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TLC (Testing in Progress)

Discussion in 'Civ3 - Completed Modpacks' started by Oni Ryuu, Feb 26, 2017.

  1. Oni Ryuu

    Oni Ryuu Chieftain

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    1/6
    Version: Civilization 3 Conquests/Complete
    Uncompressed Size: 845 MB

    Spoiler Statistics :
    Using a 15 year old computer
    360 x 360 map & 31 players
    Initial load time: 1 minuet
    Load from save turn 300: 2 minuets
    Turn 150 transition: 4 minuets
    Turn 300 transition: 17 minuets
    Turn 450 transition: 23 minuets
    Turn 600 transition: 26 minuets
    Tactics & Logistics Conquest mod
    upload_2017-2-27_16-38-23.png
    Attention: This game is undergoing testing so it's likely to contain errors.
    This notice will be removed when the testing phase is completed


    Welcome to TLC

    The game starts in 4000 BC with your primitive tribe knowing only flint knapping, basic agriculture and canoe building. You can only develop your society from a vulnerable solitary city to a stable secure nation through grit, ruthlessness and cunning.

    Almost every aspect of the game mechanics has been altered to allow for a much more sophisticated system for warfare, infrastructure and governments. The extensive variety of transport, combat and support units provide for an infinitely repayable game that (especially against human players) will require you to constantly adapt and re-evaluate your strategy. Going up against one or multiple human players is the true purpose of this game so you’ll need to be devious and adaptable. Each step in technology encourages you to evolve your attitude towards gameplay as your infrastructure, military and support equipment changes in nature.

    This mod is surprisingly user friendly and comes with an enhanced in-game guide with suggestions for how to use some of the units and features. For the best results I recommended that you start the game with average settings before you tailor the game to something more suited to your skill level. On maximum settings (recommended for experienced players who don’t like daylight :)) the game may take up to 1000 turns to advance through all of the technology so the force ratio advantage from technology persists throughout the game. The main focus of this mod was on enabling as many options as possible for multiplayer cooperation/warfare without making the AI ineffective. The game has used a custom editor to vastly exceed its original limitations.


    Download Main Folder: Master Folder
    Download BIQ
    : TLC Mercantile
    Download BIQ with rail: TLC Mercantile (R)



    WARNING - Never click on a Strategic Resource information link in-game. It will cause the game to crash.
    ________________________________________________
    Spoiler Additional Information :
    Operating Instructions:
    Spoiler :
    Open the files on your computer in the following path C: Drive>Program Files>Firaxis Games>Civilization III Complete>Conquests>Scenarios and paste the “TLC Master Folder” folder and the BIQ file. Activate the game, select Civ-Content and load the mod. upload_2017-2-26_8-2-49.png

    Are you using STEAM?
    Spoiler :
    Open the Text folder and you’ll see a file called “labels(Steam)” rename this file to just “labels” to correct menu displacement.
    upload_2017-2-26_7-8-5.png

    Do you want to play Hotseat?
    Spoiler :
    Here’s a link to Sima Qian’s multiplayer tool allowing you to have up to 31 players in a multiplayer game. This game was designed from the start to have 31 competitors in a multiplayer game so this is highly recommended.
    Place the tool in your Conquests folder and create a shortcut on your desktop or wherever you find convenient.

    Do you want to play on Huge maps?
    Spoiler :
    Tiny to Large (120^2-250^2=land mass 2880-25000) maps can be played using the original Conquests.exe file. If you want to use a huge (360^2=land mass 25920-51840) map you’ll hit the city limit with land to spare. Here is a link to Knuckles’ No Limits.exe allowing you to exceed 512 cities and 8192 units. You can start a huge game with the original Conquests.exe but you’ll need to switch before 1000BC (the typical point when the map reaches 512 cities).


    WARNING - Editing this game may cause a loss of data.
    Spoiler :
    This mod was made using Quintilis’ customised editor “conquestseditor1_06”. Any further adaptation to this mod must be done so with a compatible editor. The Civilization 3 conquests editor will allow you to use some features such as map editing without major issue however simply accessing the units menu my inadvertently change some stats and remove certain AI attributes. If you want to use the original Civilization 3 conquests editor to create your own map this Map Maker BIQ is available but I can’t confirm that all of the game features will be unaffected.
    The only things you can edit are the Player Properties and the map. If you open anything in the rules page and save it; you’ll need to download a new BIQ.
     
    Last edited: Oct 19, 2017
  2. Oni Ryuu

    Oni Ryuu Chieftain

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    2/6

    Points of Interest

    • Over 450 units available to all civilisations
    • Warships can be enhanced with a variety of offensive and support equipment
    • Rail is replaced with trains and trams
    • Mass slavery
    • Infantry doesn’t require maintenance
    • Reinvented hit points system
    • Defensive city emplacements (castles, naval guns etc.)
    • 4 additional government options
    • Regional taxation and subsidisation
    • Interchangeable wartime improvements to focus on a specific threat
    • Enemy ships can be plundered for gold
    • Consumable goods units provide a set value of production to be used or exchanged at any time.
    • Military equipment such as tanks and ships can be exchanged with other players.

    The game also features a new supplementary index to assist new players.
    Spoiler :
    upload_2017-2-26_18-4-12.png upload_2017-2-26_18-4-28.png
    upload_2017-2-26_18-4-46.png upload_2017-2-26_18-5-0.png upload_2017-2-26_18-5-15.png
    upload_2017-2-26_18-5-32.png upload_2017-2-26_18-5-41.png upload_2017-2-26_18-5-50.png

    Notable unit classes (the information provided is a generalisation of characteristics. Many of the units exceed unit class descriptions)
    Spoiler :

    UN & secondary units – (only available when lacking resources)
    Asymmetric warfare units – Nationless
    Covert units – Invisible, select attack
    Colonial infantry – Cheap/ex-slave infantry
    Flamethrower infantry – 20 rate of fire
    Chlorine gas units – 99 rate of fire
    Sarin gas units – 299 rate of fire
    VX gas units – 999 rate of fire
    Installations - Immobile transferable artillery
    Fortress installations – Immobile defensive unit
    Flame armour – 30 rate of fire
    Trains, Trams, Canal Barges – Load infantry/mech/cavalry/T-missile (sequentially rebase to adjacent cities)
    Railway guns – High bombard, long range artillery (sequentially rebase to adjacent cities)
    Glider & light air transport – Active airdrop (vehicle lands in tile)
    Support VTOL – All terrain as road, active airdrop
    Offensive VTOL – All terrain as road, amphibious, active airdrop and loads onto warships
    NVE anti-air – T-missile (loads onto warships)
    NVE auxiliary armaments – T-missile artillery
    Naval fortifications – Towed, carries aircraft orT-missile
    Demolition ships – C-missile (destroyed after use)
    Satellites - Unlimited range
    Gold – Flag unit (regularly produced by goldmine)
    Tradable goods – Consumable units of varied values that hurry production
    Export Units –Transferable hardware

    I’ve also included statistic that weren’t applicable to the original game but are now necessary.
    Spoiler :

    upload_2017-3-22_22-18-54.png
     
    Last edited: Oct 17, 2017
  3. Oni Ryuu

    Oni Ryuu Chieftain

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    The Technology Tree


    Spoiler Ancient Times :
    upload_2017-9-11_1-14-47.png
    Spoiler Middle Ages :
    upload_2017-9-11_1-14-59.png
    Spoiler Industrial Ages :

    upload_2017-9-11_1-15-13.png
    Spoiler Modern Times :

    upload_2017-9-11_1-15-23.png
     
    Last edited: Sep 10, 2017
  4. Oni Ryuu

    Oni Ryuu Chieftain

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    4/6

    Screen Shots

    Spoiler :
    upload_2017-2-26_11-59-58.png

    Spoiler :
    upload_2017-2-26_12-0-59.png

    Spoiler :
    upload_2017-3-2_23-47-42.png
     
    Last edited: Mar 2, 2017
  5. Oni Ryuu

    Oni Ryuu Chieftain

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    5/6

    Feedback Request

    I would like to encourage anybody willing to critique my mod. I’d be really grateful for any feedback and some interesting screenshots from your game.

    I would like several concise reviews from the civ community to quote here. To submit a review make your post in this thread and you’ll be quoted here.

    I’d like to expand the Tactics Index. If you think you have a new way to use the units please feel free to contribute.

    Independent Reviews

    (None at present)
     
    Last edited: May 10, 2017
  6. Oni Ryuu

    Oni Ryuu Chieftain

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    6/6
    17/10/17
    ------The latest News:coffee:---



    Current Bugs

    Experienced crash to desktop 14/10/17

    Latest Changes

    The folder structure has been adapted to better accommodate add-ons. 15/10/17

    Proposed Changes

    We’re working on a way to allow all of the game's graphics to update with each age.


    :gripe:---- -- --- -- ----:badcomp:

    ________________________________________________

    Spoiler :
    This post is to help refine the mod and to keep TLC users up-to-date with the latest developments. The aim is to help members and none-members alike. Ideally, the news feed will prevent you from having to unnecessarily search through subsequent posts to find relevant information.

    The Current Bugs section is to announce identified flaws that are currently under investigation. Don't panic if you're half way through a game and you spot a bug report. Often crash hazards can be avoided until the affected file is fixed.

    The
    Latest Change usually addresses bug fixes or minor alterations to stats. The format for this will be structured as such:
    1. What the problem was
    2. The effected file
    3. When the file was altered
    4. Instructions for how to implement the patch

    The section of Proposed Changes is to provide the Civ community an opportunity to have their say. The information in that section is often the result of a suggestion put forward by a site member. The propositions will remain suspended until I receive sufficient feedback on the subject or enough time has passed to assume no objections.
     
    Last edited: Oct 17, 2017
  7. Jarovid

    Jarovid Chieftain

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    Started as Japan.

    I noticed that irrigation does not increase food prodaction.
     
  8. Oni Ryuu

    Oni Ryuu Chieftain

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    Hi Jarovid, thanks for trying the game.
    We’ll try the obvious first.

    1. What terrain are you irrigating? If it doesn’t produce when irrigated it may be a terrain type that doesn’t allow it. These are the stats in case the Civilopedia is wrong.
    Irrigation bonus
    · Desert =2
    · Plains = 1
    · Grassland = 1
    · Tundra = 0
    · Floodplains = 1
    · Hills = 0
    · Mountains = 0
    · Forest = 0
    · Jungle = 0
    · Marsh = 0
    · Volcano = 0

    2. Despotism and Absolute Monarchy have a limit on how much food per tile they can receive (3 per tile). The terrain you’re trying to irrigate may be already so productive that irrigation provides no advantage e.g. floodplain = 3 food for each unaltered tile or a bonus food resource like wheat and bison would do the same.

    I’m testing a 360^2 game now where I’m in desert and plains and my neighbours have mostly grassland. I can’t see a problem from here, can you tell me more?
     
    Last edited: Feb 26, 2017
  9. Jarovid

    Jarovid Chieftain

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    I am in Despotism and I irrigated grassland that produce one shield, but it still produces two food units just as it did before irrigation. It should produce three food if I get it right.

    Another thing, I can't turn citizens into entertainers, or any other specialist.

    Would you prefer to have all this stuff sent via private message?
     
  10. Oni Ryuu

    Oni Ryuu Chieftain

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    Which BIQ are you using? i'm using TLC Mercantile and i can't see the problem that you're describing.
    upload_2017-2-26_20-44-54.png upload_2017-2-26_20-44-42.png
    can you post a picture?
    All the specialist citizens become available as your tech develops. Entertainers come with literature.
    We've already started so it's all good.
     
  11. chickenx4

    chickenx4 Chieftain

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    Can you add more add some Si-Fi unit and the future era
     
  12. Oni Ryuu

    Oni Ryuu Chieftain

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    This isn’t an easy game; getting through the entire tech will take a lot of work and luck. If you want even more eras, you’re going to need to talk to someone using Steph’s editor.
    A number of other mods feature futuristic units but I’m not going to open that Pandora’s Box.
     
  13. Jarovid

    Jarovid Chieftain

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    Here's a picture



    upload_2017-2-27_18-11-5.png

    I play Mercantile BIQ.
     
  14. Oni Ryuu

    Oni Ryuu Chieftain

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    I misread what was said in the editor.
    upload_2017-2-27_17-57-51.png
    You'll be limited to 2 food per tile until you get Sortation. It's part of the original game so I never questioned it. Only Despotism and Anarchy had that penalty. I gave the penalty to Absolute Monarchy as well.
     
    Last edited: Feb 27, 2017
  15. Jarovid

    Jarovid Chieftain

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    OK, got it.
    158 turns played so far, everything seems to be OK.
     
  16. Oni Ryuu

    Oni Ryuu Chieftain

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    Good to hear.

    I’m on turn 300. I’m a small nation wedged between players 3 times my size. I lost a city to India and failed a 10 turn siege to take Karachi. I’ve amassed 15 trebuchets, hoplites and longbow men and I’ve started producing hospitaller knights for a second attempt.

    I hope you’ve not had to deal with war yet. Besieging fortified cities in the ancient era is hard work.
     
  17. Tigris of Gaul

    Tigris of Gaul Chieftain

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    Had a minor error: Art\IA1A\..\Archer\ArchVicYell.wav
     
  18. Oni Ryuu

    Oni Ryuu Chieftain

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    HI Tigris of Gaul.

    Thanks for the report and sorry about the crash.
    A patch has been placed in The Latest News post 6/6.
     
  19. Bluemofia

    Bluemofia F=ma

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    To be clear, the tile penalty is that if things produce 3 or more of a particular resource, they produce 1 less. So if you are producing 4 food, after the penalty, you only receive 3.

    This makes it such that there is no benefit in upgrading tiles to produce 3 of something if it produces 2 already, because it's going to be deducted anyways. It is a harsh penalty if you have low tile improvements, as you are losing 33% of the output on things that produce 3, 25% on things that produce 4, etc.

    In fact, it is so bad, that if you had the tile penalty on Minimal corruption (assuming a moderate sized empire with maybe 70% of the tiles improved, with more of them at the core cities), at the end of the day, your effective income/production is comparable to if you had it on Problematic or Rampant corruption without the tile penalty.
     
  20. Oni Ryuu

    Oni Ryuu Chieftain

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    Thanks for the clarification. I'm not going to remove the penalty so, get out of despotism ASAP.
     
    Last edited: Mar 1, 2017

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