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Old December 24, 2001, 01:51   #121
darkangel
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I have played games on bigger maps before without it crashing at all before I installed your mod. But the turns took a long time so I have never finished one. I hope this information helps.
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Old December 24, 2001, 16:29   #122
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Quote:
Originally posted by ancient
It has been more unstable since i changed the scout unit...
i dont know why really, the only thing i can think of is leave autosave on..
I've been doing some playing around in the editor also, and I tried changing the Explorer's name to Conquistador. The game would crash every time I opened a city screen where the Conquistador was being built. No problem once I changed it back to Explorer. So there are definitely some things the game does not like. BTW, You might look into upgrading the Explorer in your mod (since you've already upgraded the Scout). I made it a 4-2-1 with "treat all as roads". I also made it upgradeable to the Marine unit. Correct me if I'm wrong, but as it is there isn't any other ground pounder in the Middle Ages that is an attack unit. It makes a nice addition to the game, and it is too weak to use on defense.
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Old December 26, 2001, 17:50   #123
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hmm im gonna start from scratch, all over and make the next version .1b i just keeps on crashing and i dont know why!

i tried a whole lot of stuff..


I made the scout named conqueror, gave it 3/1/2 and cost 60/can build roads pillage, and clear jungles or build forts..

i reset evry thing in the maps and the units and it still crashed on the second turn..
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Old December 27, 2001, 22:40   #124
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I have been trying to make the Medpack III, and I have had the same types of crashes you guys are reporting. I hope you edit the civilopedia and pediaicon texts whenever you add new things to the game. The editor does not do this automatically.
From what I can tell reading posts in the Help forum, the patch made the game much less stable. Apparently, the game file will become corrupted but might not crash until much later. We had this same problem with the Ctp games.
I have been wondering why the files forum seems less active than it was a few weeks ago, and these crashes may be the reason.
As for me, I have started the mod over using the patch bic file, and I have re-installed the game and the patch. If you do everything right, and the game keeps crashing, we might have to decide between living with it or playing the unmodded game , at least until the next patch.
Anyway, keep working and good luck.
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Old January 4, 2002, 22:42   #125
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Quote:
Originally posted by ancient
hmm im gonna start from scratch, all over and make the next version .1b i just keeps on crashing and i dont know why!

i tried a whole lot of stuff..


I made the scout named conqueror, gave it 3/1/2 and cost 60/can build roads pillage, and clear jungles or build forts..

i reset evry thing in the maps and the units and it still crashed on the second turn..
I can't even use version 2.0! It crashes as soon as I try to do anything. I am not using the patched version of the game since I only get a big black screen when I load it. (Using XP version)

BTW, I have been playing on Satya's Improved Huge Earth Map. Is there any way anyone knows of to comingle the files? I'd like to use the Ancient version with the Earth Map. As it is, I have been able to edit the new govt's in, but the AI is stuck on Theocracy and won't budge. While they are very warlike, I'd think they would want to change to Fascism at the least.
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Old January 5, 2002, 23:32   #126
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theocracy is liked by the pc especially in the early stages of the game and on easier dificulty levels, it is a balance problem but its better then it used to be.. try either raising the corruption rate/reducing the draft to zero, a new gov im working on should fix things, the federation rewards smaller city's more than big ones, and is available shortly after theocracy.

constituional monarchy used to have the same problem
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Old January 11, 2002, 15:02   #127
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crashes
I gave up on the patch, uninstalled and reinstalled. Really don't like the game w/o mods. I play on the biggest world w/ 16 civs and have adjusted ancients mod to make road & rial building quicker to facilite faster movement. Tried increasing movement rates but that opens up a whole can of worms I won't go into now. Personally I don't see what the patch did that was so great.
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Old February 3, 2002, 03:50   #128
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I must apologise but I am indeed new to these boards and the whole realm of Civ III modding. I will attempt to keep my newbie-related questions to a minimum... honest!

Before I start the mass of downloads, I wish to know something:

When I download and install a mod -- whether it be just some more units, new resources, changes in graphics, or a total converstion -- how easy is it to undo that particular change and go back to playing what it was like before?

Do most mods come with an on/off kind of thing a la Halflife mods? Or perhaps a built in uninstall? Or will I be wanting to put my saved games on a disk and be ready to reinstall the whole game if something doesn't appeal to me?

(Also, any info on some basic modding concepts -- less programming knowledge needed the better -- would be much appreciated!)

Thank you to whomever responds to this waste of message board space! I'll try to get out of this newbie stage as soon as I can!
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Old February 3, 2002, 12:24   #129
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When I download and install a mod -- whether it be just some more units, new resources, changes in graphics, or a total converstion -- how easy is it to undo that particular change and go back to playing what it was like before?

Resinstall CIV3

Do most mods come with an on/off kind of thing a la Halflife mods? Or perhaps a built in uninstall?

No

Or will I be wanting to put my saved games on a disk and be ready to reinstall the whole game if something doesn't appeal to me?

Yes

(Also, any info on some basic modding concepts -- less programming knowledge needed the better -- would be much appreciated!)

Get hacked CIV3 editor, and change whatever you want. The main thing to keep in mind - if you are adding/renaming new unit you should create folder for it in CIV3/Art/units and put some (for example copied from another unit) animation into it. name of folder and ini file in the folder should be the name of unit.
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Old February 4, 2002, 06:19   #130
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Great to see someone putting some thought into increasing the number of governments available in CivIII! I find the lack of choice a bit boring, since there are really just four governments to choose from. Despotism is just something you want to move away from as soon as possible...

But I find it difficult to tell just what these new government are supposed to represent. An example of a real world regime emplyoying every government would be nice. I realize they are just game mechanics, but still... A bit of immersion never hurts...

Democratic Socialism is a mix of Democracy and Communism? If it's not social democracy, then what is it? If it is social democracy, is it meant to represent governments like the British Labour party? What's up with the high miltary police then? 2 per city? Isn't that equal to Despotism?

And Democracy, what's that? Some sort of ideal, perfect, immediate democracy? Are there any democracies in the world today? What government is the real world US using at the moment?

Constitutional Monarchy is a government? The constitutional bit in front of Monarchy means that the monarch have virtually no power. Most, as far as I know, are modern democracies. Several European ones are social democratic at the moment. Rate cap and military police? In Britain and Sweden? This refers to something else, doesn't it?

I'll try this mod in any case, but a few clarifications would make me (and probably a few others) happy gamers.

It's a good idea to make more governments. Good luck, and thanks for your work, ancient!
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Old February 4, 2002, 09:28   #131
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Ou my good!!! I read the first row of your modifications and started to how do u say that in nerd language: LOL!!!
Don't mess with you don't know **** about idiot!!!
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Old April 1, 2002, 19:22   #132
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nerd language
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