 |
|  |
 |
|
Anun Ik Oba
|
 |
Grace of God
Sep 1999 time: 00:16
|
|
Here is a mod I have been working on. Attached is the mod, along with the readme. And Just so you get an idea of what this mod is about, here is a list of changes:
Version 1.6 adds the Civilopedia update.
Version 1.5 notes:
Here is a list of additions for the new version of this mod:
Gave Police Stations the ability to quell corruption like Courthouses. Increased their cost to 120 shields, and maintance costs to 3 gold per turn.
The chance for Air Superiority interception is increased to 65%, even though this feature seems to be broken at this time.
Magellan's Voyage now also gives a free harbor to all cities on the same continent, along with the normal +1 movement bonus to all naval vessels. Cost was increased to 600 shields.
Increased the number of initial content citizens for each difficulty level:
Chieftan- 5
Warlord- 4
Regent- 3
Monarch- 3
Emperor- 2
Deity-1 (left the same)
General Modifications
Changed harvested-forest bonus shields from 10 up to 20. This is a good way to boost production in ancient times, and also in the later 'post replaceable parts' era via deforestation. Very advantagious to Industrial civs.
Changed Wealth shields-to-gold ratio down to 4:1 from the default 8:1.
Oil should now sometimes appear on coastal tiles. They will not be able to be used as a strategic resource because you need to road to it, but it will still give its bonus resources. To compensate for oil's availablity on water, I have increased its appearance ratio from 120 to 145.
Army Corps of Engineers: Infantry and Mechanized Infantry can perform the Build Forstress, Build Road, and Clear Forest/Jungle commands.
All civs now get the corresponding regular units to their unique units. This is done for two reasons: so that you may upgrade earlier units to the corresponding regulars (which can't be done by default); and so that you have the option to forestall winning your Golden Age by not having to field your UUs.
Mod Unit Stats
Explorer has 1 defense. This makes this unit more capable as a scout type unit in enemy territory.
Paratrooper now has a drop range of 6. 4 was too small, especially since the helicopter could drop units this far anyhow.
Horseman no no longer has a Zone of Control. The knight and its equivalents do not have ZoC, so it made little sense to give it to this ancient unit.
Catapult's bombard strenth has been raised from 4 to 5. This isn't much, but helps make catapults a more consistent weapon.
The Cannon's rate of fire was increased from 1 to 2. Since this artillery weapon is twice as costly as catapults, and also requires both iron and saltpeter, it makes sense to give it some power. This is not unbalancing either.
Artillery has not been changed.
Radar Artillery has 16 bombard; 2 range; and 3 rate of fire. This change- as well as the changes in the other artillery pieces- was partly due to the old, more powerful stats I found included in the manual. And I have played CivIII with these modded stats, and they are not unbalancing at all.
Cruise Missile now has a bombard range of 6 instead of 2.
Transport can now only carry only 6 units.
Submarine now attacks at 8 instead of 4. This is to give submarines a chance against destroyers.
AEGIS Cruiser has the same bombarding attack strength as the destroyer: 2.
Nuclear Submarine has the same attack and defense as the modded submarine (8A.4D), but now moves at 4. Even the civilopedia stated that the n-subs were supposed to be faster.
Fighter now has a bombard strength of 4.
Jet Fighter and F-15 have their bombard strength increased to 8.
Stealth Fighter can now initiate the Interception command. Its stats are: 8A.6D and operational range of 7. Bombard is 8 with a rate of fire of 2.
The Chinese Rider UU no longer has ZoC. It has a movement rate of 3, which more than justifies it as a UU when you compare it its equivalent, the knight.
Mounted Warrior also has no ZoC; for the same reasons stated for the Rider and Horseman units.
Privateers have an attack of 2, defense of 1, and move at 4. This, along with them having no 'nationality markings', makes them able to deal with the contemporary and equally expensive Galleon and Frigate.
Attachment: civ3 pre-patch mod version 1.6.zip
This has been downloaded 678 time(s).
Last edited by Anun Ik Oba on 07-11-2001 at 10:55
|
|
|  |
 |
|
ElitePersian
|
|
Vancouver, BC
Nov 2000 time: 05:16
|
|
just a couple quick questions:
did you upadate the cvivlopedia for these mods? does the civilopedia now say that Magellan's voyage gives harbors? does it say the new Attack(Bombard)/Defense/Movement ratings for the new units? does it mention coastal oil as a bonus resource?
also, when you cut down a forest, does it tell you that 20 shields have been harvested instead of 10?
The reason i ask this is becuase a lotta ppl who download mods will want their civilopedia updated, cause it gets hard to remember what each and every mod does.
|
|
|  |
 |
|
ElitePersian
|
|
Vancouver, BC
Nov 2000 time: 05:16
|
|
Also what might be a good idea would be to make the new civilopedia entries in a different color so that ppl can know this is from a mod and not from the original game - since there's already so many things you gotta learn from this game, it might get confusing.
|
|
|  |
 |
|
Grunthex
|
|
Calgary
Oct 2001 time: 22:16
|
|
Only one niggling concern, regarding the explorer upgrade.
Won't the 1 defense cause the computer to regard it as a military unit? Often, in the mid game, if I find a second continent to explore, there's no way I'd be able to send in horsemen to explore, the computer players would be rightfully pissed off, if I didn't have a RoP treaty. But they generally allow scouts and explorers, as the 0/0 doesn't annoy them NEARLY as much. When one civ SLOWLY gets annoyed at my explorer, I can wander to the next civs land for a bit. Will the 1 defense change that?
This is somewhat major for non-Expansionists who can't make scouts.
|
|
|  |
 |
|
dainbramaged13
|
|
Dumbass
Mar 2000 time: 00:16
|
|
quote: Originally posted by Steve Clark
This is an interesting set of changes but I am wondering if all of them are practical? Without rigorous testing, how would one know if these changes will not cause new imbalances or perhaps other gameplay problems? |
... so change 'em back!
|
|
|  |
 |
|
Anun Ik Oba
|
 |
Grace of God
Sep 1999 time: 00:16
|
|
quote: Originally posted by Grunthex
Only one niggling concern, regarding the explorer upgrade.
Won't the 1 defense cause the computer to regard it as a military unit? Often, in the mid game, if I find a second continent to explore, there's no way I'd be able to send in horsemen to explore, the computer players would be rightfully pissed off, if I didn't have a RoP treaty. But they generally allow scouts and explorers, as the 0/0 doesn't annoy them NEARLY as much. When one civ SLOWLY gets annoyed at my explorer, I can wander to the next civs land for a bit. Will the 1 defense change that?
This is somewhat major for non-Expansionists who can't make scouts. |
This is a good point, and I have been thinking about this lately. I was considering attaching the 'no nationality markings' flag to explorers, just like Privateers get. But my only concern is that the AI seems to ALWAYS go after Privateers if it sees them.
I am going to test out the modded explorers in this game, and see how the AI handles their +1 defense attribute.
|
|
|  |
 |
|
Ghengis Thom
|
|
Duluth, MN
Sep 1999 time: 05:16
|
|
Youve taken away all ancient units Zoc cause Knights dont get it? You must like Knights. Its makes sense that lighter armored mounts can do hit and run raids easier where heavily armored Knights just charge in and kill or be killed.
Ghengis Thom
|
|
|  |
 |
|
Pufo
|
|
Ok, two things:
Other than the change with the police stations, do you deal with corruption at all? increase the effects of Democracy, or courthouses, etc?
And you mentioned you reduced wealth ratio to 4:1 as opposed to 8:1. However, getting the civ advance Economics does the same thing. Are you going to make Economics reduce the ratio even further, or just keep it 4:1 all the time?
Thank you for your time.
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:16. Apolyton Time is 00:16. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|