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Kal-el is offline Kal-el
Warlord

Jan 2002
time: 21:18
Exclamation  Old Post 02-03-2002 01:25 Visit Kal-el's homepage!
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Help Wanted: Be Part of a Team Working to Create an In Depth Civ3 Playing Experience Support Apolyton, buy Civilization: The Boardgame

I have put together a list of changes that I would like to see made to the game. Unfortunately I don’t 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.

MonsterMan is offline MonsterMan
Warlord
Stockholm, Sweden
May 2001
time: 06:18
  Old Post 02-03-2002 02:41 Visit MonsterMan's homepage!
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Support Apolyton or Terrorists Win

Oh, I'm sure modders with the know-how have their own ideas on how things should be, but good luck putting together your team

Kal-el is offline Kal-el
Warlord

Jan 2002
time: 21:18
  Old Post 02-03-2002 03:21 Visit Kal-el's homepage!
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Get a bigger avatar today!

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...

Willem is offline Willem
Emperor
Canada
Dec 2001
time: 00:18
  Old Post 02-03-2002 22:06
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Help yourself to an AD-FREE life

quote:
Originally posted by DJensen
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...


A chimpanzee could make the changes in the editor! People don't like modding just to enter in a bunch of numbers, they want to add their own touch to the game, try out new things that maybe no one's thought of before. This whole thread makes it sound like some kind of assembly line process. There's an old saying "If you want something done right, you have to do it yourself." The same goes for modding.

Mizaq is offline Mizaq
Prince
San Diego
Nov 2001
time: 21:18
  Old Post 03-03-2002 01:09 Visit Mizaq's homepage!
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Suffering from ads?

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.

Rhuarc is offline Rhuarc
Prince
Florida, USA
Mar 2001
time: 00:18
  Old Post 03-03-2002 01:19 Visit Rhuarc's homepage!
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Enter the AD-FREE zone

I agree!! And I am willing to help you out, but I don't have any experience in the editor or anything like that. But I could help out with other things, just let me know what needs done and I'll let you know if I can do it or not!

Willem is offline Willem
Emperor
Canada
Dec 2001
time: 00:18
  Old Post 03-03-2002 01:39
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Support Apolyton, buy Galactic Civilizations

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.

Mizaq is offline Mizaq
Prince
San Diego
Nov 2001
time: 21:18
  Old Post 03-03-2002 03:09 Visit Mizaq's homepage!
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Support Apolyton, buy Alpha Centauri

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.

godinex is offline godinex
Prince
because I'm the son of the King of Kings.
Jan 2002
time: 23:18
  Old Post 04-03-2002 20:37
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Suffering from ads?

sound pretty good

Kal-el is offline Kal-el
Warlord

Jan 2002
time: 21:18
  Old Post 09-03-2002 03:28 Visit Kal-el's homepage!
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Support Apolyton, buy Alpha Centauri

Sorry I haven't posted here in a while. I have been putting together some files.

I want to thank those of you who have offered to help.

I don't know how this is going to work but I think we need to divide up the tasks as Mizaq has pointed out above. one person has to work on the bic, another on the pediaicons.txt and another on the civilopedia.txt

I have been working on getting the techs into the bic. as they are the foundation for any new buildings, units or governments. I am not finished with that yet.

I have compiled some excel files with the data for the buildings, govts and partially completed units. I will attach them below.

but first just a glimpse of the ancient era tech tree.


Mizaq,

Thanks for the defense.

Attachment: science advisor - kal-els ancient.jpg
This has been downloaded 65 time(s).

Kal-el is offline Kal-el
Warlord

Jan 2002
time: 21:18
  Old Post 09-03-2002 03:29 Visit Kal-el's homepage!
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Remove this text

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

Kal-el is offline Kal-el
Warlord

Jan 2002
time: 21:18
  Old Post 09-03-2002 03:38 Visit Kal-el's homepage!
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Support Apolyton buy from Amazon

here is the govt file

Attachment: kal-els govt.zip
This has been downloaded 0 time(s).

Kal-el is offline Kal-el
Warlord

Jan 2002
time: 21:18
  Old Post 09-03-2002 03:51 Visit Kal-el's homepage!
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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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