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WesW
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Florence, Al., USA
Jan 1970 time: 23:16
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The mistake here was my doing. The editor let's you input both positive and negative numbers for both the happy and unhappy settings, so I thought that the unhappy box would turn unhappy people into content people. I am pretty sure that I used another building or wonder as a guide for this, though I don't know if it was something from the Balancer or the original game.
The unit settings are also mostly mine. I used my experience in the Ctp games as a guide for this. Elucidus has already contacted me about having a greater increase from one age to the next. I have been pretty well satisfied with the current combat results.
What we need is feedback from everyone interested in this, not just those that think they need changing.
If this seems confusing, this is what happened. I took the 1.5 Balancer bic, and started making my own changes to it, intending to release it as the Medieval Pack III eventually. I had just about finished making all the bic changes I thought necessary and had the bugs worked out enough to release it as a beta, when Rob (Elucidus) contected me about resurrecting the Balancer. He had done a lot of graphics stuff, and since I don't have the time to do everything for the mod, we agreed to combine our efforts, and use the Balancer name since it was already established here.
Thus, most of the changes made to the game are from me, and Elucidus and Rhuarc have come back to continue running the thread and posting the mod, as well as the various other time-consuming jobs like adding things to the bic and helping decide on further changes and additions to the mod. Future changes will be a community effort, and hopefully Rob can take care of the new graphics and any additional changes needed to the Civilopedia, etc.
Last edited by WesW on 19-03-2002 at 10:49
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Elucidus
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Korn,
I am always ready and willing to share thoughts and ideas, even if we never join forces. Fresh persepctive and comparison is always a good thing. Let's work out a time or something. Let me know.
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Elucidus
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Alright guys, I am planning on releasing an updated version this Friday (and if all goes well, each friday).
Unfortunately, this version will not be compatable with the saves from 2.01B. Sorry about this, but when you add new units/bldgs/etc... it invalidates the previous version's savegames.
We haven't updated the web-page yet, but we will be updating it soon.
If anyone has had problems with the geocities or angelfire links... Try this one:
2.01 Beta
2.01B (Tested)
Last edited by Elucidus on 20-03-2002 at 07:40
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Elucidus
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Oh yeah, I forgot about CivFanatics. I never get any replies there so I always forget to post. There are two I believe that are not in use, the wood and the copper. We are still trying to fit those in right. Sorry about that.
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Elucidus
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As far as the science advisor screen...is it like that in all ages or just certain ones? It should look very clean and nothing should go behind any tech icons. There is some criss-crossing, but not too much. Also the lines I used were black for required techs and gray for the ones you don't need.
I am not sure of what stats exactly changed from version to version and I am not at home right now, but I will verify this.
This is the kind of feedback we need to improve the mod. Thanks. Is there anything else you noticed up to this point?
I hope you are enjoying it.
Last edited by Elucidus on 21-03-2002 at 00:18
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Elucidus
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It is an image. I didn't think I used diagonal, at least not all that much.
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Elucidus
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Oh yeah Desert Dog,
That unit icon is a known issue, but we don't know what causes it at the moment. The program gets the icons you mentioned from the same place it gets the other ones, so your guess is as good as ours.
As far as those, tech tree issues, I never noticed it. I will look into it, but I don't think I will be able to do anything about it.
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Elucidus
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Yeah that is all wrong, this is what it should look like:
Last edited by Elucidus on 21-04-2002 at 05:58
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Elucidus
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Are you playing it as a scenario or as a replacement to the base game?
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Elucidus
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Well that is how they originally intended it, but the science advisor screen goes nuts (as you have seen).
I haven't tested it as a scenario and don't know what else may not work. If you do try it as the normal game then be sure to back up your original civ3mod.bic first.
In the near future I plan on uploading all of the original files that we replaced in the mod, on our web-page in case anyone wants/needs to uninstall. I will probably do that this weekend.
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Elucidus
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Colonist...
We currently use a unit with 2 movement.
We have used a unit with 1 movement and all terain as roads.
The difference is that in the beginning the one with 1 movement can travel a lot faster, but on roads acts like a unit with 1 movement. However, the one with two movement on roads cranks. Once you have a decent road network you can expand really fast.
My question is which fits expansionist civs better. Being able to expand like weeds right off the bat, or being a bit slower right off the bat and expanding like mad when you have some roads laid out.
Any thoughts on this?
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Elucidus
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2.01B Did not have that issue with being corrupt. Maybe try re-unzipping it or redownloading the zip. Also the corruption of the file I am talking about only crashes when you close the game. If you found something else we will have to work that issue. If you could send the save file that has the problem to my email account I'll take a look at it.
As far as corruption in the game, I haven't seen it runing rampant, how many cities have you built?
Also I am look at reducing both limits to 7 and 14 before needing an aquaduct/hospital.
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Elucidus
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Desert Dog,
I checked your save file and had no problems. How many turns did it take for you to experience the crash? I played about ten.
Tori,
You are correct, people would use them to block off the AI. Good Call. It will remain as it is. Thanks again.
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