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Synthetik
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Naples
Feb 2002 time: 00:16
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I havent seen this covered.
I didnt look real hard, due to the fact that this thread just has so much.
anyways, I have the MOD going, and as far as I know, everything is correctly placed, but now, my army looks like the worker, and my worker and settler do not appear in the build menu.
now if I open a city screen, and lookin the garrison, they are not visable, but they are there.
while they are working in the field, they are visable, and the army looks like an army.
im going to continue to browse the forums, but if nayone has any ideas, please reply.
also, I tried to install the attack helo, and the troop carrier, and it crashed the game, any ideas anyone ?
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Mizaq
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San Diego
Nov 2001 time: 21:16
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i think i remember reading that if you add new units you need to edit units_32.pcx in the ../art/units/ directory. you need to bump everything after the privateer icon to the right one spot for every new unit. in those new spots you could paste new icons for the new units (or just cut and paste icons from the one you copied from). i think it mentions this in the faq stickied to the top of the creation forum here on apolyton boards. the thread is located here http://apolyton.net/forums/showthre...&threadid=33937
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Synthetik
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Naples
Feb 2002 time: 00:16
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I havent seen anyone post on this thread since mine a few days ago, and before that, I only had one reply about a problem I was having.
IMO, there isnt anyone doing anything wiht this MOD anymore.
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Mizaq
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San Diego
Nov 2001 time: 21:16
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inside my Root mod you can find the following readme file (please give me credit if you use this elsewhere)
If they created something from scratch, you will need to copy a similar entry and then modify it for your needs.
oh yeah, and the mod should still work with the new patch, it was just the erroneus editor supplied with the first version of the latest patch that messed up the mods. there is a second version out that works correctly (hell you dont even need the editor to play old mods just run them like normal).
Mizaq's Root Mod
v1.8
by Mizaq using Gramphos' MultiTool, Microsoft's Notepad/Wordpad, Heed's resource tabs, and Firaxis' editor
mizaq@u.washington.edu
Hi,
I'm Mizaq, and here is my basic mod for the multi-tool challenged. Included in this 1.17f tested bic are the following items:
there are 12 blank Great Wonders - Pyramids (PyramidsB-PyramidsM);
there are 12 blank Small Wonders - Heroic Epics (again B-M);
there are 12 blank buildings - Temples (B-M);
there are 20 blank units - 4 each of 5 different base types
there are 8 blank resources - 1 copy of each strategic resource
there is 1 new resource - Timber with its own graphic.
there are 9 blank citizens - 3 each of Entertainer, Scientist, and Taxman
Extract the files in this zip to your game directory:
-------------------------------------------------------------------------------------
--mizaqroot.bic goes wherever you want, just remember where you put it. --
--civilopedia.txt goes in the text\ directory --
--pediaicons.txt goes in the text\ directory --
--buildings-large.pcx goes in the art\city screen\ directory --
--buildings-small.pcx goes in the art\city screen\ directory --
--timbersmall.pcx goes in the art\civilopedia\icons\resources\ directory --
--timberlarge.pcx goes in the art\civilopedia\icons\resources\ directory --
--resources.pcx goes in the art\ directory --
--extract the files in mizaqroot_units.zip to the art\units\ directory and execute --
-- the batch file named units.bat (instructions are in that zip's readme) --
-------------------------------------------------------------------------------------
----------------------
--Wonder Splash info--
----------------------
PyramidsB = #WON_SPLASH_74 EpicB = #WON_SPLASH_86 TempleB = #WON_SPLASH_98
PyramidsC = #WON_SPLASH_75 EpicC = #WON_SPLASH_87 TempleC = #WON_SPLASH_99
... ... ...
PyramidsM = #WON_SPLASH_85 EpicM = #WON_SPLASH_97 TempleM = #WON_SPLASH_109
----------------------
--How to mod the mod--
----------------------
You "could" leave the names as is and just change what their effects are, but it is really easy to make them use whatever name you want them to use.
******************************
*****MODDING BUILDINGS********
******************************
Let's say you want PyramidsB to be the "Dinosaur Park."
1. Open up THE CORRECT EDITOR FOR 1.17f. The first patch they put out had the wrong editor and it ****s **** up. Make sure you are using the right one (you probably had to download it separately).
2. Go to the Improvements/Wonders tab and scroll down to "The PyramidsB" Then change BLDG_PyramidsB to read BLDG_Dinopark
3. Change the stats to do whatever you it to do.
4. Save and exit the editor.
5. Open up the civilopedia.txt file and look for the follow entry:
#BLDG_PyramidsB
^
^
^Puts a $LINK in every city on the same continent.
^
^
^
^
^
^
^May trigger $LINK for Industrious or Religious
civilizations.
#DESC_BLDG_PyramidsB
^
^
^Built by the fourth dynasty of Egyptian rulers, the Pyramids represent the
pinnacle of ancient Egyptian cultural achievement. Constructed on the Giza
plateau outside modern-day Cairo, these structures were burial tombs and monuments
for the Pharaohs, and may have taken generations and tens of thousands of workers
to complete. The Pyramids are the only one of the generally accepted man-made
wonders of the ancient world that remains in existence today.
6. Replace #BLDG_PyramidsB with #BLDG_Dinopark and replace #DESC_BLDG_PyramidsB with #DESC_BLDG_Dinopark and edit the text to say what you want it to say.
7. Save and exit civilopedia.txt
8. If you want to change the icon from the Pyramids Icon you need you open up pediaicons.txt and scroll down until you see this section
#ICON_BLDG_PyramidsB
SINGLE
art\civilopedia\icons\buildings\pyramidlarge.pcx
art\civilopedia\icons\buildings\pyramidsmall.pcx
9. Change it to say
#ICON_BLDG_Dinopark
SINGLE
art\civilopedia\icons\buildings\whatever_icon_you
_want_to_use_large.pcx
art\civilopedia\icons\buildings\whatever_icon_you
_want_to_use_small.pcx
NOTE: Every small and great wonder must have a wonder splash
10. If you want to change the wonder splash for PyramidsB you would go to number 74 in pediaicons.txt
#WON_SPLASH_74
art\wonder splash\pyramid.pcx
11. Change it to
#WON_SPLASH_74
art\wonder splash\whatever_splash_you_want_to_use.pcx
12. Save and exit pediaicons.txt
13. Play the game!
**************************
*****MODDING UNITS********
**************************
Let's say you wanted to change SettlerB to Pioneer
1. Open up THE CORRECT EDITOR FOR 1.17f. The first patch they put out had the wrong editor and it ****s **** up. Make sure you are using the right one (you probably had to download it separately).
2. Go to the Units tab and scroll down to "SettlerB" Then change PRTO_SettlerB to read PRTO_Pioneer
3. Change the stats to do whatever you it to do.
4. Save and exit the editor.
5. Open up the civilopedia.txt file and look for the follow entry:
#PRTO_SettlerB
^
^
^{Building a Settler}: A city that builds a [settler] loses two citizens from its population.
^
^{Founding Cities}: Settlers are used primarily to found new cities. Move the settler to
the desired city site, and, when the settler is active in that square, press B.
^
^{Joining a City}: A settler may also be used to increase the population of an existing city; when the
settler is active on a city, click the "Join City" button. The settler disappears and the city's
population gains two citizens.
#DESC_PRTO_SettlerB
^
^
^When cities grew to a size where the resources were insufficient to adequately insure a decent standard of
living for the populace, adventurous groups of citizens set out on their own in search of a place to build
a new city. Once a suitable site was found, the settlers would build their new homes, and develop the land
surrounding the city. Eventually the whole process repeated, and the new city would send out settlers of
its own. This process allowed civilizations to grow throughout history, from the empires of the ancient
world to the discovery and settlement of the New World.
6. Replace #PRTO_SettlerB with #PRTO_Pioneer and replace #DESC_PRTO_SettlerB with #DESC_PRTO_Pioneer and edit the text to say what you want it to say.
7. Save and exit civilopedia.txt
8. If you want to change the icon from the Pyramids Icon you need you open up pediaicons.txt and scroll down until you see this section:
#ICON_PRTO_SettlerB
art\civilopedia\icons\units\00settlerlarge.pcx
art\civilopedia\icons\units\00settlersmall.pcx
9. Change it to say
#ICON_PRTO_SettlerB
art\civilopedia\icons\units\whatever_icon_you_wan
t_to_use_large.pcx
art\civilopedia\icons\units\whatever_icon_you_wan
t_to_use_small.pcx
10. Save and exit pediaicons.txt
11. Open the \art\units directory. For most units there will only be one directory (for instance ScoutB has just one folder), however some units change graphics for different eras, so I will give the long instructions and just don't worry about it if your unit has the same graphic for all time.
e.g. renaming 'era specific' units
(EVERYTHING RENAMED WITHOUT THE QUOTES)
A. Rename the "SettlerB" directory to "Pioneer"
B. Enter the new directory and rename "SettlerB.ini" to "Pioneer.ini"
C. Rename the "SettlerB Industrial Ages" directory to "Pioneer Industrial Ages"
D. Enter the new directory and rename "SettlerB Industrial Ages.ini" to "Pioneer Industrial Ages.ini"
E. Rename the "SettlerB Modern Times" directory to "Pioneer Modern Times"
F. Enter the new directory and rename "SettlerB Modern Times.ini" to "Pioneer Modern Times.ini"
e.g. renaming 'always the same' units
(EVERYTHING RENAMED WITHOUT THE QUOTES)
A. Rename the "ScoutB" directory to "Ranger"
B. Enter the new directory and rename "ScoutB.ini" to "Ranger.ini"
12. If you want to change the unit animations, etc., copy the .ini file from another unit's fold and paste it into the unit to be changed. Then delete the old on and rename the new one.
Let's say you are changing the look of MarineB to use the Hoplite animations
A. Copy and paste the Hoplite.ini file from the art\units\Hoplite directory into the MarineB directory
B. Delete the existing .ini file (MarineB.ini)
C. !!IN THE MarineB DIRECTORY!!!, rename Hoplite.ini to MarineB.ini
D. Open MarineB.ini
1. Every single instance of a file being linked to needs to be changed. Where you see:
ATTACK1=MarineAttackA.flc ***** change this to say:
ATTACK1=..\Marine\MarineAttackA.flc
2. As you can see you will need to add "..\Marine\" before each file being linked to
E. Save and exit MarineB.ini after you have changed all the links.
13. Play the game!
**************************
*****MODDING RESOURCES****
**************************
1. Open up THE CORRECT EDITOR FOR 1.17f. The first patch they put out had the wrong editor and it ****s **** up. Make sure you are using the right one (you probably had to download it separately).
Let's say you want to change OilB to Juice
2. Go to the Natural Resources tab and change the OilB resource to what bonuses you want it to have, rename it Juice and change the civilopedia entry to GOOD_Juice.
3. Go to the Terrain tab and add Juice to terrains where you want it to show up on.
4. Save and exit the editor.
5. Open up civilopedia.txt and look for something like the following entry
^{City Production Bonuses}
^Like all resources, strategic resources also provide city production bonuses to
worked squares within a
$LINK.
^
^{Types Food Shields Commerce}
^$LINK +0 +2 +0
^$LINK +0 +2 +1
^$LINK +0 +0 +1
^$LINK +0 +1 +0
^$LINK +0 +1 +2
Change GOOD_OilB to GOOD_Juice
6. Look for the next entry with GOOD_OilB in it, which is the following:
#GOOD_OilB
^
^
^[Oil] is a $LINK required to build late Industrial Age and
Modern Era units.
^
^Oil deposits appear when your civilization discovers $LINK and can be
found in $LINK, $LINK, and $LINK.
#DESC_GOOD_OilB
^
^
^Humans have known oil since ancient times. Oil deposits found on the surface were used for
centuries for waterproofing and fuel purposes. But it was not until the coming of the Industrial
Revolution that civilizations began to form a dependence on petroleum products. The widespread use
of oil for fuel, lubrication, and other purposes led to a search for larger supplies. In the mid
1800s, the first oil wells were drilled, marking the beginning of a tremendously important and
profitable industry. Today, with the world’s oil supplies dwindling and the demand for oil
constantly rising, oil is a more valuable resource than ever.
Change #GOOD_OilB to #GOOD_Juice and change #DESC_GOOD_OilB to #DESC_GOOD_Juice, and change the description to whatever you want.
7. For whatever terrain you added Juice to, you need to change its text, for example if you added it to Plains look for the following:
#TERR_Plains
^[Plains] are vast, open tracts of land, usually with very few trees and covered with vegetation
such as sagebrush and various grasses.
^
^Plains may contain
$LINK,
$LINK,
$LINK,
$LINK,
$LINK,
$LINK, or
$LINK.
Add $LINK in there somewhere.
8. Save and exit civilopedia.txt.
9. Open the pediaicons.txt file. Look for the following entry:
#ICON_GOOD_OilB
art\civilopedia\icons\resources\oillarge.pcx
art\civilopedia\icons\resources\oilsmall.pcx
Change #ICON_GOOD_OilB to #ICON_GOOD_Juice and point this entry to other graphics if you want (this is only for the civilopedia entry, the graphic that shows up in game on the map is set from within the editor in the natural resources tab_.
10. Play the game!
**************************
*****MODDING CITIZENS****
**************************
First off, I couldn't figure out how to make new citizens use the right graphics, and I don't know if governors will use new citizens. If, for instance, you made a citizen that gave 5 luxuries, would the governor use the new super entertainer, or if it would continue to use the old entertainer (1 luxury).
1. Open up THE CORRECT EDITOR FOR 1.17f. The first patch they put out had the wrong editor and it ****s **** up. Make sure you are using the right one (you probably had to download it separately).
2. You will only need to use the regular civ editor for this, so go to the Citizens tab and change them to what you want them to do, and what prerequisite tech you want civs to have before using them.
3. If you want to be fancy, I suppose you could actually add civilopedia entries for each citizen, after all they do have a civ entry (e.g. CTZN_EntertainerB); however, the civilopedia does not mention citizens at all, so you don't have to make any additions to it if you don't want to.
4. Save and exit the editor.
5. Play the game!
p.s. The default tech requirement is Integrated Defense for all blank items so you can play and not get spammed with several dozen blank items right off the bat.
-------------------
--Version History--
-------------------
v1.8
Added 9 blank citizens
Added 8 blank resources
Added 1 new resource (Timber)
v1.5
Added 20 blank units
v1.01
Included the buildings-large.pcx and buildings-small.pcx files.
v1.0
Added 12 city improvements
Added 12 small wonders
Added 12 great wonders
(all 36 with pics and text entries)
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Elucidus
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Whew. Sorry guys, I had thought Monkspider was still around and had to work on getting settled into a new job.
I have been planning on reaccomplishing the Mod based on the new patch, however, I had a HDD crash and while I was able to save 95% of my files my Civ3Mod files weren't included.
If there is still interest in this Mod I would be delighted to update it. I had sent an updated Civilopedia.txt and some graphics files to Monkspider before I lost my Internet connection a while back. I guess it didn't get included in the latest release though.
I will have to recreate everything from scratch since that will be easier than trying to sort through all of the older stuff.
The changes will basically be the same as they were before (adjusted for new patches and the like, however).
This may be a little while, but my wife is taking my son out of town this weekend so I should have a lot of time to work on it.
Wish me luck. Also any suggested changes to the old stuff are still welcome. Thanks.
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Synthetik
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Naples
Feb 2002 time: 00:16
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some way to avoid it crashing would be nice 
LOL, j/k,
actually, when I played it and it didnt crash (one of the few), I found that fascism is extremely too powerful, I was able to almost conquer the entire world in about 40 turns.
my science level never dropped, I was still out-learning everyone else, and out-building them all as well (where they would build 1 or 2 tanks, I would build 7...............
the wonders would crash the game (big, not small), so I just avoided building them, except the reichsteig, that I was able to build once, but it did not allow me to build armies in every city.
only in the one that built it, which was still cool, as I had both the MA and the riech, so I was able to build armies in 2 locations.
but just having the game not crash would be nice.
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Elucidus
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I tried to respond yesterday but couldn't for some ungodly reason. The way I am working it is I started off with a fresh install of Civ 3 and the 1.17f patch. From there I am editing the default Civ3mod.bic.
Also I am including the changes up to and including 1.5, minus a few as they weren't working as planned. Although I didn't get any crashes at all when playing it. I will thouroughly test it before I release it, well thoroughly for just one guy.
Also I will take you suggestions under advisement and look into the effectiveness of Facism. One thing, which version are you playing?
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Mizaq
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San Diego
Nov 2001 time: 21:16
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If you are having problems with adding new buildings, etc, try my Root Mod, or at least read the readme included with my Root Mod, its pretty in depth for the text editing (included with the mod are several art files that already have spots added for new buildings). No rules are changed, the buildings are added and made so that you can easily change them to do what you want and to be called what you want (I call them "blank" not "new" :P). There are also 20 blank units, 8 blank resources, 1 new resource, and some blank citizens.
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Elucidus
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I will definately have a look. Although the problems we had were actuially with the government requirement for a building. I would like to make a building get "turned off" when out of it's required form of government. Buit again, I will definately take a look. Thanks for the suggestion.
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Elucidus
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Sorry, if we've offended you. It is, though, just a game. Not even a simulation, at that. And as far as the Reichstag... I know nothing about it historically, that was Monkspider's creation. If it is inaccurate I will fix it.
I have to admit that when the idea of the camps was first brought to me, I thought it was a little...hmm, what's the word...tasteless, maybe. But it was Monkspider's creation and if that is what he wanted, then so be it.
Like I said, however, none of the gov specific bldgs will be in, so it is a moot point anyway. If we ever have the ability to control a buildings effects by which government is active, we can start it up again.
You will probably notice quite a few changes from Monkspider's version to mine. It is still the same basic mod, but with a few additional things changed.
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Synthetik
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Naples
Feb 2002 time: 00:16
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Im pretty sure I was using the latest version, as I DLed it recently.
I also noticed that if you were one govt, and built that specific govts specific buildings, you could then change govts, and build the others, without losing the abilities of the previous ones.
so I agree with removing that as well, good call.
I did a little editting on my text file and icons file, as well as the scripts file. to point them at the correct pcx files. then made the small/large pcx files of the wonders, my game would crash on the large wonders everytime I built them when it would try and bring up the splash.
also, the wonders still would not show up in my build menu, or the civpedia. I even experimented by making the splash point to a buiilding/wonder pic that was included with the game, still crashed, so Im not sure what was wrong.
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Elucidus
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That's definately interesting. I tested it before I sent it to Monkspider, but that was right before I lost my internet connection so I was pressed for time.
I am doing everything from scratch (except making the splashes and icons). The changes will be basically the same, but this will ensure combatibility, but will take a little longer.
Please bare with me.
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Elucidus
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Okay, here's where I stand. The biggest job was merging my old civilopedia with the updated one from the new patch. I have finished that and am working on the standard Bic changes. Here's what I have done so far:
I am still working on these citizen upgrades, but they are technically added to the bic. So hopefully it works out.
Citizens:
Added:
Comedian: Available with Printing Press, 2 Luxuries
Accountant: Available with Banking, 2 Taxes
Alchemist: Replaces scientist until education is discovered, 1 Research
Scientist: Available with Education, 2 Science
Researcher: Available with Computers, 3 Research
Police Officer: Available with Communism, 1 Tax, 1 Research (to represent less corruption)
These here are complete and working.
Colonist created: roughly 2/3 the price of a settler and has treat all terrain as roads. Expansionist civs only
Difficulty Levels: Changed the Optimal Cities percentage
Made Regent optimal Cities percent- 100% (up from 90%, as this seems to make sense)
Made the harder levels flow easier from regent, which means they are 1 level higher (5%), except diety (10%)
Made the easier levels actually have a higher optimal cities percent
Chieftan is 120%
Warlord is 110%
Forest value in shields changed from 10 to 15
Fortifications now give +50% Defense (to match what the new 1.17f Civilopedia says)
Level 2 City is changed from 6 to 7
Level 3 City is changed from 12 to 14
Starting treasury changed from 10 to 15 (this was just for poops and grins)
World sizes +1; 16 civs max in all; Up to +25% max cities per size
Tiny; 80x80; distance 10; max cities 15; tech rate 90
Small;100x100; distance 12; max cities 20; tech rate 120
Standard; 140x140; distance 18; max cities 30; tech rate 160
Large; 180x180; distance 24; max cities 40; tech rate 200
Huge; 240x240; distance 30; max cities 52; tech rate 240
Jungles now give 1 Food and 1 Shield
Mountains now give 2 Shields unmined and 4 when mined
Cure for Cancer now adds not only one happy to all cities, but gains a -1 unhappy in all cities as well
Great Lighthouse now produces Veteran Sea Units as well
Great Wall; removed "Doubles city defenses" and Added "All cities on the continent gain Walls"
Longevity Available with Scientific Method
United Nations now gets +1 Trade in each trade producing tile
Wall Street renamed Wall Street to Stock Exchange
Clear Jungle Changed from 16 turns to 13 turns
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Elucidus
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Well the new citizens seem to be working okay. A few problems though.
I would like to make the older ones obsolete. Can't figure out a way to do it though.
I would like to make their icons match what they do. Right now they seem to be a red citizen, some mad some happy. It does let you know what they do by puting the correct number of icons over their picture in the city screen. But I would like to work that out.
One other concern is, will the computer utilize the new ones? Will it know a scientist is better than an alchemist?
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Elucidus
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Without being able to use any boolean logic in any kind of script, I don't see that as happening.
Now, I finished adding Fascism to the mod and noticed a problem with all previous version of the Balancer Mod. Some how the Require Maint. was unchecked. Which ultimately means that all city improvements were free (like in anarchy). Anarchy is, BTW the only government to have this item checked. So that is why many people found Fascism to be much too strong. I restored all other settings, to their original values and we will see if this clears things up.
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Synthetik
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Naples
Feb 2002 time: 00:16
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cool, great work, I cant wait to try your version out El !
everything sound good so far.
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Elucidus
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Synth,
Most of the previous additions are in place, all that is left...by my accounts, are most of the unit balancing we had done. I will have to reverify this, however. This should put us back in par with the 1.5 version. For sanity sake, both the user's and my own, I will not include all of the previous changes as they are all or mostly being redone, so I will treat it as new.
Luc
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Elucidus
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Been thinking about something. Why on earth does desert give a shield and normal grassland not? So I was thinking. What if the Resources per tile were adjust by approx 5? What I mean by approx. 5 is that some tiles would only get a couple (grassland 2 shds; desert 1 shd; plains 4 shds). these are preliminary and would of course need a whole lot of testing. As all costs would need to be adjusted. It is just a thought and I wouldn't be able to work on it until after version 2.0 comes out. I am still testing that.
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Synthetik
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Naples
Feb 2002 time: 00:16
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I try and build cities that are near rivers and floodplains, with mountains close by, this gives me a huge production, while still keeping me with plenty of food.
one thing I miss with Civ2, was the advance of refrigeration.
I would try and learn that as fast as possible, so that I could start to outgrow all the other civs, and then my scienceproduction output would follow.
if there is a way to include ref. and double food output, that would be awsome.
I do agree with the 2 shields on mountains, and maybe 2 on desert, but I utilize the grasslands/floodplains for my growth, and adding a shield could imbalance that enough to cause rampant pollution.
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Mizaq
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San Diego
Nov 2001 time: 21:16
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I was thinking about something like this for my mod. However, the game being as it is now, I would have make city size 1 cap at 10, and size 2 cap at 20. I was thinking about doing this and making much more food output be given per square. Also for my mod I was considering making settlers obsolete after a certain period of time so that there was some check on the rapid growth. I was actually going to create a tech called advanced hyroponics which created a building (requires hospitals to be built) that allows size 3 cities, which could grow to a huge number if you haven't placed them every two squares.
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Synthetik
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Naples
Feb 2002 time: 00:16
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that would be cool, I thought of hydroponics during civ2, but I never really got into MODing, so I am at a complete loss as how I would have done it, Ive messed with civ3 a bit, editting the bic file a few times and such, but no real heavy MODing.
the one thing Im not clear on is why my game crashes when I use any MODs, I used balancer, and it worked for a bit, then would just crash, tried LWC, same thing, hell, that would crash as soon as I started a new game.
unit mania, I tried that, and it just gave me error after error, and wouldnt even open the game, I had to hard boot everytime I tried using that.
all these were done on a clean install of civ3, I even removed the reg files for it 
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Elucidus
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Hmm. that is a bit odd. Have you tried any mods that did work? When was the last time you reinstalled Civ3 from scratch?
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Elucidus
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I am changing something in the mod. I am moving the Government Specific Wonders to elsewhere in the tech tree, as opposed to being available when you discover the tech for that government. For instance, the Monarchy wonder will be available when you research Republic and vice versa. I am not sure where to put all of them though.
Monarchy, Hagia Sophia, available with Republic
Republic, School of Socrates, available with Monarchy
Democracy, Statue of Liberty, available with ???
Communism, Classless Society, available with ???
Fascism, Reichstag, available with ???
Any ideas on this guys? I don't want to make them available right away, thinking when you get the wonder it will make the government more powerful, and it seems more logic to have that happen later on. The wonder is supposed to help improve the governments by minimizing their particular weeknesses. I think you should have to experience those weeknesses for a while before getting the wonders.
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