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  • UNPLAYABLE IT IS TOO BIG ...

    UNPLAYABLE IT IS TOO BIG ...

    so anyone else tried it ? I am now in the year 1810 no bugs no crashes but the computer needs about 40minutes for his turn and I couldn't even do anything else in the meantime, because every 5 to 10 minutes I have to press a button that the computer continues his turn. (To change production or so) DAMN THAT IS STUPID ... so I have an AMD Athlon 1,4Ghz / Geforce 3 Card and 512MB DDR 2100 RAM ... so WHAT THE §$%§$ COMPUTER DO I NEED TO PLAY HUGH MAPS :-) MAYBE A "GRAY" COMPUTER ...

    so anyone else have this Problem

    Comment


    • Yeah I agree about it, actually it's already great you've stand till 1800 !!

      The problem comes from the AI that builds useless cities EVERYWHERE... Siberia, Greenland, Northern Canada are not interested to be built on but the AI put cities there ! and it makes the game a lot slower.
      On of the solution would be to make impossible to build cities in tundra or even desert. Thus, we could still get ressources with the help of colonies, we could still build cities on the nile valley cause it's on flood plains, but a lot of useless cities wouldn't be created.
      Well as it is impossible to change that with the editor... I think the only solution that remains should be to make cities harder to create... (maybe zero food on tundra, or settlers more expensive in shields, or requiring more population).

      For now, it makes bug the game to change that... So I give it up a bit...
      I must admit.

      Comment


      • Originally posted by Marla
        Yeah I agree about it, actually it's already great you've stand till 1800 !!

        The problem comes from the AI that builds useless cities EVERYWHERE... Siberia, Greenland, Northern Canada are not interested to be built on but the AI put cities there ! and it makes the game a lot slower.
        On of the solution would be to make impossible to build cities in tundra or even desert. Thus, we could still get ressources with the help of colonies, we could still build cities on the nile valley cause it's on flood plains, but a lot of useless cities wouldn't be created.
        Well as it is impossible to change that with the editor... I think the only solution that remains should be to make cities harder to create... (maybe zero food on tundra, or settlers more expensive in shields, or requiring more population).

        For now, it makes bug the game to change that... So I give it up a bit...
        I must admit.

        I guess it could be nice if there was some way to make a "unusable terrain". Of course it couldn't be used in most Civ III games, but it COULD be useful in the specific situation you're speaking, Marla. Also in some mods. Maybe it could be implemented in the editor... never know...
        Go GalCiv, go! Go Society, go!

        Comment


        • In most of random maps, there's no problem with desert and tundra.
          Of course, I'm not saying that it has to be terrains where we can't build cities. I'm just saying it should be possible to edit that with the editor... I'm sure it's not that hard to make of tundra and desert unusuable for cities, it would be great if it was just a "v" to tick off in the editor, that's all.

          Comment


          • Re: UNPLAYABLE IT IS TOO BIG ...

            Originally posted by Tzar Alex III.
            UNPLAYABLE IT IS TOO BIG ...
            so anyone else tried it ? I am now in the year 1810 no bugs no crashes ...
            you're right. Civ3 is a snake and so unfortunately the huge map format the maximum is that maybe possible to play. (if you have a war then there you need 20 min/turn *only* ;-))

            And furthermore, a 2nd problem with that map is: when coming to 1900 - 1950 then your sav file size will grow to more than 8 MB.
            And Civ3 crashes if the sav file size is more than 8042 kb.
            So you can't play with that size a long game, even if your comp is very fast.

            I don't know how the game so slow is, as there isn't much more than in CivII had been. My impression is, it's the system how stey have stored the information (compere it with SMAC which is more complex inside, but SMAC is a lot faster even with a maximal map)
            http://AlphaCentauri.US/ in English and German
            http://civ3.2be.cc/
            http://1steuro.net/

            Comment


            • yeah, unplayable.. I bailed in the dark ages. It was easy to see how slow it was going to get eventually.

              Comment


              • Huh...

                Well, I enjoy it. I've only ever played one game into the Modern Age, and only a few into the Industrial Age.

                My problem with CivII (that's Civ2) was that it ceased to be fun after Industrialization. Once you got that, city management became more important than exploration, I had more money coming in so I could give into demands from stronger civs. I was always ahead in tech "You DEMAND Genetic Engineering? Fine, I've already built Cure for Cancer..."

                The biggest fault in the Civ series is that once you reach a certain tech level, it's just a race to the finish. Rarely in CivII did I use my modern units to wage war. CivIII seems like 2, in that the most important (and fun) wars will be fought with Legionaries and Impis, rather than Musketeers and Cossaks. Panzers of F-15's are useless before they're even available.

                Comment


                • Yeah it amazes me... how this game could be that big ? there's no 3D !! What is in the game to make the computer thinks that much ? well anyway, there's no answer... but I'm sure that if the computer didn't build cities on tundra and on desert, it would make the game at least playable till the end.

                  Anyway, I will still try to make settler more expensive to build, maybe there's the solution.

                  Comment


                  • I had to quit in 1000 AD too. 1,33 ghz t-bird can't handle any world wars after that. Too bad, it was fun till 500-700 AD.

                    No cities on deserts or tundras would be great.

                    Actually there is one solution. Put food consumption per citizen to three and remove all the food from deserts and tundras. If AI builds a city to Greenland, it will starve (1 citizen needs 3 food, but the city square produces only 2).

                    Comment


                    • New changes

                      Here is the result of my latest test

                      Okay so here are the changes:
                      1. Settler requirement: 60 shields and 3 people
                      Instead of before: 30 shields and 2 people

                      I've tested with only 40 shields and 3 people, it keeps the AI to build cities really fast.
                      Actually it makes the game a lot more interesting since cities are a lot more valuable (harder to build) and then, the interest of devellopment is more about improving cities than expanding.

                      2. Tundra doesn't produce food anymore, I haven't the time to test that since I've ended the game at 0 A.D (it was just to test changes, it took me already a lot of time !)

                      3. A new unit has been added: Pirogue (since we find a better name)
                      It's a unit available only for England, Japan and Rome.
                      Characteristics:
                      - Movement: 2
                      - Can carry 1 land unit
                      - Cost: 20 shields
                      - Tech required: Pottery
                      - Upgrade to: Galley (Mapmaking)
                      - Art Graphic: Galley (well I'm not a Photoshop buff)

                      That's great, I've tested it with Japan, and I settled in Korea befor China. Japan can finally become a strong power on the Pacific West (yes it's the west side of the pacific!).

                      If I not only give it to Japan and England but also to Rome, it's because it gives the opportunity to Rome to settle in Maghreeb (Carthage). Thus, it allows a devellopment of Rome around the Med sea and Egypt has a competitor on the run to West Africa ressources.

                      When everything will be ready, I'll put on this thread a beta version to be tested by volunteers... (I hope some of you will help me).

                      NB: the new unit requests few changes on .txt files, I will certainly add a saved copy of the original file to the map self extractor.

                      Comment


                      • New changes

                        Here is the result of my latest test

                        Okay so here are the changes:
                        1. Settler requirement: 60 shields and 3 people
                        Instead of before: 30 shields and 2 people

                        I've tested with only 40 shields and 3 people, it keeps the AI to build cities really fast.
                        Actually it makes the game a lot more interesting since cities are a lot more valuable (harder to build) and then, the interest of devellopment is more about improving cities than expanding.

                        2. Tundra doesn't produce food anymore, I haven't the time to test that since I've ended the game at 0 A.D (it was just to test changes, it took me already a lot of time !)

                        3. A new unit has been added: Pirogue (since we find a better name)
                        It's a unit available only for England, Japan and Rome.
                        Characteristics:
                        - Movement: 2
                        - Can carry 1 land unit
                        - Cost: 20 shields
                        - Tech required: Pottery
                        - Upgrade to: Galley (Mapmaking)
                        - Art Graphic: Galley (well I'm not a Photoshop buff)

                        That's great, I've tested it with Japan, and I settled in Korea befor China. Japan can finally become a strong power on the Pacific West (yes it's the west side of the pacific!).

                        If I not only give it to Japan and England but also to Rome, it's because it gives the opportunity to Rome to settle in Maghreeb (Carthage). Thus, it allows a devellopment of Rome around the Med sea and Egypt has a competitor on the run to West Africa ressources.

                        When everything will be ready, I'll put on this thread a beta version to be tested by volunteers... (I hope some of you will help me).

                        NB: the new unit requests few changes on .txt files, I will certainly add a saved copy of the original file to the map self extractor.

                        Comment


                        • Damn', it has put the message twice and I'm not authorized to delete last one...

                          Anyway, I just wanted to add that I like the idea of 3 required food instead of 2... but I'm scared it would have as consequences really small cities and then reduce the fun of the game.
                          That's why I'm more keen to make of settlers a tougher unit to be built.

                          Comment


                          • Here is the beta version 1.15b

                            READ THE README !! Please...
                            Attached Files

                            Comment


                            • Do you know thet the era dependent unit icons are located by the number of units?

                              Also, I checked the file, and you hould have a forlder for the new unit as well.
                              Creator of the Civ3MultiTool

                              Comment


                              • Hi I'm new here so hre are my suggestions

                                I didny play the map i will d/l it today

                                imo you should put 1 wine in israel (we have kinda good wine)
                                and you could add some salpeter too

                                and imo india should have TONS of cattle and NZ's sheep should be replaced with cattle
                                there should be added many 2-5 square islands with strategic resaurces to make the map cooler

                                i'l try to think of more ideas

                                Comment

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