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AnotherSteve
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Minneapolis, MN, USA
Nov 2001 time: 23:16
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Really nice job. I'm one of the folks who thinks that Civ III is mostly okay, I guess, or I haven't spent enough time with it yet to find the annoying problems. Up until a couple of weeks ago I was still playing Civ II pretty regularly, so Civ III seems like a great improvement. The one thing that was bugging me, aside from the computer colonizing all over me, was that it was so hard to read the moods of my people.
A quick world war took care of the first problem, and your smiley head mod took care of the second. I've downloaded a couple of mods from Apolyton in the last week or so but so far, yours is the only one I've installed.
Thanks for a well-made and useful fix.
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Mizaq
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San Diego
Nov 2001 time: 21:16
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specialists get icons from another file, for instance entertainers get 1 happy symbol and tax collectors get one gold coin stack and scientists get 1 purple beaker. if you use the editor to change scientists to give +5 to science, they will have 5 beakers by them. That being said, it wouldn't be too hard to add an icon for specialists that just says what type they are. I might get around to that this weekend if someone doesn't beat me to it.
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jaw
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Great. b:
that's excactly what I ment.
It just makes it a lot easier to see what kind of specialists you have in large cities, when looking at your domestic advisor screen (F1).
Looking forward to it !
JAW:
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Xeinth
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The zip file appears to be corrupted after I d/l it. I have pulled other files from this site, so I am not sure if its just me. Everyone else ok?
X
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Mizaq
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San Diego
Nov 2001 time: 21:16
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Go to this thread and use pkzipfix to uncorrupt the zip file. Worked for me.
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Elucidus
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Mizaq,
Have you found anything out about how it gets its graphics other than the specialists in the game? I tried adding some new specialists with the default graphics in place and it used the guy at x-y coordinates or: 2x6 and 2x7, as well as some others. If you find a way to utilize other graphics, please let me know. I would love for the new specialists to look correct.
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Mizaq
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San Diego
Nov 2001 time: 21:16
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check out this thread. The short version is that I don't have a clue, far as I can tell it goes back to the top of the file. Adding width and height didn't make any difference.
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Elucidus
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So with the extra width file you created, if you create the specilist heads where they select from it would probably use them for a civs heads that normallyused that area, wouldn't it?
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Mizaq
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San Diego
Nov 2001 time: 21:16
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yeah, what happens is that for the new citizens it grabs icons from the positions that are currently filled by laborers. it didnt use the extra width or the extra height. I made it wide enough that it could hold all the new citizens i made +3 spots for possible empty spaces, but it still pulled from the laborer slots.
However, there is always the chance that I didnt add enough to the side or the bottom. For instance, I didn't add enough if the game wanted a male and female version of each new citizen placed to the right or a male and female version for each era. I gave up, there are a lot of possibilities, and I have a feeling its hard coded, so changing the pcx wont do much good. My time is better spent elsewhere then on this dead-end.
[edit] Oh, btw, that graphic i posted has been corrected so that when you are using a taxman it shows the correct icon (for some reason I noticed the previous graphic was showing the scientist).
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