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Old October 4, 2002, 16:33   #1
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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.
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Old October 4, 2002, 16:41   #2
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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.
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Old October 4, 2002, 16:44   #3
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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.
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Old October 4, 2002, 16:49   #4
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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?
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Old October 4, 2002, 16:57   #5
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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
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Old October 4, 2002, 17:00   #6
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aha, cunning.
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Old October 4, 2002, 17:03   #7
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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
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Old October 4, 2002, 17:08   #8
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Would it even have the teeny weeny tech tree? Maybe wait for PTW and make it include all that too.
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Old October 4, 2002, 17:55   #9
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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.
Attached Files:
File Type: zip newupdater.zip (6.1 KB, 4 views)
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Old October 4, 2002, 19:46   #10
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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.
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Old October 4, 2002, 19:48   #11
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Oh, and thanks for the file Pedrunn
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Old October 5, 2002, 08:33   #12
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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
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Old October 5, 2002, 11:27   #13
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Good point, culture... forgot about culture. I doubt that it can be modeled with SLIC... or can it?
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Old October 5, 2002, 18:21   #14
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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.
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Old October 5, 2002, 18:23   #15
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No but itl be cool
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Old October 5, 2002, 21:46   #16
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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.
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Old November 2, 2002, 15:17   #17
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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.
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Old November 3, 2002, 17:17   #18
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Centrifuge & IW:

Just to let you know that Culture can be done.
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Old November 3, 2002, 17:23   #19
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How can we change the borders!!!!!!!!
I think you mean the culture stuff without the borders changes, right?
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Old November 3, 2002, 17:37   #20
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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.
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Old November 4, 2002, 09:45   #21
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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).
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Old November 4, 2002, 14:58   #22
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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.

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