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Which Mods?
This poll is closed. |
| Accel Production |
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12 |
52.17% |
| AU Army Mod |
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10 |
43.48% |
| Regicide off |
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18 |
78.26% |
| Remove ability of Monks to pillage |
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7 |
30.43% |
| Set all world map levels to have the same corruption and tech rate factors; probably to current huge |
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12 |
52.17% |
| Fix the placement of AI starting locations |
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15 |
65.22% |
| Allow us to pick the AI only playable civs |
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11 |
47.83% |
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10 |
43.48% |
| Total: |
23 voters |
100% |
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Paddy the Scot

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Hordeland
Mar 2001 time: 14:21
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Ok, Sengoku - Sword of the Shogun was the final choice.
and it was agreed that we modify the scenario for a better game
This poll is to choose which mods we use
This is a multi-poll, so you can choose more than one 
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Accel Production: Well, strictly speaking actually a rules and not a mod, but listed here.
Affect: Halves the cost of every structure & science costs.
Reason: Would cut down the turns needed to win.
AU Army Mod: Incoropate as much of the AU Army mod that applies in this conquest.
Affect: At a minimum, this is Army's capacity is 1 but has 4 extra HP. I don't remember if this conquest includes equalivents to HE / MA / Pentagon or not.
Reason: AI doesn't use armies properly, giving humans an unfair advantage.
Regicide off: Leave the King units in, but remove "King" ability + "AI King" flag if exist + set the AI offense / AI defense flags approatively.
Affect: This will cause the AI to use the King and not just keept hem parked.
Reason: AI King units are ridiciously easy to find and kill because they never move.
Remove ability of Monks to pillage:
Reason: AI can't stop fast moving defensive units from pillaging (either humans or other AI), this results in inferstucture reverting to the stone age.
Set all world map levels to have the same corruption and tech rate factors; probably to current huge:
Affect: Removes the affects of the bug where the person's previous map size immedately prior to them starting this game is used.
Note that if I've overestimated Japan map size and it is closer to the normal "large" than "huge", I mean large instead.
In addition check what numbers are currently in Japan's world map parms and compare against standard. It might reveal an intended map setting.
The difference between tiny & huge normally is:
3/4X to 2X standard tech costs, increasing as map size increases
3/4X to 2X standard corruption, decreasing as map size increases
Fix the placement of AI starting locations
Affect: See the Japan civ discussion thread for the full list.
Reason: A handfull of civs are clearly in positions where a human would move the location one or two tiles for a much better start, but the AI would never do that on its own.
Allow us to pick the AI only playable civs
Affect: Allows us to choose any of the 18 civs instead of just 8.
Reason: The most challenging positions are marked as computer only, so doing so would allow for a greater challenge in six or seven cases. (The others starts are comparable to the existing human playable ones)
The Mod
Affect: Assure that the is happy.
Reason: Apolyton Tradition to include a option.
- Many Thanks to Joncnunn
-------------------------------------
further questions (which will be adjusted as we go as required)
- which civ in the nominated scenario?
Discussion on the Japan civs is underway in preperation of that poll
- which format of government do we take?
ie. succession style we have used in Rome, or other formats...
- what time frame do the governments have to achieve their goals?
other questions to be added as required
-------------------------------------
Attachment: slide6.jpg
This has been downloaded 106 time(s).
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joncnunn
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Maryland Heights, MO
Sep 2002 time: 23:21
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I voted for all the above except AP.
-
There's a bit more to the Regicide off than listed for whoever makes the actual edits:
1. Type 1s will need to be manually placed for each civ.
2. King unit flag and any AI-King flags removed.
3. AI offense and AI defense flags set apporatively. Maybe something like types 1-3 Defense On / Offense off, 4 - 6 both defense and offense on, 7 - 10 Offense on, defense off.
4. A short test run to ensure that this one king unit can still be upgraded with a baracks and tech while multiple kings don't get created. [Especally type 1 that have a cost of 0 ]
Last edited by joncnunn on 21-05-2005 at 02:47
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ormuzd
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yes to everything except AP and Monks pillage removed
Everything seems like a more than reasonable and no need even to think about. It is always better to make the AI more challenging without unfair advantages
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ormuzd
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but the pillage option is behind the banana, this is quite good
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planet
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ap, no reg, and the banana thing
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joncnunn
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Maryland Heights, MO
Sep 2002 time: 23:21
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I'm not sure if PTW or Vanilla even had such a feature as non-human playable civs.
But in Conquests, if you want to make a civ unplayable for that scenerio, you indeed need to go into the civ 3 editor, and go into the scenerio properties screen.
edit: translated first sentenice from Jon-speak into English.
Last edited by joncnunn on 24-05-2005 at 19:33
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joncnunn
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Maryland Heights, MO
Sep 2002 time: 23:21
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I've done some looking around, we have an implemention issue with the no-regicide option.
Basically, the way the Ancient Calvary and Crusader units work in the epic is that they are unbuildable by all civs, but get spawned by the SoZ and KoT wonders.
The upgrades skip over the case where the upgrade would be unbuildable by the civ.
So, to turn regicide off, we need to also decide the following:
1. Do we want every civ to be able to build multiple Shoguns?
In this case, check the stats against comparable units and decide which types to allow and which to disallow. (In no event do we want Shogun-1s built which are free to build.)
2. A varation is that we have certain unique to each civ structures spawning a different level of Shoguns every X turns. [We add 9 Small Wonders, each that spawn types 2-10, having the cost of these small wonders increase as the tech goes up.]
3. Or alternatively which level do we want to lock the starting shoguns to. In this case, we might even consider giving a different level of shoguns to different oppoents. Say giving oppoents far from us the best shogun types and those closer weaker types, with us getting the worst of all.
4. Another case, is we could mod the Shogun 10, to a unit with no movement nor attack [defense only] and grant every AI civ that unit. (We'd get a weaker Shogun.) This would make taking an AI capital difficult for everybody.
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skrobism
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Looks like jon already did a bunch of work on this and we already voted to turn off regicide BUT
What if we leave regicide on and just limit ourselves from using it? This means much less actual modifying.
Just an idea and maybe the work is already done.
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