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Egoist
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Elucidus
I've just tried 2.12b but the right-click - change production crash (in coastal cities only) persists until i research astronomy.
just a comment about the aluminum/uranium icons. Well i should say icon coz there is only one. I don't like this change. In my opinion you shouldn't strip an important late game strategic resource icon just to implement some sort of fruit/marble/cotton. If you add apples, dates, fruits which all add +2 food but don't have an icon yet why don't you just use the wheat icon for them?
This is probably a moot point anyway coz the modded game becomes very unstable in the late industrial era anyway but yesterday i played an unmodded OCC game and the icon is still screwed.
cheers
Egoist
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Elucidus
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Chaing, Thanks for the assistance. I appreciate it.
Egoist,
About the icons, I didn't like the idea to begin with myself, however a compromise was in order until a fix would be presented. I am sorry you do not like the path we have chosen, we would like to think it was the best option.
Hopefully the patch that should be realeased Friday will cover that problem and it will be a moot point. We are wishing for the patch to address a great many issues with the editor and modding in general. We have been testing the newest version of the mod, trying to get all of the little bugs and glitches out of it before we release it to the general public. It has a large number of changes that we think will enhance everyone's enjoyment of Civ3 in general, so it has taken a long time to work out the issues. It has been going pretty well the last week or two. The only other thing is we have been waiting for the latest patch to come out so we can apply the latest mod version to a freshly patched and brand new BIC. Once the patch is here we will begin porting over the currently in-testing versionof the mod.
Just so everyone is aware, I will be going on vacation starting Monday for a couple of weeks, so that may slow down the trasposition of data into the new BIC. We will see how things go and work it all out as we come to it.
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Elucidus
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Glad to hear it. At about what age were you finished in those games? Just so I have an idea of how far was successfully tested.
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Egoist
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Chaing, thanks for the tips. I'll try them as soon as can find the time. Hopefully i'll finally be able to finish a modded game =)
Elucidus, i'm looking forward to the new patch and your next release of the balancer mod. keep it up!
Egoist
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Elucidus
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Nice to see you again Monkspider. How's it been going? How's the family?
Chaing,
Monkspider started the mod way back when. I joined it soon after. I then lost my internet connection for a while and when I came back Monkspider was gone. So I took over. He's been popping up here and there. That is pretty much the history of it.
Now to check my email again to see what is up.
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cad4life
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madison, WI, United States
May 2001 time: 05:16
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I have to admit I love this mod and can't wait for an update. I am currently using 2.11 when I try to download the updates IE cannot find the page. can you tell me to locate these new files like 2.12b. I have some minor issues with 2.11 but I found ways around it. For example. When I try and upgrade the iron clad to the dreadnaught it crashes everytime. I also can't change my production from the city view but I think that was mentioned. Another thing but back to my main question where is the new patch located. Thanks.
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Elucidus
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The 2.12A update is here.
That is if you want to download just the updates version and there is a 2.12B I belive but it isn't on our web-page yet, just on these forums. Maybe CivFanatics will work better.
The older files are not fully tested with 1.21f.
We are working on 2.15 that will be compatible. So things need to be changed to perserve the balance we are going for.
Let me know if there is anything else we can do for you.
If you want to help us test out the new version let me know.
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cad4life
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madison, WI, United States
May 2001 time: 05:16
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Thanks and I would love to help you guys test software. I have a great testing environment because I have 5 computers and that way I can test that and not interfere with my real game. Thanks. my email address is jevans@bussvc.wisc.edu.
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Elucidus
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I will send you the related info for 2.15. Give me a few to get it to you.
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Elucidus
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Will do. Thanks and sorry I didn't realize it was over 500 posts. I'll let you kow when it is done. But I can't clean up all of the attachments some were done, by Monkspider.
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Shadowlord
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*Waves*
I downloaded 2.12A before I noticed this thread (No, the link on the website is not correct still, I just typed in 12 instead of 11 to get it working, of course.), and made some changes to the BIC..
But since you're almost done with 2.15, I guess there wouldn't be much point to posting a changed 2.12A. But, I will post the list of changes I made:
Changes:
Communism has Vet diplomats, Elite spies.
Armor is wheeled. (Tanks and mobile armor already were, but you missed Armor.)
Tiny-Large World Sizes changed to 1.21f's defaults:
Tiny W60 H60 NOC4 DBC6 ONOC12 TR160
Small W80 H80 NOC6 DBC9 ONOC14 TR200
Standard W100 H100 NOC8 DBC12 ONOC16 TR240
Large W130 H130 NOC12 DBC18 ONOC24 TR320
This is 1.21f's default for Huge:
Huge W160 H160 NOC16 DBC24 ONOC32 TR400
But I left that one alone, so it's still W240 H240 NOC16 DBC32 ONOC45 TR320.
If someone wants to play a huge map, better let them, eh? :P
Technology stealing cost divided by 5. (It's 2, was 10.)
Changed Propaganda success chance to:
in awe of : 80%
admirers of: 60%
impressed with: 30%
The rest stayed the same as before (10%, 5%, 3%.)
This is to reflect the fact that if your culture is 3x the other guys, I find it highly likely they'd join you if you did propaganda. It was a 25%. Crazy!
I also changed "admirers of", which is 2x culture comparison, b/c if you've got 2x their culture, again, they may want to join your nation. Of course, if it's less, (1x or better), the odds shouldn't be that great, 30% is fine.
Okay. I've given radar artillery lethal sea bombardment, reflecting it's ability to basically smash whatever it can detect.
I've given missle frigates lethal land and sea bombardment. They're the only ordinary unit with that (Cruise missles being the only other unit at all that are lethal to land units).
Bombers have lethal sea bombardment, so do stealth bombers.
Cruise missles have lethal land and sea bombardment.
Added the retreat bonuses from 1.21f.
Conscript: 34
Regular: 50
Veteran: 58
Elite: 66
Monotheism, Feudalism, Theology, Invention, Printing Press, Music Theory, Education, Banking, Astronomy, Chemistry, Economics, Navigation, Physics, Metallurgy, Theory of Gravity, and Magnetism research costs changed from their 1.17f values to the 1.21f values.
Democracy and Military Tradition were left alone, since their tech cost was not at the 1.17f value.
(Democracy was 90, in 1.17f it is 60, in 1.21f, 68.)
(Military Tradition was 60, in 1.17f it is 68, in 1.21f, 64.)
Turn penalties for hurry sacrifice and drafting were left alone (They were 30 and 20, respectivly. In 1.17f, they were both 40, in 1.21f, they were both 20.)
Nuclear Subs have been given the "Naval Power" AI use, as per 1.21f.
AI to AI trade rates have been reduced to 100 (they charge the same for other AIs as for human players) for Chieftan, Warlord, and Regent, and to 110 for Monarch, 120 for Emperor, and 130 for Diety.
I hope you'll consider putting some of these changes in 2.15.
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Elucidus
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Well everything except the latest stuff is gone. I will remove the last of it when I make another post for the new version...
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Shadowlord
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Also, I wouldn't mind testing 2.15 myself. I haven't actually played with 2.12A, and with the reported problems here, I think I'd rather wait until (or test) 2.15. (Time to restore all the original civ III 1.21f files - I backed them all up before installing 2.12A :P)
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Elucidus
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Shadowlord,
At least half of what you mentioned is already in 2.15 Beta. But I may not be able to get it out before I go one leave, so if you could post it I would be appreciative. I definately want to thank you for updating it to the patch. For some reason I updating 2.15 thinking I would get it out before then, but the patch raised a lot of issues for it that wwe may not be able to resolve quickly. Thankk you again.
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Elucidus
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Shadowlord, send me an email here and I'll send you what you need for 2.15...
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Shadowlord
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Okay. I've attached a ZIP file containing just the modified 2.12A BIC to this post.
I'd like to emphasize that I have not tested this, at all.
Attachment: civ3mod.zip
This has been downloaded 22 time(s).
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Shadowlord
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Ok, email sent.
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Nakkis
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Ok, I downloaded this mod but I have few questions.
The main question is about AI...
How does the AI react for this changes? Does it build those new thing too? Is the game now easier than before and should I know something abot AI reactions now?
I have also downloaded new units from civfanatics like tanks etc... so can I add those new units to mod without getting any errors or crashes and if I want to delete those new units who has not new animations because I dont like to watch same units with different power so can I do it without getting crashes or problems?
well my english is now very well but I hope you get my point...
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Nakkis
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hmm I little look those changes and I noticed that in science_middle.pcx file. There are few citizen faces? is this bug or something? and I downloaded version 2.12A
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Elucidus
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Well bud, I am on vacation so can only be of limited help for now.
I don't understand what you mean in your last post, could you reiterate for me. As far as tyhe changes made, the AI has been going nuts using them so far.
As long as you add the units correctly there should be no problems at all. Good luck and let me know what else you need. Thanks.
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