October 4, 2002, 16:33
|
#1
|
Prince
Local Time: 01:56
Local Date: November 1, 2010
Join Date: Apr 2002
Location: USA
Posts: 916
|
Civ3 Mod
It has become apparent lately that a Civ3 mod is very doable, in fact a great deal of the work has already been done... So with this thread, I'd like to give links to other threads where work has been done that will aid in the creation of a Civ3 mod, and start a discussion of what else needs to be done.
Mind you, the idea isn't to recreate Civ3 because it is better than CTP2(because we all know the answer to that) but to create the mod because it would be a worthy addition to the download section, and would give CTP2 players insight into Civ3 and vice-versa.
Civ3 style workers
Barbarian encampments is here
Conversion of Civ3 FLCs is here
Also these two threads have begun work on a version of strategic resources
Pedrunn's trade system
and Martin's Good Possibilities
Last edited by centrifuge; October 4, 2002 at 16:39.
|
|
|
|
October 4, 2002, 16:41
|
#2
|
Prince
Local Time: 01:56
Local Date: November 1, 2010
Join Date: Apr 2002
Location: USA
Posts: 916
|
Also Pedrunn has talked about a unit updater SLIC, that would be very similar to Civ3's, but I don't believe that it has been posted anywhere.
|
|
|
|
October 4, 2002, 16:44
|
#3
|
Prince
Local Time: 01:56
Local Date: November 1, 2010
Join Date: Apr 2002
Location: USA
Posts: 916
|
Also, in case there is any confusion, this isn't a project that I intend to undertake... I lack the modding knowledge and sufficient time for such an undertaking, but all of the signs point toward this, so I was hoping to aid in getting the ball rolling.
|
|
|
|
October 4, 2002, 16:49
|
#4
|
Prince
Local Time: 09:56
Local Date: November 1, 2010
Join Date: Dec 2000
Location: in perpetuity
Posts: 4,962
|
Quote:
|
Also Pedrunn has talked about a unit updater SLIC, that would be very similar to Civ3's, but I don't believe that it has been posted anywhere
|
The one in Cradle? Or an auto-updater?
__________________
Concrete, Abstract, or Squoingy?
"I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis
|
|
|
|
October 4, 2002, 16:57
|
#5
|
Prince
Local Time: 01:56
Local Date: November 1, 2010
Join Date: Apr 2002
Location: USA
Posts: 916
|
Quote:
|
Originally posted by Immortal Wombat
The one in Cradle? Or an auto-updater?
|
No, not the one in cradle, but one which would require that units be in a city with a barracks...update on demand.
He talked about it here
|
|
|
|
October 4, 2002, 17:00
|
#6
|
Prince
Local Time: 09:56
Local Date: November 1, 2010
Join Date: Dec 2000
Location: in perpetuity
Posts: 4,962
|
aha, cunning.
__________________
Concrete, Abstract, or Squoingy?
"I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis
|
|
|
|
October 4, 2002, 17:03
|
#7
|
Prince
Local Time: 09:56
Local Date: November 1, 2010
Join Date: Jul 2002
Location: Great Britain
Posts: 684
|
im not really bothered about a civ3 mod, cause all this stuff will most probably be in Locutus' HotW mod.
Except Civ3 style workers lol
__________________
Oxygen should be considered a drug
Tiberian Sun Retro
My Mod for Tiberian Sun Webmaster of
http://www.tiberiumsun.com
|
|
|
|
October 4, 2002, 17:08
|
#8
|
Emperor
Local Time: 09:56
Local Date: November 1, 2010
Join Date: Jun 2001
Posts: 7,665
|
Would it even have the teeny weeny tech tree? Maybe wait for PTW and make it include all that too.
|
|
|
|
October 4, 2002, 17:55
|
#9
|
King
Local Time: 05:56
Local Date: November 1, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
Posts: 2,555
|
I did create a craddle version for it and attached in the Craddle thread. 4 downloads but any comments. It has no loading bugs but i did not tested it in a Craddle game but i did tested in my mod.
Note 1: Do not overwrite the CRA_info_str.txt of this zip since you must cut and paste the content in the real one.
__________________
"Kill a man and you are a murder.
Kill thousands and you are a conquer.
Kill all and you are a God!"
-Jean Rostand
Last edited by Pedrunn; October 4, 2002 at 18:11.
|
|
|
|
October 4, 2002, 19:46
|
#10
|
Prince
Local Time: 01:56
Local Date: November 1, 2010
Join Date: Apr 2002
Location: USA
Posts: 916
|
Quote:
|
Originally posted by Maquiladora
Would it even have the teeny weeny tech tree? Maybe wait for PTW and make it include all that too.
|
I think it should. I believe that it would be nice to approximate Civ3 (With or without PTW/ probably with) as closely as possible.
|
|
|
|
October 4, 2002, 19:48
|
#11
|
Prince
Local Time: 01:56
Local Date: November 1, 2010
Join Date: Apr 2002
Location: USA
Posts: 916
|
Oh, and thanks for the file Pedrunn
|
|
|
|
October 5, 2002, 08:33
|
#12
|
Prince
Local Time: 09:56
Local Date: November 1, 2010
Join Date: Jul 2002
Location: Great Britain
Posts: 684
|
One thing i do like in civ3 about the techs, is the optional ones like modern art and stuff. But since culture isnt in ctp2 then theres no point
__________________
Oxygen should be considered a drug
Tiberian Sun Retro
My Mod for Tiberian Sun Webmaster of
http://www.tiberiumsun.com
|
|
|
|
October 5, 2002, 11:27
|
#13
|
Prince
Local Time: 01:56
Local Date: November 1, 2010
Join Date: Apr 2002
Location: USA
Posts: 916
|
Good point, culture... forgot about culture. I doubt that it can be modeled with SLIC... or can it?
|
|
|
|
October 5, 2002, 18:21
|
#14
|
Prince
Local Time: 09:56
Local Date: November 1, 2010
Join Date: Dec 2000
Location: in perpetuity
Posts: 4,962
|
not properly, because we can't alter border size. culture points, cultural victory, probably even flipping can be done somehow, but it wont be pretty.
__________________
Concrete, Abstract, or Squoingy?
"I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis
|
|
|
|
October 5, 2002, 18:23
|
#15
|
Prince
Local Time: 09:56
Local Date: November 1, 2010
Join Date: Jul 2002
Location: Great Britain
Posts: 684
|
No but itl be cool
__________________
Oxygen should be considered a drug
Tiberian Sun Retro
My Mod for Tiberian Sun Webmaster of
http://www.tiberiumsun.com
|
|
|
|
October 5, 2002, 21:46
|
#16
|
Prince
Local Time: 01:56
Local Date: November 1, 2010
Join Date: Apr 2002
Location: USA
Posts: 916
|
It'd be good to get a version of it even so... We all know that we can't make everything exactly, but we can approximate, and sometimes the approximations actually turn out better then the original. The Civ style worker for example...a worker that requires the stockpiling of PW in my opinion is a great improvement from the original.
|
|
|
|
November 2, 2002, 15:17
|
#17
|
Emperor
Local Time: 01:56
Local Date: November 1, 2010
Join Date: May 1999
Posts: 3,156
|
CTP2 worker is much better since improvements have cost. I think the Civ3 mod ideqas should be thrown into the HOTW modd. Civ3PTW appears to lack appeal and more will come to CTP2.
Is there a txt file for CTP2 that has a huge number of new civs all compiled together instead of the CTP2 31? This will make HOTW a great scenario base-mod too I think.
|
|
|
|
November 3, 2002, 17:17
|
#18
|
Emperor
Local Time: 18:56
Local Date: November 1, 2010
Join Date: Dec 2000
Posts: 3,944
|
Centrifuge & IW:
Just to let you know that Culture can be done.
|
|
|
|
November 3, 2002, 17:23
|
#19
|
King
Local Time: 05:56
Local Date: November 1, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
Posts: 2,555
|
 How can we change the borders!!!!!!!!
I think you mean the culture stuff without the borders changes, right?
__________________
"Kill a man and you are a murder.
Kill thousands and you are a conquer.
Kill all and you are a God!"
-Jean Rostand
|
|
|
|
November 3, 2002, 17:37
|
#20
|
Emperor
Local Time: 18:56
Local Date: November 1, 2010
Join Date: Dec 2000
Posts: 3,944
|
About borders:
- The "city influence" is changed by how many people are in the city.
- The population is allowed to increase with buildings with "IncreaseMaxPop" (or whatever it is offhand).
- Just give "cultural" buildings the "IncreaseMaxPop" setting so the pop goes over the border change instead of the growth buildings.
EG:
- Set city influence to change at 6 pop.
- Set base MaxPop at 5.
- Give Arena the "IncreaseMaxPop" setting so it goes to just under the next border shift.
So your city grows to 5, then demands an arena. You build an arena, the pop grows and so does the city influence.
My personal opinion:
There are two major things I don't like about Civ3's culture model.
1. City influence changing. I hate it! City growth was determined by FOOD! Plain 'n simple. Not entertainment.
2. City-flip-flopping. I hate this too! You'd get to the point where you had a couple of conquored cities flip-flopping between you and the original owner. Stupid!!!!
So I haven't put those two elements into AOM. However, there is a culture victory.
|
|
|
|
November 4, 2002, 09:45
|
#21
|
Deity
Local Time: 10:56
Local Date: November 1, 2010
Join Date: Nov 1999
Location: De Hel van Enschede
Posts: 11,702
|
As I've said in the past, you can create changing borders with Fortress-like Tile Improvements: if you give cities 0 borders, (in which case the national borders will be identical to the city radii), you can create tile imps in SLIC which control how far the borders expand (beyond the city radius). The only problem is shrinking borders: you can easily replace one tile imp with a 'bigger' one to create larger borders but if you try it the other way around some remnants of the old borders will remain
I like city flipping myself, great way of peacefully expanding  (I'm a peaceful expansionist in Civ games) Of course, the Civ3 system needs some tweaking: IMHO truly peaceful expansion through city flipping goes way too slow while expansion through war creates weird and illogical city flips. I think unconventional warfare and happines (read: religion) could play a major role in solving Civ3's problems (but I'm yet to work out the details).
|
|
|
|
November 4, 2002, 14:58
|
#22
|
Super Moderator
Local Time: 10:56
Local Date: November 1, 2010
Join Date: Mar 2001
Location: Tübingen, Germany
Posts: 6,206
|
Quote:
|
Originally posted by Locutus
The only problem is shrinking borders: you can easily replace one tile imp with a 'bigger' one to create larger borders but if you try it the other way around some remnants of the old borders will remain
|
Actual it is not a problem to remove the fort like tile improvments, otherwise in GoodMod the nearly the whole map would belong to the Barbarian's. Actual there is only a small problem if you have another tile imp on your border extension tile imp, if you want to remove your tile imp the other one is removed, too. And I think there is another small problem, but I can't remember which one.
-Martin
__________________
Civ2 military advisor: "No complaints, Sir!"
|
|
|
|
Posting 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
|
|
|
All times are GMT -4. The time now is 04:56.
|
|