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Wite Rabbit
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Toronto, Canada
Nov 2001 time: 00:16
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I'm not quiet sure where I should post this but since the problem seems to be related to BIC file, I figured I'll try...
My Oil resource only appears in water squares, which means that I can't get it for all the units that need it 
Now, I think that I may have come over a MOD that adds Oil as water resource but I don't think I actually installed it. Alhtough I did installed this MOD (LWC).
Either way, I opened the editor and checked Oil, and it is set to show up only on desert squares (maybe something else too) but NOT on water squares (I know there are 3 different types of water squares and it shouldn't appear on any of them).
Does anybody encountered something like that before? Any sudgestions?
If nothing works I'll simply restore to the original, of course, but I would prefer not to do that.
I've been playing my whole last game without oil, me or any other civ on the map. Basically, until the appearance of advanced armor there's no progress in fast land units - it's actually sort of interesting, in a frustrating kind of way 
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Honour_Shogun
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Just wondering, s'all. I am greatly anticipating this new version. Just wanted to know when it may be out.
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Plutarck
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Earth
Nov 2001 time: 23:16
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I'm actually still finishing up my christmas card (done within the hour), LOL. Think it's a bit late? 
Time really flys I suppose, and I haven't had much chance to do alot of work on the mod. Can't say for certain when I can knock out an alpha early-release version, but I think it can _actually_ be by mid-week this time (now that the paying-work related junk is out of the way).
It won't have the government changes, some of the tech tree updates, only a few of the unit additions, and almost none of the improvement additions. However, most of the changes and alterations will probably be in. The Civilopedia entrys won't be properly updated either, but hey, that's why it's called alpha/early-release 
This isn't firm, of course, because I don't want to spend extra time on an early "clearly not done" version when I could be spending it on finishing the full release version.
Also, the mod will be sepperated into two files, at least. One will be the big file, which is all the unit animations, and the other is just the little graphics files (like for the various icons), text files, and the .bic file itself.
Translation: Smaller files to download, and to update you just have to download a file that's less than 1MB (maybe even less than 500KB). Far more user-friendly, and easier for me too.
Just wanted to drop in an update, and I gotta get back to finishing up my work.
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joost1110
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Holland
Jan 2002 time: 05:16
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So, do you have an ETA on when v0.8 will be downloadable?
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Honour_Shogun
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Aye, I'd also like to know what the ETA on the update is gonna be? I wait patiently for it, as I am certain many otehrs do as well.
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Plutarck
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Earth
Nov 2001 time: 23:16
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Well it's certainly seems like a long time since I last gave an update, eh? Time to fix that!
Here's what's up. I haven't spent a lot of time between the holidays and now playing Civ III (I've been writing, reflecting, meditating, contemplating, working, etc), but I've been tweaking some things in LWC in the mean time. So it hasn't been constant work, but plenty has gotten done 
While I'm not done and there's still more I want to do before I call it version 1.0 (which will be the next version ), such as I haven't implemented the government change and there's plenty more tweaking to be done, I think it will take too long to do it while in the meantime there is no playable version available.
Thus I am now in the process of wrapping everything up (such as adding pediaicon entrys so the tech tree doesn't look all screwy, putting little text things on the unit icons so you can tell them apart, etc), and I hope it shall be done _very_ soon! In the next few days, even!
This will be called LWC_ERP1, which stands for: Long Winded Changes, Early Release Preview 1. It's an amazingly small download compared to the other versions because of the improved way Gramphos' CopyTool now does unit .ini's (illiminating duplicate unit animation downloads).
As I finish up what I already know I want done (finish balancing the units out, change the government system) I will release "Release Candidates", such as LWC_RC1, LWC_RC2, et al, until a stable reasonably-bugless version is available. Then a full version will be released, incrementing the version number of the LWC mod.
Thus each version update will be far more reliably stable, and fully worth loosing your old saved games to update to the new version 
This way people who want a stable version can just download the 'main' version, while people who don't mind running into a bug in exchange for "the newest thing" can help test out the changes to LWC.
I'll save the complete details till I post it, but here's a teaser of new additions:
Civilization Advances:
Saddle: Yes, it's a Saddle. No, not that kind of Saddle...although...
Anyway, it goes along with a changing of the power of the Horseman units in that I want them available later than they are now. You'll see...muahahaha!
No Stirrup advance needed for now.
Hullmaking: Sailing, sailing, over the bounding Coracle!
...doesn't have quite the right ring to it, does it? Anyhow, a post Map Making advance which allows the first real wars on the water.
Squirearchy: SCHULTZ! SCHUUUULTZ!
...oh, sorry, that's not available till way later. But this is available in the early Middle Ages after Chivarly.
Volunteerism: "Wait a second...you mean, you want me to volunteer to join the Army? Hahaha, hahaha, HAHAHAHA!
...alright."
Advanced Naval Warfare: "Ah, it's just a nice day for a cruise, isn't it honey?
...honey?!"
Buildings:
Coastal Gun Placements: Now take the place of Coastal Fortress.
Coastal Fortress: Modernized version of Coastal Gun Placements (more powerful, doesn't need Saltpeter, more expensive).
Mill: The first "Power Plant", available in the Middle Ages.
Guild Hall: Reduces corruption in the Middle Ages, requires Courthouse be in the city to be built.
FBI Office: Police Station for the Modern Age, requires a Police Station be in the city to be built.
Sewer Sytem: Pollution reducing improvement, available thanks to the wonderful invention that is Sanitation. Can't hurt happiness, either.
City Dump: When oceans and rivers just aren't enough, why not dig a great big hole in the ground and put your toxic waste there? Pollution reducing improvement which isn't a boon for happiness.
National Constitution: Ok, it's not the most logical fit to become available with Scientific Method, but are you really going to complain about having a 2nd Forbidden Palace (more or less)?
Computerized Oversight: Kind of hard to fudge a few mathematical statements in a proposal when you have a supercomputer capable of 250,000,000,000 computations a second evaluating every aspect of it, ya know? The science abusing charalatons won't be happy to be exposed for being the lying bastards that they are, but it'll put a grin on just about everyone else's face, and you can't complain about a 3rd Forbidden Palace in the modern age (more or less).
AI Governing Prototype: "I'm sorry, I can't do that Dave." Gives ya the heebejeebeez, doesn't it? But a 4th Forbidden Palace available at the end of the game isn't all that bad. Besides, this thing is just a small prototype...but, of what?
Units (Name: type, age available):
Land Units
Barbarian: Basic Barbarian unit (rather than Warrior, stronger).
Raider: Advanced Barbarian unit (rather than Horseman, as strong as changed Horseman).
Pioneer: Expansionist only Settler, early-middle Ancient Age (Map Making).
Mounted Scout: Not-as-good Scout for non-expansionists, early Ancient Age.
Man At Arms: Offensive footsoldier, early Middle Age.
Musket Infantry: Offensive footsoldier, late Middle.
Shock Troops (requires population): Offensive footsoldier, early-middle Industrial.
Machine Gunner: Offensive footsoldier, late Industrial.
Modern Infantry: Defensive footsoldier, early Modern.
Assault Troops: Offensive footsoldier, middle Modern.
Special Ops Team: Offensive footsoldier, late Modern.
Naval Units
Coracle: Transport, available from begining.
Warship: Power/Bombard, middle-late Ancient.
Corporate Privateer: Power/Bombard (no national markings), earlyish Industrial.
Steel Warship: Power/Bombard, middle Industrial.
Modern Transport: Transport, early Modern.
Modern Destroyer: Power/Bombard, early Modern.
Nuclear Battleship: Power/Bombard, middle Modern.
Nuclear Carrier: Air Transport, middle Modern.
Diesel Submarine: Power, middle Modern.
Nuclear Attack Sub: Power, middle Modern.
Air Units
Transport Plane: Transport, end of Industrial.
Modern Bomber: Bombard, middle Modern.
And currently over 100 entrys to the changes file, with each entry being a change for a certain entry in the editor. For instance changing the cost, available time, maintananence, and effect of a Wonder counts as 1 change; changing the amount of resources given by forests and the shields required to get 1 gold through wealth count as 2.
Tweaks during the development are not counted, so all 100 have a current effect in the game.
All things subject to change, no guarantee I didn't make an error here, yadda yadda yadda.
Still need to finish balancing of the late-modern naval units, then I can wrap it all up and post it. Hope to have it done by Wednesday, but regardless it should be done before the end of the week, barring only something happening in real life that stops me from doing so.
Enjoy the enticipation, and try not to slobber too much 
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MicMc
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atlanta ga
Nov 2001 time: 00:16
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heya,
The update sounds great,
Quick ? though, does a second forbidden palace (or anything doing the decrease corruption flag) do anything in game terms?
I know with the second 'grainery' (halves teh food flag) it doesn't do anything when applied to a second building, I was just wondering about the corruption angle. Thanks in advance.
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Honour_Shogun
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Excellent, simply excellent. Should you require someone to test the mod, I am more than willing to try. As for what you have put down so far, well, most impressive, truly most impressive. I am glad that this has not died, as truly, of all the mods I have used, find the LWC to be perhaps one of the best ones. Huzzah, I say! Huzzah!
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Plutarck
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Earth
Nov 2001 time: 23:16
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Former download location.
Version ERP1 removed after 98 downloads.
Version ERP2 removed after 182 downloads.
Version ERP3 removed after 530 downloads.
Version ERP4 removed after 365 downloads.
Last edited by Plutarck on 03-02-2002 at 06:59
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Plutarck
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Earth
Nov 2001 time: 23:16
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Many, many thanks to daithos and Igbe for reporting the crashes and sending me a saved game, because they've allowed me to fix all known crash bugs (including the modern-era crash that's plagued LWC for quite ahwhile, even version 0.6 - 0.8!)
The website is updated, as well as the first post, and the download, so here's the short form:
-NEW VERSION (at almost exactly midnight!): LWC ERP2. Fixes all known crash bugs, adds a new unit, tweaks land unit costs, increases bombardment unit strengths (including some aircraft), changes a few tech costs, and some other changes too.
All users should (and frankly, must) upgrade to this new version. Don't worry, you won't loose your saved games! The crash bugs will be fixed, but the new units and unit changes will _not_ be present, so you'll have to start a New Game to get the changes.
Note: This copies over the current add-on packs, so reinstall those after upgrading. There is also no need to uninstall/reinstall Civ3 
So no reason not to upgrade 
And a request:
-REQUEST: EMAIL ME YOUR LWC SAVED GAMES! Zip 'em up, tell me what version of the LWC mod it is, and make them an attachment to an email to aemuli@yahoo.com
This goes for ALL versions, well into the future until I tell people to stop doing it!
Throughout the course of the game, if you wouldn't mind, save the games at the begining, middle, and end of each age. Exclude only the early and middle ancient age, as I have no need for those. I most desire saves from the late Middle Ages on, and personally prefer those from the difficulty levels of Regent or Monarch. However, I want the other ones too 
This may also turn into a unique feature of the LWC mod later on, because when I get a good solid version of the LWC that everyone can play for multiple days/weeks I will request people send in some saves, which I can play around with and turn into a special kind of Scenario!
I'm not sure exactly why, but playing a game someone else has already started is really quite enjoyable, and I find I can learn alot from it (and I'm sure others can too). I have many, many, many ideas for this, but for now I want the saves strictly for testing. Most of the LWC changes take effect towards the end of the middle ages, and I don't want to have to play all the way from the begining just to get there and decide something should be tweaked :P
Oh, and you don't have to be a really good player either, or even have been playing Civ3 that long! Behind or ahead, good or bad strategies, it doesn't matter to me!
Enjoy!
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Honour_Shogun
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A question about the web site. I am trying to get there, but am getting sent to the one that says Dec 7, 2001 thing at the top(or whenever it was that you notified us you would be rejinking the mod). Tried using your link, and I ahd it bookmarked, but I am getting the same place, not the new site, but the old one. Any idea what I can do to get to the new site? Thanks
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Blackadar1
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I'm getting a duplicatable crash bug @ 530BC on the latest version...ugh.
Also, Plu, you had earlier raised the unhappyness limit by about 1 population for each difficulty level, but on this one you're back to the original specs. Is that on purpose?
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Plutarck
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Earth
Nov 2001 time: 23:16
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Honour_Shogun:
Here's the website, so try this: http://207.191.20.18/civ3/index.html
If that doesn't come up properly press Refresh on your browser. Then if that doesn't work, if you're using IE go to Tools -> Internet Options and delete offline files (clear the cache), then try it again. Can't imagine why it wouldn't work...
Let me know if that doesn't work.
Elowan:
Check the website, and you'll see 2 add-on packs available. One is a unit animation add-on pack (containing changed animation for Modern Destroyer, and Special Ops Team), and the other is just a version of the non-resource labeled resource.pcx
Blackadar1:
If you have a .sav right before the crash, send it to me and tell me what causes the crash (happens when you end your turn, I assume?).
I can figure out what causes it and fix it usually very quickly if I have a saved game of it.
But one question: Do you have version 1.16f patch of Civ3? If not, you're going to need it. I forgot to mention it because I assumed everyone has upgraded anyway, but LWC does require that patch be installed.
Oh, and about that changed happyness thing: Someone did that in another mod (can't remembe which at the moment). I haven't ever changed those settings in the LWC Mod, in any version.
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Plutarck
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Earth
Nov 2001 time: 23:16
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Trebuchet unit errors fixed in ERP3, no need for this post now...
Last edited by Plutarck on 14-01-2002 at 20:23
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Selso
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Hey Plutarck, nice work on the mod. If you need any help typing up some of the history for the units and wonders in the civliopedia when the final version of LWC is released just let me know. Something that really annoys me about civ 3 is that when you ally with another nation agaist a country, you can still only see land where your units and cities are. In reality, when countries are fighting a common enemy they share battle plans and troop positions with each other to help win the war. I was hopping that somehow you could make it that when you enter a military alliance with a country, you could see on the map what his units and cities see. Just until the agreement has ended, at that point it would go back to the dark shroud. I think it sucks, having to fight a war and not knowing if your ally is winning or losing battle, or even advancing his troops as he promsied to do. Some people might say that this can be fixed by using the reveal map cheat program.. but i dont want to see the enemies territory, just my allies. Does anyone else feel the same way?
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SithUK
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Plutark,
I wanted to bring up s'thing I've just read in your Changes.txt
quote:
Worker Jobs:
-Plant Forest: Takes 22 turns instead of 18 (makes Clear/Plant/Repeat harder).
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It was my belief that the 1.16 patch removed the ability to clear/plant/repeat as it was being abused by micro manage fanatics 
Am I incorrect in this point?
Regards,
Sith
Last edited by SithUK on 12-01-2002 at 23:02
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SithUK
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Cyber: Using your scale at what point do Leaders have a chance of being generated or is the chance increased at each level beyond the equivalent of Elite?
Personally I find the number of ranks about right as you don't want to be waiting forever for a 20!! HP per unit to fight.
Sith
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