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MOD: Ancients Civ3 Gov/Balance Mod

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  • #76
    Crashing with Ancients mod 1.8

    Okay you will see just how much of a lamer I am now !
    I like to edit the Americans, I change them to from Industrious to Scienitific (spelling) + expansionists. I give them 2 extra tech, change the name of leader, adjust AI to Warlord, Adjust world map settings to 32 spaces between, 10 civs, 50 rioting factor (or whatever you call it) I like the 200+ size maps. I generate a map, and load it as a scenario. It crashes when my first settler appears, general fault. It makes me reboot my system to clear it up. I am running Win 98 right now. Switching to Win 2000 Professional sometime this weekend. XP has many issues with hardware right now. NOT a good idea for anyone to be upgrading to it right away. I am a OEM system builder and we discourage people from upgrading right now. Many of our customers who have now have many programs that will not run correctly. Yet another Microsoft screw up or a way for them to make more money. Time will tell!
    I have a high end computer system. I just installed my new OS a few months ago. I take it I am the only person with crashing going on? I tried one game without changing anything or making a map, it worked for a few turns anyways without crashing. I suspect it has something to do with the same reason why we cannot make scenarios, it is still borken.
    I really liked the changes you made in 1.8 accept the reverse Culture thing. It seems like it would really work against you later in the game. Loose cities and status because of the minus culture items you added. Of course I am not just saying my thoughts I have not played the game! Keep the mods coming!

    Desert Dog
    Thanks ~ Desert Fox (Real Nickname)
    Fleet Admiral - NeoTech Games Network - Game News & Game Modding Community

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    • #77
      so did your prolem fix itself?

      if it ddnt try not making your changes or downloading the mod then see if it works.

      and make sure you delete every thing then install it again.
      Last edited by ancient; December 2, 2001, 15:28.

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      • #78
        Huh?

        Originally posted by ancient
        so did your prolem fix itself?

        if it ddnt try not making your changes or downloading the mod then see if it works.

        and make sure you delete every thing then install it again.
        I have reinstalled civ3 and redownloaded your mod several times. I have no clue why it happens. Most of the time it is only when I mess with the world sizes. I find that many of the mods will crash with the 230x230 maps. Thanks for your help but your kind of telling me basic things that anyone would do that knows what they are doing. I just suck at playing civ games though love to play!
        Hey again dude I was not running your mod down. It seems some have thought I was being a jerk. Sorry I did not mean to come across that way at all. I really appreciate yoour efforts and everyone elses. I think the game is broke plain and simple. Get a decent patch to cover the issues and we will have a good time yet! Thanks!

        Desert Dog
        Thanks ~ Desert Fox (Real Nickname)
        Fleet Admiral - NeoTech Games Network - Game News & Game Modding Community

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        • #79
          so you think the fact that i made the map bigger makes it crash, because my game just crashed, but it will only crash when i try to build a city on a desert patch in between a river and irrigation.

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          • #80
            crashing

            Originally posted by ancient
            so you think the fact that i made the map bigger makes it crash, because my game just crashed, but it will only crash when i try to build a city on a desert patch in between a river and irrigation.
            It seems that whenever you have a map larger than the standard 180x180 and you try to find a city on the northern part of map it will crash. I have discovered this by accident. I can make it happen all the time by having land near the poles (maybe southern too!) if you try to build a city near the edge of the world crash city. At least that has been my experience. Nothing probably wrong with your MOD. I am waiting on the official patch before trying any other mods. Hopefully you will not have to change much. By the way, you have seem to have the best ideals for making the balance between units better. I am trying something this morning to see if it again repeats the crash scenario. Hey dude again, I did not mean to come across like a jerk, I am on medication and sometimes I do not realize how I am wording things. Not that I am trying to make an excuse just a reason. Bad health sucks but me coming across wrong sucks even worse! Later!

            Desert Dog
            Thanks ~ Desert Fox (Real Nickname)
            Fleet Admiral - NeoTech Games Network - Game News & Game Modding Community

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            • #81
              Re: Re: Poor Programming then!

              Originally posted by bigvic


              Hey desert dog, I agree with you about a lot of aspects of the game as put out by Firaxis. I love it, but hope some official patches are forthcoming on a number of areas. I agree, the game could have been better. It would be nice to see a combination of all the best of these god games in one, the combat system of CTP2, the diplomacy of SMAC, etc, etc...
              But chill on ancient. He's not making $ for this, you know! Personally, I enjoy the changes (almost all of them) and, yes it is more a "mod" than a patch. I understand your ire at Firaxis for not putting out as good a product as they could have (though still a darned good one), but if you don't like the ancient patch, don't complain, just don't use it.
              Hey Bigvic I am not riding Ancient about his mod. I am a disgruntled Civ 2 addict. CTP2 was nothing more than a rip off of civ 2 and a VERY POOR rip-off I might add. The combat was not good, SMAC had the good combat I really thought they would take all the good points of civ 2 and SMAC for the sequel. The truth however is that this game ONLY has Sid's name and Civ name franchise. The programmers who did this were none other than the CTP2 boys. I thought something was fishy! THey should have consulted with Brian Reynolds and Tim Train. It almost looks like Sid never even looked at the game. Look everyone who is taking me messages wrong. I am upset how the sequel has turned out plain and simple. Even Extended Play said that this is a game ONLY with Sid's name not the same as the series.
              Aside from it being a bad sequel it has the potential of being a good game if you don't compare it to civ 2. Tough with the name being civ 3 though! What gets me is that even some of the GOOD things from ctp2 were left out as well as the good things from civ 2. OKAY? I will stop now I wanted to make it clear where I am coming from. Clearly MOST everyone on here liked ctp2. Seems that all the suggestions have come from ctp2 fans. I will go cry now that I waited all this time for a TRUE sequel and to be disappointed! No patch will ever make this a true sequel. It is another turn based game based on civ 2. Peace!

              Desert Dog
              Thanks ~ Desert Fox (Real Nickname)
              Fleet Admiral - NeoTech Games Network - Game News & Game Modding Community

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              • #82
                Re: Re: Re: Poor Programming then!

                Hey Desert Dog. I agree w/ you for the most part. I have mixed views of civ III. On the one hand, I find myself spending way too much time playing it. On the other hand, I am also dissapointed in many aspects. BTW, you did'nt like the combat system of the ctp's? I thought that was a strong point. I played ctpI before the Sid Meirs civs, so the kill one, kill 'em all aspect of the latter really drove me nuts. Overall, I'd like to see a more sane way of doing alliances in civ III. Have you played w/ all 16 civs? It always reaches this point where ally #1 is pounding ally #2, whose fighting foe #1, the enemy of ally#1's ally, who is... um... I think... um ...where was I? AnywayI can't think of hardly any historical parallels, so it bothers me. I do miss the feats of wonder from ctpII, though I think that the small wonders (wouldn't "minor" been better - I can't help thinking of that awful little robot girl show some years ago). Also, expansionist civs stink. Maybe some kind of distance from capital corruption relief (which is too draconic anyway) would be nice. Anyway, got to go. Lets hope for improvements in future editions. I agree, civ II does smack of ctp'esque shoddy rush jobbiness.
                "Please don't go. The drones need you. They look up to you." No they don't! They're just nerve stapled.

                i like ibble blibble

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                • #83
                  expansionist help

                  Jeez, I'm posting a lot. Anyway, ancient: I don't know what you're capable of, but what about a little help for those anemic expansionist civs. In the big 16 civ monstrosities I like to play I've noticed they tend to fall behind and get eaten up w/ depressing frequency. What follows are a few ideas for expansionist civs. I don't know how each would affect things, but...

                  1. settlers take only one pop to build
                  2. less distance from capital corruption, or cheaper courthouses
                  3. start w/ extra settler, and/or scout, worker, warrior
                  4. settlers have 2 movement
                  5. expansionist civs less likely to lose city to culture/more likely to gain city fromculture
                  6. nationality changes faster in conquered cities

                  I don't know how many would be right, probably one or two.
                  "Please don't go. The drones need you. They look up to you." No they don't! They're just nerve stapled.

                  i like ibble blibble

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                  • #84
                    Im thinking about just making scouts move more..

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                    • #85
                      quietly releasing 1.81

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                      • #86
                        expansionist civs

                        still think something more is needed.
                        "Please don't go. The drones need you. They look up to you." No they don't! They're just nerve stapled.

                        i like ibble blibble

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                        • #87
                          haw about a unique expansionist only unit, to replace scout
                          Conqueror
                          With stats 4/2/2
                          cost 80 shields and can clear jungles and forest?

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                          • #88
                            need to restore my mod to a respected level

                            mr. korn releases an upgrade and gets a full news itrem, i do the same and he wont even put it up, or do a simple request..

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                            • #89
                              Plutark, great mod bro. I have added one major wonder in the modern era, am testing it out now: Mars Colony....... before we step out to the stars we will learn to crawl around within our own home system. Let me test out a bit more, its complex and I want to ensure it does not crash your mod or the game. If it works and the computer can pick up on it I will post the full details.
                              He knows changes are not permanent, but change is!

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                              • #90
                                expansionist civs

                                Originally posted by ancient
                                haw about a unique expansionist only unit, to replace scout
                                Conqueror
                                With stats 4/2/2
                                cost 80 shields and can clear jungles and forest?
                                Restore your mod to a respected level? You are doing a great job. Anyway, I really think expansionist civs need something to make far flung empires more viable. Less corruption for distance from capital is the best solution. It would last the whole game, like kickbutt workers for industrious civs, cheap military improvements and easy morale upgrades for militaristic civs, cheap religious improvements and easy government changes for religious civs, and cheap econimic improvements and increased big city commerce for commercial civs. But expansionist civs? Am I missing something here? An extra scout?
                                I mean, think about the four expansionist civs of the game. The Brits with their far flung maritme empire, the Americans and Russians expanding from different directions across their vast respective continental landmasses, the Zulus, well, who knows what they would have done, given the opportunity? All were able to more effectively administer these empires, extending effective government to the distant corners of their civilizations. Yeah, less distance based corruption, or, perhaps the ability to build a second Forbidden Palace seems to be the best answer to me.
                                Keep up the good work.
                                "Please don't go. The drones need you. They look up to you." No they don't! They're just nerve stapled.

                                i like ibble blibble

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