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Kal-el
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I have put together a list of changes that I would like to see made to the game. Unfortunately I dont have the time to implement all of them. I am looking for people with know how to help put this mod together. I have posted a synopsis of all the changes at the double your pleasure thread.
Needed: Data Entry 1: Duties include inputting all improvement, small wonder, and great wonder information. Knowledge of the Editor a must, Civ3 MultiTool by Gramphos a plus. Should have some experience already in the moding industry, but not required.
Data Entry 2: Duties include inputting unit information. Knowledge of the Editor a must, Civ3 MultiTool by Gramphos a plus. Should have some experience already in the moding industry, but not required.
Data Entry 3: Duties include inputting all information into pediaicons.txt file.
Data Entry 4: Duties include inputting all civilopedia entries.
Animators 1: I have posted numerous bmp images that need to be consolidated into unit animations. I need these to be completed in order to have proper units for the completed mod. Knowledge of PSP or PS, as well as Flicster are a must. No artistic talent needed!!!
Follow the links to the corresponding bmp collections
Chariot Archer
Elephant Rider
Elephant Archer
Animators 2: I need artists to put together some units based off of already available units. Knowledge of PSP or PS, as well as Flicster are a must. Some artistic talent needed. The ability to cut and paste is absolutely necessary.
Units needed:
Ancient Age
Barbarian Rider - chinese rider with horns on his head
Trireme Should be a simple conversion from the Galley - just put a bronze ram on the front and maybe throw a scary eye painted on the side
Longship Should be a simple conversion from the Galley - just round off the front and put some round shields along the side
Middle Ages: Longsordsmen Bjorn is working on this but ... Crusader - Should be a simple snatch and grab job from ToT Crusader unit - I can supply the images much like I did for the HumVee
Musketmen - Animepornstar has put out a beautiful preview of a unit that is perfect for this, please let us know how that is coming along.
Partisan I am imagining the modern worker with a gun
Naval Mine - round ball floating in the water with some pressure contacts sticking out of it. - pesoloco, this one has your name all over it.
Modern Age:
APC mech infantry, minus the cannon on top, plus a heavy machine gun turret. See here for more info
I would love to add these units:
Trebuchet
Bombard
Question: Is it possible to copy a whole page from the bic file, i.e. can each of these data entry tasks be done separately and then brought together or does it all have to be done on the same bic? If not all the Data Entry positions will either have to be handled by one person or it will just take longer as people pass the bic around.
Please resond either here or contact me at dickjensen@hotmail.com
thank you for your time and interest.
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Kal-el
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I disagree. I think there are people out there who would love to be part of a project of this kind. They have the know how they just don't want to have to think about all the different variables that have to go into making a balanced mod.
We shall see...
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Mizaq
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San Diego
Nov 2001 time: 21:18
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naw. I think you're wrong Willem. Modding so many techs is like an assembly line process. If you don't tackle it in a systemized manner you will end up wasting a lot of time. I think he was right to ask people for help. Do you realize just how many things you have to add with a mod that big? Ok, here's a list of things off the top of my head:
tech tree planning;
adding techs with the multitool;
adding techs prereqs into the editor;
adding tech costs into the editor;
choosing icons for the techs;
creating civilopedia.txt entries for techs;
creating script.txt entries for techs;
tech tree redesign once you have associated buildings with techs;
building planning;
adding buildings with the multitool;
adding building prereqs into the editor;
adding building costs into the editor;
adding building bonuses into the editor;
choosing/creating icons for the buildings;
adding room for the new buildings in buildings-small.pcx
adding room for the new buildings in buildings-large.pcx
choosing/creating wonder splashes;
creating civilopedia.txt entries;
creating pediaicons.txt entries;
unit planning;
adding units with the multitool;
adding unit prereqs into the editor;
adding unit costs into the editor;
choosing/creating unit icons;
adding room for the new units in units_32.pcx;
creating/renaming folders in the art\units\ directory;
creating/choosing unit animations/sounds;
creating civilopedia.txt entries;
then there is also similar steps for resources, governments, citizens, major rules changes, changing the splash/main menu screens, changing the credits screen, keeping track of changes/typing those changes up to make a readme, etc.
I listed all those things and I probably missed some steps. Now don't say that it is unreasonable for him to ask for help.
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Willem
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Canada
Dec 2001 time: 00:18
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quote: Originally posted by Mizaq
naw. I think you're wrong Willem. Modding so many techs is like an assembly line process. If you don't tackle it in a systemized manner you will end up wasting a lot of time. I think he was right to ask people for help. Do you realize just how many things you have to add with a mod that big? Ok, here's a list of things off the top of my head:
tech tree planning;
adding techs with the multitool;
adding techs prereqs into the editor;
adding tech costs into the editor;
choosing icons for the techs;
creating civilopedia.txt entries for techs;
creating script.txt entries for techs;
tech tree redesign once you have associated buildings with techs;
building planning;
adding buildings with the multitool;
adding building prereqs into the editor;
adding building costs into the editor;
adding building bonuses into the editor;
choosing/creating icons for the buildings;
adding room for the new buildings in buildings-small.pcx
adding room for the new buildings in buildings-large.pcx
choosing/creating wonder splashes;
creating civilopedia.txt entries;
creating pediaicons.txt entries;
unit planning;
adding units with the multitool;
adding unit prereqs into the editor;
adding unit costs into the editor;
choosing/creating unit icons;
adding room for the new units in units_32.pcx;
creating/renaming folders in the art\units\ directory;
creating/choosing unit animations/sounds;
creating civilopedia.txt entries;
then there is also similar steps for resources, governments, citizens, major rules changes, changing the splash/main menu screens, changing the credits screen, keeping track of changes/typing those changes up to make a readme, etc.
I listed all those things and I probably missed some steps. Now don't say that it is unreasonable for him to ask for help. |
Yeah I know about all that, I've been doing these things for quite sometime now. A few months in fact. And I still say that farming things out misses the whole point about modding. It's supposed to be about adding your own touches, and watching things evolve, not creating a package.
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Mizaq
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San Diego
Nov 2001 time: 21:18
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No, it's all about getting a mod out there for others to be able to play. It's all fine and dandy to force yourself to do all the modding yourself, but by the time it comes out people will already be used to other people's mods that have been out for months. The user isn't gonna care how many people made the mod possible, as long as it works and is fun and interesting.
btw, Willem, you never replied to this thread. Post your bic so I can see proof of it happening and can work on figuring out exactly how the building prereqs work.
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Kal-el
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here is the buildings file.
note: these files are based off of Nero Woulds excellent data files
Attachment: kal-els improvements and wonders.zip
This has been downloaded 0 time(s).
Last edited by Kal-el on 09-03-2002 at 03:49
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Kal-el
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here is the govt file
Attachment: kal-els govt.zip
This has been downloaded 0 time(s).
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Kal-el
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hereis the units file - it is complete save the A/D/M values
Attachment: kal-els units.zip
This has been downloaded 4 time(s).
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