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Kal-el
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Here is the list of changes that I am planning to implement in the mod I am working on.
Change Log:
Added Techs: new 48 (20 Changes to Existing Techs)
Ancient Era:
Farming Starting Tech Makes visible Wheat, Rice, and Vegetables Starting tech for Expansionistic Civs
Domestication requires the wheel allows horseback riding Can use livestock resources
Slavery allows Slave Market, Requires Mysticism
Elephant Training Allows Elephant Rider and Elephant Archer Requires Polytheism and Domestication
Boat Building Allows Mapmaking Requires Pottery and Bronze Working - Allows Galley and Trireme
Drama Allows Theater Requires Literature and Philosophy
Tactics Requires Iron Working and Writing - Allows Sun Tzu's Art of War
Weaving Requires Domestication Allows access to silks
Aristocracy Requires Code of Laws required for Monarchy
Seafaring Requires Mapmaking Allows Longboat
Change to Pottery Requires Farming
Change to Mapmaking Requires Boat Building
Change to Horseback Riding Now requires Domestication
Change to Democracy Rename Egalitarianism Requires Philosophy and Code of Laws
Change to Republic Rename Republicanism Requires Currency and Code of Laws
Change to Monarchy Rename Divine Right Requires Aristocracy and Polytheism
Middle Ages:
Agriculture Literature and Horseback Riding Allows Irrigation Requires Feudalism
Stirrup Starting Middle Ages Tech Required for Chivalry Allows Knight
Clockworks allows improvement town clock and Big Ben Wonder Requires Invention
Explosives Requires Chemistry
Strategy Allows Military Academy Requires Gunpowder and Education
Leadership Requires Strategy and Stirrup Allows Dragoons
Jurisprudence Requires Education
Guilds Requires Feudalism
Mercantilism Requires Education
Textiles Requires Invention Allows Textile Mill
Modern Legal System Requires Federal Republic Allows Prison and Supreme Court
Fundamentalism Allows Govt. of Same Name Requires Theology
Social Contract Allows Constitution Requires Printing Press and Modern Legal System
Federalism Allows Govt. Federal Republic Requires Social Contract and Economics
Change to Chivalry Requires Monotheism, Stirrup and Feudalism
Change to Invention Requires Agriculture and Engineering
Change to Education Requires Guilds and Theology
Change to Metallurgy - Now requires both Leadership and Explosives
Change to Magnetism Requires Navigation and Physics
Change to Banking Requires Mercantilism
Industrial Age:
Emancipation Requires Steam Power Allows Emancipation Proclamation
Legalized Gambling Requires Radio Allows Casino
Pharmaceuticals Requires Scientific Method Allows Drug Store
Motion Pictures Allows Movie Palace and Hollywood Requires Electronics
Mass Media Allows TV Tower Requires Radio and Corporation
Civil Liberties Requires Radio and Emancipation Allows Civil Rights Movement
Refrigeration Requires Electricity and Corporation Allows Supermarkets
Guerrilla Warfare Requires Espionage Allows Partisan
Unionization Requires Marxism Allows Labor Union
Automobile Requires Mass Production, Required for Mobile Warfare Allows Troop Transport
Socialism Allows Govt. Social Democracy Requires Marxism and Civil Liberties
Totalitarianism Requires Nationalism Allows Communism with Marxism, Fascism with Corporation Allows Police Station
Marxism Requires Industrialization; allows Communism with Totalitarianism Allows Union Workhouse
Fascism Allows Govt. Fascist State Requires Totalitarianism and Corporation
Change to Communism Allows Govt. Communist Regime requires Marxism and Totalitarianism
Change to Automated Transportation Renamed Mobile Warfare Requires Automobile
Change to Steam Engine Doubles Work Rate, Allows Laborer
Change to Radio Doubles Work Rate, Allows Engineers and Radar Stations
Change to Medicine Allows Hospitals
Change to Sanitation Allows Sewage Treatment Facility
Modern Era:
Advanced Tactics Requires Computers and Synthetic Fibers Allows Special Forces
Game Theory John Nashs Governing Dynamics - doubles output of all economic buildings Requires Fission
Machine Tools Beginning Modern Tech Required for Computers and Roller Coasters
Roller Coaster Requires Machine Tools
Plastics Requires Rocketry Required for Recycling, Synthetic Fibers, Space Flight Allows HumVee
Pesticides Requires Ecology Allows Modern Farm
Data Encryption Requires Computers required for E-Commerce
E-Commerce Requires Data Encryption and Game Theory Allows Global E-Bank, increases commercial buildings
Change to Recycling Requires Plastics and Ecology
Change to Space Flight Requires Plastics
Change to Synthetic Fibers Requires Plastics
Added Improvements: 37 new (4 Wonder Specific)
Ancient Era:
Shrine happiness Requires Ceremonial Burial
Harbor Now only gives additional food, Requires Farming
Obelisk - (non buildable is given to creator of Pyramids) +1 culture in all cities Requires Pyramids (from LWC Mod)
Forge increases production Iron Working
Toll House increased taxes - Requires Mathematics
Shipyard acts like a barracks for ships Requires Boat Building
Slave Market Increases production, decreases happiness Requires Slavery
Basilica increases happiness Requires Polytheism
Port Allows for overseas trade, gives tax increase in water tiles, Requires Map Making
Academy increased science Requires Philosophy
Bazaar increased luxuries Requires Marketplace, Requires Currency
Theater happiness requires Drama
Change to Barracks Requires Warrior Code
Change to Temple - available with Mysticism
Middle Ages:
Mill increased production must be on a river Requires Engineering
Wind Mill increases production Requires Engineering
Textile Mill Increases Luxuries Requires Textiles
Guild Hall increases production, tax and luxuries Requires Invention
Town Clock Increases production Requires Clockworks
District Courthouse reduces corruption requires 3 courthouses Requires Juris Prudence
Newspaper reduces propaganda requires Printing Press
Prison reduces corruption Requires Court house Requires Modern Legal System
Industrial Era:
Opera House Increases happiness Requires Steam Engine
Drug Store happiness Requires Pharmaceuticals
Fishery Additional Food from Water Tiles Requires Refrigeration and Harbor
Stock Market increase tax Requires Economics
Steel Mill increases production Requires Steel & Forge
Sewage Treatment Plant allows cities to move to level two (instead of Hospitals), Requires Sanitation
Labor Union increase happiness requires Guildhall and Unionization
Skyscrapers increases tax and luxuries Requires Steel
Supermarket Doubles Growth Rate of cities (effectively a Second Granary) Requires Refrigeration
Movie Palace decreases war weariness, happiness Requires Motion Pictures
Radio Station reduces propaganda Requires Radio
Superhighways Increased trade Requires Automobile
Casino Increased Happiness, Increased Tax, decrease production Requires Legalized Gambling
Television Tower happiness Requires Mass Media
Civil Liberties (non buildable is given to creator of Civil Rights Movement) +1 industry in all cities Requires Civil Rights Movement
Change to Police Station Requires Totalitarianism
Modern Era:
Wind Farm Increases Production Requires Wind Mill and Ecology
Computer Network increased science Requires Computers
Amusement Park Increased Happiness Requires Roller Coaster
Modern Farm Doubles Growth Rate of Cities, Requires Granary Acts as a tertiary Granary Requires Pesticides
Performing Arts Center Increased Happiness Requires Synthetic Fibers
WWW Effect (non buildable, is given to the creator of the World Wide Web) increased research, +1 happiness Requires WWW
Genetic Tailoring (non buildable is given to creator of Genome Project) +1 industry in all cities Requires Genome Project
Added Small Wonders: 16 new
Ancient Era:
Summer Palace reduces corruption - Requires Code of Laws
Riddle of the Sphinx Leaders more Likely Buildable only after building Sphinx
Middle Ages:
Holy City reduces corruption Requires Monotheism
Supreme Court reduces corruption Requires 3 District Courts Requires Modern Legal System
Governors Mansion reduces corruption Requires Social Contract
National Constitution reduces corruption - Requires Social Contract
Industrial Age:
Central Bank increases tax, 5% interest - Requires Economics
National Monument leaders more likely, reduces war weariness Requires Nationalism
National Gallery increases happiness, leaders more likely Requires Free Artistry
National Library requires 5 libraries increases research Requires 3 Universities
National Electricity Grid requires 5 power plants increases happiness and production
War Memorial Requires Nationalism and One victorious Army Leaders more likely
Cable Network reduces propaganda Requires 5 TV Towers Requires Mass Media
Modern Era:
The Internet increased research Requires 5 Computer Networks Requires Computers
Change to Heroic Epic available with Literature No longer requires Victorious Army (LWC)
National Health Care increases happiness requires 3 Hospitals Requires Social Contract
National Sports League Requires Mass Media 5 Coliseums Increased happiness, decreased War Weariness
Atomic Weapons Testing Required for Manhattan Project and United Nations
Added Wonders: 23 new
Ancient Era:
The Sphinx Reduces War Weariness allows building of Riddle of the Sphinx Requires Masonry
Chichen Itza Available with Code of Laws Gives Courthouse in every city
Stonehenge Gives Granary in every city (early astronomers allowed for the proper time for planting crops)
Taj Mahal Religious increases happiness Requires Polytheism
Circus Maximus Increased Happiness in all cities Requires Construction and 4 coliseums, the masses love a spectacle
Middle Ages:
Gutenbergs Bible increases both happiness and science Requires Printing Press
East India Company increases tax and luxuries Requires Navigation
Big Ben puts town clock in all cities Requires Clockworks
Industrial Age:
Emancipation Proclamation makes obsolete slave markets happiness in all cities requires Emancipation
Empire State Building increases tax and luxuries, requires 5 sky scrapers
Eiffel Tower - reduces propaganda, those damn French, they wont be swayed by American Culture
Spirit of Saint Louis if you have Magellans voyage Lucky Chucky should get his props too happiness and trade
Statue of Liberty decreases war weariness Requires Refining
Edisons Workshop increased science Requires Electricity
Arc De Triomphe Less war Weariness, leaders more likely Requires Nationalism
Civil Rights Movement Requires Civil Liberties, Increased Happiness, gives Civil Liberties in all Cities
Modern Era:
Hollywood decreases war weariness, Puts Movie Palace in all cities
World Wide Web Needs Internet Gives WWW Effect in all cities
Sydney Opera House Increased happiness Requires Synthetic Fibers
Global E-Bank increased tax, 5% interest Requires E-Commerce
Las Vegas Increased Taxes, Increased Luxuries Requires 4 Casinos Requires Legalized Gambling
Disneyland The Happiest Place In the World!!! Requires Roller Coaster
Genome Project Requires Genetics, gives genetic tailoring
Changes to Existing Wonders:
Pyramids: Increases Luxury Trade, Resistant to Propaganda and Reduces Corruption in city that builds it Puts Obelisk in all cities (from LWC mod)
Cure for Cancer shiny happy people Requires 5 Hospitals
Longevity Requires 5 Research Labs
Added/Modified Units: 29 new
Ancient Era:
Barbarian Warrior Barbarian Only
Barbarian Rider Barbarian Only
Elephant Rider Available with Elephant training
Elephant Archer Available with Elephant training
Chariot Archer Available with the Wheel
Spy Available with literacy, no attack, can pillage, hidden nationality What?!? Who?!? Where?!? Us?? No.
Coracle available with Pottery, early boat moves 2 carries 1 no attack
Trireme Military version of Galley Requires Boat Building
Longship sailing ship available with Mapmaking, can voyage across the ocean, moves 2 carries 2
Middle Ages:
Longsordsmen Available with Feudalism
Crusader With Chivalry
Fanatic Terrorist Unit available with Fundamentalism available to all civs Stealth/Cruise Missile/Low Defense
Musketmen Available with Leadership
Corvette Available with Navigation
Brig Available with Astronomy
Change to Musketmen Renamed Arquebusier
Changed to War Elephant - Available with Stirrup; requires Ivory
Change to current Cavalry Renamed Dragoons - of the Napoleonic/Colonial Period - now available with Leadership
Industrial Age:
Laborer Industrial Age worker; 2 Movement - Available with Steam Engine
Troop Transport Available with Automobile
Cavalry akin to the US army cavalry circa Civil War - Available with nationalism
Partisan Available with Guerilla Warfare
Land Mine Available with Mass Production
Naval Mine - Available with Mass Production
Secret Agent Available with Espionage, upgrade from spy, better defense, still no attack dont want them to be able to take over cities, but can bombard gives them some offensive capabilities, , treats all tiles as roads - I think this would be a good time to leave, can pillage there real purpose, and of course hidden nationality - if you are caught we have no knowledge of your existence.
Airbase Available with Flight
Radar Station Available with Radio
Engineer Modern Age Worker; 3 Movement Available with Radio
Changed to Samurai Available with Feudalism
Change to Knight Available with Stirrup
Modern Era:
SpecialOps Green Berets/Navy SEALS/SAS, etc. Available with Advanced Tactics
HumVee Lighter Faster Troop Transport Available with Plastics
PPS-15 Radar Available with Miniaturization
Penguin Anti-Ship Missile Available with Rocketry
Note: Nearly all units will have their A/D/M ratings changed.
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Kal-el
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There will be a complete overhaul of the Units A/D/M
The List of Governments: (4 New)
Anarchy Default Govt.
Rate Cap: 5
Worker Rate: 50%
Assimilation Chance: 10%
Draft Limit: 0
MP Limit: 0
Corruption: Catastrophic
Cost/Unit: All Units Free
Free Units Per:
Town: City: Metro:
Diplomats: Conscript
Spies: Conscript
Immune To: Initiate Propaganda
War Weariness: None
Maintenance: Not Required
Labor: Forced
Standard Trade Bonus: No
Standard Tile Penalty: Yes
Despotism
Rate Cap: 5
Worker Rate: 50%
Assimilation Chance: 10%
Draft Limit: 0
MP Limit: 0
Corruption: Catastrophic
Cost/Unit:1
Free Units Per:
Town:4 City:4 Metropolis:4
Diplomats: Conscript
Spies: Conscript
Immune To: Initiate Propaganda
War Weariness: None
Maintenance: Not Required
Labor: Forced
Standard Trade Bonus: No
Standard Tile Penalty: Yes
Republic
Rate Cap: 6
Worker Rate: 150%
Assimilation Chance: 10%
Draft Limit: 2
MP Limit: 2
Corruption: Problematic
Cost/Unit: 1
Free Units Per:
Town:3 City:5 Metropolis:7
Diplomats: Regular
Spies: Regular
Immune To:
War Weariness: None
Maintenance: Required
Labor: Paid
Standard Trade Bonus: No
Standard Tile Penalty: No
Democracy
Rate Cap: 8
Worker Rate: 100%
Assimilation Chance: 10%
Draft Limit: 1
MP Limit: 2
Corruption: Rampant
Cost/Unit:1
Free Units Per:
Town:2 City:4 Metropolis:6
Diplomats: Veterans
Spies: Regular
Immune To: Propaganda
War Weariness: Low
Maintenance: Required
Labor: Paid
Standard Trade Bonus: Yes
Standard Tile Penalty: No
Monarchy
Rate Cap: 7
Worker Rate: 100%
Assimilation Chance: 10%
Draft Limit: 2
MP Limit: 3
Corruption: Problematic
Cost/Unit:
Free Units Per:
Town:2 City:4 Metropolis:8
Diplomats:
Spies:
Immune To:
War Weariness: Low
Maintenance: Required
Labor: Paid
Standard Trade Bonus: No
Standard Tile Penalty: No
Fundamentalist
Rate Cap: 5
Worker Rate: 50%
Assimilation Chance:10%
Draft Limit: 3
MP Limit: 4
Corruption: Minimal
Cost/Unit: All Free
Free Units Per:
Town: City: Metro:
Diplomats: Conscript
Spies: Veteran
Immune To: Propoganda
War Weariness: None
Maintenance: None
Standard Tile Penalty
Labor: Forced
Standard Trade Bonus: No
Standard Tile Penalty: No
Communist Regime
Rate Cap: 8
Worker Rate: 100%
Assimilation Chance: %
Draft Limit:
MP Limit:
Corruption: Communal
Cost/Unit:
Free Units Per:
Town:3 City:6 Metropolis:10
Diplomats:
Spies:
War Wariness: Low
Immune To:
Maintenance: None
Labor: Forced
Standard Trade Bonus: No
Standard Tile Penalty: No
Fascist State
Rate Cap: 9
Worker Rate: 100%
Assimilation Chance: %
Draft Limit: 3
MP Limit: 3
Corruption: Problematic
Cost/Unit:1
Free Units Per:
Town:3 City:6 Metropolis:10
Diplomats:
Spies:
War Wariness: None
Immune To:
Maintenance: Required
Labor: Paid
Standard Trade Bonus: Yes
Standard Tile Penalty: No
Federal Republic
Rate Cap: 10
Worker Rate: 200%
Assimilation Chance: 5%
Draft Limit: 1
MP Limit: 0
Corruption: Nuisance
Cost/Unit: 1
Free Units Per:
Town:1 City: 2 Metropolis: 4
Diplomats: Veteran
Spies: Veteran
War Wariness: Low
Immune To: None
Maintenance: Required
Labor: Paid
Standard Trade Bonus: Yes
Standard Tile Penalty: No
Social Democracy
Rate Cap: 10
Worker Rate: 150%
Assimilation Chance: 4%
Draft Limit: 3
MP Limit: 1
Corruption and Waste: Nuisance
War Weariness: High
Immune to: Sabotage Production
Cost/Unit: 1
Free Units Per:
Town: 1 City: 2 Metropolis: 5
Diplomats: Veteran
Spies: Regular
Maintenance: Required
Labor: Paid
Standard Trade Bonus: No
Standard Tile Penalty: No
Modifications to Resources: 13 new (34 total)
Strategic:
Horses
Metals
Copper
Iron
Aluminum
Saltpeter
Coal
Oil
Rubber
Uranium
Luxuries:
Furs
Silks
Dyes
Spices
Gems
Marble/Jade*
Cotton
Tobacco
Incense
Wine
Coffee Beans
Bonus:
Livestock
Cattle
Sheep
Pigs
Fruit
Foodstuffs
Wheat
Rice
Vegetables
Oasis
Marine
Fish
Whales
Precious Metals
Platinum
Gold
Silver
Marble/Jade Available with Masonry
Copper Available from Start
Iron Available with Bronze Working
Silks Available with Weaving
Dyes Available with Ceremonial Burial
Gems Available with Bronze Working
Cotton Available with Textiles
Tobacco Available with Agriculture
Coffee Beans Available with Agriculture
Incense Available with Mysticism
Livestock Available with Domestication
Foodstuffs Available with Farming
Terrain:
Removed Mining from Grasslands
Upped the food production for Grassland, Plains, and Hills by one
Upped the shield production of forest and mountains
Increased commerce production of all terrain
Increased Irrigation bonus for Grassland, Plains, Hills, Desert, and Flood Plains to compensate for the additional food consumption
Can mine forests (think lumber mill)
Tundra and desert produce no food
Worker Jobs:
Mining Available with Bronze Working
Roads Available with The Wheel
Irrigation not available until Agriculture
Citizens consume 3 food
Altered civ tech rate may now discover techs in as few as two turns, might switch this to one
Combat Experience:
Conscript: 2
Regular: 3
Veteran: 4
Elite: 6
Lowered players advantage against Barbarians
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Mizaq
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San Diego
Nov 2001 time: 21:18
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very interesting. too bad we can't add new ages, even ones that reused the leaderheads from modern would be great. I'm working on a mod that adds 40+ new techs and two pages of new buildings, big overhaul to units as well, and my tech tree is stacked. Have you pulled someone in with you to help on your mod DJensen?
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Kal-el
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Not yet, but I am looking for someone to work with. Are you interested?
I have the tree all laid out, just need to find the time to implement it.
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Mizaq
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San Diego
Nov 2001 time: 21:18
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sorta. i just implemented those techs i was talking about and currently ive been adding the buildings. i recommend you dont start adjusting the positions of the tech on the screen until youve added the buildings and linked them to their prereqs. do you have icq? mine is 20372439, my email is mizaq@u.washington.edu.
In my mod I was trying to give the game some story to it. My story went like this: heaven, hell, and an outside alien force in the ancient age take notice of mankind and start to insinuate them into Man's life. During the middle ages they become worshipped as gods, and power from them grows tremendously. Their power peaks in the industrial ages, culminating in an altered conscious state. Units are upgraded with outside technology, etc. But during the modern age, Mankind begins to wrest control from the Others and struggles for independence. The greatest victory is achieved with transcendance to a state similar to that of the Others, although more powerful by far. Diplomacy is not an option, although culture (transcendance), dominance, conquest and space race are (space race is pushed further into the end game though).
LOL, my changes log is all on paper at the moment, and its 2am so I don't really want to type it up yet.
42 techs:
16 techs are my own
6 techs are from SMAC
5 techs are from LWC
7 techs are from M3
8 techs are from AL
57 buildings:
44 from me
5 from LWC
4 from SMAC
1 from Blitz
2 from Realism
1 from Balancer
All the specifics for civilopedia entries are my own and excepting SMAC buildings, building stats are my own as well. For the techs, I used the first impression I got from reading the name of the tech and worked that into my mod. e.g. I have no idea if alien logic came after crossbreeding in the Alien's Legacy mod, but it does in mine (I also changed the names in some cases). I did put Mecha after advanced robotics and adv. rocketry, so I suppose that is one case where I copied the structure (also that just seems correct anyways).
Right now I have 3 new governments based around worship of one of the race of Others. At least 18 of the buildings require you to have one of these new governments.
There are also several new resources, and some old resources changed to be strategic for various purposes (wine and incense).
hmmm, if I can remember, I'll try and scan my notes so I don't have to type them all up.
I think right now I would like to finish my mod, since it's been nagging at me since Christmas time, but once I am done I would certainly think about integrating a bunch of your ideas into a new version of it (I think some techs would need to get moved back an age though to make room for them all).
If you need any help with something, give me a holler and/or post on the apolyton boards and I'll try and help.
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FrantzX
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There is a much easier way of reducing corruption that adding all those buildings. And if the cities which needs it only makes one shield, extra building won't help. Try this: Go to the Difficulty tab in CivEdit and set the percentage of optimal cities to 100%. Then all you have to do is adjust the city setting under the World Size to your liking. I have it now to 50% more than default. Try it.
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Hrnac
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Wisconsin
Dec 2001 time: 23:18
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DJenson,
I will be more than happy to assist you with your Mod. I would suggest that a basic review of your ideas be done to make sure that the Mod doesn't fall into the realm of adding more for the sake of adding more. If you need help drop me an e-mail at gbs@chorus.net.
-Hrnac
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Kal-el
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Mizaq,
Don't have ICQ. Don't want to look like a complete idiot here but some things can't be helped. What is it? and Where do I get it? Your mod/scenario sounds cool, I would love to play it when it's done.
Hrnac,
Regarding a review: That's why I put the info on the boards. I am looking for feedback. Is there something that jumps out at you and screams "this doesn't need to be here!"
Rhuarc,
Regarding the values: I haven't completely worked those out yet. I figured they would correspond to other improvements in the same era, give or take. Any ideas? I am working on that right now. I probably should have finished them before I posted, but I was so anxious to get my ideas out there, and hopefully get some constructive criticism.
Godinex,
What don't you like about it? Any suggestions for changes that might make it "for you"?
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Mizaq
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San Diego
Nov 2001 time: 21:18
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ICQ is an instant messenger service. you can find it at http://www.icq.com/
right now I'm kinda miffed that I'm going to have to go back through and stop using 40 something icons for techs. That's going to look sooo stupid. Good news though, I did find a ton of new wonder screens, and I've implemented them (need to fix their palettes though, the 255 index is transparent for some stupid reason on wonder splashes, so I gotta fix em). All of my new buildings that require wonder screens have them, I was thinking about posting them as a group. I was hoping to get a hold of che palle's wonder splash overlay to make them even better.
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Kal-el
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Rhuarc,
I think the aim of this mod is to increase the depth and options and thereby increase the number of strategic choices that players have to make. I found that my games tended to take on a similar timeline, always going after the same techs and the same wonders and eventually it got boring by the late industrial period. I am hoping that by increasing the depth of the earlier periods it will, if not alleviate the tedium of the modern age at least push off its appearance until later, and in the mean time enhance the earlier ages as well.
To do this I have added numerous new techs and corresponding units/improvements. There are changes to when resources appear and worker jobs that will better simulate the advancement of civilization.
Mizaq,
I ended up just picking four tech icons, the alphabet, chemistry, electricity, and atomic theory and using those for all the techs except for the governments. It was easier than trying to match techs up with similar yet not quite right icons. I am considering using more icons to represent different types of techs, i.e. military science, social science, applied science, but that is still up in the air.
I have wonder splash images for almost all of my wonders, just a few I have to finish. I have either made them myself, grabbed them from google and edited them, grabbed them from ToT and edited them, or grabbed them from CTP and edited them. Most of them are from google. I was going to post them when they were all done. Where did you find your new wonder images? I agree, I would love to get a hold of that wonder splash overlay. It is a great addition to the images and very helpful.
My ICQ is 152688375
Last edited by Kal-el on 05-03-2002 at 01:28
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Mizaq
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San Diego
Nov 2001 time: 21:18
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I got some from Haven who has some pages here on apolyton, I'll link to them later when I get home. I got some from the Internet Ray Tracing Contest site, and two from witerabbit, and a bunch from doing google image searches. Oh yeah, I got the transcendence splash from a site that was hosting a bunch of smac pics.
My power is out right now, so I'm forced to use the school lab computers until it's back on.
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Mizaq
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San Diego
Nov 2001 time: 21:18
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OK, the power is back on and here are some links:
here is page one of haven's wonder splashes.
page two
page three
page four
the the internet ray tracing site is here
haven's wonder splashes are the best kept secret in the art department (everything else people are already using and don't talk about anymore).
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EmprorCoopinius
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Tallahassee
Mar 2002 time: 00:18
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Wow, this mod looks really nice. I like the adding of so many new concepts into the game, and the addition of more comprehensive buildings and wonders. I also like the new government forms. I think this mod will really add to the depth of playing Civ III, and make it feel more like real history. This looks quite cool.
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Kal-el
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I posted all my wonder splash images over at civfanatics. You can follow this link to view a composite pic and download the files.
let me know what you think.
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Mizaq
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San Diego
Nov 2001 time: 21:18
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Hmm, I wonder what happens if you add 82 new techs to the game. What icon will it use then?
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Kal-el
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I don't think it will work.
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jsw363
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While I think that your ideas have merit and are well thought out, I think that there are some problems with consistancy i.e. your techs don't seem to all be idea based necessarily. Some of them are more object based techs, which is just annoying conceptually. Also the consistancy between various items in the lists of things that you'll add is problematic. I think with work this could be a great mod though. Good Luck!
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Kal-el
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jsw363,
please be more specific. since this mod is still under construction I am open to suggestions for improvement. did you have certain techs or additions that you felt were inconsistent, and inconsistent with what?
looking forward to hearing back from you. thanks.
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Kal-el
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the mod is now available in beta at civfanatics
check out the pre-release discussion here
and you can download the mod here
I can't post it here because of the size restrictions.
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bernskov
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The civfanatics forum is down, so here goes;
Mising buildlist icon:
academy
operahouse
basilica
shrine
toll house
super highway
(Maybe more)
>--
long bowman, cavalary and horse-archer (and others) can bombard? With their hats?
>--
brave animation missing?
>--
Grunt has blue shadow
>--
Taj Mahal (and others) buildlist icon is a pink blur.
>--
AirBase 1/1/1 ? cannot move. Why is it here?
Radar Station 0/0/1 ? Cannot move. Why it is here?
PPS-15 Recon Zone? Only the zone where it stands?
>--
Civilopedia:
-------------
Strategic resources:
Aluminium, Coal, Horses, Iron, Oil, Rubber, Saltpeter, Uranium
What about the rest?
Goverments: (Missing Text)
Communism
Fascist
Theocracy
Reusource Index:
(Orange Square - no picture and no text)
Flax
Seal
Sheep
Silver
Stone
>--
Bowman has transparent background
Naval Landmine has wrong picture
Partisan looks like laborer
Several build-icons have pink 'frame'
The great number of resources make the city view ... less useful
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Kal-el
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quote: Originally posted by bernskov
Mising buildlist icon:
academy
operahouse
basilica
shrine
toll house
super highway
(Maybe more) |
The buildings are all there. Do you have the right buildings-small and buildings-large files?
quote: long bowman, cavalary and horse-archer (and others) can bombard? With their hats? |
from the readme:
"Expansion for Bombardment:
A major innovation to the units is that all units with any type of missile weapon now have the bombardment ability. This is to represent their ability to engage the enemy from a distance."
quote: brave animation missing? |
lab monkey is working on it. using the scout for now.
quote: Grunt has blue shadow |
this must be the old version of the grunt. the newer version does not have the blue shadow. it will be replaced.
quote: Taj Mahal (and others) buildlist icon is a pink blur. |
this is true and needs to be fixed. just haven't gotten around to it yet.
quote: AirBase 1/1/1 ? cannot move. Why is it here? |
you need to paradrop it or load it on a land transport and move it to your desired location.
quote: Radar Station 0/0/1 ? Cannot move. Why it is here? |
see answer above.
quote: PPS-15 Recon Zone? Only the zone where it stands? |
thanks, hadn't noticed that before.
quote: Civilopedia:
-------------
Strategic resources:
Aluminium, Coal, Horses, Iron, Oil, Rubber, Saltpeter, Uranium
What about the rest?
Goverments: (Missing Text)
Communism
Fascist
Theocracy |
as is stated in the "to do" section of the website, this is being worked on by Isak.
quote: Reusource Index:
(Orange Square - no picture and no text)
Flax
Seal
Sheep
Silver
Stone |
this is being worked on by Nightstorm
quote: Bowman has transparent background |
do you mean crossbowman? I don't know what to tell you there, I will have to take a look at the flic that was made by Dark Sheer, to see if the transparency is off.
quote: Naval Landmine has wrong picture | the image in the what's being built box is taken from the default flic file, not from the build queue file, since we don't have an animation for the naval mine yet, but pesoloco is putting one together, we are currently using the land mine graphics.
quote: Partisan looks like laborer |
the original plan was to get the partisan to look like the laborer but to have a gun. the current animation is only a filler until more appropriate animation can be found. working on a partisan unit and once that is finished it will be substituted for the current animation and the build queue will be fixed.
Several build-icons have pink 'frame'
quote: The great number of resources make the city view ... less useful |
talk to firaxis about this. they allow for more resources but didn't allow for their actual implementation in the game. I am hoping this will be fixed with the expansion pack. I am not removing the extra resources.
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Kal-el
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|
quote: Originally posted by bernskov
Mising buildlist icon:
academy
operahouse
basilica
shrine
toll house
super highway
(Maybe more) |
The buildings are all there. Do you have the right buildings-small and buildings-large files?
quote: long bowman, cavalary and horse-archer (and others) can bombard? With their hats? |
from the readme:
"Expansion for Bombardment:
A major innovation to the units is that all units with any type of missile weapon now have the bombardment ability. This is to represent their ability to engage the enemy from a distance."
quote: brave animation missing? |
lab monkey is working on it. using the scout for now.
quote: Grunt has blue shadow |
this must be the old version of the grunt. the newer version does not have the blue shadow. it will be replaced.
quote: Taj Mahal (and others) buildlist icon is a pink blur. |
this is true and needs to be fixed. just haven't gotten around to it yet.
quote: AirBase 1/1/1 ? cannot move. Why is it here? |
you need to paradrop it or load it on a land transport and move it to your desired location.
quote: Radar Station 0/0/1 ? Cannot move. Why it is here? |
see answer above.
quote: PPS-15 Recon Zone? Only the zone where it stands? |
thanks, hadn't noticed that before.
quote: Civilopedia:
-------------
Strategic resources:
Aluminium, Coal, Horses, Iron, Oil, Rubber, Saltpeter, Uranium
What about the rest?
Goverments: (Missing Text)
Communism
Fascist
Theocracy |
as is stated in the "to do" section of the website, this is being worked on by Isak.
quote: Reusource Index:
(Orange Square - no picture and no text)
Flax
Seal
Sheep
Silver
Stone |
this is being worked on by Nightstorm
quote: Bowman has transparent background |
do you mean crossbowman? I don't know what to tell you there, I will have to take a look at the flic that was made by Dark Sheer, to see if the transparency is off.
quote: Naval Landmine has wrong picture | the image in the what's being built box is taken from the default flic file, not from the build queue file, since we don't have an animation for the naval mine yet, but pesoloco is putting one together, we are currently using the land mine graphics.
quote: Partisan looks like laborer |
the original plan was to get the partisan to look like the laborer but to have a gun. the current animation is only a filler until more appropriate animation can be found. working on a partisan unit and once that is finished it will be substituted for the current animation and the build queue will be fixed.
Several build-icons have pink 'frame'
quote: The great number of resources make the city view ... less useful |
talk to firaxis about this. they allow for more resources but didn't allow for their actual implementation in the game. I am hoping this will be fixed with the expansion pack. I am not removing the extra resources.
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bernskov
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good reply!
In regards to the Missing Buildlisticoins. It should be stated:
The big square just under the buildlist representing the current buildingobject is missing for .....
Other than that. My questions have been answered.
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