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King
Belgrade, YU
Sep 2001
time: 06:33
  Old Post 17-01-2004 02:54
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MOD: Patch Suggestion - C3C version Support Apolyton or Terrorists Win

Patch Suggestion MOD for Civilization 3: Conquests expansion pack
Version: 2.21 (requires 1.22 Conquest patch)


Overview:

Why "patch suggestion"? Because changes in this mod represent a group of small tweaks, which if added to original Civ3: Conquests rules, would improve game balance and fun. I tried using the conservative approach of not changing the rules too much, if not necessary, in order to keep original Civ3 flavor. In fact, this version is actually more conservative then earlier version done for original Civ3 and Play the World expansion, mostly because default rules in Conquests are much better now then before. I hope that players of this MOD will find game more fun and interesting.


Install instructions:

Just unzip the files in your Civ3\Conquests\Scenarios folder. That way, you'll get patch_suggestion.biq in Civ3\Conquests\Scenarios folder and Civilopedia.txt in newly formed Civ3\Conquests\Scenarios\patch_suggestion\Text folder. Don't forget, you need Conquests expansion pack to use this mod. It's also recommended to have 1.22 patch before starting this mod.


New in v2.21:

I allowed Celts to build Medieval Infantry once again. After playing some games with them I realized that in some cases they could really need attacker with offense of 4, even if it means sacrificing ability to build Gallic Swordsmen.

The Oracle wonder gets its price reduced from 300 to 200 shields. With old price it was very suboptimal wonder considering that it's inferior to Hanging Gardens and gets obsolete early.

Shields gained from forced labor are increased from 20 to 30 per population. It needed some boost considering that with old value it was very difficult to rush anything later in game when units and building get more expensive. On the other hand, it's not too drastic increase to unbalance early part of the game.


MOD CHANGES


Land Units:

There are several firearms infantry units that are either overpriced or have poor offense value.

Musketmen get price reduced from 60 to 50 shields, since unit is just 33% better then Pikemen, which costs 30 shields.

Riflemen get attack increased from 4 to 5 and price reduced from 80 to 70 shields. Higher attack is needed, since AI controlled civilizations usually use them for attack when having no Cavalry available. Cost is reduced to keep Musketmen to Riflemen upgrade cost same as before and for some flavor (cavalry more expensive then foot unit).

Infantry gets attack increased from 6 to 8, for similar reasons as Riflemen, which is especially important before Tanks come to play.

Guerilla gets attack increased from 6 to 8 and price reduced from 90 to 80 shields. It also gets its defense bombardment rating increased from 3 to 4. Attack is increased to compensate for higher attack of Infantry. Cost is lowered considering that it still has defense that is inferior compared to Infantry. As for bombardment rating, it was increased to compensate for higher defense rating of most offense units in industrial era (value of 3 is barely better compared to Longbowmen). With stats like this, it is essentially a Longbowmen of modern age. If you want defense you take Infantry, if defensive bombardment you take Guerilla.

Marines get defense increased from 6 to 8 and price reduced from 120 to 110 shields. Such advanced infantry unit should not have its defense as low as some guerilla. Also, it's not that much good to have price equal to a Modern Armor. Note that 110 shields is the same cost as for Modern Paratroopers.

Paratroopers get attack increased from 4 to 7. This way, both their attack and defense value are just a little bit lower then for Infantry. This is understandable, considering that airborne units just don't have so much equipment to be as effective as regular Infantry units.

Modern Paratroopers get both attack increased from 6 to 10 and defense from 11 to 13. The main reason for this is to make them a good alternative to Helicopter dropped TOW Infantry, which has attack of 12 and defense of 14. Since Paratroopers don't need Helicopters and have higher operation range, this should make them worthy.

TOW Infantry gets price reduced from 120 to 110 shields and bombardment rating increased from 6 to 8. No Infantry should be as expensive as Modern Armor. Note that 110 shields is still higher cost then for Tanks, which they can easily destroy. As for defensive bombardment, reasons are the same as for Guerilla.


Cannons get their rate of fire increased from 1 to 2 and price from 40 to 60 shields. This is done for flavor purpose (ships with cannons have rate of fire of 2), and to make Cannons more special compared to Trebuchet (not just 33% better bombard rating), considering their historical role.

Cavalry gets cost increased from 80 to 90 shields, since they are much better then Knights (50% better attack and defense). Not something just worth 10 shields difference (or 30gp upgrade).

Modern Armors get defense reduced from 16 to 14, to make Mech. Infantry more important with its defense rating of 18.

Mech. Infantry gets AI offense strategy flag removed, to force AI to make more Tanks for attack. Otherwise, before getting Modern Armor, AI controlled players would build too many Mech. Infantry and attack with them instead of Tanks.



Ships:

Curragh, the new ship added in Conquests is especially useful for making early contacts and map exploration. Unfortunately, AI controlled civilizations rarely build this useful vessel. But, by adding unload flag to Curragh and changing its AI strategy from Naval Power to Naval Transport, this ships becomes valuable asset to AI controlled civilizations too.

Privateer has bombard strength of 3, but rate of fire of 0. Sounds like a bug to me, but I could be wrong. Anyway, just to be sure, I'll increase their rate of fire from 0 to 1 in this mod. Still, note that since they have bombard range of 0, this bombardment can only be used for defensive purposes.

Frigate, Man-O-War and Privateer now upgrade to Destroyer. I really didn't liked having them in build queue in modern era. This should not be a problem from realism standpoint, considering that Galleons always upgraded to Transports and that now upgrade costs are 180gp per unit.

Since Cruisers upgrade to AEGIS Cruisers, these units should not have same cost of 160 shields. Otherwise you'll get upgrade cost of zero. That's why I'll decrease a cost for Cruisers to 150 shields. They weren't really worth 160 shields anyway, considering that they are just weaker Battleships/slower Destroyers, with no unique abilities at all.

With Conquests, bombard rating of all air units and most age of sail ships got boosted, it seamed quite strange to leave ships like Battleship with bombard rating of 8. That's why Battleships get bombard strength increased from 8 to 12, Cruisers get bombard strength increased from 7 to 8 and AEGIS Cruisers get bombard strength increased from 6 to 8.

Carriers get their movement decreased from 7 to 6 tiles. While modern Carriers are faster then old WWII Battleships, 7 movement points is way too much, since that makes them the fastest ships after Destroyers (faster then Cruisers).



Air units:

In Civilization, all fighter units are pretty lame bombers. Their bombard effectiveness is even worse then of catapult.

For this reason Fighters and Jet Fighters get their rate of fire increased from 1 to 2.

Jet Fighters also get their bombard rating increased from 3 to 4, since they should be better bombers then ordinary Fighters.

Stealth Fighters get their bombard rating increased from 6 to 8, so they keep their edge over Jet Fighters and too make them more cost effective when attacking some targets with low defense (then two Stealth Fighters would do more damage then one Stealth Bomber).


Lethal land bombardment is removed from Bombers, since that made them too powerful. Especially considering that AI controlled civilizations rarely built anti-air defenses.

Interception of stealth aircrafts is increased from 5% to 15% to compensate for higher defense rating of these units in Conquests. While in original Civ3, those units had defense of 0, so 5% chance of interception meant 5% of being shot down. Now with defense ratings of 5 and 6, they are much more durable. Still, even with this change chance to shot down a stealth plane is more then 3 times lower then shooting down a normal aircraft.

Cruise Missiles get their cost decreased from 60 to 40 shields, since introduction of lethal bombardment in Conquests made them less useful then before. And not to mention that for price of 2 Cruise Missiles you could buy one Radar Artillery, which can be used as many times as you like.



Unique Units:

In Conquests, Jaguar Warriors are 50% more expensive then before. This was done for balance purpose, but in my opinion, that opened whole can of worms, since there are other unique units that are very powerful and could need boost in cost. This is also easier done with Conquests, since unit cost doesn't need to be in multipliers of 10.

Enkidu Warriors get cost increased from 10 to 15 shields, since halved cost Spearmen could be too great advantage, especially in multiplayer games, when early rushes are common. Because of this change, I allowed Sumerians to build normal Warriors if they like. Also, similar to Jaguar Warriors which need Warrior Code, Enkidu Warriors need Bronze Working. This is for pure flavor, since Sumerians already start with Bronze Working.

Hoplites get cost increased from 20 to 25 shields. This still makes it a powerful unique unit, since Greeks get power of Pikemen for lower cost and no need of iron.

Immortals and Mounted Warriors get cost increased from 30 to 35 shields, and since these are some of best unique units available, higher cost won't make them much weaker.

Gallic Swordsmen get cost increased from 40 to 45 shields, considering that Mounted Warrior got price increased to 35 shields.

Swiss Mercenaries get cost increased from 30 to 40, since "power of gunpowder" so early should not be underestimated. This still makes them cheaper then Musketmen anyway.

Rider gets cost increased from 70 to 80 shields, since extra movement point is very powerful bonus for Knight type unit.

Ansar Warrior cost increased from 60 to 70 shields, for similar reasons as Rider.

Siphai cost increased from 100 to 105 shields, to compensate for higher cost of Cavalry.

Dromon cost is increased from 30 to 40 shields, since they are very powerful naval unit for that time. With their attack and bombard ratings they could even destroy Caravels and Galleons without problem. Plus, you could use them for bombardment of land units.


Some other changes to unique units:

Chasqui Scout gets cost decreased from 20 to 15 shields. With old 20 shields cost, it was too expensive for a Scout and too expensive for a military unit.

Jaguar Warrior, in order to not get outshined by Chasqui Scout, gets an extra hit point in its heath bar. This should make them a little bit more powerful, but not as powerful as when they had 10 shields cost before Conquests.

Zulu Impi gets AI offense flag removed. This will make AI use Impi more often for pillaging and troop escort instead of suicide attacks.

Javelin Throwers get AI defense strategy flag removed, since that made AI controlled players use them for defense, which is not so good considering that there is 33% less expensive Spearmen.

Dromon now upgrades to Frigate, since it's too useful to become obsolete with Caravel.
But, since this breaks upgrade chain of transport based vessels, to compensate I allowed Byzantines to build Galley if they like. That way even Byzantine Curraghs upgrade to Galleys and then to Caravels, while Dromons upgrade to Frigate. Also, this way if you really want to get transport quickly you can build cheaper Galley instead of Dromon.

Keshik gets bombard rating of 2 with rate of fire 1 and range of 0 (defensive first strike). It goes with flavor (mounted archer) and makes this unique unit a little bit more worthy as it should be. Also, it gains ability to ignore movement cost on Volcano tiles, since these tiles are almost the same as mountain tiles.

Musketeers changed to have better focus on offense. They get both attack and defense of 4. Also they get cost reduced to 50 shields like Musketmen. With this, they are closer to their original version before Conquests, just a little bit more powerful (but still balanced).

Conquistadors get price reduced from 70 to 60 shields. Considering the costs of Gallic Swordsmen and added changes to Keshik, slightly lower price should not be a problem. It also goes with flavor, considering that it is a light cavalry, which means that it isn't supposed to be more expensive then heavy cavalry (knights).

Like Cannons, Hwach'a gets its rate of fire increased from 1 to 2 and cost from 40 to 60 shields.

F-15 gets their bombard rating increased from 6 to 8, to mimic the changes done to Stealth Fighter.



Improvements and Wonders:

Coastal Fortress naval defense is increased from 8 to 16. This was done in order to make chance of destroying Coastal Fortress with Frigate similar to chance of destroying Walls with the Catapult (around 30%).

Ancient Cavalry has its attack decreased from 3 to 2. That should make this unit not too dominating in ancient age, while still keeping the edge over normal Horsemen. After all, Statue of Zeus is powerful wonder, since it can generate a lot of these powerful units and gets obsolete very late.

The Oracle wonder gets its price reduced from 300 to 200 shields. With old price it was very suboptimal wonder considering that it's inferior to Hanging Gardens and gets obsolete early.

Cure for Cancer makes two citizens content instead of one. Without this, the effect of wonder will be pretty mediocre, especially considering that there are many wonders, which are cheaper and have greater effects.



Governments:

Feudalism unit maintenance cost is changed from 3 gold per unit to standard 1 gold per unit. While Conquests were still in beta phase, Feudalism had an ability to not pay any maintenance for buildings. Obviously, that would have been very unbalancing if unit cost was not higher to compensate. Still, since now, Feudalism does not have that ability, 3 gold per unit is really not needed.

Republic's number of free units per city is changed from 3 to 2 and for metropolis from 4 to 2. I think that when maintenance cost for units were increased in Conquests the goal was too make Republic weaker then before. But, it seams that when you get cities (7+ pop), Republic is actually better then before Conquests, since if having less then 6 units per city or 8 units per metropolis (what is pretty easy to do), you paid less maintenance cost then before and earned more money. This made Republic even better then Democracy in some cases. With mentioned changes, Republic is still good as before if having 4 or less units per city, which should make it slightly more balanced.



Other:

Shields gained from forced labor are increased from 20 to 30 per population. It needed some boost considering that with old value it was very difficult to rush anything later in game when units and building get more expensive. On the other hand, it's not too drastic increase to unbalance early part of the game.

Cost of Philosophy advance is increased from 6 to 12 points. Considering that in Conquests, this advance, if first researched, gives an extra advance for free, it was just too cheap for its old price. To compensate, The Republic advance is made cheaper for the same amount (22 points instead of 28).

Fixed the bug of making Mayan leader targetable by Stealth Fighter's stealth attack.

All Artillery units, Scouts and Explorers get airlift capabilities. If Workers can be airlifted, these units need too.

Scouts and Explorers get foot unit flag, which makes them transferable by Helicopters, like it's possible with most infantry units.

Leader and King units both get airlift capabilities and ability to be transferable by Helicopters. Exempt being realistic, it can make modern regicide game more interesting.

Attachment: patch_suggestion.zip
This has been downloaded 485 time(s).

Last edited by player1 on 04-05-2004 at 15:25

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King
Belgrade, YU
Sep 2001
time: 06:33
  Old Post 23-01-2004 04:58
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Remove this text

Version 2.01 is out!

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King
Belgrade, YU
Sep 2001
time: 06:33
  Old Post 27-01-2004 15:05
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Support Apolyton

Version 2.02 is out!

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King
Belgrade, YU
Sep 2001
time: 06:33
  Old Post 02-03-2004 15:05
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Some news:
I have next version (2.1) in the works.
For now, following changes are included:

-Frigate, Man-O-War and Privateer become obsolete with Combustion (can't be built but don't upgrade).
Note: For this too work properly you need at least 1.12 patch.
-Guerilla changed to 8(4)/6/1 (higher attack then before).
-Paratroopers changed to 6/9/1 and Mod. Paratroopers to 10/13/1 (higher defense for modern and slightly lower attack for old one, to signify its defensive nature)

I won't release it just yet, I will probably wait for next patch too see if there are some other changes needed to be included.

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King
Belgrade, YU
Sep 2001
time: 06:33
  Old Post 06-03-2004 17:22
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Support Apolyton, buy Galactic Civilizations: Deluxe Edition

Version 2.1 is out!

Look at the top of the thread for details.

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King
Belgrade, YU
Sep 2001
time: 06:33
  Old Post 24-03-2004 15:05
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Lose 30 kilos (of popups)

Plans for next version:

Inca Scout cost decreased from 20 to 15 shields
Inca Scout gets old movment bonuses (hills and mountains only)
Jaguar Warrior gets an extra HP

Rider cost increased from 70 to 80
Ansar Warrior cost increased from 60 to 70
Cavalry cost increased from 80 to 90
Siphai cost increased from 100 to 105

Celts can't build Medieval Infantry anymore (Galic Swordsmen is better)
Changing Musketeers to 4(2).4.1, cost 50

Dromon cost increased from 30 to 40
Dromon upgrades to Frigate
Galley upgrades to Caravel
Byzantines can build Galley (only way not to break upgrade chain)

Frigate, Man-O-War and Privateer upgrade to Destroyer (for real)

Cruise Missiles cost decreased from 60 to 40 shields

Removed lethal land bombardment from Bombers
Increased interception of stealth aircrafts from 5% to 15%

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King
Belgrade, YU
Sep 2001
time: 06:33
  Old Post 28-03-2004 15:53
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Support Apolyton or Terrorists Win

Version 2.11 is out!

Look at the top of the thread for details.



P.S.
And please put some comments.
Otherwise it just looks that Apolyton File forum is dead.
I got 3 full pages of comments at CivFanatics.

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King
Belgrade, YU
Sep 2001
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  Old Post 11-04-2004 04:48
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Support Apolyton, buy Galactic Civilizations

Version 2.2 is up.

Feel free to post comments.

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King
Belgrade, YU
Sep 2001
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  Old Post 04-05-2004 15:27
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Support Apolyton, buy Galactic Civilizations: Deluxe Edition

Version 2.21 is ready for download (and comments).

MoonWolf is offline MoonWolf
Warlord

Oct 2002
time: 06:33
  Old Post 06-05-2004 02:30
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Poor player1, no one give any comments :) Avatar Enlargement: We've got the solution

I like most of your ideas. I don't think you should lower military support in Feudalism to 1 gold. 2 is better if you'd like to lower it. It is an intetion why they made it so high in the beginning.

Your change in unit behavior I find good. Probably because I've been working on doing simular stuff myself. Like before Conquests, I used to increase the attack rating on marines to make them useful.

I haven't made a mod like yours for a while now as I think they have done a great job with Conquests, especially after some patching. However, I'd like to share my ideas I've been playing around with before. Note I like often like to play on large maps (a certain 256*256 Earth map I have usually hit the max number of cities at 512 before all land are settled), so my ideas will probably be unfit for maps standard or smaller. Think I haven't been modding since PtW, so I'm not sure of all the details (I leave out stuff they've fixed, like leathal bombing for planes):


    Increase OCN and add some new forbidden palaces. This I don't find necessary in Conquests yet as I think the corruption model has been improved

    Added two resources I've called Fertile Cattle and Fertile

    Wheat that gives a food bonus of 3-5 (can't remember). this to simulate some big cities as we have in real life

    Increased shield bonus for some resources like iron, coal, oil etc. Gold and oil also give a lot more trade (10?)

    Increased food bonus for fish

    Doubled road movement. Roads are and were a lot more efficient than Civ3 simulates.

    Added small bomber unit (see comment on carriers further down)

    Added Supersonic Bomber. Comes with Rocketry to simulate modern bombers

    Sea units/ water behaviour (this is the most complicated stuff as I find naval power too weak in Civ3):

      Made sea and ocean tiles cost >1 movement
      Increased movement of Galley to 6, Caravel to 9 and Galleon and equals to around 12.
      Ships after ironclad have movement rates of 3 and 4, but with Treat all terrain as roads
      Battleships attack and defense at 18(?), bombard 3 tiles away, have blitz, increased firepower and rate of fire, carry one foot and cost some more
      Carriers can't carry bombers except small bombers. C'mon, a B52 taking off from a carrier? Don't think so!, but carry 6 or 8 (can't remember)
      Nuclear Power gives Advanced Transport, Nuclear Battleship, N. Carrier etc. with increase moved of one. It disable Magellans for balance, and N. Carrier and Adv. Transport carries more units
      Subs are improved


    Longevity moved to Sanitation and cost 800. It was at this time the populationed boomed

    Increased bombardment rates, strenght and range for all airborne units. Stealth Bomber has a range of 50 as they can reach targets really far away.

    Increased HP for industrial and modern units by 1 and 2. Huge vessels like battleships even more. A spearman should NEVER be able to take out a tank. This is to reflect the huge difference in ancient units and modern ones

    Added more city names (think I used a mod I found here) and "corrected" some instead of what I find stupid English translations (like Köln -> Cologne, München -> Munich, Roma/Rom -> Rome, Göteborg -> Gothenburg)


Think I got down what I think should be in a mod. Maybe this will give you some more ideas.

Actually, it could have been nice working together with you in creating a perfect patch-mod. Don't know when I'll get the time in making one though, especially as the testing take a long time (but that's also the fun part!)


(Hmm, I can't get the list function to work properly....)

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King
Belgrade, YU
Sep 2001
time: 06:33
  Old Post 06-05-2004 18:32
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Re: Poor player1, no one give any comments :) Support Apolyton, buy GURPS/ Alpha Centauri

quote:
Originally posted by MoonWolf
I like most of your ideas. I don't think you should lower military support in Feudalism to 1 gold. 2 is better if you'd like to lower it. It is an intetion why they made it so high in the beginning.


I think it had something to do with early beta version of Feudalism, whichy gave free upkeep for buildings. In that case 3gp per unit was must, otherwise you would get effective Fuedalism even with 6+ pop cities.

Now, since that ability is dropped, Feudalism is already weak for 6+ pop cities, so not real need to penalize it more.


quote:
Originally posted by MoonWolf
[list]
Increase OCN and add some new forbidden palaces. This I don't find necessary in Conquests yet as I think the corruption model has been improved


Yeah, not to much needed in Conquests.
Especialy since OCN actually did get increased in Conquests.



quote:
Originally posted by MoonWolf
Added two resources I've called Fertile Cattle and Fertile

Wheat that gives a food bonus of 3-5 (can't remember). this to simulate some big cities as we have in real life

Increased shield bonus for some resources like iron, coal, oil etc. Gold and oil also give a lot more trade (10?)

Increased food bonus for fish


I try to keep my mod as close as to core rules as possibile, so I wouldn't add something like this especialy since it doesn't really add to balance (good starts become even better starts).


quote:
Originally posted by MoonWolf
Doubled road movement. Roads are and were a lot more efficient than Civ3 simulates.


Too powerful in early game (and see core comment too).


quote:
Originally posted by MoonWolf Added small bomber unit (see comment on carriers further down)

Added Supersonic Bomber. Comes with Rocketry to simulate modern bombers


I find Bombers already very powerful, so no need to new bombers. And it would need new animations.


quote:
Originally posted by MoonWolf Sea units/ water behaviour (this is the most complicated stuff as I find naval power too weak in Civ3):

    Made sea and ocean tiles cost >1 movement
    Increased movement of Galley to 6, Caravel to 9 and Galleon and equals to around 12.
    Ships after ironclad have movement rates of 3 and 4, but with Treat all terrain as roads
    Battleships attack and defense at 18(?), bombard 3 tiles away, have blitz, increased firepower and rate of fire, carry one foot and cost some more
    Carriers can't carry bombers except small bombers. C'mon, a B52 taking off from a carrier? Don't think so!, but carry 6 or 8 (can't remember)
    Nuclear Power gives Advanced Transport, Nuclear Battleship, N. Carrier etc. with increase moved of one. It disable Magellans for balance, and N. Carrier and Adv. Transport carries more units
    Subs are improved


I find that this makes ship movment too fast at small sized maps which I prefer.

quote:
Longevity moved to Sanitation and cost 800. It was at this time the populationed boomed


See "core" comment.
(although i must confess that something similar was in PtW version of my MOD)



quote:
Increased bombardment rates, strenght and range for all airborne units. Stealth Bomber has a range of 50 as they can reach targets really far away.


Bombard units are already powerful.
And range of 50 makes monster units (especialy on smaller maps). Even current range for Stl. Bombers gives me probelms.


quote:
Increased HP for industrial and modern units by 1 and 2. Huge vessels like battleships even more. A spearman should NEVER be able to take out a tank. This is to reflect the huge difference in ancient units and modern ones


Interesting idea.
But I would leave it too more radical mod.


quote:
Think I got down what I think should be in a mod. Maybe this will give you some more ideas.


Thanks for insights.

MoonWolf is offline MoonWolf
Warlord

Oct 2002
time: 06:33
  Old Post 06-05-2004 22:49
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Got spare money?

Remember my mod/ suggestions are for big maps only High movement rate is in my opinion not an overkill on maps that are maybe twice or the size that people normally play. Maybe I should call mine "huge map mod" if I remake it

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King
Belgrade, YU
Sep 2001
time: 06:33
  Old Post 07-05-2004 15:17
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Increase Your PM Length

quote:
Maybe I should call mine "huge map mod" if I remake it


Good idea.

It's pity that editor doesn't support things like scaling movement of some units (like ships) depending from map size.

MoonWolf is offline MoonWolf
Warlord

Oct 2002
time: 06:33
  Old Post 07-05-2004 21:15
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Full PM-box? Change here!

Agree! Maybe in a future release if we're lucky. Scalability is a real strength

yankpanther is offline yankpanther
Settler

May 2004
time: 05:33
  Old Post 07-05-2004 21:52
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Support Apolyton, buy GURPS/ Alpha Centauri

I would like to download a trainer, but I am not finding any on the search engines... That are still available. Any suggestions?

Ammo is offline Ammo
Settler

May 2004
time: 05:33
  Old Post 11-05-2004 08:58
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Hey Andrej,

I just wanted to thank you for such a well-thought of mod, I'm quite impressed by the time and effort you put into this!
I imagine you must play Civ 3 every day to have such an in-depth knowledge of the game

I checked out Apolyton University's Mod for Conquests (http://apolyton.net/dir/index.php?s...b_pages&cat=302), and I was wondering if you'd checked out their ideas? I suspect you may have (or they may have checked yours!) because many of your recommendations are remarkably similar.
However, I'm even more curious to know what you think of the changes that are different. Many of them strike me as quite reasonable-maybe you might even want to consider adding them to your mod! After all, both mods have similar philosophies (change as little as possible, try to make it easier for the AI).
I'd be happy to know your thoughts on the matter.

Thanks for all the work!

Ammo



Add-on: that's interesting, how they inspired themselves from your work, and then came up with something quite different! If you ever find the time to discuss the difference between the two, I'd definitely read it with interest!

Last edited by Ammo on 12-05-2004 at 06:03

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King
Belgrade, YU
Sep 2001
time: 06:33
  Old Post 11-05-2004 10:38
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Well, it's interesting to note that first version of AU mod was based on changes done in one of early versions of Patch Suggestion MOD and then molded in different direction.

Personally, I think that in most cases I'm a little bit conservative with changes I make (for example Curraghs don't spend 2 movement point moving through seas and oceans, since I don't think that it keeps feel of Civ3), but in some cases it's a little bit opposite (like different costs for some UUs I added).

Also, I haven't tried to tweak AI by changing AI civs building preferences (I think that civs should keep flavor they got by designers).


And needless to say AU mod is a "representative" type of mod, which means that several people work and vote for what needs to be changed.


Still, if I get some time I could post a thread in AU mod forum discussing differenced between the two.

Jaybe is offline Jaybe

King
Las Vegas, NV USA
Sep 2001
time: 21:33
  Old Post 20-05-2004 00:04
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quote:
Interception of stealth aircrafts is increased from 5% to 15% to compensate for higher defense rating of these units in Conquests

This is what I did for a long time, but then ...
I realized I could just give them negative Hitpoints in the Editor so 1 hit and they are destroyed. If Veteran HP=4, then -4 HP (you could give them -10 HP and they would still have 1 HP).

player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:33
  Old Post 20-05-2004 03:05
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1hp units just look ugly.

Lord God Jinnai is offline Lord God Jinnai
Prince
St. Louis
Sep 1999
time: 23:33
  Old Post 21-05-2004 15:39 Visit Lord God Jinnai's homepage!
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quote:
Shields gained from forced labor are increased from 20 to 30 per population. It needed some boost considering that with old value it was very difficult to rush anything later in game when units and building get more expensive. On the other hand, it's not too drastic increase to unbalance early part of the game.
Why should forced labor be increased for modern era balance? Rushing stuff should be harder later on IMO for the most part because things become more complex.

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King
Belgrade, YU
Sep 2001
time: 06:33
  Old Post 21-05-2004 21:43
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Well, things are more expensive later.
Aren't they?

So they will always be harder to rush then something cheap.


And with Drafting you can easilty draft Infantry or similar expensive unit, making a forced rush pretty suboptimal solution.

Perfect General is offline Perfect General
Settler

Jul 2003
time: 05:33
  Old Post 01-07-2004 23:47
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#22 Report this post to a moderator
Lose 30 kilos (of popups)

I have a few suggestions:

1: increase bombard defence value of archer unit and longbow unit, they are currently too low to have any significant effect on the game.

2: increase operational range fighter from 6 to 8.

3: increase operational range paratrooper and modern paratrooper unit, which should allow them to be drop deeper into enemy territory

4: set load flag on helicopter, so it can station on a aircraft carrier. The carrier can than be used for invading the enemy coast.

5: increase bombard range cruise missile, because except for fun their usage is limited because of their low range. I suggest the same range as the tactical nuclear missile.

player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:33
  Old Post 02-07-2004 00:31
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quote:
Originally posted by Perfect General
I have a few suggestions:

1: increase bombard defence value of archer unit and longbow unit, they are currently too low to have any significant effect on the game.


I beg to differ.
Anything higher would need changing their cost to keep them balanced.

Especaily in case of Archer, in early pre iron times.

quote:
Originally posted by Perfect General
2: increase operational range fighter from 6 to 8..


Why? it would be same as for Jets?

quote:
Originally posted by Perfect General
3: increase operational range paratrooper and modern paratrooper unit, which should allow them to be drop deeper into enemy territory


A trick of making airfiled near borders helps here greatly.


quote:
Originally posted by Perfect General 4: set load flag on helicopter, so it can station on a aircraft carrier. The carrier can than be used for invading the enemy coast.


I don't think this would work well. Helicopter carring infantry and then Carrier carring helicopter...


quote:
Originally posted by Perfect General 5: increase bombard range cruise missile, because except for fun their usage is limited because of their low range. I suggest the same range as the tactical nuclear missile.


Range of 4 is not low. It's usualy enough to target ships or towns near the borders. Higher range would pretty much need a recon in order to see your target (exempt when targeting cities).

player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:33
  Old Post 26-07-2004 02:50
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#24 Report this post to a moderator
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