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DonTheDime's CTW Map Mod (TaP) v1.02
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Author |
File Description |
DonTheDime |
Posted on 06/22/04 @ 01:55 AM (updated 09/24/04)
Have you ever hoped for a greater challenge from the regular CTW campaign in the expansion?
Well, here's one attempt to do so.
Major modifications include
-adding 23 new territories, mostly islands such as Cuba, the Phillipines, Indonesia, Okinawa,etc.;
-adds some new links between the old territories as well as with the new territories.
-increasing the number of turns per age from 3 to 7;
-rearranging and adjusting the territory bonuses (such as rare resource, bonus card, tribute, etc.) for some rebalancing with the additional territories;
-giving each nation one starting bonus card appropriate to that nation, in addition to a rare resource in their capital territory;
-and adding more bonus cards (such as those from the other campaigns) to the standard deck.
This will provide another map option in the Conquer the World Campaign main menu in a "Custom Maps" drop down menu.
NOTE: There is a read me file in the zip file that contains instructions on how to install the mod.
Also, this mod is ONLY for the Thrones and Patriots expansion.
FINAL UPDATE:
For those of you patiently waiting for "v2.0", it is currently available at Rise of Nations Planet here:
http://ronp.mednickonline.com/modules.php?op=modload&name=XForum&file=viewthread&tid=1303
It has been renamed "DonTheDime's Global Conquest Campaign" as it isn't simply a modification of BHG's Entire World campaign, but a new campaign in and of itself with a new map, etc. |
Pages: « First « 1 2 3 4 [5] 6 7 » Last » | Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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Gubuk Janggoon |
Posted on 07/29/04 @ 05:04 PM
Wow...I'm really starting to get excited about this. I was playing as Korea the other day and I noticed that Korea's special resource was Uranium. I guess this is playing with current events, but for some reason it just didn't seem to fit...Perhaps incense would be a better choice... Any ways I hope 2.0's coming along well, I'm really excited about the sea battles![Edited on 08/13/04 @ 02:56 AM]
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fork |
Posted on 08/04/04 @ 10:31 PM
I am yet to download your mod, but plan to like tommorow but going back to eliminating a whole country in one single blow to the capitol. is there a way you can make it to where you have to defeat all of their armys. and say if its a really huge nation, with tons of supply centers to their name, maybe you could defeat say 75% of their armys, before the rest surrenders? and maybe even you defeat all of the armies and you go to capture their captol, and you have to like just kill millions of militia. just my thoughts, hope to have feedback once i download and play. |
fork |
Posted on 08/05/04 @ 12:10 PM
great mod! the only thing that i wouldn't mind seeing changed, is the paths between countries (whatever thats called). it was sort of weird to see the inca holding hawaii and the egyptians holding austrailia by the 4th turn[Edited on 08/05/04 @ 12:11 PM]
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HCLARK |
Posted on 08/07/04 @ 04:30 PM
Again I want to thank you for such a great mod. Truthfully I cant play it anymore becuase Iam anticipating the changes coming in your next patch. Whenever that maybe I will be here dl it. Any way thanks and keep up the good work.
Couldnt leave you without any suggestions though.
- Can you give the Americans the Bantu Fighter/Bomber, Its the American A-10 anyway. Im looking for more firepower for the Americans, since they are only around for the last 200 years, and thats were they have been most dominant militarly is in the modern age and beyond.
- Can you give the Americans, British, French, and who ever else you may deam necc. a modern Tank. Even if you give them all the Leapord or T72, until some new skins could be found or made. :)
-I know some people dont like it but I like how every territory has a resource. Except a few. Ukriane comes to mind and it could be given cattle or oil.
- I was wondering if the computer has a limit of units it will build: in total, in an army. I play with the unlimited units rule change, personally its great but makes the maps look to small. So my question is does the computer ever build more than 200 units or does it have a scripted cap. Not sure if u understand my babbling or know, but thought id ask.
-It would be cool if the Romans also had a Spearman to go with there Legions. Come to think about it can you remove that so you can still build all units and the unique units. That I would think would give each nation a bigger boost from there unique units. Maybe you disagree.
- I would like to see increased territory strengths on the more dominant nations thru out history. Almost all minus Maya,Aztec,Inca,Iroquis,Lakota,Korea,Dutch. Or make the stronger nation unconquerable unless its the player doing it.
Well again thanks for the mod, thanks for your replies to every post (and I mean every)and thanks for your hard work putting it all together. Good Work and Good Luck...... |
DonTheDime
File Author |
Posted on 08/07/04 @ 07:55 PM
Thank you for your comments! I am still working on v2.0, and making progress. It may still be a while, but that is because I want it to be as 'complete' as possible before releasing it.
To answer your questions, fork, there isn't any way to prevent the defeat of a nation when their capital is taken, no matter how much territory and armies they have. However, I am working on several modifications to the campaign that will at least make it more challenging to play the game. For instance, a nation won't let you take a neighboring territory without a struggle. In fact, I want to make it where the AI will rarely, if ever, give up such a territory to the player, even if the player is an ally. I am considering including the situation where the AI may even declare war on an allied player if the player makes any moves to betray them (i.e. buy a territory next to their capital to later use to defeat them), or perhaps, even the 'natives' or 'locals' in that particular territory stir up an insurrection that will at least require a lot of player input/effort to resolve before the player can proceed with any such plans of "betrayal". So, there will be greater challenges to defeating other nations. |
Gubuk Janggoon |
Posted on 08/08/04 @ 03:54 PM
The whole point of CTW is the ability to change history...so I don't think that making some countries not able to be eliminated would add to the fun. In addition to this, despite what you may believe HCLARK, the Maya, Aztec, Inca, Iraqouis, Lakota, the Dutch, and the Koreans are not weak nations. The Dutch was a major colonial power in South East Asia, The Lakota put up a staunch resistance to American settlers coming upon their lands, the Inca were a major South American power, and Korea was a major power in North East Asia back in the day. Each nation has been put in the game for a reason and making "stronger nations" unconquerable by "weaker nations" would simply take the fun out of the game. |
DonTheDime
File Author |
Posted on 08/09/04 @ 01:26 AM
Let me continue to respond to your comments/questions fork:
About the sea routes (the links between territories that are not adjacent to each other), as I have mentioned in previous comments on this thread, I haven't made changes to the 'original' routes on the map, although I may make changes to the map to remove the ones that are now not correct (with the changes I have made). The reason relates to the changing access to these routes as one progresses through the ages. At best having only the initial routes on the map would be the least confusing to the beginning player of the campaign. As more and more routes are available, some more difficult to "draw" on the map (such as a link between Britain and South Africa, or Holland and Guiana in South America), the map would only get very confusing and "cluttered" if I was to attempt to illustrate ALL of the connections between countries.
On to HCLARK's comments/suggestions:
As of the moment, I haven't done any modifications or changes to the unique units available to a nation, or to a nation's art styles, regular units and buildings, etc. I may or may not get to them. My primary focus in making my CTW mod has been the strategic map options/events, adding territories, creating new scenario types, putting the choice of governments on the strategic map instead of leaving it to individual scenarios, etc. In other words, I have been primarily working on the more "macro" aspects of the campaign and not focusing on a particular nation or nations -- simply because I chose not to limit the scope of this "Entire World" campaign to either a few nations or a few ages.
As I mentioned in an earlier post, I have considered making some of the unique units (especially the CTW ones) available in the game, but as of the moment I have not done so; as modding/testing other aspects of the campaign gameplay have taken precedence.
(Besides, another thing I have been trying to do with this mod, is to limit the impact on the game files used to play the other campaigns, to play quick battles, or to play online, so I am avoiding making any changes to files used by other areas of the game. In other words, some one who has installed my mod shouldn't have to uninstall it just to play an online game or another campaign.)
The map for v2.0 will still have a fair amount of rare resources, and it will also have some of the earlier wonders already built in certain territories (on account of some game conflicts with certain modifications I am making to the campaign), although I may take away several of the bonus cards on the map.
I have not seen anything in the campaign scenario scripts that cap the number of units built by the computer. I always assumed that the computer can't build more than the population limit.
About the "more dominant nations" and increasing their territory strength: I don't plan on trying to favor any one nation or nations (unless it becomes favoring the AI nations over the player! - but keep in mind that the player will be able to play ANY nation) whether they were "dominant" or not. As I have stated here and elsewhere (see my posts in the Game Modifications forum here at Rise of Nations Heaven, or my posts in the Conquer the World forum at Rise of Nations Planet) I plan on preventing any AI vs. AI eliminations until at least Medieval age (the player may do the eliminating - as well as the AIs attempting to eliminate the player) but they won't attack each other's capitals in the early ages. Essentially, whether the AI nation is "strong" or "weak" only the player will have the option of eliminating it during the early ages. Also every nation's capital territory will start out at 4 territory strength, increasing the difficulty of a capital attack during those early ages.
To summarize, I don't plan to 'favor' any particular nation or set of nations in my mod. |
Gubuk Janggoon |
Posted on 08/10/04 @ 02:15 AM
We're all cheering you on! |
Bloodrayne |
Posted on 08/22/04 @ 04:03 AM
WE WANT 2.0!
Sorry, just had to get that one out. Can't stop playing 1.02 but really needing more territories now, hope it's coming along fine, btw can we expect a early Sept release? |
thisdude |
Posted on 08/23/04 @ 04:23 AM
Rating: 5
This really is what anyone needs who has played through the Single Player Campaigns and need something new. This modification of the original CTW map is a must see for yourself.
The extra territories are a cool feature and adds more experiences when playing the CTW map. Also, adding rare resources to the capital lands made them even more worth conquering. The numerous supply areas can make overruning either advantageous or disadvantageous to you. It can be fustrating, but you can edit the .xml file to lower it if you want. So, that's not really much of a huge issue.
Although there are some bugs, such as the island issues; overall this is a great attempt at making something memorable and enjoyable. There's more to say, but you can pretty much tell when you try this mod.
Additional Comments:
I look foward to your next release of an updated 2.00. It served to relieve people who found the SP games boring and will definitely make them look foward to an even better version. Keep up the good work DonTheDime.
[Edited on 08/23/04 @ 04:24 AM]
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Pages: « First « 1 2 3 4 [5] 6 7 » Last » |
HGDL v0.8.2 |
Statistics |
Downloads: | 4,440 |
Favorites: [] | 0 |
Size: | 4.68 MB |
Added: | 06/22/04 |
Updated: | 09/24/04 |
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