Work in Progress - Super Civ Scenario

I suspect a unit flc animation or sound is the source of the trouble. I'll attempt to debug with all units on the map over the weekend.

One thing I would like both wolf and HT to try is to delete the music.txt file in the scenario's text folder and start a new game - just in case it's related to a dodgy mp3. I don't think it is because I've played the music all the way through on my PC but it may be there's differences between machines and I'd like to discount that. thanks KA

It's not the Music.txt or the MP3 files, otherwise it wouldn't have worked on my other computer....

I DO have a way of making absolutely sure that the MP3 files are good, though:

I stumbled accross this when I was adding custom music to my customized Napoleonic Europe conquest:

All the MP3 files that caused the game to crash were created by using iTunes or Windows Media Player to rip the files directly to MP3 format... When I used a freeware Audio/Video conversion program to convert the MP3 files to WAV format, then either used Super or a REALLY OLD program I have called "Audio Catalyst" (Which I originally had installed on my Windows 98 Laptop :lol:) to convert the resulting WAV files to MP3 format, the problem disappeared... Apparently Civ III doesn't like the new-format ID3 tags that iTunes and Windows Media Player tags onto the MP3 files....

I could try deleting the music.txt anyways, but I somehow doubt that is the problem...

....but on the other hand, it could be: I had similar problems when I tried to mod/create a custom random-map version of the Fallout mod, which, like every other mod that I've had this problem with, come to think of it, had custom music USING THE MUSIC.TXT FILE!!!

I'll report back later when I've done some playing around with this stuff.....

EDIT: NOPE! Still crashes as soon as something gets built on my Japanese Windows XP machine.... I'm wondering if I'm not having some kind of physical memory problem, but why it would only happen when I finish building something is beyond me!
 
Meteor man has made a money resource which might come in handy for this scenario:

just_to_show_money_7df.jpg

dollarbillfinished_FB3.jpg


(I borrowed his pics)
 
EL BUMPO.

How's things going with this scenario? :) I liked addictively playing testing the betas a lot.
 
Hi Takhisis - I lost my mojo for a while and haven't been working on it. It's funny that you posted today as I just downloaded the latest beta from 3D Downloads with the intention of picking it back up. I still have to reinstall Civ3 on my laptop though :). Glad you enjoyed it and thanks for caring to bump!
 
Well, after Caley's comeback your mojo must be even further down, so you could get your spirits up by working furiously on this.

So, I had an idea: can telepads be used to simulate subway stations?
 
Yeah, but with telepads you can move onto areas outside cities, such as resources, unexpected invasion points (will you be using paradrops extensively too?) and the like.
 
Hmm, yeah, that kind of thing… I've never used telepads myself, so if anyone's used them, can you teleport to telepads that you don't own?
 
Hmm, yeah, that kind of thing… I've never used telepads myself, so if anyone's used them, can you teleport to telepads that you don't own?
Most of the answers are in Bluemofia's A study on Teleportation . Airfields are a better solution in this case because any unit can use the subway. And will still allow for transport to the kind of "suburban" locations you suggest.
 
It's true that out-of-the-box, Balth's terrain implements airports as underground stations. However, I've changed it slightly by splitting the conventional airport improvement into 2 improvements: Helipads and Teleporters. Helipads enable "air trade" and Teleporters implement the "air-drop" & "rebase" ability. I don't like using the cracked teleport functions because there's no way to add graphics or sounds the way I want. By using "air-drop" for teleportation I can use Vuldacon's Teleport Beam as the airdrop animation and his sounds to complement it.
 
Update: I've been tinkering with elements of the scenario and decided to give it some much needed action and focus. So here's what I've done: There's now a locked alliance comprised of the City Authorities and the League of Heroes. This alliance is locked in wars with the 3 villain factions. The villain factions aren't allied to each other though because we know how villains make for untrustworthy (lousy) allies.

Also there's 4 starting cities per faction and an army of henchmen to boot. I'm testing it just now for pacing and so far so good. It's still a rather quiet start because no one can build new units but that works out quite well in allowing you to start semi-conventional exploring of the map and founding new "city" spots.
 
It's true that out-of-the-box, Balth's terrain implements airports as underground stations. However, I've changed it slightly by splitting the conventional airport improvement into 2 improvements: Helipads and Teleporters. Helipads enable "air trade" and Teleporters implement the "air-drop" & "rebase" ability. I don't like using the cracked teleport functions because there's no way to add graphics or sounds the way I want. By using "air-drop" for teleportation I can use Vuldacon's Teleport Beam as the airdrop animation and his sounds to complement it.
Actually I'd use planes for trade and helipads for quick deployment of troops/henchmen/heroes.
Update: I've been tinkering with elements of the scenario and decided to give it some much needed action and focus. So here's what I've done: There's now a locked alliance comprised of the City Authorities and the League of Heroes. This alliance is locked in wars with the 3 villain factions. The villain factions aren't allied to each other though because we know how villains make for untrustworthy (lousy) allies.
Its a pity that you can't have NAPs in [civ3]. Really, someone underhandedly attacking the Heroes shouldn't always be engaged by the Authorities.
KingArthur said:
Also there's 4 starting cities per faction and an army of henchmen to boot. I'm testing it just now for pacing and so far so good. It's still a rather quiet start because no one can build new units but that works out quite well in allowing you to start semi-conventional exploring of the map and founding new "city" spots.
And when can they build units?
 
Actually I'd use planes for trade and helipads for quick deployment of troops/henchmen/heroes.
Why?

Its a pity that you can't have NAPs in [civ3]. Really, someone underhandedly attacking the Heroes shouldn't always be engaged by the Authorities.
I agree, it is a pity.

And when can they build units?
[/QUOTE]
There's 2 techs at the start that will allow you to build units and one other that will allow you to upgrade your "king" units.
 
See Open TTD as an example.
Would you use a chopper or a plane to drop some people off at a tigh spot in a city?
Would you use a helicopter to transport heavy cargo or a freight plane?
Also there's 4 starting cities per faction and an army of henchmen to boot. I'm testing it just now for pacing and so far so good. It's still a rather quiet start because no one can build new units but that works out quite well in allowing you to start semi-conventional exploring of the map and founding new "city" spots.
There's 2 techs at the start that will allow you to build units and one other that will allow you to upgrade your "king" units.
So all the nice upgrade paths won't be used anymore?
 
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