Announcement

Collapse
No announcement yet.

MOD: Feels like Civ 2

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • MOD: Feels like Civ 2

    I wrote this mod in order to make the Civ 3 games feel more like the old Civ 2. It's not an exact replica by any means and I've probably got some things wrong. Please let me know. If anyone wants to take this and make it even more like Civ 2, feel free to do so.

    The main changes are as follows:

    Workers, Scouts, Leaders and Armies have been removed and Settlers work the way they use to.

    Working rate has been adjusted to approximate Civ 2. I've guessed a bit here so excuse me if I got some of it wrong.

    All terrain output, defense bonuses etc has been changed to reflect Civ 2. The one exception is swamps and glaciers - since these are not in Civ 3, flood plains have been used to perform the combined function of both.

    Strategy and luxury resources have been removed. All the resources appearing on the map again reflect that of Civ 2. Since I've used discarded strategy resource icons in some cases, they may not always be what they appear, though I've used images that sort-of approximate what they are. Right-click on the terrain to find out what is actually there when in doubt. And the output of these resources should accurately reflect Civ 2.

    Cultural effects have been turned off, no cities overwhelmed and wanting to join etc. Other civilizations are not interested in your culture.

    I've had to use cultural points in the early stages to give the full 21 production squares. It would've been nice to have been able to automatically give 10 culture points to a city but this isn't possible as far as I know. What I have done though, is allow early buildings (Palace, Barracks, Granary, Temple, Walls) each give 1 culture point, but all other improvements give -1 so culture won't keep growing for very long, just enough to get the production squares. The border factor is 25 so you will need 25 culture points. It will eventually halt - culture never goes negative.

    I wanted to change the tech tree to be like Civ 2, but it was a too messy and long a job trying to make it look good on the advisor's screen so I abandoned it and left it as per Civ 3. If anyone else wants to take up this project by all means feel free to.

    I also wanted to go through all the units, giving them costs, attack, defense etc, reflecting the chart given with Civ 2 but it's just too tedious. The only units I did change in this regard are the Settler and the Explorer. Again, feel free to take this up as your own project if you like.

    I've kept unique units and attributes for the civs in, knowing that you can switch them off in the new game screen if you prefer. If you don't, expansionist civs get an extra Settler instead of the now-discarded scout. And remember, you don't need strategic resources to to build units anymore.

    There are other tweaks as well to approximate the old game - government types, city sizes, content citizens etc.

    Anyway, I hope the main intention for this mod is acheived even if some of the details are wrong, that is, to return it to a "just one more turn" feel, the old Civ 2 again.
    Attached Files
    Last edited by The Rusty Gamer; February 15, 2002, 07:39.
    Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
    Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

  • #2
    just out of curiousity, why did you buy Civ3 if you were going to make it behave just like civ2. I admire the tenacity of such an extensive mod, it just seems like you wasted $50.
    "Government isn't the solution to our problems; Government IS the problem." - Ronald Reagan

    No, I don't have Civ4 yet...

    Comment


    • #3
      ps...I am downloading this zip. It sounds interesting.
      "Government isn't the solution to our problems; Government IS the problem." - Ronald Reagan

      No, I don't have Civ4 yet...

      Comment


      • #4
        Well, a lot of people were complaining how Civ 3 wasn't as good as Civ 2 so I thought maybe this might help. You still get the advantage of the new graphics, interface etc.

        Also, I did it just because "it was there" to do. Why do people climb mountains?

        I haven't wasted my money because I've still played the game as it was originally intended plus with other mods.
        Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
        Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

        Comment


        • #5
          cool, that makes sense.
          "Government isn't the solution to our problems; Government IS the problem." - Ronald Reagan

          No, I don't have Civ4 yet...

          Comment


          • #6
            What mean "like" in this mod?
            Traigo sueños, tristezas, alegrías, mansedumbres, democracias quebradas como cántaros,
            religiones mohosas hasta el alma...

            Comment


            • #7
              Originally posted by godinex
              What mean "like" in this mod?
              I mean it in a general sense - no workers, no culture, settlers as of old etc. Since the tech tree is still Civ 3, the units are still in general Civ 3, and there are no zones of control (though I may yet add them), I can't say "Play AS Civ 2" now, can I?
              Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
              Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

              Comment


              • #8
                about the tech tree, couldn't you just mark all of the techs as "Not required for era advancement" and then organize them by eras so that it worked graphically? this should allow you to recreate the civ2 tech tree, though things like philosophy granting an extra tech to the first civ to discover it wouldn't be possible

                Comment


                • #9
                  The real problem I had with trying to change the tech tree was trying to work out new xy coordinates. I could see it was going to be one BIG job which could, potentially, drive me out of my tree. Since this mod was a "little" idea I had that shouldn't take more than "a few hours", I don't think I really want to put to much more into it, though I see the new patch coming out is going to stuff it up a bit anyway. I made Wheat a required resource for workers to make them disappear. Apparently, we won't be able to to that kind of thing anymore.
                  Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
                  Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

                  Comment


                  • #10
                    Updated to feel even more like Civ 2.

                    I've added ZOC to units.

                    I've also fixed an embarrassing mistake I made when calculating figures for resources. I misinterpreted the Civ 2 chart, and didn't realise the resource figures were inclusive of the land they were found in, not in addition to. So I've readjusted the figures down accordingly. It feels much better now.
                    Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
                    Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

                    Comment


                    • #11
                      Originally posted by korn469
                      about the tech tree, couldn't you just mark all of the techs as "Not required for era advancement" and then organize them by eras so that it worked graphically? this should allow you to recreate the civ2 tech tree, though things like philosophy granting an extra tech to the first civ to discover it wouldn't be possible
                      I myself was working on a civ2 mod for Civ3, and I was thinking that if you marked all the techs as "Not required for era advancement" you would be able to jump to the next era IMMEDIATELY without even researching anything of the previous era.

                      Strangely enough, the x,y coordinates didn't hold me up for long. I have been tinkering with the tech tree and have the ancient age pretty much rearranged.

                      Rusty, I'm curious. how did you give the unit ZOC's?
                      Any man can be a Father, but it takes someone special to be a BEAST

                      I was just about to point out that Horsie is simply making excuses in advance for why he will suck at Civ III...
                      ...but Father Beast beat me to it! - Randomturn

                      Comment


                      • #12
                        There's an checkbox for Zone Of Control for each unit within the units tab.
                        Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
                        Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

                        Comment


                        • #13
                          The link doesn't seem to work

                          I clicked the link to doenload it, it asked to accept a file "attachment", it opened in Notepad and was nothing but crap. That was IE. In Netscape 6 it downloads a php file but cannot show it. Extra-ordinary.
                          I suggest a new way to make things downloadable: just with a simple link according straightly to the file.

                          Comment


                          • #14
                            You have to rename it to a zip file eg: feelslikeciv2.zip and it should work.
                            Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
                            Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

                            Comment


                            • #15
                              Re: MOD: Feels like Civ 2

                              Originally posted by The Rusty Gamer


                              Cultural effects have been turned off, no cities overwhelmed and wanting to join etc. Other civilizations are not interested in your culture.

                              I've had to use cultural points in the early stages to give the full 21 production squares. It would've been nice to have been able to automatically give 10 culture points to a city but this isn't possible as far as I know. What I have done though, is allow early buildings (Palace, Barracks, Granary, Temple, Walls) each give 1 culture point, but all other improvements give -1 so culture won't keep growing for very long, just enough to get the production squares. The border factor is 25 so you will need 25 culture points. It will eventually halt - culture never goes negative.
                              OMG ... people have been dying to find a way to turn culture off. Does this REALY WORK???? If it does, you will have a dedicated band of worshippers .... and what about foreign nationals in your cities causing culture flips, have u found a way to to turn that off???

                              Comment

                              Working...
                              X