June 8, 2001, 19:29
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#1
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Settler
Local Time: 02:43
Local Date: October 31, 2010
Join Date: Jul 1999
Location: Clovis, CA
Posts: 24
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A new modpack: The Roman Empire
Today I have released my first patch (will be modpack) that went public. It is based on the growth of the Roman Empire. I would like other people to test it and give me ideas for improvement before I create a corresponding scenario for it. The webpage for it is http://www.geocities.com/apiquinamir/modpack.html
The rest of the necessary information for it is in the readme and in the credits option in the game itself.
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June 9, 2001, 00:56
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#2
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Warlord
Local Time: 10:43
Local Date: October 31, 2010
Join Date: May 1999
Location: London
Posts: 265
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Bono!
The graphics, especially the marbled border and the 'Roman Geographic Table' is nice.
The use of railroad as a Roman road is good, I did the same in my Age of Alexius scenario calling them PavedRoads. The only questions I can find are...
1) Why, after such a good graphic demonstration, is Mediolanum (Milan) using an Islamic style city?
2) The Roman city style looks blurred, a sharper image would enhance the game.
Thats all I can find at the moment, otherwise the first version is excellent to behold!
__________________
MRP
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June 9, 2001, 04:20
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#3
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Emperor
Local Time: 11:43
Local Date: October 31, 2010
Join Date: Dec 2000
Location: The European Union, Sweden, Lund
Posts: 3,682
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Why don't you post this in the sleague forum as well?
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June 9, 2001, 09:55
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#4
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Prince
Local Time: 11:43
Local Date: October 31, 2010
Join Date: Apr 2001
Location: of nothing
Posts: 361
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Great idea using the Roman city style from CAESAR II, although small cities look like waste dumps.
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June 12, 2001, 12:17
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#5
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King
Local Time: 04:43
Local Date: October 31, 2010
Join Date: Jul 2000
Location: ... no, a Marquis.
Posts: 2,179
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One thing that comes to mind is your irrigation (or is that the farmland?) - it makes it impossible to see whether there is grassland or plains underneath. Allowing these to be differentiated might help a bit. Otherwise, it looks good!
__________________
The first President of the first Apolyton Democracy Game (CivII, that is)
The gift of speech is given to many,
intelligence to few.
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June 14, 2001, 15:33
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#6
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Local Time: 06:43
Local Date: October 31, 2010
Join Date: Jul 2005
Location: In search of pants
Posts: 5,085
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You might find this file useful.
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June 15, 2001, 08:26
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#7
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Prince
Local Time: 11:43
Local Date: October 31, 2010
Join Date: Apr 2001
Location: of nothing
Posts: 361
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Yeah, that's the one.
Nice thinking St. Leo.
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June 20, 2001, 00:08
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#8
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Settler
Local Time: 02:43
Local Date: October 31, 2010
Join Date: Jul 1999
Location: Clovis, CA
Posts: 24
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Sorry about the delayed reply...
The reason about Milan having an Islamic icon was because the graphics sets I implemented were not completely compatible with the Rome scenario that came with Civ2. I am in the process of making a much better one right now.
Thanks to St Leo for those graphics. Mine never did turn out the way I wanted.
I am still trying to figure out a way for the irrigation and mine icons to appear more aesthetically in the game.
My main concern is the compatibility between the units and the tech tree. New ideas to get them to work better historically would be greatly appreciated. I need ideas for wonders too.
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June 21, 2001, 21:57
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#9
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Settler
Local Time: 02:43
Local Date: October 31, 2010
Join Date: Jul 1999
Location: Clovis, CA
Posts: 24
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I have made available for download on the website stated in my first post the first scenario for the patch. It is a play-test version, since I am still working on the various aspects of the way the patch works. I still need ideas to improve the tech tree and the buildings.
Last edited by apiquinamir; June 21, 2001 at 23:57.
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June 22, 2001, 11:31
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#10
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Prince
Local Time: 05:43
Local Date: October 31, 2010
Join Date: May 2001
Location: Life Goes On
Posts: 519
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June 23, 2001, 00:22
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#11
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Settler
Local Time: 02:43
Local Date: October 31, 2010
Join Date: Jul 1999
Location: Clovis, CA
Posts: 24
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The reason why that made your game stop working properly is probably because it is not the right version of it. I'll put a version for version 2.42 on the website for people who haven't bought the later versions.
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June 23, 2001, 16:35
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#12
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Prince
Local Time: 05:43
Local Date: October 31, 2010
Join Date: May 2001
Location: Life Goes On
Posts: 519
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yeah i have 2.42 you never said what version it was for in the first place..
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June 23, 2001, 16:40
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#13
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Prince
Local Time: 05:43
Local Date: October 31, 2010
Join Date: May 2001
Location: Life Goes On
Posts: 519
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well ive been meening to upgrade to mge
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June 23, 2001, 18:45
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#14
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Settler
Local Time: 02:43
Local Date: October 31, 2010
Join Date: Jul 1999
Location: Clovis, CA
Posts: 24
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Today I have released version 1.21 of the patch/modpack. The changes include fixes of the problems already mentioned on here and a few others (quite a few) that I found while playing. There are also a few new features included.
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