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  • civ2 units to civ3

    Civ2 has arrived!

    Play with extra units, the lovely civ2 units together with civ3 (50 extra units or so)


    and as extra bonus test of times units down below available as download (make your own mod)




    README

    something dan said gave me the idea ....






    --------------------------------------------
    Civ2 is here! - mod/scenario ver 0.35
    --------------------------------------------


    All the units from civ2 already added in Scenarios/civ3mod_civ2ishere.big
    and ready to be edited with the editor.

    The big file is an original civ3 1.29 civ3mod.big file with appended civ2 units.
    All the civ2 unit names are from civ2 game.


    Currently there's test mod called civ3mod_civ2ishere.big
    is available through scenarios playing (choose load scenario)


    You have all the civ2 units availeble together with the civ3 units.
    All the civ2 units can be build by all civs and for similary units between civ3 and civ2
    minor adjustments in cost/movement/attack/defence value and resource requarement has been done.


    I haven't fully gameplay'tested with those values, but it's up to you to adjust for your style.
    I just came with the civ2 units.



    I've double checked for filenames and names, and I'vent experienced any problems so far.








    -----------
    install
    -----------

    Simple unzip and copy the files to your civilization folder

    if it ask to overwrite, say yes, only 1 file will overwrite
    its units_32.pcx which has new civ2 icons appended to the original


    Start a game, a scenarios game and choose civ3mod_civ2ishere.big to test the mod








    ------------------------
    this package include
    ------------------------

    - the civ2 units with flc and ini file
    - units_32.pcx with civ2 icons and a backup file
    - civ3mod_civ2ishere.big same as civ3mod.big civ 1.29 wiht civ2 units added








    -------------------
    editing
    -------------------

    Doubleclick the civ3mod_civ2ishere.big file and edit the unit rules for gameplay adjustments.

    you can easily add sounds to the unit by looking at the ini file and compare with some civ3 ini files
    and copy/paste wav files to folder.










    -------------------------
    the list of units, 57
    -------------------------



    civ2-aegiscruiser
    civ2-alpinetroops
    civ2-archers
    civ2-armor
    civ2-artillery
    civ2-balloonexplorer
    civ2-battleship
    civ2-bomber
    civ2-cannon
    civ2-caravan
    civ2-caravel
    civ2-carrier
    civ2-catapult
    civ2-cavalry
    civ2-chariot
    civ2-cruisemissile
    civ2-cruiser
    civ2-crusaders
    civ2-customboat
    civ2-destroyer
    civ2-diplomat
    civ2-dragoons
    civ2-elephant
    civ2-engineers
    civ2-explorer
    civ2-fanatics
    civ2-fighter
    civ2-freight
    civ2-frigate
    civ2-galleon
    civ2-helicopter
    civ2-horsemen
    civ2-howitzer
    civ2-ironglad
    civ2-knights
    civ2-legion
    civ2-marines
    civ2-mechinf
    civ2-musketeers
    civ2-nuclearmissile
    civ2-paratroopers
    civ2-partisans
    civ2-phalanx
    civ2-pikemen
    civ2-pirate
    civ2-rifremen
    civ2-settler
    civ2-spy
    civ2-stealthbomber
    civ2-stealthfighter
    civ2-submarine
    civ2-transport
    civ2-trireme
    civ2-viking
    civ2-warriors









    --------------------------------
    the list of units role in mod
    --------------------------------


    (A,D,M, B,R,F) Attack,Defend,Move, Bombard,Range,Firing Rate
    (-,B,R,F) Bombard,Range,Firing Rate
    (A,D,M,-) Attack,Defend,Move



    - NORMAL
    civ2-aegiscruiser (13,9,5, 4,2,2) no upgrade, same as civ3 but att +1, def -1
    civ2-alpinetroops (6,8,1,-) all terr as road, no upgrade, when amphibious war
    civ2-archers (3,1,1,-) upgrade longbowman, as civ3 but att +1, HP bonus -1
    civ2-armor (18,12,3,-) no upgrade, light modern armor, cost 10, when computers, needs oil rub alu
    civ2-artillery (0,3,1, 12,2,2) upgrade civ2-howitzer, as civ3 but def +3, cost +2
    civ2-battleship (16,10,6, 8,2,2) no upgrade, as civ3 but att -2, def -2, mov +1
    civ2-bomber (-,6,0,3) no upgrade, as civ3, but bombard str. -2, cost -2
    civ2-cannon (0,2,1, 8,1,1) upgrade civ2-artillery) as civ3 but def +2, cost +2
    civ2-caravel (1,2,3,-) upgrade civ2-galleon, as civ3 but trans. capacity -1, cost -1
    civ2-carrier (1,8,4,-) no upgrade, as civ3 but trans. capacity -1, cost -4
    civ2-catapult (0,0,1, 5,1,1) upgrade civ2-cannon, as civ3 but bombard +1, cost +1
    civ2-cavalry (7,3,2,-) upgrade civ2-armor, as civ3 but att +1, mov -1, cost +2
    civ2-chariot (2,1,2,-) upgrade horsemen, as civ3 but att +1, HP bonus -2
    civ2-cruisemissile (-,10,2,3) no upgrade, as civ3 but bombard str. -6, cost -2
    civ2-crusaders (5,1,2,-) upgrade civ2-cavalry, cost 7, HP bonus -1
    civ2-destroyer (10,8,4, 6,1,2) no upgrade, as civ3 but att -2, mov -1, cost -2
    civ2-dragoons (5,3,2,-) upgrade civ2-cavalry, cost 7, when education
    civ2-elephant (3,3,2,-) upgrade cavalry, same as civ3 but cost -2
    civ2-engineers (0,4,2,-) no upgrade, worker, cost 8, when industrialization
    civ2-explorer (0,0,1,-) no upgrade, as civ3 but mov -1, cost -1
    civ2-fighter (-,0,2,0) upgrade jet fighter, as civ3 but att -1, cost -2
    civ2-freight (0,0,3,-) no upgrade, worker, cost 10, when industrialization
    civ2-frigate (2,2,3, 2,1,2) upgrade civ2-destroyer, as civ3 but mov -1, cost -2
    civ2-galleon (1,2,4,-) upgrade civ2-transport, as civ3 but trans. capacity -1, cost -1
    civ2-helicopter (0,2,1,-) no upgrade, as civ3 but def +1, cost +2
    civ2-horsemen (1,1,2,-) upgrade mounted warrior, as civ3 but att -1, cost -1
    civ2-howitzer (0,3,1, 16,2,2) no upgrade, as radar artillery but def +3, cost +3
    civ2-ironglad (4,3,4, 3,1,2) upgrade civ2-destroyer, as civ3 but def -1, cost -1
    civ2-knights (4,2,2,-) upgrade civ2-dragoons, as civ but def -1, cost -1
    civ2-marines (8,4,1,-) no upgrade, as civ3 but def -2, cost -2
    civ2-mechinf (13,17,2,-) no upgrade, as civ3 but att +1, def -1, cost -1
    civ2-paratroopers (7,7,1,-) no upgrade, as civ3 but att +1, def -1
    civ2-phalanx (2,2,1,-) upgrade pikeman, cost 3, when bronze working, needs none
    civ2-rifremen (4,5,1,-) upgrade infantry, as civ3 but def -1, cost -1
    civ2-settler (0,0,1,-) no upgrade, as civ but cost +3, population cost -1, when pottery
    civ2-stealthbomber (-,6,0,3) no upgrade, as civ3 but bombard str. -2, cost -4
    civ2-stealthfighter (-,4,0,2) no upgrade, as civ3 but operational range +2, cost +3
    civ2-submarine (5,2,3,-) upgrade nuclear submarine, early submarine, when refining, cost 6
    civ2-transport (1,5,3,-) no upgrade, as civ3 but def -1, cost -2
    civ2-trireme (0,1,1,-) upgrade civ2-caravel, as civ3 but att -1, trans.cap. -1, cost -1



    - SPECIEL RESOURCE
    civ2-warriors (3,1,1,-) upgrade swordsman, as civ3 warrior but needs wine



    - NO RESOURCES HIRE UNIT
    civ2-pikemen (1,3,1,-) upgrade musketman, as civ3 pikeman but 2x cost, no iron
    civ2-musketeers (2,4,1,-) upgrade rifreman, as civ3 musket man but cost +4, no saltpeter iron
    civ2-legion (3,2,1,-) upgrade musketman, as civ3 swordsman but 2x cost, no iron
    civ2-nuclearmissile (0,0,1-) no upgrade, same as civ3 but with cost +20, no uranium


    - NO NATIONALITY
    civ2-pirate (1,1,1,-) upgrade fanatics, cost 4, no nationality, when philosofi
    civ2-fanatics (5,5,2,-) no upgrade, cost 10, no nationality, when ecology
    civ2-partisans (9,5,2, 4,1,1) no upgrade, cost 16, no nationality, when computers
    civ2-spy (14,6,3,-) no upgrade, cost 20, no nationality, when satellites









    -------------------------
    how it was done?
    -------------------------


    With the excellenzy FLICster + FLICster readme, and Paint Shop Pro

    I used one of the flight flc file from civ3 (small flc file)
    and used that as template for replacement with civ2 units

    I took the units.gif image from the civ2 game and resized it 125%
    and edited the last color to pink in colorPaletteEditing

    then hours of hours braindead copy/pasted some 800+ images











    --------------------------
    ver history
    --------------------------


    - 0.20
    all civ2 units and 3 units added in test scenario file



    - 0.25
    all civ2 units added in civ3mod_civ2ishere mod



    - 0.26
    rules adjustment

    civ2-caravan (nomads) as 2 movement worker
    civ2-pirate as nationality hidden land unit
    civ2-fanatics as nationality hidden land unit
    civ2-partisans as nationality hidden land unit
    civ2-warriors (like civ3 warrior) but needs wine resource and has 3 attack
    civ2-nuclearmissile increased price for skipping 1 resource needed

    some civ2-units available without strategic resources but for higher price
    civ2-legion
    civ2-musketeers

    some upgrade path changed to allow all civ having the civ2 units



    - 0.27
    ups, the civ2-diplomat which never was maded now here

    rules adjustment

    upgrade path changed to make most civ2 unit upgrade to another civ2 unit

    civ2-caravan removed in mod file (didnt fit in with camel as a worker unit)
    civ2-settler, for only 1 population, but much higher price
    civ2-trireme no attack value, only transport 1, but half price as civ3 galley
    civ2-catapult to powerful, value adjusted
    civ2-archers with att 3, def 1, mov 1, HP bonus -2 same cost as civ3-archer (2,1,1)
    civ2-chariot with att 2, def 1, mov 2, HP bonus -2 same cost as civ3-chariot (1,1,2)
    civ2-freight as modern worker (cost 10, mov 3)

    some civ2 horse units values and upgrade path change
    civ2-horsemen
    civ2-knights
    civ2-crusaders
    civ2-dragoons

    some civ2 hidden nationality price increased
    civ2-fanatics (available when ecology, cost 10, att 5, def 5, mov 2)
    civ2-partisans (available when computers, cost 16, att 9, def 5, mov 3)
    civ2-spy (available when satellites, cost 20, att 14, def 6, mov 4)



    - 0.28
    some civ2 modern units value adjustments



    - 0.29
    civ2-cruiser added
    civ2-bomber unit type value error fixed

    some units size increased to match the civ3 size
    civ2-battleship
    civ2-trireme
    civ2-bomber
    civ2-destroyer
    civ2-galleon
    civ2-frigate



    - 0.30

    some rules editing (check units role list above)
    civ2-armor needs oil rubber aluminium
    civ2-helicopter needs oil rubber
    civ2-submarine upgrade nuclear submarine
    civ2-partisans bombard ability
    civ2-caravel size increased to match civ3 caravel
    civ2-submarine pixels edit
    civ2-trireme pixels edit



    - 0.31

    some rules editing (check units role list above)
    civ2-archers pixels edit
    civ2-phalanx pixels edit



    - 0.32

    color shield adjusted for all units and some minor pixel editings



    - 0.33

    units_32.pcx missing added
    units_32 bak.pcx missing added
    rule changed crusaders HP bonus -1



    - 0.34

    minor team color added for
    civ2-crusaders
    civ2-knigts
    civ2-pikemen
    civ2-pirate



    - 0.35

    civ2-carrier minor pixels edit
    civ2-frigate available when magnetism





    enjoy!
    - epikur










    File available some post below, now read the readme if you want this











    --- old message -----
    helloo, i have made the civ2 units available for civ3, but the size is 705kb how do I upload?
    Last edited by epikur; September 7, 2002, 13:05.

  • #2
    Break it into a few zip files and attach the zips to different posts.
    For your photo needs:
    http://www.canstockphoto.com?r=146

    Sell your photos

    Comment


    • #3
      oh after rechecking I found some files I could delete
      now around 380.kb

      Comment


      • #4
        - ver 0.35
        Attached Files
        Last edited by epikur; September 7, 2002, 12:47.

        Comment


        • #5
          image
          Attached Files

          Comment


          • #6
            looks nice

            how about some ToT units?
            Quod Me Nutrit Me Destruit

            Comment


            • #7
              I am working with the standard civ2 units at the moment

              game play adjustments
              units graphic adjustments (shadow, team color, resize)

              here's a picture of some ships civ2, civ3 lineup
              Attached Files

              Comment


              • #8
                I think that the Civ3 units look a lot better then the Civ2 ones.
                For your photo needs:
                http://www.canstockphoto.com?r=146

                Sell your photos

                Comment


                • #9
                  - true


                  the graphics used are about 5 years or more old, small gif file without alpha blend or anims and then I even had to make it worse by resizing them to make them fit in the game. And even worser I just copy / pasted the units from one color palette to another, forcing the graphic program to find closest suitable colors. (I am not that good in understanding color palettes)




                  But I had good times with the civ2 game, that I loved to see the units in civ3 as well

                  But for players just starting from civ3 would probably skip those civ2 units and look for other mods

                  Would be cool if the civ2 units got repolished to civ3 standard quality.
                  Last edited by epikur; August 21, 2002, 19:15.

                  Comment


                  • #10
                    The idea is great, but I'd recommend using the ToT-Files, they're much nicer drawn (at least IMHO ). But anyway it's good to have more units for scenarios.

                    Comment


                    • #11
                      sorri, I only have civ2 gold, and haven't even seen the ToT units

                      Comment


                      • #12
                        Originally posted by Sheik
                        I think that the Civ3 units look a lot better then the Civ2 ones.
                        You are right!
                        Try my Lord of the Rings MAP out: Lands of Middle Earth v2 NEWS: Now It's a flat map, optimized for Conquests

                        The new iPod nano: nano

                        Comment


                        • #13
                          Oh no civ2 is back.
                          Try my Lord of the Rings MAP out: Lands of Middle Earth v2 NEWS: Now It's a flat map, optimized for Conquests

                          The new iPod nano: nano

                          Comment


                          • #14
                            could look like this
                            Attached Files

                            Comment


                            • #15
                              Epikur,

                              would you be able to add the Civ II units from the scenario packs?

                              Or how might I or someone else go about adding the Civ II units from scenarios, whether the scenarios were or our own making or the game company's?

                              I am interested in using some of the graphics from the CivII game that were present in the samurai and the Mongol invasion scenarios.


                              -I have had a tough time trying to understand the whole FLIC editing thing. Seems more complicated than it needs to be...

                              I personally don't care to much about having 3-D animation and movement, just figures that move and represent what happens.

                              thanks,

                              -Zen
                              FARSCAPE......................

                              Comment

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