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Aqualung
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The Sakhalin/Kuril Islands (whichever they are) need to be made more habitable. At least make them hills, so that Japan has something to work with besides Tundra.
Afghanistan need some Wheat or Cattle. Persia expands in that direction, and ends up with nothing.
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Vonotar
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quote: Originally posted by Gauke
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! |
You can open WORLD113.C3B using notepad (its just a normal text file) find the line that says......
Japan 224 68
.....alter the co-ordinates to whatever the new start location is and then save the file. You can then use the player start location corrector off the start menu like normal.
If you have any further problems message me (see my sig, below)
Vonotar
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Gauke
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Bandirma-Turkey
Dec 2001 time: 07:16
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Thanks!
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Ozymandias
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Has anyone experimented with doubling the movement of EVERY unit (including workers) EXCEPT Settlers and setting the movement cost for desert and tundra to "2"?
Just curious.
-Oz.
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Aqualung
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I was about to make a suggestion, but now I see I already did. In my new game, Persia is devastated, as usual. They really need something in the Afghanistan region to keep them competitive with Babylon and India.
One change I made, after increasing the "optimum size" for empires, was make Temples, Marketplaces, Banks and Cathedrals all reduce corruption.
Ordinarily (as Germany), I'd be forced to build my FP in Babylon... but I don't even see much use for it. Even Delhi is doing just fine without it!
Big problem is still the fanatical rush to colonize Siberia. What if you replaced the forests with just plain tundra (for some of it, anyway), and then set Tundra to 0 for everything (only 1 shield, after mining). Would the AI still settle up there?
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Dreifels
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Alpha Centauri
Oct 1999 time: 06:16
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quote: Originally posted by Aqualung
One change I made, after increasing the "optimum size" for empires, was make Temples, Marketplaces, Banks and Cathedrals all reduce corruption.
Ordinarily (as Germany), I'd be forced to build my FP in Babylon... but I don't even see much use for it. Even Delhi is doing just fine without it!
Big problem is still the fanatical rush to colonize Siberia. |
look/try out what I had done with my mod.
to decrease corruption by distance factor it isn't the right way, I believe, to give market place, banks, cathedral all the flag to reduce corruption. Such buildings/enhacements never had reduced corruption.
I instead created some more (Regional)Palaces without culture, depending from a research level corresponding with the average expanding at that time.
Lower corruptuion flags I only give harbours, airports, barracks, courthouse, police.
To fix the terrible setteling at sahara, north ice sea and sibiria I changed the food needed by a citizen and amount of citizen and shields needed by a settler. Furthermore I made some changes at desert, tundra, forest and hills.
Tested with all map sizes and with random maps, it works fine I believe and is relative good balanced. 4 weeks works I need for it.
Try it out, download it here: http://civ3-stuff.cjb.net/ Civ3-Corruption-Solution-10.zip
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Marquis de Sodaq
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... no, a Marquis.
Jul 2000 time: 23:16
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I've edited tundra to be uninhabitable - 0, 0, 0. Irrigation gains no bonus, tho mining gets a shield. The only food, shields, and trade come from special resource tiles. Seeing Greenland and Siberia carpeted with towns just isn't right.
Oil will still be needed, thus the allowance for using furs and game to settle there. Otherwise, colonies are going to be needed.
More terrain/resource comments:
North America's largest gold mine is absent! The Black Hills, near the Missouri River on this map, should have a gold.
Rubber is native only to South America. I'd suggest reducing the number of rubber tiles in Africa and Indonesia. Add more spice to Indonesia and oil to Africa.
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Vonotar
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quote: Originally posted by Marquis de Sodaq
I've edited tundra to be uninhabitable - 0, 0, 0. Irrigation gains no bonus, tho mining gets a shield. The only food, shields, and trade come from special resource tiles. Seeing Greenland and Siberia carpeted with towns just isn't right. |
Does this make a huge difference? I suspect the AI will still carpet Siberia on the few forest or trade squares.
Last edited by Vonotar on 03-03-2002 at 06:07
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Aqualung
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I switched Tundra from 1 food to 1 shield, deactivated Plant Forest for Tundra, and raised food consumption to 3.
The effect is what I predicted: it slows everyone down. But as far as Dreifel's experience in the AI expanding "more effectively", I didn't see that (But I didn't change settler cost, just food consumption). The Iroquois head east, into Forested Tundra, instead of west and south. The Aztecs were equally unwise in their placement. I've got all (except Maine, that's Iroquois) of the continental U.S., and the Aztecs still only have 5 cities.
While establishing Embassies, I see that Persia has "built" a Settler, but won't reach 3 pop for 6 more turns. It just slows the AI down. I'm human, I can cope, so all this really does is give the advantage to the human. I could do Deity on this, since even if the production bonus halves the shields necessary for a Settler... well, the AI ain't smart enough to maximize food production, so Persepolis would have "built" that Settler and been forced to wait 12 turns to reach 3 pop.
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Vonotar
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OK, this is Version 1.16 beta
For the changes from 1.13 to 1.15 see Marla's earlier note
Changes from 1.15 to 1.16
----------------------------------
* Rome AI is now flagged to produce Navel units
this is in line with the aim to get Rome to expand around the med, since France and Germany tend to eat-up Europe too quick for the Romans to get a look in!
* Pirogue Unit now has it's own directories
With files copied from Galley, hopefully this will fix the majority of crashes that have involved the Pirogue, I suspect these were caused by the game attempting to work with both Pirogue's and Galley's at the same time and then failing cos both used to point to the same files causing a conflict
* Read-me/Documentation now in Html format
Did this earlier with an add-on, but I've re-vamped the readme. For those who didn't see the earlier attempt this contains the usual stuff plus a complete list of city names for each Civ. Html format also means you don't need such-n-such version of Word to read the "readme", the logic being that if you got the mod from here - you must have a browser
* New Installation Program
Designed to make it easier for me to work on other mod's that can live along side this one (since we have now moved into the dodgy area of editing the civilopedia!).
Since this is a beta version it does not un-install any previous versions.
Any problems either e-mail me at vonotar@lastlands.org
Attachment removed pending another fix for Win9X systems
Last edited by Vonotar on 03-03-2002 at 06:09
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Vonotar
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It would appear that changing the cost of settler production and the food rating of tiles just slows down the AI rather than forcing them to do something other than expand!
Last edited by Vonotar on 03-03-2002 at 06:11
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Vonotar
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I've removed version 1.16Beta until I can fix some very major glaring bugs *smacks self*
Main problems....
Pirogue icons incorrectly referenced in pediaicons.txt....
art\civilopedia\units\84PirogueLarge.pcx
should be...
art\civilopedia\units\29PirogueLarge.pcx
But you'll have only got this far if running XP as windows 9X users just get an error message after install (unless you have VB6 runtimes installed)
Basically the ideas are sound, my implementation was a mess, this is what happens when you give yourself a deadline
However lots of work is being done, I expect to have 1.17Beta rolling soon, hopefully with no bugs!
Incidentally both 1.16 and 1.15 both involve replacing your civilopedia.txt and pediaicons.txt files with new versions, this i'm told causes translated versions of Civ3 to become dual language with the main game still in the local language, but the civilopedia in english! So I'm working on a new technique for 1.17 which will see the extra text being inserted into the existing files rather than replacing them, the pirogue description will still be in english but this won't affect the rest of the civilopedia (or any mods that you may have done to it)
So if anybody is using a non-english version of Civ3 and wants to submit a translated description for the Pirogue please email me, 1.17 will be multi-language compatible.
Yes I'm taking the issues slightly too far but I'm not just aiming to improve the world-map here, I'm also trying to build an enhanced and comprehensive way of installing ANY modpack (as opposed to the current situation where everybody is submitting there own versions of files and installing more than one modpack means having to get your hands dirty trying to merge two modpacks together!)
Hope some of this makes sense!
I'm in the middle of translating stuff from VB (well QBasic actually) to Delphi, anybody with experience of this PLEASE EMAIL ME (not that i'm desperate for help.. honest!)
Vonotar
Last edited by Vonotar on 03-03-2002 at 06:12
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Vonotar
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quote: Originally posted by Gramphos
I could convert it to C++, but I guess that you don't have a complier. But what is wrong with QB (except from that it uses DOS)? |
No long filename support, at least none that I can find, and 90% of what the program does is file access. VB is good, but requires destribution of a 1.3Mb MSVBVM60.DLL file (and you know how I feel about VB Runtime files already *grin*). Delphi is proving a harder nut that I thought to crack, my old pascal knowledge doesn't seem to be helping me, so I've gone back to testing various types of compiler basic...
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