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heardie
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Well someone had to make one eventually
This project to be hosted at my soon to be website, http://www.trakoria.f2s.com/index.php which is currently being re-re-re-designed
Will not actually start the mod yet, it is my opinion that you need to know a game backwards to know what to mod, and therefore I need more time. However this thread is for ideas. Throw them in; units, civs, citizens, techs, anything. This is an ambitious mod: everything will attempted to be changed, over the course of about 1.5 years I am thinking long-term here
So shoot and post all ideas.
And a few questions from me:
1. If you place folders in the scenario directory can you overwrite exisiting files?
2. Is there any game out there that uses futuristic modern units and it is knowon of a way to extract them? For example AOE2 has many middle-age units that can be extracted, but not modern-age units. CTP has modern ages units, but there is no un-spriter. What about Empire Earth?
Last edited by heardie on 03-12-2001 at 11:58
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ElitePersian
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Vancouver, BC
Nov 2000 time: 05:16
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good, i was hoping someone would start working on a mars mod. Wont it be kinda hard to mod civ3 that much? mod-makers are having a tough time as it is. Guess we'll have to wait for firaxis to provide us with some more tools!
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ElitePersian
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Vancouver, BC
Nov 2000 time: 05:16
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here's a suggestion: a unit that pollutes the surface to heat up the planet - this is what scientists are considering when we send humans to mars. Perhaps you can give a worker the option of terrraforming land (if that's possible), and make a new animation for the unit. once the temperature climate rises, it becomes easier to produce food or whatever.
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Gromit
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A world far, far away from planet earth...
Nov 2001 time: 05:16
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quote: i was almost thinking the same thing, is sea level rise due to global warming in civ3, you could have a building that produces a lot of pollution, then after while seas would start to form, but now that i think of it, this would only be possible in smac, where you have elevation. |
On that note, global warming in all civ games changes one kind of terrain into another. Has anyone polluted the map enough to change more than three or four squares before they win/lose? If so how far does global warming go in civ3?
I remember playing a game of Civ1 (on chieftan level) where I discovered that global warming was actually a GOOD thing, since it allowed mega stonkingly huge cities. I'll explain Eventually, ALL terrain becomes jungle or swamp. Clear them and you have beautiful virgin (mostly bonus I might add)
grassland. Not only that but the AI has no
idea whats going on and practically stops developing.
They seem to have improved the game some what since then though I guess.
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fezick31
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Cliffs of Insanity
Nov 2001 time: 00:16
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Perhaps we could create a mod based loosely on the Red Mars, Green Mars, Blue Mars trilogy. That series went heavily into the development of a unique martian culture, and also was written in depth to include technologies and such. Some ideas:
Civilizations:
Orginal colonists
Miners
Religious Outcasts
Colonists from major nations (USA,China, Russia, and EU)
Social outcasts (convicts)
Pro-Terraform scientists
Eco Scientists (against terraforming)
Corporations
Feral groups
Technologies:
Non-combustion engines (not enough O2 on mars)
Martian flight (the air on mars is 5% the thickness of Earth. Terran airplanes would have a tough time of it.)
Advanced Polymers
Martian Ecology
Regolith Processing (an early tech on par with pottery)
Genetic Engineering (would allow farming on mars)
Advanced Genetic Engineering (would allow longevity treatment small wonder)
Advanced Plastics (would allow bubble cites)
Advanced Robotics (workers replaced by robotic Formers)
Fusion (faster spacecraft, power plants)
Advanced Space Flight (would allow the mining of asteroids, maybe a +X production to al cities connected to the space elevator)
Units:
Air Ship
Rovers
Colonists (settler)
Worker
Former (advanced Worker)
Ultralight
Glider
Space Plane
Infantry
Attack Satelite
Terrorists (not getting back on the off topic discussion in this thread, i'm thinking of small groups of eco-terrorists who destroy equipment - these could replace barbarians, or not)
Sailboat
Powerboat
Cruiser
Submarine
Wonders:
Space elevator
Longevity Treatment
Martian Councel (major wonder)
Phobos base (major wonder)
Deimos base (major wonder)
Earth Trade route
Maps:
In order to simluate the terraforming of mars, we could utilize a system I saw once in WW2 scenario that simulated seasons. Whenever a secific level of poluttion is reached (this is assuming an events options is included at some point), the game can save itself,and then reopen with a new map. The way this was done was to report unit, city, and civ information in some sort of file, and then recreate everything in what was a new scenario. In this way, we could make several maps with different sea levels.
Those are just some of my ideas. It would also be nice to have some very accurate maps. It would really enhance the play.
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ElitePersian
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Vancouver, BC
Nov 2000 time: 05:16
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well you cant help but stealing ideas from SMAC, we are basically trying to re-create SMAC here with the civ3 tools.
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heardie
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quote: Originally posted by ElitePersian
well you cant help but stealing ideas from SMAC, we are basically trying to re-create SMAC here with the civ3 tools. |
Not steal...borrow and build upon. It is not a re-creation of SMAC, Civ3 and SMAC have totally different engines that would make this impoossible. Re-creating SMAC in Civ 3 I would not like as a goal, this mod is planning on being an entirly new game.
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heardie
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quote: Originally posted by fezick31
Perhaps we could create a mod based loosely on the Red Mars, Green Mars, Blue Mars trilogy. That series went heavily into the development of a unique martian culture, and also was written in depth to include technologies and such. Some ideas:
Civilizations:
Orginal colonists
Miners
Religious Outcasts
Colonists from major nations (USA,China, Russia, and EU)
Social outcasts (convicts)
Pro-Terraform scientists
Eco Scientists (against terraforming)
Corporations
Feral groups
Technologies:
Non-combustion engines (not enough O2 on mars)
Martian flight (the air on mars is 5% the thickness of Earth. Terran airplanes would have a tough time of it.)
Advanced Polymers
Martian Ecology
Regolith Processing (an early tech on par with pottery)
Genetic Engineering (would allow farming on mars)
Advanced Genetic Engineering (would allow longevity treatment small wonder)
Advanced Plastics (would allow bubble cites)
Advanced Robotics (workers replaced by robotic Formers)
Fusion (faster spacecraft, power plants)
Advanced Space Flight (would allow the mining of asteroids, maybe a +X production to al cities connected to the space elevator)
Units:
Air Ship
Rovers
Colonists (settler)
Worker
Former (advanced Worker)
Ultralight
Glider
Space Plane
Infantry
Attack Satelite
Terrorists (not getting back on the off topic discussion in this thread, i'm thinking of small groups of eco-terrorists who destroy equipment - these could replace barbarians, or not)
Sailboat
Powerboat
Cruiser
Submarine
Wonders:
Space elevator
Longevity Treatment
Martian Councel (major wonder)
Phobos base (major wonder)
Deimos base (major wonder)
Earth Trade route
Maps:
In order to simluate the terraforming of mars, we could utilize a system I saw once in WW2 scenario that simulated seasons. Whenever a secific level of poluttion is reached (this is assuming an events options is included at some point), the game can save itself,and then reopen with a new map. The way this was done was to report unit, city, and civ information in some sort of file, and then recreate everything in what was a new scenario. In this way, we could make several maps with different sea levels.
Those are just some of my ideas. It would also be nice to have some very accurate maps. It would really enhance the play. |
Inspired post. However, map-making is my weak point. I would love someone maps, but no, not me.
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mfauzi
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Singapore
Nov 2001 time: 05:16
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quote: Originally posted by Gromit
It seems to be possible (untested) to change the properties of a terrain type so that you can edit what it changes to when global warming occurs. For example, Jungles and Forests change to thier base terrain types - Grassland and Plains. If you made it so that:
- Mountains changed to ocean.
- Hills (food value 0) to sea.
- Tundra (food value to 0) to coast.
These are just some ideas and I haven't tested them but I hope they help. |
Hmm... that's a really good idea! We can start the map with the pre-global warming tiles first and then when there's global warming, more and more tiles will change into this.. But I wonder how many tiles we're allowed to have and if we can advance tiles more than once (for example like mountains -> hill -> plain)
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Lemmy
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Bubblewrap
Dec 2000 time: 06:16
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quote: Unless the vast majority of the map is made up of mountains/water, in other words un-settlable terrain, the AI will builld cities on land that is intended to disappear and therefore will probably (knowing the AI) lose half it's empire as a result. Thus resulting in an easy game. |
you could make it so that the player also doesn't know what will disappear and what will stay by making the two desert tiles exactly the same in appearance.
quote: On the matter of wether it's possible to change what terrain turns into as a result of global warming, I played a custom map, to engineer tons of pollution and not only did oceans not appear, but not a single square seemed to be affected... Strange, since three quarters of the map was polluted and I set all buildings to pump out 100 (max) pollution per turn. |
well i just tested it, i made the palace produce 99 pollution, and after a while i saw plains turning into grasslands. and the only pollution on the map was near my capital city.
But i didn't check if oceans were appearing, i made it so that tundra changed into coast into sea into ocean, but my starting position wasn't very close to the poles.
One thing i did notice, tiles only change within your territory, but maybe i tested it too short to see it happen outside my borders.
here is an screenshot from before global warming :
look at Pasargadae, it's build on a plains tile.
and here is one after global warming
Pasargadae's city tile is now grasslands

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heardie
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Nice idea.
but does it work outside your territory
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mfauzi
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Singapore
Nov 2001 time: 05:16
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Hmm.. I don't seem to see any changes, but maybe I didn't look properly. Anyway, regard the terrain outside your territory, maybe it's because you will need to explore those areas again (or switch maps with the other civs) to get them updated
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heardie
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Here is a bic of that map converted straight from that bitmap..
I don't have time to preview it now, can somoeone use a ctility to reveal the map, then post the screenshot?
Attachment: bmptobic output.zip
This has been downloaded 6 time(s).
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croxis
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Edge of nowhere
Jan 1970 time: 05:16
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I have just received a newsletter form JPL that they have found that the ice caps on mars are eroding. They say mars is warming up. I guess that the "pot holes" on the caps keep getting larger and larger each year, and that the CO2 level at the polar regions are rising as well.
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Glostakarov
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York, Yorkshire, England
Feb 2000 time: 05:16
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To really do this mod justice would require an event editor and more terrain types. Right now the number of terrains is unchangable, which is why there's been no swamp added (that I know of). If they change things to allow us to add terrain types you could have terrains in sets of low, medium, and high altitude.
With an event editor you could make it so that when pollution reached a certain level, all low altitude plains and low altitude grassland became ocean, low altitude hills become sea, and whatever butts up against the sea becomes coast.
How do you turn a bitmap into a bic?
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