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16.Sep: 7 NEW FILES
15.Sep: TRIAL + NO SLEEP = ONE GAME
13.Sep: PATCH THE PREVIOUSLY UNPATCHABLE

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TV1 is offline TV1
Settler

Dec 2001
time: 15:16
  Old Post 05-12-2001 11:04
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#121 Report this post to a moderator
V0.8 crashes Support Apolyton, pre-order Civilization IV

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

Plutarck is offline Plutarck
Warlord
Earth
Nov 2001
time: 23:16
  Old Post 05-12-2001 12:42
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#122 Report this post to a moderator
Support Apolyton, buy Civilization 2

I had 1 crash with it, but after adding all the skeleton civilopedia and pediaicon entrys I didn't have another problem.

I'll check it out more thorougly when I get home to see if something didn't manage to slip by me.



Don't you just love the error checking Civ3 has?

Claymore is offline Claymore
Settler
New York State
Nov 2001
time: 00:16
  Old Post 05-12-2001 16:42
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#123 Report this post to a moderator
.8 Version Crashes Support Apolyton, buy Civilization 2

I have not had any problems with this mod crashing until now. Now at 1175BC I have crashes 2x in 10 minutes, and I cannot get past this date. Don't know what the bug is..but for me the mod is currently unplayable

Rhuarc is offline Rhuarc
Prince
Florida, USA
Mar 2001
time: 00:16
  Old Post 05-12-2001 17:14 Visit Rhuarc's homepage!
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#124 Report this post to a moderator
Get a bigger avatar today!

does this mod encompass any of the other mods into it? Basically I am looking for a mod that has the best combination of fixing the bugs, and play balancing. And after it becomes available I want a mod that wll add new units, and govs and things like that as it sees fit. Is that going to have this? Thanks a lot!!

skar760 is offline skar760
Settler
Cologne/NRW, Germany
Dec 2001
time: 05:16
  Old Post 05-12-2001 20:45
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#125 Report this post to a moderator
Re: .8 Version Crashes Support Apolyton, buy Galactic Civilizations: Deluxe Edition

quote:
Originally posted by Claymore
I have not had any problems with this mod crashing until now. Now at 1175BC I have crashes 2x in 10 minutes, and I cannot get past this date. Don't know what the bug is..but for me the mod is currently unplayable


Same goes for me. Can't get past certain points though it's always a different date/event/maptile/civlopedia entry that seems to cause the game to crash in different savegames. Nice novelty: The last crash also crashed windows forcing me to reboot cause every application I would start was stopped by one of those page errors.

Pleeeeeeeeeeeeease I want to play your mod and pleeaaaaase make an update patch that fixes the crashes so I won't have to download another 25megs with a 64k connection. I'd be so grateful I'd wash your car for the next two months (that is if you get that car to Cologne)

Greetinngs

skar

Plutarck is offline Plutarck
Warlord
Earth
Nov 2001
time: 23:16
  Old Post 06-12-2001 06:06
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#126 Report this post to a moderator
Remove this text

While I'm mostly better with sickness, unfortunately I'm half-asleep as I right this.

But the only thing I've managed to think is the problem is with the Civilopedia, so I'm uploading a fixed version.

There "shouldn't" have been a problem with it, but the problem seems to be that Civ3 deals with wonders in a non-uniform way as compared to other types of entrys.


I didn't do as much testing as I should have, clearly, but I made the crazy assumption that just adding buildings wouldn't cause any trouble. After all, I've done it all before in the same way...LOL

Though it was also because I had just gotten board with the game/mod as a whole that day and wanted to spur on some more advancement.


This will probably be the last update before the patch, as I may end up having to "remake" the mod entirely.

No use spending too much time and effort on it as that is the case, anyway, and everyone will be busy messing around with the patch for the first few days anyhow


But this should hopefully fix many of the problems. Just put it in your Civilization III/Text directory and overwrite what's there.


Will deal with other posts whenever I actually wake up.

[EDIT] Patch now available from website. Just use that instead.[/EDIT]

Last edited by Plutarck on 06-12-2001 at 08:58

kageyama is offline kageyama
Settler
Singapore
Dec 2001
time: 13:16
Wink  Old Post 06-12-2001 08:19
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#127 Report this post to a moderator
Increase Your PM Length

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

Plutarck is offline Plutarck
Warlord
Earth
Nov 2001
time: 23:16
  Old Post 06-12-2001 08:58
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#128 Report this post to a moderator
Support Apolyton or Terrorists Win

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.

Blackadar1 is offline Blackadar1
Chieftain

Nov 2001
time: 05:16
  Old Post 07-12-2001 07:47
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#129 Report this post to a moderator
Support Apolyton buy from Amazon

I know this won't be modified until after the patch, but I'll *bump* it anyway.

Desert Dog is offline Desert Dog
Warlord
3rd Rock from the sun
Nov 2001
time: 21:16
Exclamation  Old Post 07-12-2001 17:30 Visit Desert Dog's homepage!
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#130 Report this post to a moderator
Installer used for mods Support Apolyton buy from Amazon

I think you should NOT use an installer to put mods in Civ3. Mods are not supposed to be installed, they are not programs. Whenever you use an installer program it writes the information to the registry. What this is installer is doing is treating thew mods as programs. It is placing the mods in wrong location in registry as an actual program. Thus the registry will get messed up. Better to make an autorun program that places the files in the correct folders rather than using an installer intended for runable programs. I am sure the update fixed some problems, but it still is a good idea to NOT use them for this application.
I know my registry was corrupted and a friend as well. Just my opinion but with Windows 95, 98, ME it may cause some serious problems causing you to reformat your drive and reinstall your OS. Later!

Desert Dog

Gwayne is offline Gwayne
Settler
Amsterdam
Nov 2001
time: 05:16
Smile  Old Post 08-12-2001 05:10
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#131 Report this post to a moderator
Support Apolyton

I agree, I would love to see a non installer version with just a zipfile.

Greets

Gwayne

Honour_Shogun is offline Honour_Shogun
Settler

Nov 2001
time: 00:16
  Old Post 08-12-2001 05:21
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#132 Report this post to a moderator
Why does it crash so much now? Suffering from ads?

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

Honour_Shogun is offline Honour_Shogun
Settler

Nov 2001
time: 00:16
Angry  Old Post 08-12-2001 22:22
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#133 Report this post to a moderator
Support Apolyton

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.

Plutarck is offline Plutarck
Warlord
Earth
Nov 2001
time: 23:16
  Old Post 09-12-2001 09:12
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#134 Report this post to a moderator
Remove this text

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

BoredGamer is offline BoredGamer
Settler

Nov 2001
time: 23:16
  Old Post 09-12-2001 10:45
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#135 Report this post to a moderator
quick suggestion Support Apolyton or Terrorists Win

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.

Eytanz is offline Eytanz
Settler

Dec 2001
time: 05:16
  Old Post 10-12-2001 13:26 Visit Eytanz's homepage!
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#136 Report this post to a moderator
Suggestion - Horses and roads Support Apolyton or Terrorists Win

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

Plutarck is offline Plutarck
Warlord
Earth
Nov 2001
time: 23:16
  Old Post 10-12-2001 13:38
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#137 Report this post to a moderator
Lose 30 kilos (of popups)

Sorry for the delay in replying to all the posts I've had to skip over, but I'm instead spending the time on remaking the mod.


I've updated the first post in the thread, so take a look at that for more information


I'll just let the full list of changes speak for itself once I release it

But yes, Horses will be visible from the begining (so far that's what I have planned, anyway), and they also provide +1 food. Sorry to all the horse lovers out there, but I'm afraid they were food sources until recently (and still are in many countrys).

Daveraver is offline Daveraver
Chieftain
State of Confusion
Nov 2001
time: 00:16
  Old Post 14-12-2001 01:35 Visit Daveraver's homepage!
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#138 Report this post to a moderator
Enter the AD-FREE zone

*a big old fat BUMP!*

Pluty, any update?? I really want to play this mod.

SithUK is offline SithUK
Settler

Dec 2001
time: 05:16
  Old Post 14-12-2001 11:09
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#139 Report this post to a moderator
Inflate your Upload Space

Dave: Gotta agree there =)

BTW Plutark I found s'thing interesting in a 'corruption and waste after patch' (general board) thread:

quote:

Posted by habadacus
I found that if you edit the default rules (double click civ3mod.bic in install directory) and set the optimal city % to 600%-800% you can take care of this problem and still be able to build the forbiden palace when you're supposed to. Outlying cities still experience corruption, but that can be reduced with the couthouse/police station. It's worked for me so far.


I'm going to attempt this fix in my last save and see the results. I haven't played Civ3 since the corruption effectively stopped play as the vast majority of my cities were useless due to corruption. It'll be interesting to see if anything has changed (no more 1000turn FP!?!

Anyways looking forward to your next installment, I don't mind if it takes you another week, just make sure you release when you're HAPPY with it, don't do a Firaxis on us

L8erz,

Sith

Plutarck is offline Plutarck
Warlord
Earth
Nov 2001
time: 23:16
  Old Post 14-12-2001 13:56
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#140 Report this post to a moderator
Information Update Support Apolyton, buy Civilization: The Boardgame

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

TheRascalKing is offline TheRascalKing
Chieftain
Wait, I'm a chieftain now?
Nov 2001
time: 23:16
  Old Post 14-12-2001 15:00
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#141 Report this post to a moderator
Not to be picky... Enter the AD-FREE zone

But do you mean "saddle?" Well, if you change the name, make the advance "stirrup" since the stirrup was a much more important development than the saddle.

All in all, good work though!

Claymore is offline Claymore
Settler
New York State
Nov 2001
time: 00:16
  Old Post 14-12-2001 15:05
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#142 Report this post to a moderator
Thanks for the update Support Apolyton, buy Alpha Centauri

I am sure like me...many here wondering how things were going.

Daveraver is offline Daveraver
Chieftain
State of Confusion
Nov 2001
time: 00:16
  Old Post 14-12-2001 17:10 Visit Daveraver's homepage!
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#143 Report this post to a moderator
WOO HOO! Put an end to popups!

Dude, sign me up to be a beta tester. I loved the earlier incarnation, and would love to help streamline this one as well.

Honour_Shogun is offline Honour_Shogun
Settler

Nov 2001
time: 00:16
  Old Post 14-12-2001 17:56
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#144 Report this post to a moderator
Got spare money?

I as well am glad to hear that things are progressing well. I await the new version with the anticipation of a child on Christmas Morn .

Claymore is offline Claymore
Settler
New York State
Nov 2001
time: 00:16
  Old Post 14-12-2001 20:46
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#145 Report this post to a moderator
Maybe sometime in the future..... Support Apolyton buy from Amazon

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.

Kolyana is offline Kolyana
Warlord

Nov 2001
time: 23:16
  Old Post 15-12-2001 04:29
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#146 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

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 ...

Alex The OK is offline Alex The OK
Settler

Dec 2001
time: 05:16
  Old Post 15-12-2001 04:58
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#147 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

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!

Honour_Shogun is offline Honour_Shogun
Settler

Nov 2001
time: 00:16
  Old Post 15-12-2001 05:59
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#148 Report this post to a moderator
Lose 30 kilos (of popups)

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

DarkWingNZ is offline DarkWingNZ
Settler
New Zealand
Dec 2001
time: 05:16
  Old Post 15-12-2001 09:24
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#149 Report this post to a moderator
v.8 Get a bigger avatar today!

finally i am able to register

i also had the problem many of you were having with v.8. however after a little experimenting, i worked out that the problem is with the graphic for the stone resource. as soon as it appeared on the map the game crashed to fix the problem i went into the editor and changed the picture to be the same as the mighty stallions, which fixed the problem, but now stone looks like stallions. (only a minor inconvinence)

so if any of you are still trying to play v.8 of this excellent mod try this and it should work fine for ya.

DW

Claymore is offline Claymore
Settler
New York State
Nov 2001
time: 00:16
  Old Post 17-12-2001 02:32
Edit/Delete Message Reply w/Quote
#150 Report this post to a moderator
Ideas.....repair Ship..ship movement Avatar Enlargement: We've got the solution

Perhaps the idea of a specialized modern ship...one specialized in ship repair..perhaps only for the less damaged ships in lieu of returning to port has merit.

Should/can we consider reduced unit movement that results from damage taken ?

 
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