Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization III > Civ3-Creation > Starting The Fantasy Mod...help
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!
16.Sep: 7 NEW FILES
15.Sep: TRIAL + NO SLEEP = ONE GAME
13.Sep: PATCH THE PREVIOUSLY UNPATCHABLE

bottom of page
   - CIV3 CONQUESTS $29.99 - CIV3 from $9.99
Author
Thread   
Pages (3): [ 1   2   3   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
Bane Star is offline Bane Star
Warlord
Adelaide, Australia
Sep 2000
time: 14:57
  Old Post 10-04-2003 14:56 Visit Bane Star's homepage!
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
Starting The Fantasy Mod...help Support Apolyton

Ok, So I've checked out all the stuff I'm going to do, but I need a little help from some people that have been modding a while, For example, How do I ADD terrains, Is it possible ???

Bane Star is offline Bane Star
Warlord
Adelaide, Australia
Sep 2000
time: 14:57
  Old Post 20-04-2003 13:07 Visit Bane Star's homepage!
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Support Apolyton buy from Amazon

Ok, So I've briefed through hundreds of Threads on creation and modding. I've gone over in detail the changes I can and Cannot make to Civ3,

I had an idea I wrote down everything I wanted to do to the game for my Fantasy Mod, and I waited,PTW released, I finally got a computer and a English version of the Game to start modding, But There is so much that is unchangable

So Heres My Thread: I may or may not have missed some things that can and cannot be changed, So in the interets of Modding can anyone drop thier few cents into this, Hopefully Others can read through this and Use the Ideas and Information that others have given for thier own use:

OK, So Terrains Cannot be changed RIGHT? This S*&Ks but I have discovered one get around, I think...
There are effectively 2 Deserts, One that affects river graphics and another that doesn't. Since I'd think that any river running through a desert will affect the desert, then the extra desert is a spare terrain for me, I'm thinking of Swamps or some other Dangerous Terrain.

Citizen Faces, How many can I make/Add, I'm thinking of Multi-races So the Stock standard 5 male 5 female x 4 ages is not enough, I'll need 10 minimum, maybe more. and then the scientist/taxman/entertainer, I'm gonna want to have the Mad scientist (+3Sci-1 Happy) etc etc,

Unique Units, Ok I have a Huge task ahead of me in this area, Each Race having a UU for each possible troop and a whole bunch of graphic to make, Luckily I have a few friends working on 3D programs, I'm working on some 3D and anyone else who is doing the same feel free: First things first Make a Basic Human shape 45-80 Poly's and basic clothing, then animate the walk, attack, death etc, and screen shot

Ages: I'd like to Add an Age, The Dark Ages, Alot of Techs cancelling out Units and Buildings with Upgrades that are slightly less powerful but more even, This promotes an Era of Not getting reasearch and expansion only and adds a flavour to the game. Adding Ages seems difficult if not impossible.

Techs, Units, Buildings, These all seem to be Completely Editable, What restrictions are there? what known limitations, etc etc

Whats with the Diplomats and Spies... Can I Add missions? Can I Edit mission costs or status?

Are Gov Specific Buildings and Wonders Fixed yet? Do the abilities switch on or off for the government you are in? If they do Great, If they dont, Make the cost to build them higher so switching Gov's to get buildings will cost you in Long game terms, since you have to stay in a Gov that is restrictive just to gain benefits of Buildings

I dont yet understand the Culture Values, Propaganda or Resistance Initial and Continued, I have an idea , but anyone wanna fill me inon the technicals of this

What happened to the Resource Requirements for Technologies??? I thought this was in an Editor somehwre did I dream this up ????

Workers Jobs: I've seen some pcx files that show another 20+ possible actions that could be automated or performed by troops/workers, Can I add more???

Natural resources, well this looks fun, There are easily 20 Resources that I'll have for Technological reasons/Units/Buildings etc, maybe 10-12 Luxury resources, I've seen that only 8 will be counted in the city happiness but I'll be only putting certain resources in once or twice in my maps, making cultural diversity for the game feel. You need remember that The Real Idea for my mod is to Make a World Creation Program for my Roleplay Game, so Real world Feel and Interest is higher on my priority.

Heres the Bigger Question... Why did they Limit everything by thier minimalist Needs, Why Not Make the Game in basic Binary Numbers for everything and then only use the bare minimum, 256 techs, units, buildings, resources, governments, races, etc etc, While I'd never even think of more than 12 possible variances of Governments someone else might come up with a reason to have very minimal changes of government

Oh Yeah Govenments, I'll be having the originals, plus some other fun looking ideas (once again for game feel) Matriarchy(woman ruled), Obligrachy(old people??), (magic ruled) (religion ruled) (Mentailist ruled) (War Monger ruled) (Herbalist ruled??) (Hippy tree huggy Ruled) 3 versions of communism - I've seen china and Russia, and I know the general Idea of what Communism was supposed to be, Capitalism, Socialism, Facism, Why not,

Since I think that the Treasury should also represent the Treasure that The Empire has stored across its Lands, and that Taking a Town from your Opponent should Involve taking a Chunk of thier Treasure, I'm going to See if I can Affect the way the Treasure is gained and spent, I'd like the AI to have Thousands upon thousands of Gold, and spending it should be last resort, ditch effort, Nothing more pitiful than taking out a city and getting 0 gold, or worse, Taking down the Capital for a lousy 20 gold....

Also to represent The Real Number of Armies Medieval Europe Had I'd like to increase the ratio of Armies, the sizes, the HP, everything, Rather than having stray troop groups across the Maps, I'd rather see Individualist Armies marching against the Enemt, I've yet to see an Army on Army battle, for that matter more than 3 armies in any given game, and I lost 2 of my armies attacking a lousy single Unit, Hmmm.

Ok, enough, Post here your knowledges of What Can and Cannot be done about Modding, rather, Post disccusion about this thread Here

I gotta go teach some russian Girls some English..... Bannister Out...

Mizaq is offline Mizaq
Prince
San Diego
Nov 2001
time: 21:27
  Old Post 20-04-2003 13:40 Visit Mizaq's homepage!
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Put an end to popups!

cant add terrains, you could make river/deserts look like swamps, but they would in fact be desert.

cant add ages. You could possibly bump up tech costs in the middle age so they cost more than a modern age tech, that would certainly slow everything down in the middle ages, may not work out how you expect though.

i do believe with ptw you can add popheads now (couldnt before).

better luck incorporating existing player-made units into your mod than creating them from scratch.

can't add worker jobs.

you dreamed up the resource requirement for techs.

cant add spy/diplo missions

I have no suggestions for getting the AI to save their money. Well, maybe make them not want to trade with anyone.

Make armies more common by making them easier to make. For instance, not requiring a victorious army to build them.

self biased is offline self biased
King
Yggdrasil.
Nov 1999
time: 00:27
  Old Post 21-04-2003 02:22 Visit self biased's homepage!
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Help yourself to an AD-FREE life

if you need fluff written, i'd be happy to lend a hand.

Bane Star is offline Bane Star
Warlord
Adelaide, Australia
Sep 2000
time: 14:57
  Old Post 24-04-2003 18:10 Visit Bane Star's homepage!
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Support Apolyton buy from Amazon

quote:
Originally posted by self biased
if you need fluff written, i'd be happy to lend a hand.

fluff? you mean stuff? or civlopedia? please feel free to write up some txt files about anything medieval, or fantasy, I'm sure that when the mod is nearing completion I'll be a stickler for getting everything just right in the civlopedia and that'll take extra time if I have to write it all up, I'll use pretty much everything that anyone contributes or at least paraphrase and give credit where its due...
thanks

Bane Star is offline Bane Star
Warlord
Adelaide, Australia
Sep 2000
time: 14:57
  Old Post 26-04-2003 13:03 Visit Bane Star's homepage!
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
IDEAS are flowing from my brain Put an end to popups!

Ok, Heres some more things I wanna check on... feedback guys would be appreciated.

Problem, Corruption: too often I see cities with production of 1, because of high corruption, I want to see how the corruption buildings counter this, is it 50% curruption reduction? and therefore the second coruption reduction is 50% of the remaining 50% giving effective 75%? I was hoping to change this value somehow...
If not changable I was thinking of raising the shield costs and the shield output of terrain, and adding some earlier level production boosters like Blacksmiths, Dwarven Forges, Master carpenters, etc, so that the total Production is higher and the extra corruption reducers at the top end (the third corruption reducer would be 12% and then a fourth would be 6%

Problem:How do I adjust the Population Values for the civ reports and the like, I'm going to up the city sizes for my game values, but I dont want to have millions of population...

I'm also going to increase the value required for Culture borders, so that I have more Unowned terrain, (where will the monsters of the world live if everything is under control of the civs??? and out some very low end culture improvments with no ongoing costs, such as statues, fountains, temples to particular gods, pit fighting, taverns, guard posts, night watch, city gates, city walls, markets, arenas, bazaars, moneylenders, minor swerage, major sewerage, sewer wardens, most of these will be small or no real benefit, just asthetic for city content. with no benefit there will be no ongoing costs, and If I can I will give other types of costs instead of just cash.

Mountains, I'm testing the ideas in other threads of Impassable terrains and making most or all unit Wheeled, so that knights cannot traverse jungles or mountains, But wheat about dwarves, how do I make them mountaineers... have I missed something?

Can I add values such as reduce culture, science, entertainment, happiness or the like to buildings, wonders etc? can I have my Night watch reduce corruption at the cost of 1 happy face and 1 gold, can my Mystic Music Hall make happiness at the cost of science (free thinking is reduced)

I've checked out that many churches reduced one type of corruption in the early middleages, but lead to futher corruption in the later middleages, Is there a way to add scenario events that adjust the game values??

Lastly I will make most of the wonders into 'aquisitions of magical items' I never liked the idea of someone beating me to the constuction of a buildings and I have to lose all the shields, in a real world the building would still be mostly completed, standing for people to see, but the competeive idea of some adventuring party being funded to find a magical item, and great heroes able to advance in one turn seems more realistic.

Ok, gotta go teach

Bane Star is offline Bane Star
Warlord
Adelaide, Australia
Sep 2000
time: 14:57
  Old Post 29-04-2003 18:02 Visit Bane Star's homepage!
Edit/Delete Message Reply w/Quote
#7 Report this post to a moderator
Sharing the Ideas Browse Apolyton AD-FREE

In a general Sense, I think that If I share my Mod Ideas as I create, maybe others might profit from the ideas, or Maybe someone might put in thier own 2 cents which will spark my own brain in further developments.

Ok, I'm turning off the first set of inventions such as Irriagtion, Mining and Roads, and No starting inventions. If I can I'll also delete the trade of Invention until a certain Technology advance.

3 Start of Game Wonders, with Resourse requirements:
The ZIGGURAT OF KA-UMAEN
Reduce corruption at cost of happiness
LIVING FOREST ENCLAVE
Reduce pollution, reduce Corruption, Reduce science
The MINES OF CIXTOLIS
Pays all city costs reduces happiness

These are Game world Items that I need for the roleplay world, Makes intersting to see if Players will go for the Big ticket items early too.

CASH COWS: I hate how the computer never has any cash, and when I take out a city there is little to no cash at all, Historically they Slashed and burned alot of the city, for all its wealth, but still took it over as a new place. So I've come up with some buildings/places that the AI allways builds, they cost nothing to upkeep, they do nothing (or any bonus is offset by production cost requirement) but what you can do is 'sell' them when you take out the city if you want to raise some quick funds, The Governors of your own city will build them too, and they are a great city production waster when you dont want to make any more troops or costly buildings, but wealth only provides the 1 gold, and the Governor constantly changes from wealth to something else. Also they provide some great 'roleplay' points.
Also I've made some of them Gov specific.

These are like, Burial mounds (for Despotism), Dungeon Hordes, Monastery relics, Secret Chambers, Royal treasury's, Crypts, Specialised Temples, Treasure houses, etc etc

Many of them require certain resources like, Marble, Gold, gems, Jewels, Magic, to build.

Question: When I sell buildings I get a " you get 4 gold and 0 sheilds" message, When does the shields bonus happen and can I turn it off?

Ok Resources to Add,Birch, Wood, Stone, Copper, Iron, Zircon, Magic, Gold, Gems, Horses, Big Cats, Big Wolves, Special Terrain
The Cats and Dogs are for the UU's Goblins and I think also Dwarves Ride on Big Dogs, depending on the fantasy culture you grew up with.

In Civ2, I created (as many did) Special terrains as a Unit. It had a movement of 0 and could not be created. You placed them in the editor, and assigned a scenario event to its death. Something like the lost Mines of Moria, or something. when the player managed to send enough troops to defeat it, the player was rewarded with something fantastic, Well Do you think its possible to do the same?
Heres a few ideas: I've made Mountains Impassable, So I could leave a gap, and place a very high level 'dragon' at the gap, the inside of the area is a lush 1 city location with 2-3 resources in its locale, or same thing with lots of goody huts,
Did alot of the creative energy get used up in Civ2, I saw alot of really good dungeons and ideas along those lines, Is it too hard to do that in Civ3?

GOVERNMENTS
Ok, So I'll have Despotism... Is there something before despotism??, Feudalism, Monarchy, Magiarchy, Matriarchy, Geriarchy, Republic, Dietarchy(Religeon based??) Mentarchy(mentalist/Psychics)
anything else from medi-eval literature/fantasy novels that anyone can remember?

Races...Ok this has been discussed at leangth, and since I can have 31 races, Its obvious that I'll add them all. One by one... after the basic mod work is done...
Human: Anglo Saxon
Human:American Indian
Human:European
Human:Asian
Human:African
Dwarven: Freindly
Dwarven: Not Freindly (Chaos Dwarves??)
Halfing:
Kender:
Elven: Forest/City
Elven: Dark/Drow
Orcs:
Goblins
Birdmen/Buteons
Merfolk
Other Oceana
Lizardmen
Beastmen
Skaven (Ratmen)
Caitshee (Catmen)
Necromancer/Undead
Demonologist/Demons

Ok, Enough for now.....

Bane Star is offline Bane Star
Warlord
Adelaide, Australia
Sep 2000
time: 14:57
  Old Post 12-05-2003 22:13 Visit Bane Star's homepage!
Edit/Delete Message Reply w/Quote
#8 Report this post to a moderator
Increase Your PM Length

2 week pause on this Mod, I'm going back to australia, leaving russia, SOb SOb all the pretty girls....


I'll be back

But mean time, what other Mods are going to use fantasy graphics, I've gotten ahold of the latest 3D Max, and will me making some graphics as soon as I get home, gonna be working 3D hard to get my Mod out and about.

Ok

Captain Crunch is offline Captain Crunch
Chieftain

May 2003
time: 00:27
  Old Post 13-05-2003 07:23
Edit/Delete Message Reply w/Quote
#9 Report this post to a moderator
Lose 30 kilos (of popups)

Sounds like a cool scenario. Personally though, I am looking for a pure Tolkien themes scenario. This is close enough though.

By the way, if you need a project forum, ask the administrator here. He is a nice guy and has provided forums for other projects.

Bane Star is offline Bane Star
Warlord
Adelaide, Australia
Sep 2000
time: 14:57
  Old Post 06-06-2003 12:52 Visit Bane Star's homepage!
Edit/Delete Message Reply w/Quote
#10 Report this post to a moderator
Inflate your Upload Space

Thanks, I'm asking now....

pdescobar is offline pdescobar
Settler

Mar 2003
time: 00:27
  Old Post 06-06-2003 22:19
Edit/Delete Message Reply w/Quote
#11 Report this post to a moderator
Re: IDEAS are flowing from my brain Support Apolyton

I realize some of this is old, but this thread just got bumped I don't see any other responses to these posts, so....

quote:
Originally posted by Bane Star
Problem:How do I adjust the Population Values for the civ reports and the like, I'm going to up the city sizes for my game values, but I dont want to have millions of population...
I don't believe this is changeable.

quote:
Mountains, I'm testing the ideas in other threads of Impassable terrains and making most or all unit Wheeled, so that knights cannot traverse jungles or mountains, But wheat about dwarves, how do I make them mountaineers... have I missed something?
In PTW, there is an "ignore movement cost for certain terrain" option on the units screen. You could give the dwarves an ignore movement cost on mountains like the PTW Keshik has which means they move on mountains as if they are roads. Don't know of anything else though.

quote:
Can I add values such as reduce culture, science, entertainment, happiness or the like to buildings, wonders etc? can I have my Night watch reduce corruption at the cost of 1 happy face and 1 gold, can my Mystic Music Hall make happiness at the cost of science (free thinking is reduced)
From my experiences with DyP, you can definitely give negative happiness and have it work. Negative pollution works too, although a negative production bonus cannot be done. I don't know about culture, but you can input negative values in the editor for it... Science and entertainment, however are flags, not values of increase so they would not be possible.

quote:
I've checked out that many churches reduced one type of corruption in the early middleages, but lead to futher corruption in the later middleages, Is there a way to add scenario events that adjust the game values??
There are no events, currently.

quote:
Originally posted by Bane Star
Question: When I sell buildings I get a " you get 4 gold and 0 sheilds" message, When does the shields bonus happen and can I turn it off?
There is a checkbox on the tech page for "Enables Recycling," which is what causes shields to be gained from selling improvements. (This is set on the Recycling tech in standard rules.) If no techs have this set, you will never get shields.

quote:
Originally posted by Bane Star
...what other Mods are going to use fantasy graphics, I've gotten ahold of the latest 3D Max, and will me making some graphics as soon as I get home, gonna be working 3D hard to get my Mod out and about.
Balrog has a Fantasy Empires mod at CFC: http://forums.civfanatics.com/showt...&threadid=44321

self biased is offline self biased
King
Yggdrasil.
Nov 1999
time: 00:27
  Old Post 11-06-2003 20:44 Visit self biased's homepage!
Edit/Delete Message Reply w/Quote
#12 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

i'll work on some sample entries for those wonders. for ya. i hope you don't mind me making shtuff up though.

statusperfect is offline statusperfect
King
Sweden
May 2002
time: 06:27
  Old Post 12-06-2003 14:44
Edit/Delete Message Reply w/Quote
#13 Report this post to a moderator
Support Apolyton or Terrorists Win

it the resource list final?

i could make you some icons

cheers

Bane Star is offline Bane Star
Warlord
Adelaide, Australia
Sep 2000
time: 14:57
  Old Post 14-06-2003 08:26 Visit Bane Star's homepage!
Edit/Delete Message Reply w/Quote
#14 Report this post to a moderator
Resource List: Browse Apolyton AD-FREE

Ok, I've gotten all my notes, I'm thinking that the Metals should either be the 'ORE' type or the 'Different coloured Bars of metal' type... feel free to do one or the other, but try to keep consisteant for all...
Strategic Resources

MINERALS/METALS:
Coal, Bronze? Tin / Copper??, Copper, Silver, Gold, Iron, Clay, Saltpeter, Stone, Sulphur, Elementium (grey, green, blue), Octronium (dark green, Dark Blue, Black), Marble, Gems, Jewels, Zircon (gun metal grey/blue)


VEGETABLE
Plants, Wood, Reeds? -(for ink), what makes Paper... Paprus?, Fruit, Cane, Olives, Grapes, Wheat, Birch,


ANIMAL
Leather? - Hide based animal or Fur based animal?
Some Animal for Domestication, Horses, Big Cats, Big Wolves


OTHER
Magic, Special Terrain



Ok, Feel free to make up some graphics for these

Last edited by Bane Star on 14-06-2003 at 08:32

Azeem is offline Azeem
Prince

Nov 2002
time: 05:27
  Old Post 14-06-2003 10:19 Visit Azeem's homepage!
Edit/Delete Message Reply w/Quote
#15 Report this post to a moderator
Suffering from ads?

How about Mithril as a strategic resource needed for Mithril-armed troops and Mana Crystals for Mage units?

For animals, how about Pegasi for a Pegasus Rider or something along those lines?

Bane Star is offline Bane Star
Warlord
Adelaide, Australia
Sep 2000
time: 14:57
  Old Post 14-06-2003 10:37 Visit Bane Star's homepage!
Edit/Delete Message Reply w/Quote
#16 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

sounds good, since there isn't much of limit on how many resources you can have... why not... the lucky person who can keep the pegasus resource, can make the pegasus unit....

statusperfect is offline statusperfect
King
Sweden
May 2002
time: 06:27
  Old Post 14-06-2003 15:50
Edit/Delete Message Reply w/Quote
#17 Report this post to a moderator
Support Apolyton

i've been thinking more along these lines
anvil for iron
coin for gold
pot for copper
buste for marble
etc.

but if you want bars i'll make you bars

cheers

Attachment: resources.gif
This has been downloaded 215 time(s).

Last edited by statusperfect on 14-06-2003 at 16:03

statusperfect is offline statusperfect
King
Sweden
May 2002
time: 06:27
  Old Post 14-06-2003 16:05
Edit/Delete Message Reply w/Quote
#18 Report this post to a moderator
Tired of ads?

BTW:

http://forums.civfanatics.com/showt...?threadid=44321

Bane Star is offline Bane Star
Warlord
Adelaide, Australia
Sep 2000
time: 14:57
  Old Post 14-06-2003 18:00 Visit Bane Star's homepage!
Edit/Delete Message Reply w/Quote
#19 Report this post to a moderator
Yeah, I realise Get a bigger avatar today!

I knew that I wouldn't be the only person to do a fantasy Mod, Thats why I'm taking so long to do mine... because I'm REALLY going to town on the ammount of work I'm putting into it. The hardest part at the moment is getting each and every part to fit and work, since its crashed a few times, and making changes in the original editions ( I've forgotten how to make changes to the bix file....aiyee) and real life to contend with as well....

The other thing... I'm going for a specific set of needs for this mod, Gamesmaster needs: This mod is so that I (and any other games masters) can make a world up in much less time than it normally takes, ready for roleplaying: Towns are named and practically mapped, each with it economical and social factors, only a few things are going to be My world specific, such as Great wonders, but any GM can easily change these names for his own purposers.

Also My Tech Tree.... I studied a few great books about the history of inventions, and surprised to see that my previous conceptions of how inventions were developed came about. I have accordingly changed my tech tree to follow the pathing more realistic and logical, The first Era is really a lot of ancient Techs, Most of the Techs will not be required to attain the next Era, infact if somehow you can trade for 2 of the high level techs, your race can attain 2nd Era before having any of the previous technologies.

From this point on, MOST of the Techs branch off into 4 distinct categories: Science, Magic, Religion and Warfare, Studying One path provides many quick troops/buildings or advantages, at the cost of being weak against the other 3, but trying to have all 4 will not only be difficult, but I'm following a paper, rock scissors effect on Science, Magic, Religeon. If you invent certain techs in one, you negate some of the benefits in others. Some Great wonders will be cancelled out quickly if a player tries to get all the 'cheap' techs, but if they stick to just the 'magic' tech, then the wonder will last longer (of course if your opponent follows your oposing techs, he will cancel out your wonder so you need to go destory him before he does...

To make things easier on the players I'm thinging of putting (M), (S), (R) or (W) infront of the respecting tech path, Magic, Science, Relgion or Warfare.

Each of the trees will have an advantage upon the Warfare tech tree: Magic & Warfare= Battel Mages, Science and Warfare=Cannons, Religion and Warfare=Crusades, etc etc you get the idea right?

Oh and of course I'm making the Map screen in old hand drawn style so that you can print screen and have a map of the area for roleplay. I'll release the mod without this, for players who dont want this... and players who do can just download the Sketch graphics from the thread...
Sketched Grahics Mod

Bane Star is offline Bane Star
Warlord
Adelaide, Australia
Sep 2000
time: 14:57
  Old Post 21-06-2003 10:40 Visit Bane Star's homepage!
Edit/Delete Message Reply w/Quote
#20 Report this post to a moderator
Thanks status perfect Support Apolyton, buy Civilization: The Boardgame

well done on finding those graphics, well done.

How about if all of the graphics are new... rather than using any of the old Civ3 stuff...

Admiral PJ is offline Admiral PJ
Prince
Southeast England , UK
Dec 2000
time: 05:27
  Old Post 25-06-2003 01:34
Edit/Delete Message Reply w/Quote
#21 Report this post to a moderator
Support Apolyton, buy Call to Power 2

I have had a lot of scneario editing experience, my own scenario is working well (a full expanded civ earth thing).

I've managed to make new Techs, like Sovereignty, and make terrain moverates different, deserts and tundra take 2 move squarees per move.

It would be nice to see your mod looking like a Lord of the rings style thing, with some nice ancient Greek mythology there too, and the dungeons and dragons etc styles.

I wonder if you could make dwarven tunnels, perhaps there could be a seperate terrain set Mod for this, the Subterannean Fantasy mod, it would need a handmade map with bedrock Terrain as impassable cave walls, like in the Test of time Fantasy scenario.
Thise cave system idea could be used on a surface map,
but the underground bits could be put at the middle or bottom of the map, or be small sections where theres mountains. There could be long cave tunnels passing through the maps, with doorways to let units through them or into them, maybe with dragons guarding entrances.
Imagine fighting battles where you can only move units forwards or back, I hope the AI understands this.
You could have sea to create the impassable cave walls, and allow some tunneling dwarf units to travel across tunnels, or build cities between tunnels to link them.
It would be interesting to make this a scenario like an RPG game, with each unit representing 1 monster/ character, and cities would be more like characters houses/ cave homes.

Maybe you should use the Spaceship construction system in the fantasy, maybe as some sort of great magical spell or quest.
It could be involved with a plot /story for the scenario, though you can't put a proper plot into civ3 yet.
Perhaps the evil black magic has taken over the world, and you need to do a number of quests to destroy the black magic and end magic once and for all, or bring about a time of good magic.. Maybe a new scenario afterwards could be for the Time after the Dark Age, without magic.
'spaceship' components or Quest Items, could include one needing an invincibility Potion to be created to Slaughter Hells Demon guardian Cerberus, which needs 5 Wizards Magic Towers, 1 resource of Holy Immortality Spring water, and the Advance of Divine Immortality Lore, and needs to be built in a city near the Holy Spring resource. This is just a quick idea, needs work, and it would just be one stage upon the final quest.
I'd be willing to help you with anything.

AdmiralPJ - Peter

Bane Star is offline Bane Star
Warlord
Adelaide, Australia
Sep 2000
time: 14:57
  Old Post 25-06-2003 09:41 Visit Bane Star's homepage!
Edit/Delete Message Reply w/Quote
#22 Report this post to a moderator
Browse Apolyton AD-FREE

quote:
It would be nice to see your mod looking like a Lord of the rings style thing, with some nice ancient Greek mythology there too, and the dungeons and dragons etc styles.

Actually I was hoping to steer clear of doing something that fits into these categories. Two reasons
1. The ammount of people that would try to tell me what I have done wrong, what isn't right, or how I should be doing things... I've seen too many groups of people argue about the correct order of events in LotR, or the attack values of my Hydra isn't compatible with the D&D 3rd Ed rule set (let alone 3.5 ).
2. I reasearched alot of history of inventions and would like the medieval part of the game to take a bit longer, Realistically my tech tree sticks to plausible paths of inventions, the lack of some programming ability requiring resources to research technologies - e.g. if you dont have tin and copper, you CANNOT invent Bronze... does make it a little harder to stick to a realistic tech tree.. but I have no choice. Its only the 3rd and fourth Ages when players start really getting some fantasy techs for themselves... unless of course you chose a starting race that is Sooo different: Goblins, Trolls, Merfolk.... etc etc...

The other thing is that ANYONE can make a D&D mod, and probably people will use my graphics to make thier own LotR or Greek Mythology... Yes I have Minotaurs, Hydras, Kraken, Harpies, Medusa, Cyclops and specific questlike events.... capturing pre-existing cities that have Wonders within: Golden Fleece, Collossus, you probably know more of them than me..

Bane Star is offline Bane Star
Warlord
Adelaide, Australia
Sep 2000
time: 14:57
  Old Post 29-06-2003 15:13 Visit Bane Star's homepage!
Edit/Delete Message Reply w/Quote
#23 Report this post to a moderator
Get a bigger avatar today!

UPDATE: through mucking with the editor, after reading a post somehwere, I've REDUCED the cultural influence... See barbarians are affected by how much UNtouched land there is that has been discovered, By having slow culture borders, this means more barbarians/creatures... also since this is suposed to be a GM's Creation tool, it also allows for more untouched land for 'adventurers' to go exploring...

Dont worry, I'll Make 2 bix versions of my mod, One with all the normal settings and one with my personal settings.... since its really just a few tweaks on the Civ editor it wont take more than a minute to do..

Admiral PJ is offline Admiral PJ
Prince
Southeast England , UK
Dec 2000
time: 05:27
  Old Post 02-07-2003 02:13
Edit/Delete Message Reply w/Quote
#24 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

I wrote these in txt last week,
I like your tech tree ideas Bane, it would be good to make a big far more indepth tech tree than civ3 has.

Scenario Modding: You can make special reward objects/units, by making capturable units like Workers. These special quest units
can be one offs that have a high build costs so you can disband them and get lots of free production in a city, or they can be powerful
millitary units, or act like leaders or armies ( game dosen't like you mucking around with some units though like leaders).
I've also thought about using this to have a unit that can be upgraded to another special unit cheaply, these special units could be
like building components(a combustion engine maybe, or in this case a Mana magic crystal, which can be used to make a advanced Spell.)

NOTE: you can't capture a unit that you dont know its tech for, so you'd have to have these quest units in your techtree somewhere,
but make it need a resource that can't be used so it can't be built perhaps(maybe other ways around this). This would be good,
meaning you need to research Exotic Magic Lore , which is the study of advanced rare magics of the older ancient civilisations or gods.

It would be nice to have special items, like rare Weapons.. swords, armor, magic rings. These could be immobile units which have a
high bombard level or special air/invisible detection options. These could be found in tricky places to reach, maybe defended by
large monsters.

I'm making my own game, which is a science fiction game with lots of fantasy elements in, such as magic.
Its an original commercial game , not using any other engines or work. I have different magic schools(types), I suppose schools could be
done in Civ3 by making them government types, and civs gov dislike can be its opposing 'government' magic school.

IDEAS: how about one civ can make Infite bombard range units, like nuclear bombs .. maybe a Death Plague Cloud, from the Death magic
necromancer spells.

Has anyone else got NEverwinter nights? this is quite good for editing too I think (probably not as good though).. this and baldurs
gate have the best fantasy i've seen in a game, though its basically copied from advanced dungeons and dragons 2 and 3.

PS. Is that radar unit option new? I see aegis units have it, this could be useful for Modding. Maybe a seers stone that can see
for an extended range? (clairvoyancy tech needed).
Stealth option would be useful as well.


I agree its good to make this more an original fantasy game. I also like the middle ages era of history, perhaps you could extend it right to the end of the middle ages, into the rennaisance a bit, with democracy being the final tech perhaps.

Bane Star is offline Bane Star
Warlord
Adelaide, Australia
Sep 2000
time: 14:57
  Old Post 02-07-2003 06:56 Visit Bane Star's homepage!
Edit/Delete Message Reply w/Quote
#25 Report this post to a moderator
Remove this text

quote:
Originally posted by Admiral PJ
Scenario Modding: You can make special reward objects/units, by making capturable units like Workers. These special quest units
can be one offs that have a high build costs so you can disband them and get lots of free production in a city,

Yes of course, Since capturing a unit in a fantasy mod might be difficult to represent, having a slave unit as the captured unit, that isn't normally allowed to be built but has a high build cost and can be disbanded for a quick boost... good idea!.

The game code as far as I know is that whenever a unit with a defence 0 is captured...i.e. settlers & workers, they are only workers (since it is the designated captured unit) so I'd make up a slave and put it into the slot.
quote:
... special items, like rare Weapons.. swords, armor, magic rings.
Can Immobile units be picked up by an army and carried? If so then this would be cool, Otherwise maybe a Hero Unit that has a great attack score but no defence and while he's great in battle he tend to go for who pays the most (who currently has captured him)

The Magic schools idea looks worthwhile looking into, Since My Game breaks into 4 elements of Warfare, Magic, Science and Religion, maybe they could sub-divide for War-like, Neutral and Peacful versions of each for governments.... good idea...

I'm still tweaking the Techs for the last Era.....

{QUOTE}IDEAS: how about one civ can make Infite bombard range units, like nuclear bombs .. maybe a Death Plague Cloud, from the Death magic
necromancer spells.[/QUOTE] Yes my necromancers and Demonologists have a weapon like this each, but they dont have access to 5 government types.

I haven't tested the rader options yet, what does it do....??

Yeah the Game does follow much of Earths Historical Technologies, Only the addition of magic and actual in game gods for religion make the last 2 Eras the fantasy part, you could delete the magic part and all its techs for a caveman-reniassance(spl?) Mod.

Jhoniten is offline Jhoniten
Settler

Aug 2002
time: 23:27
  Old Post 02-07-2003 08:34
Edit/Delete Message Reply w/Quote
#26 Report this post to a moderator
Enter the AD-FREE zone

not sure if this is possible or how to go about doing it if it is. How about a buildable unit that requires tin and copper and when built activates an event that gives you bronze. something like an alchemist or metallurgist.

Bane Star is offline Bane Star
Warlord
Adelaide, Australia
Sep 2000
time: 14:57
  Old Post 02-07-2003 18:57 Visit Bane Star's homepage!
Edit/Delete Message Reply w/Quote
#27 Report this post to a moderator
Thats on my civ3:conquests wish list Support Apolyton buy from Amazon

At the moment units, buildings and even workers can require resources to build (or perform tasks), I would LOVE if I could also put any and all of the following in the 'required' list:- units, buildings, wonders, city size, resources, no. of cities, no of lost units, no of winning units, techs.... and each of the above mention have any of them as requirements... thats my wish.. But sadly NO. you cannot at the moment...

Case examples:... I'd like to have copper and tin as pre-requisites for Bronze making, (resources for techs), I'd like to have Armoury and weaponsmith as building requirements for Units in the middle-ages. I'd like techs to have event requirements before thay are reseachable... e.g. City walls are only buildable if you actually get attacked, Catapults are only buildable if you encounter a city with walls and you lose when you attack....(this is what really happened in history... learning from mistakes)

I'd like alot of things... that they didn't do... So I'll mod around the restrictions and make it as Good as I bloody well can

Bane Star is offline Bane Star
Warlord
Adelaide, Australia
Sep 2000
time: 14:57
  Old Post 06-07-2003 13:39 Visit Bane Star's homepage!
Edit/Delete Message Reply w/Quote
#28 Report this post to a moderator
Tired of ads?

Ok going over my last few discussion threads and making a few edits to the Alpha Version, Thanks to the Team who help me test what we did until it crashed, I've fixed it now but we'll try again in a few weeks ok..

Ok, So Ideas from threads that need to be mentioned here I'll need some responses either by ICQ, this thread or email,
Race specific resources; What should each race have?

Early ships & some units will have no-affiliation so that people can explore more without being restricted by the computer kicking out those units and wingeing if your in thier territory for exploritory reasons. Since they 'remember' the transgression for ever... last time I heard, Scandanavia and England are ok about that whole 'viking raids' incident, 2 thousand+ years ago....

Barbarians will be : Zombies, Rogues and Sea Serpents... Killer butterflies will exists still under the "creatures" Race which wont have tech access until 'MUCH' later in the game, but will be able to make all sorts of annoying critters for all sorts of purposes...

The City Walls have expanded out into several defencive Units and Structures, so just strolling up to a city with 2 spearmen as defence, wont be easy to defeat, and 'be-seiging' (spl?) will be more effective, only problem I have is that troops no longer have city related costs, you cannot 'starve' troops to death by surrounding it and cutting off all resources...

The Ballisti, Catapult and Trebuchet are going to be sub-divided into some extra sets to include Fixed vs Wheeled versions, Flaming weaponry for advanced chemistry, and a Magic explosive version of the Trebuchet,.. oh and the Demons, Goblins and Necromancers should have a UU for the Catapult throwing horrible things or small creatures... higher %...

With of course other bonuses for cities to defend against these units....

Race Additions... due to the race increase, I'll add some more possibilites to the list...
-large human/horse/lion, six-legged warlike creatures
-insectoid race
-serpent-men
-crocodile men
-cold tundra race?...

Oh the REAL problem at the moment is getting all 31 races to fit into the 5 racial picture limit... I can easily have the 'specific job' races as seperate, but what about people themselves... One Idea s to change it to a 'crowd' of people, rather than heads... Humanoids normal size, Humanoids Shorter stature, Reptile styled, I need 2 more... VERY GENERIC 'groups' from the races provided.... If I have enough 'types' of a given race I'd consider it... e.g. goblinoids/insectoids/multi-limbed/multi-legged... at the moment goblins will use the shorter race icons and Orcs the larger icons, I'll make the faces/clothing colour effected...

This also applies to the Cities....31 races and 5 possible city types.... so restrictive....

Um.. is that all for now?>... maybe...

Bane Star is offline Bane Star
Warlord
Adelaide, Australia
Sep 2000
time: 14:57
  Old Post 06-07-2003 14:54 Visit Bane Star's homepage!
Edit/Delete Message Reply w/Quote
#29 Report this post to a moderator
FOUND IT Support Apolyton buy from Amazon

After much searching I found my old Civ2 Version of this Mod, Incase you play Civ2, you can have some fun with it...

Attachment: civ2coyn.rar
This has been downloaded 4 time(s).

Bane Star is offline Bane Star
Warlord
Adelaide, Australia
Sep 2000
time: 14:57
  Old Post 06-07-2003 17:25 Visit Bane Star's homepage!
Edit/Delete Message Reply w/Quote
#30 Report this post to a moderator
Next.... Support Apolyton, buy Civilization III: Complete

Ok, So I've been viewing the threads, and Normal Civ is supposing that each UNIT is representing an army of those unit types.... and the stats are represented such.. For My MOD.. NOPE... Each Unit wil represent either a small force (10-20) of Men of a given type or in the case of ships, seige weapons and other oddities.. 1 given unit...So... most bombardment WILL have the ability to destroy units.. This allows Catapults and the like to defend the shores against the enemy, also Later game abilities to sail in Sea and Ocean become strategically worthwhile.... I'm hoping to really get some major Sea-faring stuff happening...

Oh I'm thinking of adding in the Civ3Ext program so that I can have more than 512 cities and 4096 Units...

 
Pages (3): [ 1   2   3   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:27.
Apolyton Time is 00:27.
    top of page
Rate This Thread:
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0698 seconds (93.30% PHP - 6.70% MySQL) with 30 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net