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Old February 26, 2004, 00:58   #91
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Good stuff.

alex, and alex alone, gets credit for the Mot Trans change.

I once again implore Firaxis to hire him, once and for all.

Other changes? All good. And thanks, ducki, for voicing the Army issues before I've had a chance to check in.
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Old February 26, 2004, 01:00   #92
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Quote:
Originally posted by Theseus
Good stuff.

alex, and alex alone, gets credit for the Mot Trans change.

I once again implore Firaxis to hire him, once and for all.

Other changes? All good. And thanks, ducki, for voicing the Army issues before I've had a chance to check in.
Yeah but if they hired him then he wouldn't be able to have any fun doing this. It would all be work.
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Old February 26, 2004, 01:06   #93
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Jesse/Tavis doesn't seem to sleep, nor does alex...

24/7 Civ3 development sounds good to me!
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Old February 27, 2004, 06:52   #94
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Rumour, eh?

Where did said rumour originate from?
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Old February 27, 2004, 11:43   #95
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The Rumor Mill, of course!
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Old February 27, 2004, 13:30   #96
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Quote:
Originally posted by Thriller
What happened to 1.16 and 1.17? Or have I been asleepatthewheel?
/me pokes his head into AU HQ


Great change. Hate those speed bump techs. cheers to the originators of the idea.
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Old March 17, 2004, 12:29   #97
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Question:

Has there ever been a discussion about possibly boosting the Oracle somehow?

Dunno about the rest of you, but that is the wonder I am least likely to ever bother with. Most of the time I forget it's even there (captured it recently before it expired and it took me a while to figure out why my people were more content than they had been, despite agressive war as a republic).

Anyway, it's 300 shields for a doubling of temples, expires with Monotheism or Theology, I forget.

I suppose you *might* want it if you're a religious civ that seriously lacks luxuries. Me, I'd rather have the Hanging Gardens. Same cost, same basic boost, doesn't require the temples be built, and expires much later.

Does anyone else think the Oracle could use a boost.

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Old March 17, 2004, 12:31   #98
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Good point. Added to the list. Thread to be opened soon.
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Old March 17, 2004, 12:35   #99
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I need to get the new version of the mod when it comes out and start using it.

-Arrian
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Old March 20, 2004, 00:41   #100
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alexman, there's one little "glitchy" spot on that 1.20-model graphic for the tech tree to the right and slightly below Mot.Trans. If I hadn't been trying to see if I used the wrong rules for AU 502, I'd have never noticed it. It doesn't seem to affect anything other than you can right click it to bring up the 'pedia entry.
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Old March 20, 2004, 08:04   #101
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The 1.20 tech tree will work only if you replace your old graphics with it, unless you specified to look in the AU mod folder in the 1.20 scenario.

For the AU mod, you don't need to replace any original files, as the mod knows to look in the AU Mod folder.
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Old March 24, 2004, 11:51   #102
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Umm...likely this was in an earlier post, but it could be that even newcomers to AU are assumed to know...but how do you install the mod? There are many directories with .biq files. Mind you, my first guess turned out to be correct (at least the game didn't blow up!), but I would add a short note to the first message of the thread.
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Old March 24, 2004, 11:56   #103
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This is what is in the first post already:

Quote:
Originally posted by alexman
The Mod

The latest version of the Apolyton University Mod can be downloaded from the links below. To use the mod, unzip the files in your Scenarios folder.
  • AU Mod 1.04: The latest changes voted in for the AU502 game.
  • AU Mod Graphics: An optional file that displays the correct Industrial age tech tree. Unzipping into your Scenarios folder will create an AU Mod directory where AU Mod games look for overriding files. If these graphics are not installed, the default C3C tech tree background is used.
How would you suggest improving it?
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Old March 24, 2004, 23:51   #104
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Resignation
Well, it's finally time for me to move on from Civ3; my interest in the game has been waning for some time, and RL is not giving me much opportunity to get motivated again.

Thus I'm officialy resigning from the AU mod panel. Perhaps you've noticed that I've not been too vocal in the past couples of months...well, now I'm getting out before I become completely silent (including votes). I'm sure the AU mod will do fine without me.

As for my replacement, I nominate Nathan. Although he claims that he does not have the time to take on such a position, he's the one that actually posts the most here. We all know he belongs on the panel.

Enjoy your mod, and may even more changes make it into future patches (and Civ4!).




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Old March 25, 2004, 02:55   #105
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You have made a significant contribution the forum Dom. I will surely miss your discussions.
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Old March 25, 2004, 06:31   #106
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pity!

however, hope to see you back with C:IV
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Old March 25, 2004, 10:18   #107
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Sorry to see you leave, Dominae.
Thanks for all you have done for the AU.
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Old March 25, 2004, 10:21   #108
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Quote:
Originally posted by alexman
This is what is in the first post already:

AU Mod 1.04: The latest changes voted in for the AU502 game.

AU Mod Graphics: An optional file that displays the correct Industrial age tech tree. Unzipping into your Scenarios folder will create an AU Mod directory where AU Mod games look for overriding files. If these graphics are not installed, the default C3C tech tree background is used.

How would you suggest improving it?
Actually, the precise problem with that wording (to my dreadfully literal mind) is that it says to unzip the Mod Graphics into the Scenarios folder, rather than to unzip the mod and then the graphics. So I recommend the following:



AU Mod 1.04: The latest changes voted in for the AU502 game. Unzipping into your Scenarios folder will create an AU Mod directory where AU Mod games look for overriding files.

AU Mod Graphics: An optional file that displays the correct Industrial age tech tree. Unzip into the same directory. If these graphics are not installed, the default C3C tech tree background is used.


BTW, when I have to write instructions to my end-users I have found that it is *impossible* to be too detailed in giving instructions, and that no instructions can overcome the inability to read... I have the button: "Programming is a race between programmers trying to create bigger and better idiot-proof programs and the universe trying to create bigger and better idiots."

The same applies to instructions, and the universe always wins.
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Old March 25, 2004, 10:26   #109
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Good luck, Dominae. I can understand how you feel, as I feel the same way. I may return to the game later this year, though, probably with my own mod, which will be a modified AU mod (and so, practically an AU mod mod ). I hope (and have no doubt), that you will return to the game too.

Nathan would be a very good replacement, if he agrees to take the duty.
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Old March 25, 2004, 10:30   #110
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Thanks all.

Sir Ralph, I'm worried: how is life away from Civ3?!
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Old March 25, 2004, 12:31   #111
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Last edited by Sir Ralph; March 25, 2004 at 13:51.
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Old March 25, 2004, 15:07   #112
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Sorry about your resignation, Dominae. And if the AU mod will do fine in the future, it'll be also because you suggested a mod panel in the first place.

EDIT: And I really hope that nbarclay accepts the now vacant panel position.
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Old March 25, 2004, 15:20   #113
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Sorry to hear you're leaving, Dom! Will you be leaving your Demogame teams as well?
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Old March 25, 2004, 15:46   #114
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Can somebody please open a new thread regarding new membership of the AU mod panel, Dominae's departure, et cetera, so we can save this thread for AU mod announcements and discussion thread proposals?

Thanks!
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Old March 26, 2004, 17:08   #115
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I added an optional AU mod version of the Civilopedia.txt file in the initial post. It works the same was as the Industrial Age background. Let me know if you see any errors.
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Old April 2, 2004, 20:25   #116
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Does the link to download the AU mod in the first post match everything in patch version 1.22?
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Old April 2, 2004, 20:41   #117
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Yes, AU 1.04 works with patch 1.22, and you don't even need any graphics downloads because the tech tree is the same now!
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Old April 3, 2004, 08:20   #118
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Now that the removal of Electronics as prerequisite of Motorized Transportation is part of the stock game (since C3C v1.20), it is confusing that this change is still listed as part of the AU mod. OTOH, by simply removing it from the change list we would also delete the link to the ToE discussion.

So I suggest to create a new section (after 'Changes in version v1.04') called 'Changes in former AU mod versions that are now part of C3C's stock game' and move the Mot. Transport. change to this section. (Hopefully, it'll be followed by other entries. )
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Old April 27, 2004, 19:51   #119
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We currently have 5 issues under consideration. Soon after these have been settled, the plan is to freeze the AU mod until the final C3C patch (June?), so people have a chance to get used to it without constant changes.

Therefore, now is your chance to bring up any issues that need considering in this mod before the freeze.
Revive the old threads, or post here for new issues!
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Old May 1, 2004, 18:02   #120
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Sorry I havne't been around too much. I'll catch up and vote now. I think freezing the AU Mod for a couple of months is a good idea, especially given some of the open issues with C3C itself.
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Last edited by Theseus; May 2, 2004 at 14:09.
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