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Tzar Alex III. is offline Tzar Alex III.
Settler

Nov 2001
time: 05:16
  Old Post 20-12-2001 22:58
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UNPLAYABLE IT IS TOO BIG ... Support Apolyton, buy Civilization III: Complete

UNPLAYABLE IT IS TOO BIG ...

so anyone else tried it ? I am now in the year 1810 no bugs no crashes but the computer needs about 40minutes for his turn and I couldn't even do anything else in the meantime, because every 5 to 10 minutes I have to press a button that the computer continues his turn. (To change production or so) DAMN THAT IS STUPID ... so I have an AMD Athlon 1,4Ghz / Geforce 3 Card and 512MB DDR 2100 RAM ... so WHAT THE §$%§$ COMPUTER DO I NEED TO PLAY HUGH MAPS :-) MAYBE A "GRAY" COMPUTER ...

so anyone else have this Problem

Marla is offline Marla
Chieftain
Paris, France.
Nov 2001
time: 05:16
  Old Post 21-12-2001 03:57
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Yeah I agree about it, actually it's already great you've stand till 1800 !!

The problem comes from the AI that builds useless cities EVERYWHERE... Siberia, Greenland, Northern Canada are not interested to be built on but the AI put cities there ! and it makes the game a lot slower.
On of the solution would be to make impossible to build cities in tundra or even desert. Thus, we could still get ressources with the help of colonies, we could still build cities on the nile valley cause it's on flood plains, but a lot of useless cities wouldn't be created.
Well as it is impossible to change that with the editor... I think the only solution that remains should be to make cities harder to create... (maybe zero food on tundra, or settlers more expensive in shields, or requiring more population).

For now, it makes bug the game to change that... So I give it up a bit...
I must admit.

Trifna is offline Trifna
King
of anchovies
Jul 2001
time: 13:16
  Old Post 21-12-2001 23:14
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quote:
Originally posted by Marla
Yeah I agree about it, actually it's already great you've stand till 1800 !!

The problem comes from the AI that builds useless cities EVERYWHERE... Siberia, Greenland, Northern Canada are not interested to be built on but the AI put cities there ! and it makes the game a lot slower.
On of the solution would be to make impossible to build cities in tundra or even desert. Thus, we could still get ressources with the help of colonies, we could still build cities on the nile valley cause it's on flood plains, but a lot of useless cities wouldn't be created.
Well as it is impossible to change that with the editor... I think the only solution that remains should be to make cities harder to create... (maybe zero food on tundra, or settlers more expensive in shields, or requiring more population).

For now, it makes bug the game to change that... So I give it up a bit...
I must admit.



I guess it could be nice if there was some way to make a "unusable terrain". Of course it couldn't be used in most Civ III games, but it COULD be useful in the specific situation you're speaking, Marla. Also in some mods. Maybe it could be implemented in the editor... never know...

Marla is offline Marla
Chieftain
Paris, France.
Nov 2001
time: 05:16
  Old Post 22-12-2001 05:00
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In most of random maps, there's no problem with desert and tundra.
Of course, I'm not saying that it has to be terrains where we can't build cities. I'm just saying it should be possible to edit that with the editor... I'm sure it's not that hard to make of tundra and desert unusuable for cities, it would be great if it was just a "v" to tick off in the editor, that's all.

Dreifels is offline Dreifels
Prince
Alpha Centauri
Oct 1999
time: 06:16
  Old Post 22-12-2001 05:11 Visit Dreifels's homepage!
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Re: UNPLAYABLE IT IS TOO BIG ... Support Apolyton, buy Galactic Civilizations

quote:
Originally posted by Tzar Alex III.
UNPLAYABLE IT IS TOO BIG ...
so anyone else tried it ? I am now in the year 1810 no bugs no crashes ...


you're right. Civ3 is a snake and so unfortunately the huge map format the maximum is that maybe possible to play. (if you have a war then there you need 20 min/turn *only* ;-))

And furthermore, a 2nd problem with that map is: when coming to 1900 - 1950 then your sav file size will grow to more than 8 MB.
And Civ3 crashes if the sav file size is more than 8042 kb.
So you can't play with that size a long game, even if your comp is very fast.

I don't know how the game so slow is, as there isn't much more than in CivII had been. My impression is, it's the system how stey have stored the information (compere it with SMAC which is more complex inside, but SMAC is a lot faster even with a maximal map)

Ancientfool is offline Ancientfool
Chieftain
x
Nov 2001
time: 05:16
  Old Post 22-12-2001 07:54
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yeah, unplayable.. I bailed in the dark ages. It was easy to see how slow it was going to get eventually.

Aqualung is offline Aqualung
Chieftain

Dec 2001
time: 05:16
  Old Post 22-12-2001 09:04
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Huh...

Well, I enjoy it. I've only ever played one game into the Modern Age, and only a few into the Industrial Age.

My problem with CivII (that's Civ2) was that it ceased to be fun after Industrialization. Once you got that, city management became more important than exploration, I had more money coming in so I could give into demands from stronger civs. I was always ahead in tech "You DEMAND Genetic Engineering? Fine, I've already built Cure for Cancer..."

The biggest fault in the Civ series is that once you reach a certain tech level, it's just a race to the finish. Rarely in CivII did I use my modern units to wage war. CivIII seems like 2, in that the most important (and fun) wars will be fought with Legionaries and Impis, rather than Musketeers and Cossaks. Panzers of F-15's are useless before they're even available.

Marla is offline Marla
Chieftain
Paris, France.
Nov 2001
time: 05:16
  Old Post 22-12-2001 09:04
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Yeah it amazes me... how this game could be that big ? there's no 3D !! What is in the game to make the computer thinks that much ? well anyway, there's no answer... but I'm sure that if the computer didn't build cities on tundra and on desert, it would make the game at least playable till the end.

Anyway, I will still try to make settler more expensive to build, maybe there's the solution.

Fromage is offline Fromage
Warlord

Nov 2001
time: 05:16
  Old Post 22-12-2001 13:21 Visit Fromage's homepage!
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I had to quit in 1000 AD too. 1,33 ghz t-bird can't handle any world wars after that. Too bad, it was fun till 500-700 AD.

No cities on deserts or tundras would be great.

Actually there is one solution. Put food consumption per citizen to three and remove all the food from deserts and tundras. If AI builds a city to Greenland, it will starve (1 citizen needs 3 food, but the city square produces only 2).

Marla is offline Marla
Chieftain
Paris, France.
Nov 2001
time: 05:16
Smile  Old Post 22-12-2001 13:50
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Here is the result of my latest test

Okay so here are the changes:
1. Settler requirement: 60 shields and 3 people
Instead of before: 30 shields and 2 people

I've tested with only 40 shields and 3 people, it keeps the AI to build cities really fast.
Actually it makes the game a lot more interesting since cities are a lot more valuable (harder to build) and then, the interest of devellopment is more about improving cities than expanding.

2. Tundra doesn't produce food anymore, I haven't the time to test that since I've ended the game at 0 A.D (it was just to test changes, it took me already a lot of time !)

3. A new unit has been added: Pirogue (since we find a better name)
It's a unit available only for England, Japan and Rome.
Characteristics:
- Movement: 2
- Can carry 1 land unit
- Cost: 20 shields
- Tech required: Pottery
- Upgrade to: Galley (Mapmaking)
- Art Graphic: Galley (well I'm not a Photoshop buff)

That's great, I've tested it with Japan, and I settled in Korea befor China. Japan can finally become a strong power on the Pacific West (yes it's the west side of the pacific!).

If I not only give it to Japan and England but also to Rome, it's because it gives the opportunity to Rome to settle in Maghreeb (Carthage). Thus, it allows a devellopment of Rome around the Med sea and Egypt has a competitor on the run to West Africa ressources.

When everything will be ready, I'll put on this thread a beta version to be tested by volunteers... (I hope some of you will help me).

NB: the new unit requests few changes on .txt files, I will certainly add a saved copy of the original file to the map self extractor.

Marla is offline Marla
Chieftain
Paris, France.
Nov 2001
time: 05:16
Smile  Old Post 22-12-2001 13:58
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Here is the result of my latest test

Okay so here are the changes:
1. Settler requirement: 60 shields and 3 people
Instead of before: 30 shields and 2 people

I've tested with only 40 shields and 3 people, it keeps the AI to build cities really fast.
Actually it makes the game a lot more interesting since cities are a lot more valuable (harder to build) and then, the interest of devellopment is more about improving cities than expanding.

2. Tundra doesn't produce food anymore, I haven't the time to test that since I've ended the game at 0 A.D (it was just to test changes, it took me already a lot of time !)

3. A new unit has been added: Pirogue (since we find a better name)
It's a unit available only for England, Japan and Rome.
Characteristics:
- Movement: 2
- Can carry 1 land unit
- Cost: 20 shields
- Tech required: Pottery
- Upgrade to: Galley (Mapmaking)
- Art Graphic: Galley (well I'm not a Photoshop buff)

That's great, I've tested it with Japan, and I settled in Korea befor China. Japan can finally become a strong power on the Pacific West (yes it's the west side of the pacific!).

If I not only give it to Japan and England but also to Rome, it's because it gives the opportunity to Rome to settle in Maghreeb (Carthage). Thus, it allows a devellopment of Rome around the Med sea and Egypt has a competitor on the run to West Africa ressources.

When everything will be ready, I'll put on this thread a beta version to be tested by volunteers... (I hope some of you will help me).

NB: the new unit requests few changes on .txt files, I will certainly add a saved copy of the original file to the map self extractor.

Marla is offline Marla
Chieftain
Paris, France.
Nov 2001
time: 05:16
  Old Post 22-12-2001 14:01
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Damn', it has put the message twice and I'm not authorized to delete last one...

Anyway, I just wanted to add that I like the idea of 3 required food instead of 2... but I'm scared it would have as consequences really small cities and then reduce the fun of the game.
That's why I'm more keen to make of settlers a tougher unit to be built.

Marla is offline Marla
Chieftain
Paris, France.
Nov 2001
time: 05:16
  Old Post 22-12-2001 16:58
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Here is the beta version 1.15b

READ THE README !! Please...

Attachment: marla 1.15 beta.zip
This has been downloaded 116 time(s).

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:16
  Old Post 22-12-2001 17:19
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Do you know thet the era dependent unit icons are located by the number of units?

Also, I checked the file, and you hould have a forlder for the new unit as well.

Genia4 is offline Genia4
Settler
Israel
Dec 2001
time: 07:16
  Old Post 22-12-2001 17:32
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Hi I'm new here so hre are my suggestions

I didny play the map i will d/l it today

imo you should put 1 wine in israel (we have kinda good wine)
and you could add some salpeter too

and imo india should have TONS of cattle and NZ's sheep should be replaced with cattle
there should be added many 2-5 square islands with strategic resaurces to make the map cooler

i'l try to think of more ideas

Fromage is offline Fromage
Warlord

Nov 2001
time: 05:16
  Old Post 22-12-2001 17:56 Visit Fromage's homepage!
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quote:
Originally posted by Marla
Anyway, I just wanted to add that I like the idea of 3 required food instead of 2... but I'm scared it would have as consequences really small cities and then reduce the fun of the game.
That's why I'm more keen to make of settlers a tougher unit to be built.


When I played with France, I noticed that Europeans would have enough food even if it took 3 food /pop. Propably every country would get couple of large cities and the rest of the cities would be small ones. After railroads are invented, every city could grow to 15-20.

Nowadays, every city will have 12 people, before sanitation is invented. After railroads, almost every city will grow up to 25-30 people. Growth should be slowed down a bit in huge maps.

Aqualung is offline Aqualung
Chieftain

Dec 2001
time: 05:16
  Old Post 24-12-2001 17:40
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Not sure about the settlers issue. Slowing down THEM means slowing down YOU. The problem isn't that they expand too fast, it's that they NEVER stop. On your map, this is a serious problem, because it's so huge, with a limited space in Europe and immediate vicinity, the vast majority of AI cities will be scattered across Siberia. Babylonians in Kamchatka and Alaska? Yup... (With only one costal city in the Persian Gulf, they must have spent centuries on that galley).

There's no point in building cities that far away. Fortunately, your map allows me to solve that problem for them. With everyone rushing off to found cities farther and farther away, I stay in France (and Spain), build up my cities, research, produce and upgrade units... and then move their capitals! Another benefit is that I no longer need to waste time building Wonders. English build the Colossus and Lighthouse in London? Pretty stupid of Elizabeth to declare war on me... now her capital is much closer to those cities she built around Lake Baikal.

But as for the Settlers, I think the best solution would have to be an alteration to the AI. Make it STOP! Each map-size has an "optimum empire size", make it stop building once it reaches that size. And you remember the CivII tutorial advisor ("This would be a good spot to found a new city")? They need to throw that in for the AI, IN REVERSE! The AI tells itself "This would be a BAD spot to found a new city", and DOESN'T.

But that's something that Firaxis would have to fix themselves. Doubling the cost of Settlers is only going to slow everyone (including YOU) down. I know that, as a human, I could work my way around this, by producing more workers to mine and irrigate my cities. I'm much more capable of maximizing production than the AI, but's not going to stop the Iroquois from colonizing Australia, it's just going to take them longer to do it.

Plumbean is offline Plumbean
Chieftain
madison ohio
Oct 2001
time: 00:16
  Old Post 24-12-2001 17:46
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I dont play with more than 6 civs or the game slows down.I have 900mhz and as long as I stay with 6 it dosnt slow down .Any higher turns take forever With a huge map and only 6 civs you have a little time to get ready to rumble

gilesgd is offline gilesgd
Settler

Dec 2001
time: 21:16
  Old Post 25-12-2001 04:30
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Hi Marla,

Something might be broken. Started a game as the Romans with corrected starting locations. The game crashed when I built my first Pir?ogue. I got a Civ3 performed an illegal operation and will be closed message. When I reloaded and did not build the unit, things were fine for a few turns and it crashed again. I assume another civ built the unit. What I haven't done is a clean install and try to use the mod. So far I am in agreement with the changes you've made. Looks good.

Just so you know...playing without the mod I have no problems. Hours upon hours with the same game loaded.

Greg

Dreifels is offline Dreifels
Prince
Alpha Centauri
Oct 1999
time: 06:16
  Old Post 27-12-2001 05:45 Visit Dreifels's homepage!
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quote:
Originally posted by Marla
Here is the result of my latest test

Okay so here are the changes:
1. Settler requirement: 60 shields and 3 people
Instead of before: 30 shields and 2 people
I]


60? the original was 3 so far I remember.

But I tried an other way:
I set settler costs to 6, the food needed for a citizen up to 3 (start amount up to 15) in general settings and also increased the food for cast/sea/forest etc. by 1, but not for tundra, desert and jungle, and I allowed to irrigate hills.

The result was a surprise: not only that the Ai now didn't settle all these stupid places in north sibiria, alaska, Sahara and such, but also that now they expanded much slower but more effective.

But the AI still is looking for maximize population instead optimize producing and I havn't yet found a setting to correct it.

Trifna is offline Trifna
King
of anchovies
Jul 2001
time: 13:16
  Old Post 27-12-2001 08:42
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Hey Marla, do you have any plan to make the same map for something like 7 to 9 civs on the map? (cuz 16 is alot for many computers). Sure, would be nice to know how many civs people are playing with...

Kenjura is offline Kenjura
Chieftain

Nov 2001
time: 00:16
  Old Post 28-12-2001 02:56
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I love this map. It's the only one I've played in the last 5 games. Excellent work. ^_^

N35t0r is offline N35t0r
King
( o Y o )
Jan 2000
time: 02:16
  Old Post 28-12-2001 12:41
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doesn't the volga go through Moscow?

i had to build an aqueduct there.

and about SA, it's nearly horrible, i was making a few changes but the un-nice things civ3 does with the coasts depending on if its plains, grass or desert gives me the ceeps.

Also, the lack of a mini-map in the editor is a major drawback...

Marquis de Sodaq is offline Marquis de Sodaq
King
... no, a Marquis.
Jul 2000
time: 23:16
  Old Post 04-01-2002 23:33 Visit Marquis de Sodaq's homepage!
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Great map, altho the turns are so looonngg...

Terrain suggestions:
The hilly north shore of Lake Superior (N America) has the continent's largest iron deposits. This map has grassland and forest. I suggest moving an iron deposit there...

The Iroquois special unit requires horses, yet the closest one is half a planet away. Altho completely innacurate, how about a horse in the Iroquois starting radius? You did make such a concession for the Romans, after all...

I like playing this map, despite the long turns. My first two games on it are still underway, but I may start a third! Thanks for the work.

Aqualung is offline Aqualung
Chieftain

Dec 2001
time: 05:16
  Old Post 05-01-2002 04:11
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Well, yes. Historical accuracy is one thing, but the presence of Horses in North America predates the presence of a "civ" called "Americans" in North America by 200 years.

Since America doesn't start the game in the late Middle Ages with a group of former (partially developed) English cities, is it really that much of a stretch to put a few horses in North America?

Gauke is offline Gauke
Settler
Bandirma-Turkey
Dec 2001
time: 07:16
  Old Post 05-01-2002 21:12
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Hey Marla
I have edited your map and improved some parts for ex: Japan, Greece, Turkey and some other small changes. I have changed Japan's starting position but it still starts from it's existing location. What can I do?

Can you try it?

Attachment: marla singer's world map 1.13.zip
This has been downloaded 36 time(s).

MisterV is offline MisterV
Settler

May 2000
time: 05:16
  Old Post 06-01-2002 06:22
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How do you download this, when I try to click on the download link, I only get this null file called "attachment" with no file extension. What is going on?

Vonotar is offline Vonotar
Chieftain
UK
Nov 2001
time: 05:16
  Old Post 06-01-2002 08:05 Visit Vonotar's homepage!
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quote:
Originally posted by Gauke
Hey Marla
I have edited your map and improved some parts for ex: Japan, Greece, Turkey and some other small changes. I have changed Japan's starting position but it still starts from it's existing location. What can I do?

Can you try it?


You need to change the starting location in the file WORLD113.C3B which can be found in the Marlamap subdirectory inside your Civ3 directory. You can turn on grid co-ordinates inside Civ3editor in order to find the correct co-ordinates

If people are having trouble downloading the Scenario try getting it from the CivFanatics forum, which at the time of writing has been downloaded 3294 times

Vonotar is offline Vonotar
Chieftain
UK
Nov 2001
time: 05:16
Lightbulb  Old Post 06-01-2002 08:21 Visit Vonotar's homepage!
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Given the stonkingly high number of downloads for V1.13 (over 4,000 downloads from Apolyton and CivFanatics combined) and relatively few numbers of people emailing me with installation/running problems I assume that things are working fine so far.

I'm working on a new installation package which will build on the new features in the V1.15 beta and will (hopefully) address the issues about graphics files needed etc. I'm designing this installation to amend the civilopedia files rather than replace them, my aim is to create a method of automatically installing modpacks that can live along side each other (ie no need to keep swapping files when changing from one scenario to another)

To this end I'm looking for mug's... ahem... I mean volunteers to test this thing for me, it's going to be a bit different than the current installer. I will personnally test it on my XP and Win98lite systems but i'd like it to get a wider testing before unleashing it on the masses. I'm hoping to have this ready for testing on 14th Jan.

Incidentally since we appear to have fixed the initial problems with the extra unit, does anybody out there fancy getting some fame (no fortune i'm afraid) for designing new graphics for the Pirogue unit? Budding artist's feel free to post your designs to this board so that we can all take a look and (if we get more than one submission) vote on the winner.


Volunteers for beta testing please e-mail Vonotar

Map suggestions as always should be e-mailed to Marla as she is the creative genius behind the map.

Gauke is offline Gauke
Settler
Bandirma-Turkey
Dec 2001
time: 07:16
  Old Post 06-01-2002 13:11
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quote:
Originally posted by Vonotar


You need to change the starting location in the file WORLD113.C3B which can be found in the Marlamap subdirectory inside your Civ3 directory. You can turn on grid co-ordinates inside Civ3editor in order to find the correct co-ordinates

If people are having trouble downloading the Scenario try getting it from the CivFanatics forum, which at the time of writing has been downloaded 3294 times


I have found the file but how will I edit it? I turned on grid co-ordinates. I think I didn't understand what you said. Stupid ME!

 
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