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Old May 14, 2001, 16:43   #31
JMarks
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Hey, I'll depend on you guys to make a Civ 1 and Civ 2 modpack for Civ3. Or for that matter a Civ3 modpack for Civ2. Don't know if that'd work, but I'll be looking forward toward the former.
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Old May 16, 2001, 15:58   #32
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woops!
I'll send it as soon as I get home, jvaldez. I sent them to the address in your profile, not the one at yahoo. sorry

back to the subject at hand. further tweaking for civ1...

I don't know if there's anyway to get rid of the "waste" factor from civ2, which makes the despotic conquest very difficult.

I'm also thinking of raising the riot factor to ridiculous amounts, since I don't think that was a factor in civ1. maybe I'm misremembering...
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Old May 18, 2001, 20:50   #33
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Hey! I just was playing and discovered

I HAVE NO CATHEDRALS

cathedrals usually come with the advance of religion, but..

RELIGION IS NOT AMONG THE ADVANCES

what's going on here?
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Old May 19, 2001, 15:59   #34
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Father Beast,

I know, I was just playing civ 1 yesterday and realized that for some reason religion is not in the mod...I'm fixing it this weekend...

Also, I'm just about finished with the graphics, I've cleaned up a few things too...

Riot is a factor in Civ 1, actually. But, it might not hurt to review the rules as to when riot occurs.

Let's see what else...I think that's all that I've noticed too...

I've gone back to playing the original civ 1 so that I could get my mind back into the groove of it again as I make these changes....

---

...as for a Civ III for Civ II...let's see if it's even possible to make scenario for Civ III...it might be a Civ II for Civ III

John


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Old May 19, 2001, 17:24   #35
Father Beast
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I found in the rules.txt where religion was put in as an advance under @CIVILIZE. it was where plumbing was in the original, but both preqs were set to no.
I looked it up and set the preqs to philosophy and writing, and it now appears, but in a quick test, my cathedrals don't seem to make people content.

On the subject of tweaking...
I'm not sure how to deal with the fluctuating effects of cathedrals and colloseums in civ2. the colloseum makes 4 people content after electronics, and I'm not sure how to offset that. I'm wondering if that effect is dependent on the position of the advance on the list, like with the effect of the SOL (pyramids). if so, perhaps we could move the advance to another slot, so the effect of increasing decreasing cathedral/colloseum effects can be allayed.

I had a list of things that could be somehow tweaked, and some that may not be, but it's at home, and I'll list them in the next couple of days.
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Old May 20, 2001, 14:46   #36
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Hahhaha...holy mackerel...we're on the same wave length...I was just about to write back and say that the position probably has to be changed...

This is going to work, it's on the verge...it's a smoothing out process...your help is appreciated...

However, today I better do some homework or I'm going to be in trouble

Thanks again...I'll set a new date to finish for next weekend...

John
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Old May 21, 2001, 02:16   #37
Father Beast
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I'm not sure what I'm doing wrong!

I tried moving the religion advance to the position occupied by theology (which wasn't being used, anyway), hoping that would work since theology increases the effects of cathedrals to 4.
I can't load the game under those rules, it tells me there's an error in rules.txt. I can't find the error, there's nothing wrong with the cathedral line.
I hope its not a problem with allowing the increase at the same time as the building...
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Old May 25, 2001, 18:14   #38
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OK, here is a list of things that would need to be changed for an authentic civ1 mod for civ2:

Graphics - mostly done by jvaldez, except for the isometric view.

combat damage - just choose simplified combat in game options

IMPROVEMENTS -
- various cost and upkeep tweaks - easily changed in rules.txt
- cathedrals should affect 4, instead of 3 +1/-1 - we're working on it
- colloseums should affect 3, no upgrade w/ electronics - same
- courthouses should not make 1 pop happy with demo in civ1 - I'm not sure what to do about this.
- aqueduct needed to grow past size 10 - changable in rules.txxt cosmic priciples

GOVERNMENTS -
- Monarchy and communism should pay 1 shield for units support - changable in rules.txtx cosmic principles
- first unit out in repblic should cause unhappiness - don't know
- settlers eat 1 food under despotism and anarchy. all other govs pay 2 food - don't know
- tax rate caps should be removed - danged if I know
- units cause unhappiness under demo and rep anywhere out of city - don't know

rivers should not ease movement

WONDERS
- Pyramids should have government effect - cahangable in rules.txt by moving to SOL slot
- Magellan only 1 square - don't know
- Lighthouse doesn't help triremes or make vet units
- Great wall and UN don't make embassies


there's probably more, but all I can think of now. any suggestions on the stuff I don't know how to change?
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Old May 29, 2001, 01:43   #39
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I couldn't get it to work in the theology slot so I've continued to use the PLU slot and made Ceremonial Burial and Feudalism the prerequisites for the moment. I'm going to have to take a look at the tech tree for Civ 1 and see what the prereq's are on TTG's page.

As far as your observations (very good, I might add) here's some of the stuff:


IMPROVEMENTS -

- courthouses should not make 1 pop happy with demo in civ1 - I'm not sure what to do about this.

*The slot for this may need to be changed but the problem is that there are no real dummy slots. You are going to get some kind of effect. However, I might be able to make the effect expire...I'll look into it.

GOVERNMENTS -

- first unit out in republic should cause unhappiness - don't know

Unable to change. It's hard wired.

- settlers eat 1 food under despotism and anarchy. all other govs pay 2 food -

*hmmm...I think that moving some of the governments around and utilizing the Fundamentalist position might fix some of this...I'll have to check.

- tax rate caps should be removed -

*Another hard wired thing

- units cause unhappiness under demo and rep anywhere out of city -

*hard wired

rivers should not ease movement

*This can be changed in the terrain movement multiplier I think...

WONDERS
- Pyramids should have government effect - changable in rules.txt by moving to SOL slot

ALREADY DONE!

- Magellan only 1 square - don't know

*hard wired

- Lighthouse doesn't help triremes or make vet units

*hard wired

- Great wall and UN don't make embassies

*Maybe I can switch these positions around but there aren't many choices...

there's probably more, but all I can think of now. any suggestions on the stuff I don't know how to change?

*I would still like to appeal for help if anyone knows how to fix some of the "hard wired" stuff. If there is a trick or cheat or something that can be used...that would be great.



John
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