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TV1
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im having probs with V0.8 crashing too
not the entire system only civ3
win98SE error message
CIVILIZATION3 caused an invalid page fault in
module CIVILIZATION3.EXE at 017f:0054f0af.
Registers:
EAX=00000000 CS=017f EIP=0054f0af EFLGS=00010246
EBX=00873938 SS=0187 ESP=00aaf9c8 EBP=00000000
ECX=ffffffff DS=0187 ESI=00df0e18 FS=40cf
EDX=00000140 ES=0187 EDI=5f485341 GS=0000
Bytes at CS:EIP:
f2 ae f7 d1 2b f9 8d 54 24 2c 8b f7 8b fa 8b d1
Stack dump:
005ea2c4 00df0e18 00000420 005ea2c4 00000000 005aa3d8 00000000 ffffffff 00000000 00000000 bff7455d 00aafa3a 8a38223f 00000187 820e2e54 00aafa1c
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kageyama
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Singapore
Dec 2001 time: 13:16
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BoredGamer your message is great
quote: The reason why a nuclear reactor should be near water is that water is the most commonly used coolant in reactors. Although there are alternatives, some Soviet submarines use a liquid metal coolant (lead bismuth).As a side note, nuclear power really should NOT require computers, the computer use in most power plants was very minimal for a very long time, and mostly solid state. The plant does not require a computer to operate, they are mostly used for saftey equipment, monitoring, and automation. These things were just done manually in the period of time before computers were readily available. Consider the fact that we basicly had the ability to build a power plant in 1945, the first operational plant (to the best of my knowledge) was built in 1953. The first nuclear powered sub (USS Nautilus) Was built in 1955. This was BEFORE computers small enough to be placed on a sub were widely available. On yet another side note (yes, I'm long winded too). Nuclear Battleships? To the best of my knowledge they have not only never existed, but probably never will. The closest to this would be a couple of Battle Cruisers built by the Russians in the cold war era, (The Kirov Class). But the truth is that the Aircraft Carrier has replaced the primary role that battleships used to have as centerpiece of an attack group. Battleships are still usefull for shore bombardments, but not so much for ship to ship fighting (except using thier retro-fitted missles). When was the last battleship built by any country? World War II. The vast majority of nuclear powered naval vessels are submarines, there are also several aircraft carriers, and the US navy has quite a few nuclear "cruisers" (they are more realisticly destroyers, except that they are primarily anti-aircraft platforms, with the exception of the USS Longbeach). |
Actually Nuclear Submarine is more of a fashion in the states and ussr.
Plutarck,can you create another patch???
with my advise below please!!
Resources
Use Original Civ3 resources but
Add Copper in hills
Corn in flood plains/grassland
Steel created by combining iron and coal
Flint in hills
Units
Use Original Civ3 units but
Add partisan (U know??)
arquebusier (Earlier form for Musket man)
hassar (Fast Cavalry in 18th century)
Grenadiers (Another 18th Century Unit)
F-18 (Replaces F-15)
Gunboat (Cheap ModernWarship)
Nuclear Missile (Replace Nuke)
Spitfire (WWII Aircraft)
Armoured Horsemen (Middle Age Cheap Cavalry)
Men-at-arms (Middle Ages Infantry)
Field Artillery (Late 17th-19th Century)
Dragoon (Counter-Cavalry)
Miltia (Acts as an Early Partisan)
War Elephant (Carthaginian)
Civilizations
Use Civ3 original but
add Spanish
Portugese
Turkish
Swedish
Austria
Byzantine
Carthaginian
Leaders
add Napoleon
Osman I
Maunel I
Constantine I
Frederick
Hannibal
I hope u could make one thanks anyway
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Blackadar1
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I know this won't be modified until after the patch, but I'll *bump* it anyway.
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Honour_Shogun
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Well, just dl'd the new version, and am having very very very serious troubles with it. I cannot get far into the game at all, before I crash to the desktop. I put the patch in(in the text folder, correct?) yet still I am crashing. I did change 2 things(I made it so that pioneers cost 1 pop as opposed to 2, gave the scout an extra move point, made them treat all land as though it were roads. I uninstalled and reinstalled the game, and installed the new version fresh. I saw about the warning about starting a game from within the game, and so, I only choose new game from the main menu. Still I am crashing. Any ideas what I am doing wrong? I had the thing install directly into the Civ3 folder, so I do not think that is the problem.
Thing is, version .07 worked lke a beeyute for me. So I am not sure why the new version doesn't want to work now.
Also, the stone resource, it is the most abundant? As the last game I tried to play had me start near a major mountain range, and no stone. Just an oddity.
Actually, one thing I just thought of. I was choosing to do the continents, but with the most land. Could that have caused any trouble? As I always played the 70% land in every other game I played(with version .07)
Also, I always play as the Americans, and choose every other nation save the expansionist ones(they would take me land, they would). I really do not know what I cna provide. I will try and play a game, make a save. Maybe that will help.
Otherwise, I have to say that you have done an incredible job with this mod. I have to admit, since I installed version .05 not so long ago, I have been playing Civ3 alot more than before. Thank you.
EDIT: I get the error that there was a problem in the CIV EXE, right as I start a new game. I click on the icon on the desktop, could this be the problem? Tried it from the start butoon(go to programs, infrogames, CIV3, then start new game. Same message. problem in the Civ3 EXE causes the program to close. Help me, Please!
Last edited by Honour_Shogun on 08-12-2001 at 05:36
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Honour_Shogun
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quote: Originally posted by Plutarck
Once again I'll have to respond to other posts later...but I think I've finally fixed all the stuff that needs fixing.
A patch is now available from the website, so just follow the directions there (just unzipping) and the only bugs remaining _should_ be in the game itself, not the mod.
*wipes brow*
Shwew!
An odd crash still exists where if you start a new game within a game the game will crash and crash until you reboot, but that seems to be a problem with the game itself. |
yes, but what about the crashes that happen right as you start the game? I saw that you had made a new version, and was eagerly anticpating trying it out. That is not gonna happen. At least not now. I tried updating from version.07, and that did not work. Then I did I uninstal and a fresh install. Still nothing. Tried it changing the root directory(so that it doesn't end up in C, but in C:\Program Files\Infogames Interactive\Civilization III , but that does not work. Nothing does. Now I know, what with the new patch out this post will most likely go unnoticed for a bit. A pity, because version .07 was great. I loved it. Oh well, little I can do is hope and pray.
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Plutarck
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Earth
Nov 2001 time: 23:16
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Check the website, and as you can see I'm working on the next version.
I basically have to redo it to be 100% sure that all the changes get integrated, but I'm taking the opportunity to re-examine the majority of the units in the game.
The problem with the old version, for some weird reason, is with School of Stone Cutting, and I haven't a clue what's causing it, but suddenly with the new patch and choosing Load Scenario the problem just goes away.
If you really want to play version 0.8 (or 0.7 if you have it) then rename the LWC BIC file to something other than civ3mod.bic, use the editor to do something to get rid of School of Stone Cutting, then choose Load Scenario and it will probably work just fine.
But all the changes made to units, corruption, and technologys won't be present, which is one of the main reasons I'm remaking the mod.
Crazy, ain't it?
Anyhow, I think the next version will be a major, major improvement on the game. It may have less "new" things, but there will be lots of changes.
And every change made will be posted in a changes.txt file in a nice easy to read format, so you can know exactly what's different 
I'll also be sure to test it more so it shouldn't crash at all...hehehe 
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BoredGamer
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Heyyas, glad to see the mod still moving along, I just wanted to suggest a quick feature that I have been toying around with. Back to the ole' Aegis Cruisers, When I was in the navy, (which is when they were designed), the main feature I remeber people talking about on this ship is it's radar. The Aegis cruiser has a very advanced radar system called a "phased array" radar, which rumor at the time said could detect a basketball at 200 miles. So what I have done is to give the Aegis Cruiser an operational range of 6 and the "recon" ability. Real nice for inspecting interior land areas in an opponent's borders.
Also in consideration of the fact that the cruiser's main mission is anti-air. I plan to give it the "intercept" ability as well... but I have not tested this yet.
Other units may also be considered for the recon ability based on the primary roles they were used. For example, cavalry, which was used for recon and intelligence in the post napoleonics era. And possibly the creation of new "scouting" units. Modern eras could be jeeps/halftracks. Medieval/Ancient could use mounted units.
But like I said, I have not tested any of this EXCEPT the recon ability for Aegis, which seems to work fine. Only unusual thing I noticed is that using recon ends your movement, but you can move BEFORE you recon, as long as you have 1 movement point left.
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Eytanz
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Here's a suggetion that occured to me about the early game -
- Horses should always appear. After all, even if your civilization doesn't know to ride or harness them yet, they still must be able to see them running up and down those hills and plains - they're not Iron which must be mined, after all.
- Maybe have roads only available after the Wheel is researched?
Eytan
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Daveraver
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State of Confusion
Nov 2001 time: 00:16
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*a big old fat BUMP!*
Pluty, any update?? I really want to play this mod.
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Plutarck
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Earth
Nov 2001 time: 23:16
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Just wanted to give everyone an update on my progress so they don't have to guess 
I have most of the actual changes completed except for the Units, and I have most of the land unit changes and bombard unit changes done. But they aren't complete and do need more changes still.
I haven't done much adding, but I've added 5 ground units at this time. They are Man At Arms, Musket Infantry, Shock Troops, Rifle Infantry, and Assault Troops (in order of their appearance in the game, more or less). (All units subject to change, but that's what I have so far.)
I've also added 4 technologys so far, and they are Sattle (who's name might change...just not sure what to call it), Hullmaking, Squirearchy, and Volunteerism. All are also subject to change, of course.
With the completed download I will also include a modified .html file which calculates combat statistics to make it easy to see what the changes to the units mean. I'm using 2 that are already available, but I changed them to make them easier to use and will also be updated for all the new units/changes.
With exception to Horseman (which will come later in the ancient age, but be more a little more powerful and probably more expensive) and Chariot (which now is alot like the former Horseman) most of the Ancient Age units are currently unchanged. Only defensive units haven't currently changed in the Middle Ages while all other units there have changed alot (they have had their attack increased, mostly). The Industrial age pretty much changes completely, and the Modern Age changes quite a bit too.
As an idea of unit changes, we'll take the Cavalry for instance. Formerly against a Pikeman fortified in a walled town/city it had a 53% chance of winning; with the pikeman fortified in the open the Cav had a 67% chance of victory (that means that the Cavalry wins only slightly over half the time in the first instance, and a little over 3 out of 5 times in the latter instance). However the Cavalry cost 80 shields to build in the game while Pikeman take only 30, meaning you can build 2 pikeman for each Cavalry and STILL have 20 shields left over. And the Cavalry comes at the tail end of the Middle Ages, while the Pikeman comes at the very begining!
Now the Cav have a 69% chance of victory in the former instance, and an 82% chance of winning in the latter instance. This may increase, but I'm still thoroughly testing it. Seems good on paper, but remember the Musketman is available much earlier in the age than Cavalry.
Just as an idea of what percentages mean, in my game I had a 4hp warrior fortified on a hill be killed by a barbarian 3hp warrior that was attacking (on Monarchy level, so no bonus against barbarians). The bariarian had a 13% chance of success.
That's how probability works, after all
So it's not a gigantic change in probability, but still a significant one and may still be altered upon more testing.
I'm also experimenting with tweaking unit hitpoints a little, and am liking the results. Only a minor change but it does seem to smooth out combat results nicely. Changing the "Normal" hitpoints by 1 seems to swing the probabilitys about 3-5% in the favor of what victory was most likely anyhow. So a Tank is less likely to loose to a Pikeman, while a Pikeman is more likely to win against an attacking Swordsman (when fortified, that is).
The changes.txt file currently lists the changing of 100 different item in the game (changing a technologys cost and requirements would only be counted as 1 change, for instance), and I haven't added any unit info yet 
At this rate there will probably be over 150 changes/additions in this release version, . I also haven't done the governments yet either 
So it's probably going to be at least into next week before a release version is ready, though I might put out a late-beta version to make sure all the kinks are worked out and give you all something to play with 
This will definately spice up and improve the game _alot_ in my humble opinion.
One last note: I found corruption totally mangabable as-is, so the addition of the corruption reducing improvements might be all that's needed to keep things going smoothly throughout the game. But this could just be my new strat which builds less citys than normal and gets the capital up to max size so early...dunno 
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Daveraver
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State of Confusion
Nov 2001 time: 00:16
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Dude, sign me up to be a beta tester. I loved the earlier incarnation, and would love to help streamline this one as well.
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Claymore
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New York State
Nov 2001 time: 00:16
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I think it would be fun ...and more accurate of we did not see the world map and our location at the start of a game. This understanding might come only after mapmaking is achieved.
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Kolyana
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Claymore, have you ever seen some of the early maps? Lord have mercy, Europe was all screwed in shape and utterly wrong.
I thing that a global map should come somewhat later ... i mean, we were still discovering the world when we came across America, right? And back then they thought that they had landed in India ...
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Alex The OK
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Plutark,
Thanks for making an awesome mod. Here are a few humble suggestions.
Are you planning on using any of the graphics mods others have done (trees, jungle, etc) ?
If the infantry doesn't need rubber as a resource, the explorer class definetly should . . . seriously though I enjoy the resource balance aspects of the game and eliminating too many requirements for units detracts from some fun tactics. Particularly the oil req of modern armour and stealth aircraft (they need fuel don't they). When I go to war I like to position carrier groups to bomb roads to strategic resources.
How about train stations as a city improvement in the Industrial era, increases happiness and commerce (and perhaps a little of the dreaded corruption? Connect those far off outposts) allows construction of a Grand Central Station GW.
A prison city improvement that reduces corruption
I agree with a previous post and I think Nuclear Power plants should defenitly need access to water (being a civil engineer and all), can you think of any real ones that dont?
Units I would like to see:
A french foreing legion unit for the french
A Modern Amphibous unit (think marines in hover crafts). I would love to be able to succesfully launch a amphib. assault in the Modern era against Mech Infantry. please please please
Special Forces . . . More useful paratrooper with absurd shield req. they should have a small bombard capability (think phoned in air strike).
Nuclear carrier, more plane capacity
Terrosit unit only accesable to barbarians (functions similar to a nuke strike). you would need to have some way to keep the barbarians around longer too (really high spawn rate at later ages? so they pop up occasionally when cities are razed?)
The explorer unit could be OK if it came out much earlier and was set up so that it could flee attacks from slow moving units.
Great wonders:
The golden gate bridge or the chunnel (decent culture and commerce bonus)
Artificial intelegence: Research Bonus, requires SETI and computers
Small Wonder:
Internet Porn, increase commerce but brings culture way down. OK maybe just the internet.
I love the early parts of the game, maybe thats why all most of my suggestions are for the Modern era . . .
Thanks for all the hard work!
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Honour_Shogun
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I have a question. Why was it decided that we no longer have the ability to see the entire map with the construction of a wonder(say, SATCOM)? Even if the FoW is left on, it would make it nice for late games. Give it research bonus(figure that is reasonable), and perhaps a small(large?) culture bonus. Perhaps I am dreaming in technicolour, but it would add a nice touch to the game. To ensure it is not abused, make it a modern age wonder, perhaps with the advent of satellites advance?
Just a thought
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