Horse resources are now visible at the beginning of the game
    - Locations of Ivory resources are not visible until the discovery of Iron Working
    - Zorge: hydralisk now available later in game, androctonus available earlier
    - Osiri Slaves now require population to build
    - Moon Elves' Ranger is no longer invisible
    - Lumber Mill maintenance cost increased to 2 gold/turn
    - fixed some minor civilopedia inconsistencies
    - theatre now correctly increases luxury output
    - slightly reduced teleportation ranges of lizardmen units
    - AI player now correctly prioritizes important structures like shrines, walls, and barracks
    - Amazonians AI early game unit build is now more diverse
    - Increased unit diversity of AI players when going to war
    - archery-only specialist units now slightly cheaper
    - all sphere 'nodes' that are built now grant at least 1 happiness to the city they are constructed in
    - Moon Elven 'Treant' unit available slightly earlier
    - Javelineer replaces Battler for Osiri
    - Order of Hyrdralisk in unit build list in cities is now correct
    - AI player now properly uses Goblin Sea Mines
    - Adjusted effects of Xetellian Cliffs to pay for maintenance for Trading Posts and Bazaars only
    - Slightly increased food output of Walrus and Game resources on tundra tiles
    - increased availability of rare resources like mystile and vesfeen
    - made many strategic resources visible earlier in the game
    - Tech requirements for Jade Empire units made more logical
     
    Last edited: Apr 10, 2017
  3. Steph

    Steph Multi Many Tasks man Retired Moderator

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    It seems a nicely done mod. I'll try it.

    A question for you.

    I tried in my own mod to add a population cost to every unit.

    For the player it was interesting, but for the AI it was hard as the AI kept building units and couldn't expand cities.

    How did the AI perform in your tests? Did you do something to make this work better?
     
  4. tom2050

    tom2050 Chieftain

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    Downloading.. will check it out! Is the BIQ file in the main download?
     
  5. smirnoff

    smirnoff Crusader

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    downloading , looks totally cool ..hmm Fantasy ,mystical creatures...oh right right can't wait to try it
     
  6. haluu

    haluu Confused Troglodyte

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    Do u mean populations won't grow? Because I have seen civs with 1 or 2 population late in games, but then they will also have cities of 12+ or 20+ citizens, so it never concerned me too much. I just assumed the ai was using those cities as 'military' producers for it's civ. If u find something to the contrary please let me know. I really don't want to take away pop costs because it makes the game so much more interesting IMO. :). And I guess it's also good this is a beta. Getting feedback like this will really help!

    And no, I didn't consciously try to fix the a.I. City population stuff. It just so happened that late in games there were some a.I. Cities with high pop, so I never saw it as a problem.
     
  7. haluu

    haluu Confused Troglodyte

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    Thanks for trying out the game guys! And yeah biq file is I'm main download ;)
     
  8. Steph

    Steph Multi Many Tasks man Retired Moderator

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    Well, when I tried in my game, the AI was often with pop 2-3 and few big cities, while I could have 7-10.

    But I agree if it works it's a lot more interesting. I may come back to it myself.
     
  9. haluu

    haluu Confused Troglodyte

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    This is very interesting stuff u bring up steph! Perhaps I will go into an in depth study of the quirks with this and include it in the next version. Or have a nice guy like you help me out. Haha.

    Now that u mention it, some a.I. Races tended to do better than others. But it mite just be coincidence too, cuz from a 'human use' standpoint I feel the races are very balanced. Again, you'll have to let me know if I'm wrong. It wasn't easy balancing out races that were so diff haha.
     
  10. nick0515

    nick0515 Fantasy World Builder

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    Will download later tonight I think when I get home.

    Sounds very interesting. I was going to ask about the population for units thing too becuase I've heard that the AI just bleeds all it's cities down to nothing but it sounds like that wasn't your experience so that's good.

    Also, I like very much that you went for the star craft like different races thing. I too feel that it is boring how similar civs are. I've started planning a sci-fi mod with 3 races that I'm trying to make, game-play wise, as different as possible. As you say, this is rather difficult with the limitations of what can be done in Civ 3. Anyway I think this sounds like my kind of mod. I also hate large empires and managing hundreds of units.

    Cheers,

    Nick
     
  11. haluu

    haluu Confused Troglodyte

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    Hah. It will be your kind of mod until a crazy bug in the game causes your monitor to explode. Then u will hate me. Oh beta versions....*sigh*:eek:

    And regarding the population, now I feel like I have to do more testplaying on it. Thank god I have you guys to tell me what's wrong with my game tho! Lmao! :lol:
     
  12. tom2050

    tom2050 Chieftain

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    I met Slann, and Slann has 2 Voodoo Dolls, looks like he's been doing some sneaky trading acquiring Voodoo Dolls from other civs! I can get both of them for Masonry, but would prefer a tech instead. Since Spirits have 2 moves, their battle odds (3.4.2) with retreat are much better than the 4.5 doll (unless in a city where they cannot retreat). :)

    Speaking of which, you could have a voodoo doll auto-produced rarely (every 100 turns by something like a wonder, or palace) so it can be used to be traded between civs. Since AI Slann seems to like trading those units.

    Hmmm... Slann only has 1 city, he never expanded anywhere. 109 turns into the game. He has Hopes Temple, and is building Clefestian Mounds (which are expensive). This is probably why.
     
  13. tom2050

    tom2050 Chieftain

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    I'm at turn 160 playing as Moon Elves. Here is my thoughts so far:

    I finally acquired a lux resource, which should help happiness (playing Emporer). I have 30 turns to get Balance Sphere tech and govt.

    Right now, I have ignored building any improvements except some happiness improvements for a few reasons.
    - Cost and time to build them is too high for the limited production possible with No Sphere (no govt). Because you can only mine on hills and mountains, means that with no hills and mountains around in any number, you must get shields from forests and/or special tile grassland. Irrigation doesn't give extra food bonus in most cases yet, so I can only get a city to about 5 or 6 shields. Most have 1-3 shields. This is on brink of disorder, so I find myself building only units, workers, and settlers to try to keep population down.

    I am searching for civ's, but still only see the Slann. They have still not created any other cities. Usually the map is fairly getting filled up by now, but open land is everywhere. I have about 13 or 14 cities. My only thought is that it is early wonders maybe causing the issue, and the limited production ability by allowing only mines on hills/mountains.

    Met High Elves on turn 182, they have 2 voodoo dolls also, must be because of difficulty level, not from trades. High Elves have only 1 city also. My guess would be the rest of AI does also.

    EDIT: Getting any other gov't helps alot, then you can use irrigation of land so you can really use forests, and/or hills-mountains to get more shields. I've sent out other units to try to find other civs to see what they are doing.

    EDIT2: Met Dark Elves on Turn 243, only 1 city. All these AI cities are around size 7, so I'm not sure what the issue is; would have to play a debug game to find out what they are doing. I have around 35 cities, so I'm going to have to end it here. :) But as a last note, once a govt is researched, production comes much easier, and I have about 1500 gold and lots of units. The population cost isn't really a big issue overall since the build times are long enough to keep population at a nice level.
     
  14. tom2050

    tom2050 Chieftain

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    NOTE: Started debug game, and the AI's aren't building settlers, because it seems these are the unfinished AI's that started the game when they are set to 'random' on the setup screen. They are not supposed to be playable.

    Not sure why the game is letting these civ's start, when they are not set as a playable civ in the scenario properties.

    If anyone plays a game, make sure in setup you change the starting civ's from 'random' and actually select the civs. I think this is a c3c bug that Firaxis never fixed (imagine that!).

    * Also, there needs to be some relatively inexpensive boats, because if you get stuck on an island, or play pangea; to research to seafaring took me 137 turns, and to build 1 boat will take 47 turns in my capitol, and about 100 turns in other cities. Perhaps a cheap weak boat solely for transporting a settler and defender?
     
  15. haluu

    haluu Confused Troglodyte

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    What the heck? Let me patch the .biq. U guys seem to be running into races that are future races ( these aren't supposed to be in this version of the game) give me a sec .....
     
  16. haluu

    haluu Confused Troglodyte

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    eh... this problem fixed.
     
  17. haluu

    haluu Confused Troglodyte

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    Your "boat" problem is fixed with the very small patch attached to my initial post. (Also solves the first government irrigation limit, so it's not such a "tedious" game at the beginning)

    and thanks for you other descriptions as well. it really helps to get input from others... because i have a one-track mind (not the dirty way) and the differing perspectives will really help with this game. question tho Tom. did you have fun? this is my main goal. haha.
     
  18. haluu

    haluu Confused Troglodyte

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    patch coming soon to fix the population issue. i think i figured out how to utilize population without AI having "small population" cities! will test it out before releasing...

    where's the "light bulb" icon when you need it? :lol:
     
  19. smirnoff

    smirnoff Crusader

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    future races? you mean for later when the beta is done ?

    and on the screenshot you post about them, its all them right?
     
  20. haluu

    haluu Confused Troglodyte

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    yeah. races planned for future releases. and yes, that screenshot is all the races . =) got a suggestion or sumpin? i got open ears! :crazyeye:
     

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