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Erlend Philip Wood

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ErlendWood

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41 comments

  1. italiano72
    italiano72
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    It was 2001 soon after you posted this mod that I downloaded it, played it and gave you props for it!
    And this mod has been the gift that keeps on giving... I just recently started fooling around with your mod .INI file and I have found the option to close the borders. Something that has bugged me about this game for a long time... Having foreign military troops roaming your land to explore and if they declare war you are already invaded and under siege.
    Finally they can no longer enter your lands unless they declare was first.
    Bravo!

    P.S.: You should upload a version of this mod with the closed borders option (true) and call it just that "Close Borders" mod.
    I bet lots of people are looking just for that.
    1. ErlendWood
      ErlendWood
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      Thanks for the positivity. The feature called Disallow Trespassing is part of the C3X mod by Flintlock, which is bundled with my 2021 EXPANSION mod and provides many subfeatures to my mod. So I didn't create it, but I was the one to request the feature from Flintlock. The reason I haven't activated Disallow Trespassing yet is that it is experimental, and  while it mostly works, it has a couple of minor flaws. For example, if a foreign unit is on the border when it expands due to culture.
    2. italiano72
      italiano72
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      Yes I noticed it, but it is an occasional instance and not bothersome at all... compared to the onslaught of troops endlessly exploring and roaming through your lands. I think you should definitely ask if you can upload it as standalone "Closed Borders" mod for people that don't know how to thinker with an .ini file.
      With the note about the border expansion not automatically pushing out foreign troops.
  2. bingbongler
    bingbongler
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    Having issues with terrain yields. Grasslands for instance do not receive +1 food from being irrigated. Floodplains are also showing 2 food without any improvements on them. I checked the .biq in the editor and they are showing correctly as they are written in the civlopedia. Not sure what's going on.
    1. ErlendWood
      ErlendWood
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      Terrain yields are the same as the basic game (except Jungle, which gets an extra shield). Are you sure you're not forgetting about the Despotism tile penalty? As in the original game, you start with Despotism as the government form. Under Despotism, there is a tile yield limitation in effect: Every tile that produces more than 2 of any type of resource (food, shields, trade), will produce 1 less of that resource. That is why it is usually desirable to move to a more advanced form of government as soon as possible. Only Despotism and Anarchy experience this penalty.
    2. bingbongler
      bingbongler
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      Whoops. Totally forgot about that. Thanks.
  3. sandrorenan
    sandrorenan
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    I'm having problems. My game changed the words, for example, if I click on the unit instead of the name fortify it means conducting espionage, among other errors. And finally the game is crashing.
    1. ErlendWood
      ErlendWood
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      Did you follow the instructions in  "READ THIS! - How to install.txt" ? The labels getting mixed up is a well known bug in the Steam version of Civ 3. It is easy to fix, but you need to follow the instructions in the text file. There is also more information that might help in there.
    2. sandrorenan
      sandrorenan
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      Hello, I actually made a mistake in one of the steps but I managed to correct it and it is working correctly. Thank you very much for your quick response and your support. The mod is excellent, but if you accept suggestions I would like to suggest that aircraft carriers have the number of planes embarked increased. I also suggest the inclusion of a helicopter carrier. Thanks!
    3. ErlendWood
      ErlendWood
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      Glad you worked it out. I've been thinking of increasing the capacity of Carriers to 5 planes, and Supercarriers to 8. But what's holding me back is that losing a Supercarrier full of Stealth Bombers would be a devastating loss, especially to AI players, who might not protect them well enough. For now, you can fix this by building carrier groups consisting of more than 1 carrier.

      In the real world there are dedicated helicopter carriers, but that's not achievable in Civ 3. The engine only allows for 4 types of passengers onboard a ship: 1.) All types of land units   2.) Only foot units   3.) All types of aircraft   4.) Tactical missiles.
      It is of course possible to mix and match and put Attack Helicopters instead of other aircraft on a normal carrier. But not Helicopters, as that would be a transport onboard a transport.
  4. NetDigger
    NetDigger
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    This game need UW mod.
  5. sattyre
    sattyre
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    any way to make this work with the original CD version of the Civ 3 complete game?  It really looks like a great update, but I'm not sure I want to rebuy this old game when I rarely play it anymore.
    1. ErlendWood
      ErlendWood
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      The main mod should work with any version of Civ 3, as long as it is complete with the Conquests expansion.

      But you may (or may not) run into issues with the bundled C3X mod, because it patches the EXE file. The EXE file is slightly different for each release of Civ 3. You can play the mod without C3X, but it is required to unlock many features.

      Even if you don't play often, Civ 3 Complete can normally be bought at Steam or GOG for about 3 dollars at full price. Right now there's a sale at GOG, and it costs 80 cents for the full package.
    2. sattyre
      sattyre
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      yup it was the bundled C3X that wouldn't load.  It didn't recognize the exe files it was supposed to patch is what the popup said.
      Thanks for the explaination and the reply.
  6. 2eagleslegacy
    2eagleslegacy
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    I get an error message on install.bat... I followed the instructions, but it states, Access is denied when I try the install.bat...
    1. ErlendWood
      ErlendWood
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      It is probably the User Account Control in Windows that interferes. Try clicking the bottom line in the message, it should read "Show more details" or something similar. Then proceed to "Install anyway" or "Run". This may happen because the C3X mod by Flintlock injects a tiny bit of code into the EXE file to make it work. But the mod has been checked by many parties, including me and Nexus Mods, and is safe to install.

      Otherwise, right-click your "Civ3Conquests.exe" file and un-check Write Protection if enabled.
  7. edwardsamhain
    edwardsamhain
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     Thank you very much for the great work. How can I make military units need the strategic resources like in the basic game? And why if there are enemy cities surrounded by my cities, the enemy ones don't surrender and become mine, like in the basic game? Last thing, is there a way to have a smaller map? 

    Thank you in advance.
    1. ErlendWood
      ErlendWood
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      The only way to change the required resources is to use the Editor and change them one unit at a time. I don't recommend doing that, as things are interconnected and may have unforeseen consequences.

      If you mean why doesn't a city "flip" over to your side, then there is little difference from the standard game. It is random and depends on luck. Check that "Allow culture flipping" is turned on in the setup screen.

      The smallest map is Small, which is 70 x 70 tiles. Play it with 80% water coverage if you want to get the land area as small as possible. Then it has enough room for about 25 cities in total.
    2. edwardsamhain
      edwardsamhain
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      Thank you very much for the help. To turn on "allow culture flipping" i have to go in game or i have to enable it in "DEFAULT.C3X_CONFIG.INI" ?
    3. ErlendWood
      ErlendWood
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      You can turn on "Allow Cultural Conversions" in the second setup screen, just before you start the game. Look in the "Rules" section in the lower left part of the screen.
    4. edwardsamhain
      edwardsamhain
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      Got it. Thank you.
  8. jonhou
    jonhou
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    Does not work. I get a load error, when trying to run it from Civ-content
    1. ErlendWood
      ErlendWood
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      Are you sure you followed the instructions in the  "READ THIS! - How to install.txt"  file precisely? You get a load error if the scenario folder (.2021 EXPANSION) with all the new units and graphics etc. can't be found.
  9. OfficerHotPants
    OfficerHotPants
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    • 10 kudos
    Damn.  This looks good.  Glad I decided on a lark to see if Nexus had anything for Civ 3.
  10. AlexaVL
    AlexaVL
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    Looks like a great mod and I'm excited to try it, however I'm curious if there's any way to not use the different graphics? I love the default aesthetic of Civ III and would prefer not to change that.

    EDIT: Oh nvmd, I figured out you just gotta remove the terrain folder from the art one.