That works! Thanks JamesJKirk!
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MOD: Long Winded Changes Mod: Improvements increasing Balance, Accuracy, and Fun
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New Version Available! (everyone should/must upgrade!)
Many, many thanks to daithos and Igbe for reporting the crashes and sending me a saved game, because they've allowed me to fix all known crash bugs (including the modern-era crash that's plagued LWC for quite ahwhile, even version 0.6 - 0.8!)
The website is updated, as well as the first post, and the download, so here's the short form:
-NEW VERSION (at almost exactly midnight!): LWC ERP2. Fixes all known crash bugs, adds a new unit, tweaks land unit costs, increases bombardment unit strengths (including some aircraft), changes a few tech costs, and some other changes too.
All users should (and frankly, must) upgrade to this new version. Don't worry, you won't loose your saved games! The crash bugs will be fixed, but the new units and unit changes will _not_ be present, so you'll have to start a New Game to get the changes.
Note: This copies over the current add-on packs, so reinstall those after upgrading. There is also no need to uninstall/reinstall Civ3
So no reason not to upgrade
And a request:
-REQUEST: EMAIL ME YOUR LWC SAVED GAMES! Zip 'em up, tell me what version of the LWC mod it is, and make them an attachment to an email to aemuli@yahoo.com
This goes for ALL versions, well into the future until I tell people to stop doing it!
Throughout the course of the game, if you wouldn't mind, save the games at the begining, middle, and end of each age. Exclude only the early and middle ancient age, as I have no need for those. I most desire saves from the late Middle Ages on, and personally prefer those from the difficulty levels of Regent or Monarch. However, I want the other ones too
This may also turn into a unique feature of the LWC mod later on, because when I get a good solid version of the LWC that everyone can play for multiple days/weeks I will request people send in some saves, which I can play around with and turn into a special kind of Scenario!
I'm not sure exactly why, but playing a game someone else has already started is really quite enjoyable, and I find I can learn alot from it (and I'm sure others can too). I have many, many, many ideas for this, but for now I want the saves strictly for testing. Most of the LWC changes take effect towards the end of the middle ages, and I don't want to have to play all the way from the begining just to get there and decide something should be tweaked :P
Oh, and you don't have to be a really good player either, or even have been playing Civ3 that long! Behind or ahead, good or bad strategies, it doesn't matter to me!
Enjoy!
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Re: New Version Available! (everyone should/must upgrade!)
Originally posted by Plutarck
Note: This copies over the current add-on packs, so reinstall those after upgrading.
Explain plz. I guess I'm dense.'Meddle not in the affairs of dragons
For thou art crunchy
And go well with ketchup.'
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A question about the web site. I am trying to get there, but am getting sent to the one that says Dec 7, 2001 thing at the top(or whenever it was that you notified us you would be rejinking the mod). Tried using your link, and I ahd it bookmarked, but I am getting the same place, not the new site, but the old one. Any idea what I can do to get to the new site? ThanksHey, whas tha pointy thing, and why is it sticking in the ground? And why is there a human head on it... Oh damn.
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Honour_Shogun:
Here's the website, so try this: http://207.191.20.18/civ3/index.html
If that doesn't come up properly press Refresh on your browser. Then if that doesn't work, if you're using IE go to Tools -> Internet Options and delete offline files (clear the cache), then try it again. Can't imagine why it wouldn't work...
Let me know if that doesn't work.
Elowan:
Check the website, and you'll see 2 add-on packs available. One is a unit animation add-on pack (containing changed animation for Modern Destroyer, and Special Ops Team), and the other is just a version of the non-resource labeled resource.pcx
Blackadar1:
If you have a .sav right before the crash, send it to me and tell me what causes the crash (happens when you end your turn, I assume?).
I can figure out what causes it and fix it usually very quickly if I have a saved game of it.
But one question: Do you have version 1.16f patch of Civ3? If not, you're going to need it. I forgot to mention it because I assumed everyone has upgraded anyway, but LWC does require that patch be installed.
Oh, and about that changed happyness thing: Someone did that in another mod (can't remembe which at the moment). I haven't ever changed those settings in the LWC Mod, in any version.
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By the way, just wanted to let everyone know: In ERP2 the Caravel no longer sinks in the ocean! Trade over the ocean doesn't open up until navigation/magnetism, though.
So it goes like this:
Travel around the coasts with Coracle from Pottery until Hullmaking.
Trade over coast tiles with Map Making until Astronomy.
Travel the seas and coasts with Galley and Warship until Astronomy.
Travel the oceans with Caravel.
Trade over the oceans with Navigation or Magnetism.
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Allies Left In The Dark
Hey Plutarck, nice work on the mod. If you need any help typing up some of the history for the units and wonders in the civliopedia when the final version of LWC is released just let me know. Something that really annoys me about civ 3 is that when you ally with another nation agaist a country, you can still only see land where your units and cities are. In reality, when countries are fighting a common enemy they share battle plans and troop positions with each other to help win the war. I was hopping that somehow you could make it that when you enter a military alliance with a country, you could see on the map what his units and cities see. Just until the agreement has ended, at that point it would go back to the dark shroud. I think it sucks, having to fight a war and not knowing if your ally is winning or losing battle, or even advancing his troops as he promsied to do. Some people might say that this can be fixed by using the reveal map cheat program.. but i dont want to see the enemies territory, just my allies. Does anyone else feel the same way?
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Crashing erp-2
Originally posted by Blackadar1
I'm getting a duplicatable crash bug @ 530BC on the latest version...ugh.
Also, Plu, you had earlier raised the unhappyness limit by about 1 population for each difficulty level, but on this one you're back to the original specs. Is that on purpose?Two Cannibals are eating a clown... One turns to the other and ask's "does this taste funny to you?"
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Thanks Plutarck. I can get to the updated site now. Must admit, the new mod has got me playing Civ like crazy again. I should thank you(although others in my family may decry your name )Hey, whas tha pointy thing, and why is it sticking in the ground? And why is there a human head on it... Oh damn.
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ERP3 available!
From the changelog:
-NEW VERSION: LWC ERP3. This version fixes bugs (like a missing unit folder, among others), adds some customized cilvilopedia graphics, contains many updates of the civilopedia (as well as fixes some errors it contained originally), and tweaks quite a many different settings and unit stats.
All users should upgrade to this new version, because you won't loose your saved games! In short, there's no reason not to upgrade. And remember: Send in those saved games!
Pushing the file size now, lol, but it still just fits
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Possible error with Changes.txt
Plutark,
I wanted to bring up s'thing I've just read in your Changes.txt
Worker Jobs:
-Plant Forest: Takes 22 turns instead of 18 (makes Clear/Plant/Repeat harder).
Am I incorrect in this point?
Regards,
SithLast edited by SithUK; January 12, 2002, 14:02.
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i find the mod excellent and have started playing with it.
as i find the ranks in the original game (and as far as i have found out, in your mod they are the same) are too few for my taste. so i ended up and hacked in several new ranks (based on us army).
i dedided to try the following list and managed to bind it into the bic format. (each line in the list is composed of the number of hitpoints followed by the name - the name consists of a letter within parentheses so that one could more easily find out how one rank compares to another);
2 (A) Private
2 (B) Private First Class
3 (C) Corporal
5 (D) Sergeant
5 (E) Staff Sergeant
7 (F) Sergeant First Class
7 (G) Master
9 (H) Sergeant Major
11 (I) Second Lieutenant
11 (K) First Lieutenant
12 (L) Captain
14 (M) Major
16 (N) Lieutnant Colonel
16 (O) Colonel
17 (P) Brigadier General
18 (Q) Major General
20 (R) Lieutenant General
20 (S) General
so i started playing your mod pack with modified ranks. at first, i found out that it works wondergully, except for some console messages having to do with promoting units in scripts.txt or so which i fixed as well.
the only problem that i am facing with now is that the game dont seem to use more ranks than the original maximum number of ranks was . that way, your units won't be promoted to a higher level/rank as soon as they are elite equivalent (here it would be Sergeant).
is it just that one has to fight real tough units to get a promotion at such a high level or is the limit hard coded?
can anybody think of some solution?don't go chasing waterfalls
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Cyber: Using your scale at what point do Leaders have a chance of being generated or is the chance increased at each level beyond the equivalent of Elite?
Personally I find the number of ranks about right as you don't want to be waiting forever for a 20!! HP per unit to fight.
Sith
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