Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization III > Civ3-Files > MOD: Long Winded Changes Mod: Improvements increasing Balance, Accuracy, and Fun
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!
16.Sep: 7 NEW FILES
15.Sep: TRIAL + NO SLEEP = ONE GAME
13.Sep: PATCH THE PREVIOUSLY UNPATCHABLE

bottom of page
   - CIV3 CONQUESTS $29.99 - CIV3 from $9.99
Author
Thread   
Pages (9): [ <<   4   5   6   7   8   9   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
cyberguide is offline cyberguide
Settler
munich, germany
Jan 2002
time: 06:16
  Old Post 14-01-2002 12:27 Visit cyberguide's homepage!
Edit/Delete Message Reply w/Quote
#181 Report this post to a moderator
Support Apolyton buy from Amazon

sith: as i found out with the game, it seems to ignore just the ranks that come after elite equivalent. so leaders are generated from the elite level. (at least it seems that way by having played for a while ...).

actually, i am not using leaders in my game often. that is why i would prefer to extend the ranking a bit. of course, as soon as you increase the hitpoints, the longer it will take to resolve battles. but my posted list was just a first shot to see if it would work at all. maybe 20 is really too high but that way you will have to honor your successful units and handle them with care as you dont wont to loose such a unit. i hoped that with barracks the units are at rank numbered 3 and not the second last rank which seems to be correct. so it would be really hard and take a long run to get units to the last level (which is realisitc i think as you wont find many generals in a real army, will you?).

i am just wondering that the format may allow as many ranks as you want but the game seems to be hardcoded to the fixed number (even the promotion messages are all triggered by different events [conscript->regular, regular->veteran, etc.].

cyber

Plutarck is offline Plutarck
Warlord
Earth
Nov 2001
time: 23:16
  Old Post 15-01-2002 02:54
Edit/Delete Message Reply w/Quote
#182 Report this post to a moderator
Browse Apolyton AD-FREE

I'll do all the replying later (tiired...been working on the mod all day), but here are the things I've come up with so far. Some still are left to be implemented, so I've got plenty of work left to do for ERP4, but I wanted to get this out for discussion:


quote:
-Error: Forgot to add the change to World Sizes in changes.txt, and clarified the change in pillaging there too (archer-type units can't pillage).

-Many Units: Many units have had their bombard strength changed, and some have had their rate of fire increased. All changes are decreases, because most had already had their rate of fire increased. The result was too high a chance of destroying buildings/citizens while the early bombard units were nearly useless. Along with other changes bombard units should now be highly useful units (even the early ones), but not over-powered.

-ISSUE: I'm not sure if I mentioned it, but land bombard units can no longer be captured. After playing with the changes, would you prefer it if they were capturable?

-QUESTION: When bombarding units, do the defending units defense values get modified as if they were being attacked by any other unit (like for being fortified, terrain, city defenses, etc)? I would really think they were, and am acting as if that's true.

Also, do Citizens and Buildings get any bonus from terrain or city improvements (like Walls)?

-Defense Bonus: Citizens and Buildings now have 18 and 14 defense, respectively. With the increased effectiveness of bombard units the chance of devastating a city is far too high, far too early, for far too little of a production requirement.

-Multiple Resources: The resources with the highest disappearance probability have now had that amount decreased, so they are a bit more stable now. They seemed to move a bit too much as before, but they'll be tweaked more in the future if need be.

-Tech Cost: Squirearchy(-2).

-Many Units: I've made a bunch of changes to units, from changing their stats to changing the technology they become available with. Quite the bucket'o'changes. Let me know what you think!

-Difficulty Levels: I've majorly reduced the barbarian combat bonuses on the low difficultly levels and raised the Optimum City Amount by 5% per difficulty level. The reason being that, for instance, on Chieftain the barbarian bonus was 800%. That means that a Warrior (1 attack originally, but it would be given an 8 attack after the bonus) attacking a Barbarian (2 defense) that's fortified on a mountain would have a 74% chance of victory if they were both Conscripts, a 78% of both were Regulars, or a 87% chance when it's Regular vs Conscript (which is almost always the case)! 1 lone Regular Warrior fortified on a flood plain could stand up to 3 Raiders (which have 3 attack) 77% of the time, and 6 of them (one after another) more than 28% of the time!

Chieftain should be pretty easy, but it makes barbarians totally irrelevant (that is, just free sources of gold). Basically all levels have been moved "up" one, so while Chieftain/Warlord/Regent/Monarchy/Emperor/Diety was 800/400/200/100/50/0, it is now 400/200/100/50/25/0. The other levels have also been tweaked, so barbarians should finally be reasonably dangerous! Muahahaha!

-Military Academy: Now costs 50 to build instead of 60.

-Archer-type units: Now have a 0 range bombard ability (heard the idea in the forums, and want to see if it works like I hope it will), giving them one free "bombard" against an attacking unit. I hope it'll be as good as useful as I think it will be, but testing will show if I'm right. I may also have to give them Zone of Control, but we'll see.

-Chemistry: Chemistry has basically been removed, with it's position now filled by Metallurgy (the exact explanation is that Chemistry and Metallurgy have now been rolled in together as one tech). Other than having both Chemistry and Physics (both useless techs, in that they serve no function on their own) often coming one after the other, this also serves to solve the problem of the naval units equipped with cannons becoming available before canons were invented!

There will still be a problem with the "new" naval unit that comes available with astronomy, in that it requires saltpeter to build yet comes available before the gunpowder advance. You win some, you loose some. If a tech tree overhaul is done then this is something that can be addressed, but otherwise we'll just...well, ignore it, like everyone else has to ignore Frigates becoming available before Metallurgy.

-Longbowman: England's Unique Unit is now the Longbowman, rather than the Man-O-War. The Longbowman is now no longer available to other civilizations, and it's now functionally replaced by the new Crossbowman unit. The other idea for England is the Red Coat, but this will work for now.

-Crossbowman: New unit, taking the functional place of the Longbowman unit for all but England.

-Man-O-War: Now renamed to the Ship of the Line, and made available to all civs. It is functionally the same now as the Frigate/Man-O-War.

-Frigate: Now renamed to War Caravel, made available with Astronomy, and is available to all civs. It's current function is replaced by the Ship of the Line.

-ISSUE: I wish to change the American UU to some ground unit, but I don't know what it should be. The prime candidates I can think of is the Minuteman (available in the industrial age, like an improved Rifleman?) and the M1-A1/Abrams Tank (upgrade to Modern Armor, perhaps?). For now I'm going to try out making it the Minuteman, and we'll see how it goes (I don't know what I'm going to do with the F-15...might just leave it out for now).

The reason for these 2 UU changes is because you cannot trigger a Golden Age without the unit winning a battle. The Americans have it the worst, but the English suffer from it to a lesser degree. The other is that ground units are useful on all maps in every situation, while naval units really are only useful on more land-filled (especially Pangea) maps.

However, I believe that all civs should have 2 UUs, for more reasons than I want to even get into. Depending on the results of ERP4, I think this would be a good thing to implement reasonably soon. However, I want plenty of feedback and debate as to what the 2nd UU should be for each civ. I also believe that overhauling the governments is a more pressing issue, which should be done first.

With a smoothed out unit system, smoothed out tech tree (not over-hauled or largely changed, just smoothed out a bit in terms of cost, because I think I've fixed the major other problems already), added UUs, and an overhauled government system, I think I will be ready to call it LWC version 2.0!




I especially want to hear about the change of England's unit to the Longbowman, adding the Crossbowman to replace it for other civs, and changing the American unit to the Minuteman (and currently leaving the f-15 out of the game until a use for it comes up).

Honour_Shogun is offline Honour_Shogun
Settler

Nov 2001
time: 00:16
  Old Post 15-01-2002 04:11
Edit/Delete Message Reply w/Quote
#183 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

Well, I for one welcome the removal of England's rather useless UU. Honestly, when you talk to someone about England, about major battles that have shaped her history, Agincourt is perhaps one of the most important(yeah, 1066 is the most important, but I really think 1415 is the second most) Making the UU for England the longbowman is common sense, IMHO. As for America, it really comes down to when you want them to have their Golden Age(whcich can be achieved through peaceful means as well). If you want it very late in the game, go with the tank. Maybe make it a Sherman instead M1/Abrams Tank? So it happens at the same time as Germany's? As for earler, well Minutemen obviously.

And one last thing, the idea of having 2 UU for each civ is great! If you incorporate this, it will be great.

JC Woodman is offline JC Woodman
Settler
Seattle Wa.
Nov 2001
time: 21:16
  Old Post 17-01-2002 00:53
Edit/Delete Message Reply w/Quote
#184 Report this post to a moderator
LWC/ERP's-UU's Lose 30 kilos (of popups)

And one last thing, the idea of having 2 UU for each civ is great! If you incorporate this, it will be great. [/QUOTE]

I agree. 2 uu's ea. would be the ticket. I think we could debate real world history and potential uu"s for all civ's @ great length... If we go with the premise that uu's should be tied to our "real" world history the above comments by H-shogun are right on. As to the Brits and Americans I agree that the Man o War is weeeeeaaaaaak,but the idea is good. No question the long bowman's the early choice as is the Minuteman/militiaman for America. But later it's less clear to me. The "Redcoat" idea is very good, the sheer discipline (sometimes to a fault) of the Redcoat line Infantry from 1750ish to 1850ish was impressive to say the least, just ask Napolleon and his Marshalls. But also the role of the British Navy should be represented... brainstorming here perhaps a more effective/cheaper/ or longer ranged Ironclad. The Americans, I like the Minman idea for early, and well heck leave the F-15 for the second. Other American possibles... The Sherman Tank- granted cheap, quick to produce and reliable but it should defend lower than others, ( Hey Russia! How's about a T-34/ 2nd UU??? ) Also for the Americ's beefed up Naval units, or special Naval aviation units?? I also like the Attack Helo idea. Just thinkin out load

NorthSwordsman is offline NorthSwordsman
Prince

Feb 2001
time: 00:16
  Old Post 17-01-2002 16:33
Edit/Delete Message Reply w/Quote
#185 Report this post to a moderator
Support Apolyton, buy Call to Power 2

I'm at 1360, as the Iroquis, standard map. I'm having fun, the new units throw me for a loop now and then. But they are are nice... I like the changes thus far.

One bug, not sure if it has been commented on before (haven't read the whole thread yet) is that on the Technology Advancement Popup box, the picture doesn't usually match with the Technology. Sometimes the Civilopedia is that way as well. For example, I recently discovered Theology. The picture? Communism. Isn't that a hoot?

Other than that, the game is enjoyable.

Bill_in_PDX is offline Bill_in_PDX
Settler
The Wilderness of Orygun
Nov 2001
time: 21:16
  Old Post 18-01-2002 01:19
Edit/Delete Message Reply w/Quote
#186 Report this post to a moderator
Enter the AD-FREE zone

Good morning,

I'd like to visit the website so I might view the breadth of all the changes that you have provided in this mod, but the links in this thread and over on Civ Fanatics all link to a dead web site.

Is there a new site link? Or another way to see the summary of all the modification features?

Thanks!

Gutz is offline Gutz
Chieftain
Madison WI
Dec 2001
time: 23:16
  Old Post 18-01-2002 01:22 Visit Gutz's homepage!
Edit/Delete Message Reply w/Quote
#187 Report this post to a moderator
Support Apolyton, buy Civilization 2

They are all outlined in the readme and changes documents in the download.

cyberguide is offline cyberguide
Settler
munich, germany
Jan 2002
time: 06:16
  Old Post 18-01-2002 12:49 Visit cyberguide's homepage!
Edit/Delete Message Reply w/Quote
#188 Report this post to a moderator
Inflate your Upload Space

quote:
Originally posted by NorthSwordsman
I'm at 1360, as the Iroquis, standard map. I'm having fun, the new units throw me for a loop now and then. But they are are nice... I like the changes thus far.

One bug, not sure if it has been commented on before (haven't read the whole thread yet) is that on the Technology Advancement Popup box, the picture doesn't usually match with the Technology. Sometimes the Civilopedia is that way as well. For example, I recently discovered Theology. The picture? Communism. Isn't that a hoot?

Other than that, the game is enjoyable.


I have experienced the same. it seems to happen quite often. a few more examples: Currency goes with the pic of Electricity or so.
I think it was Mathematics that goes with the pic of Monarchy. have not yet checked the civelopedia entries though.

i am sure there are more than the few being mentioned.#

cyber

NorthSwordsman is offline NorthSwordsman
Prince

Feb 2001
time: 00:16
  Old Post 18-01-2002 18:08
Edit/Delete Message Reply w/Quote
#189 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

Cyberguide:

Yup. Every one of them. A few of the Civilopedia entries are "empty", no description, but Plutarck did say that it wasn't complete. For example, no explaination for "guild hall", but I built the blasted thing anyhow. Have no idea what it does, what it costs in upkeep... but I figure it's doing SOMETHING.

Plutarck, do you need help with the Civilopedia? I could help out if you need it. But I'm willing to learn. I enjoy this mod.

Plutarck is offline Plutarck
Warlord
Earth
Nov 2001
time: 23:16
  Old Post 18-01-2002 23:58
Edit/Delete Message Reply w/Quote
#190 Report this post to a moderator
Support Apolyton or Terrorists Win

Announcement #1: The LWC website now has a domain name, thanks to Realm! Give 'em a big thank you for providing it. It is: lwc.realmofgaming.net. To get directly to the main LWC page just add /civ3 onto the end of it.

Nifty, huh? Now you don't need to remember a whole IP addy


Announcement #2: The website is back up, thanks to some quick reinstatement of service by Kolyana.

(inside joke, don't try to figure it out)



Now, about the unique units. I'll be posting a thread about it in the general forum to get lots'o'opinions on what a 2nd UU should be for each civ.

I'm currently decided on 2 UU for each Civ, instead of more (such as one for each age). The reasons for this are many, with the most important being:

- It'll be quite a bit of work to add 16 units to the game anyhow, and have them fit in with their Civ, be worthy of UU status without being unbalancing, and be significantly different from other Civs UUs.

- For each civ to have one for each age I'd have to add 64 units! Um...no.

- Having 2 UU instead of 1 is twice as good, but adding more comes with greatly diminishing returns.

- It won't be hard to come up with 2 units for each civ, as every civ at LEAST somehow existed in 2 eras, even if just the early Middle Ages and the Ancient Age. So Zulu/Persians/Aztec/etc could get one in the ancient and middle, while America could get one in the industrial and modern.

- Each civ will have a greater amount of custom strategy, without becoming too much so.

- How much of a stretch would it have to be to come up with a unit in the industrial and modern age for the ancient civs like the Zulu and Aztects? Or an ancient and middle age unit for america?


So I think just about everyone will agree that 2 UU per civ is the optimal solution. I'll include them as soon as I'm reasonably convinced of what civs should have what UUs, but no earlier than ERP5-6.


Other notes:

-I hope to do the government overhaul by ERP6, at least. It sooo needs doing. It's the number one sore-thumb in the game, or it will be after ERP4.

-No ETA on ERP4, but I'm working on it. Probably will be available next week, as there's no way I can finish it this weekend.

Gotta do plenty of other stuff IRL, so I can't give anything firm. Car troubles, car shopping...ah well, what can ya do.

-I don't know what ERP5 will be about, but probably will be more tweaking and adjusting than anything else.

-Later on, perhaps even after ERP4 (depending...), I'll try to wrap LWC up into some maps and make them available in an add-on pack! So you could play the earth maps with LWC rules and units

The only thing required, other than using the CopyTool, to import the maps into LWC, is to place Oasis where they should be and decide if the disappearance ratios should be changed for that map.

Since you can ensure everyone get's a fair shake from the begining, you might just make all disappearance ratios 0, and things like that.

Other than that, I know of no obstacles.



Replys going in reverse order:

NorthSwordsman:

The historical entrys for new items are empty, but those rarely (if ever) tell what the thing does anyway. But now they'll at least tell you what they do...except maybe units (for now, might fix them).

All will be available in ERP4.


cyberguide:

It's hard-coded into Civ3, and not easily fixable. To fix it I'd have to change the names of at least 83 graphic files, then make them available for download, and I'd still have to figure out which techs to rename to what. And that's assuming that would work...

So if it's not fixed in the next few patches by Firaxis, I guess I'll go to the trouble of fixing it.

But Theology showing up as Communism...almost too good to want to change


Bill_in_PDX:

Temporary downtime, and it's back up again




Back to Ye Olde Grindestone for me

bloodysmurf is offline bloodysmurf
Settler
Chicago, IL
Jan 2002
time: 05:16
  Old Post 20-01-2002 01:40 Visit bloodysmurf's homepage!
Edit/Delete Message Reply w/Quote
#191 Report this post to a moderator
Wow! Suffering from ads?

I'm very impressed by the enormous number of changes made in this mod... but I'm curious about how well the AI is able to utilize the changed units/buildings/techs? For those of you that have downloaded the mod, what are your impressions of the AI behavior thusfar?

BTW, the link to the readme file on the LWC site is currently dead.

Keep up the good work!
-ollie-

NorthSwordsman is offline NorthSwordsman
Prince

Feb 2001
time: 00:16
  Old Post 20-01-2002 09:40
Edit/Delete Message Reply w/Quote
#192 Report this post to a moderator
Suffering from ads?

Bug report sent to Plutarck along with the game save and a screenshot of the bug...

MINES IN FOREST. I'm getting 1-3-3 from those forests, under Democracy. (Tried to attach a screenshot, but the board hung up on it. Forget it. Plutarck has it)

Plutarck is offline Plutarck
Warlord
Earth
Nov 2001
time: 23:16
  Old Post 20-01-2002 19:06
Edit/Delete Message Reply w/Quote
#193 Report this post to a moderator
Put an end to popups!

snip from changes.txt:

quote:
-Forest: Can now be Mined, providing +1 shields (think Tree Farms/Sustained Logging).




But thanks for reporting it anyway, hehe.

Hm, but now that you mention it, it does end up making a mined forest give as many resources as a mined Hill...then again, is that all that bad a thing? After all, Hills have a better chance of having bonus resources and provide more of a defense bonus, but Forests can be cleared...hmm.

If I increased the shield bonus of Hill, I'd have to do it to mountain too. I'll probably try giving Mountain a boost anyway (since it provides 0 food), but aren't Hills valuable enough already?

I'm thinking that they are, so I'll leave Hills alone, give Mountain an extra shield when mined, but I am also increasing the amount of turns it takes to Mine (since mining is more valuable now, AND provides the nice effect of slightly curbing the "mine all the grasslands" problem).

And if I can find a graphic for it, I'm going to include Bananas in ERP4 (showing up in Jungles only, methinks).

It will be a Strategic Resource, required to build Damn Dirty Apes.





...just kidding about that last part...

MicMc is offline MicMc
Settler
atlanta ga
Nov 2001
time: 00:16
  Old Post 20-01-2002 19:20
Edit/Delete Message Reply w/Quote
#194 Report this post to a moderator
Nice thinking Support Apolyton, buy Civilization: The Boardgame

I like the idea of the changes, I've been playing a test mod along those lines, in addition to the changes you mentioned we set up irrgatating hills, (think Terraced hills) so it comes to be 2/1/1 the grapic isn't great, but it suits.

Sumthin I was thinkin' about, since there is an upper limit on stra/lux resources and you can't control the bonus resources and since any graphic past +2 won't show up for the human player, to use the same graphic in multi renamed versions of the basic item. Like the oasis idea, so you could end up with Palm Oasis, Desert Spring, same grapic same perks, twice as many occurances, desert only and it would help take some of the sting out of all that sand. The same basic idea could be applied elsewise.

Love LWC, extremely well thought out. It's the mod I go back to when I'm playing for fun rather than testing stuff. So far I haven't run into any problems with it, Keep givin' us stuff!

Plutarck is offline Plutarck
Warlord
Earth
Nov 2001
time: 23:16
Post  Old Post 21-01-2002 00:40
Edit/Delete Message Reply w/Quote
#195 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

Here are my latest entrys in changelog.txt:


quote:
01/19/01:

-Mining: Costs 16 turns instead of 12. Mining is a bit more valuable now, and also curbs the "mine all the grasslands" problem a little.

-Fortress: Costs 12 turns instead of 16. Is there

-Plant Forest: Costs 20 turns instead of 22. I'd make it 18, but I don't think the AI knows how to use it, so it would purely be for the benefit of the player.

-Clear Forest: Costs 12 turns instead of 10. They do provide an extra 5 shields now, and deforestation should take a bit more effort (since it comes with few consequences).

-Clear Pollution: Costs 22 turns instead of 24.

-Fruit: New resource. Like Oasis for Jungles, but gives +2 food and +1 commerce.

-Mountains: Now provides 1 commerce instead of 0. Thus it now has a base of providing 2 production and 1 commerce, and when roaded and mined provides 4 production and 2 commerce.

-Tundra: Now has 2 movement cost instead of 1.

-NOTE: While playing with units in the LWC calculator I suddenly realized a whole new dimension of units that needs to be tested. Cost must be factored together with stats to decide what is a more powerful unit. I have failed to do this up till now, because I was assuming that 1 old unit would equal 1 new unit; which can reasonably be true because of how production increases over time, but we'll put that aside for now. Thus the LWC combat system still works pretty darn well, but I'm refiguring the details now. Consider this:

I had given the War Caravel (WC) a Cost/Attack/Defense/Movement of 7/8/6/4, and the Ship of the Line (SL) 10/13/10/5. I figured this would allow the WC a reasonable chance of success if attacking first (36% chance, it turned out), but it would be pretty easily thrashed if the SL attacked first. However, I failed to factor in cost.

For the cost of 21 (210 shields ingame, though the AI can build it for less on higher difficulty levels) you can build 3 WCs, and for 20 cost you can build 2 SLs. If 3 WCs attack 2 SLs (assuming all ships are Veteran), one right after the other, the WCs have roughly a 68% chance of victory (2% less of a chance if all ships were Regulars)! That means it is actually better NOT to be able to build the SL so you can just build WCs instead, as it regards ship to ship warfare! Obviously not acceptable, even if that's only when the WCs are on the attack.

If the WCs have only a 7 attack the chance of success is reduced to 55%, but that still isn't all that good. But if the SL also gets 11 defense, then the problem is altogether solved, leaving a (reasonable) 46% chance of success (20% when 1 on 1) when attacking. But if the SLs attack first then they have an, appoximately, 80% chance of success.

This is of course ignoring other factors involved, but it's not a bad rule of thumb to go by. So warfare should be alot more balanced now, without tipping the scales too much in any one direction.

One more calculation which is important to make: Figure the chances of 2 attackers winning against a defender, not just one. Otherwise the stats may look good at first, but once you add another attacker right behind you see that it gets pretty darn Ugly.

-NOTE: It is only now that I realise how awful and difficult Civ3 is to actually make "good", because of the lack of any ability to give increased hit points to units as well as the lack of firepower (and to a lesser extent, armor). Why?

Well, I'll tell you why. To get the ships balanced properly so that it's actually worth developing in technology to conduct warfare, by the advent of Steel I must have ships with 37 Attack and 30 Defense. It's not even the second half of the industrial age! It's a darn good thing the maximum stat for a unit goes over 99, because otherwise I'd have very little room left for the Modern Age!

To figure out the chance of one unit winning over another with such high numbers (and I mean with only a LITTLE accuracy), you just about HAVE to use a combat calculator or just settle for "well, this should be a better than 50% chance of not totally loosing...I think. ...well, I guess not."

I sware, the more I think about the sickeningly sad state of Civ3 the more I like the idea of accepting the offer to join the Clash of Civilizations development team - after I finish with the LWC Mod, of course (don't want to let anyone down, and I'm sure I can make Civ3 at _least_ be a major step forward for the series...as long as you only count Civ1. Otherwise, I might as well try to bend the golden gate bridge with the power of "PSI"...which might actually be easier, come to think of it).

Ah well, never let it be said that I did not make headway into doing the impossible in my lifetime.

-NOTE: By the way, did I mention that Civ3 handles Submarines like a complete POS? I didn't? How, I must have LOST MY FREAKIN MIND. X-|

-Nuclear Attack Sub: Has now been deleted and will not be in the LWC Mod any further. I find that there is simply no need for it, and it's whole use is now completely taken by the Nuclear Submarine that comes with Civ3.

-NOTE: Oh, how cruel the hands of fate! I soo wished to make a Naval Army (Armada, perhaps?), but guess what? There isn't an AI Naval Strategy for Army, as there is for Land! So if I added it, and it didn't crash the game (as unlikely as THAT is), only the player could use it! *weeps*

-Factory, Manufacturing Plant, Coal Plant, Nuclear Plant: Changed.

-Oil Plant: New improvement, alot like Coal Plant, Nuclear Plant. More expensive to maintain, but produces less pollution and requires Oil instead of Coal, as well as making 1 less person unhappy (compared to Coal Plant).

-Automated Factory: New improvement, takes the place of what Manufacturing Plant use to be.

-National Bank: New Small Wonder. Yeah, another Forbidden Palace, but this time for the later Middle Ages. Inspired by the Bank of England.

-Mass Transit System: Back down to production 1 pollution, because it seems 1 = 25% increase. Bother...

-City Dump: No longer requires a Sewer System be in the city.


01/18/01:

-Settlers, Pioneers: Now take 3 pop points to build. This is purely for testing purposes, but in theory it seems like a reasonably good idea...we'll see.

-Civilizations: I have incorporated some city/leader names from the "Changes to some annoying name errors, plus Canada civ" mod by Wyz_sub10. The Iriquous first 20 or so citys are now new, with the old ones following right behind (with a few removed). The Zulu's capital is now properly Ondini, and "Zimbabwe" has been removed, along with my changing around of leaders and adding "Bongoza", who led Zulu enemys (the Boers) into an ambush at the Battle of Opathe. Germany now has...Hitler. If Stalin can be counted as a leader of Russia, Hitler can be counted as a leader of Germany - and if you look over the leader lists, you'll probably notice worse butchers than either of them, so just delete his name if you have a problem with it.

There are also plenty of other little changes in city and leader names, but not worth listing every little change.

For those who didn't know, I already had included Sevorak's city/leader name mod since at least ERP1, which is why you'll note that there are far more city and leader names for all civilizations.

-Errors: Fixed a few more civilopedia errors.

-Catapult, Trebuchet, Canon, Artillery, Radar Artillery: Now capturable again.

-Note: Three cheers for Gramphos, for creating a Unit Organizer from my request! I really, REALLY love having my units back in order now. You don't know how nice it is unless you play around and try to compare the units like they were.

Definately will ease my unit comparisons and customizations.


01/17/02:

-Errors: Fixed some civilopedia errors, and added correct requirements and effects of small wonders.

-Minuteman: New unit, now the unique unit for America instead of F-15.

-F-15: No longer available in the game, but it may be used for something later. For now it has no tech requirement and is not available to any civilization.

-Military Academy: Now available with Education instead of Military Tradition, and is down to costing 45 instead of 50. Academy, University...makes sense to me. The effect should be armys becoming available earlier now, so that should make things a bit more interesting on the whole. And remember, to build it you only need to have 7 barracks built in citys you control, so don't think you _have_ to use a Leader to build an Army. Hell, I STILL haven't gotten a leader since I've been playing the game, which is why I changed the way Military Academy became available.

Now you can actually build Heroic Epic at some point, so long as you got have a victorious army. Yay

-Jungle: Now provides 1 less shield to start, but can be mined providing +1 shield. So it will start by providing 1F/1P, with a road it will give 1C, and once mined it will give 2P instead of 1P. But if you're going to go to all that trouble you'd probably do best to Clear it out instead.

-Longevity: Now gives an Aqueduct to all citys, in addition to everything else it does. I could have added a "Longevity Effect" with the "allows city size 2" ability and have Longevity provided that, but then if you built it you'd want to go into each city and sell any Aqueducts you have. So this is the best way of doing it, even if it doesn't make the most sense in the world. The effect remains the same

I could also have had it allow city size 3 in all citys, but we'll just stick with this instead. Easier and more balanced, I think.

Blackadar1 is offline Blackadar1
Chieftain

Nov 2001
time: 05:16
  Old Post 21-01-2002 07:09
Edit/Delete Message Reply w/Quote
#196 Report this post to a moderator
Support Apolyton or Terrorists Win

WOW! Lots of stuff. If I may make a suggestion, how about toning down pollution in the endgame. It seems absurd to have to play janitor in the later stages of the game until you can build the sewers, solar plant, mass transit and recycling - all of which come after industrialization. Some pollution is ok, but it's out of hand in Civ III.

NorthSwordsman is offline NorthSwordsman
Prince

Feb 2001
time: 00:16
  Old Post 21-01-2002 11:38
Edit/Delete Message Reply w/Quote
#197 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

The way the game is coded, it's difficult to modify more than a few things, such as terrain, etc. You have difficulties with the tech tree, etc. Is this game worth the time it takes for the modpack folks like Plutarck to work on? I'm not finding it worth the cash I paid for it. Wish they would come out with a game that is polished for once.

Plutarck is offline Plutarck
Warlord
Earth
Nov 2001
time: 23:16
  Old Post 22-01-2002 09:30
Edit/Delete Message Reply w/Quote
#198 Report this post to a moderator
Support Apolyton buy from Amazon

Blackadar1: With my increase in effectiveness of the Sewer System (which can come before industrialization) and City Dump (which will no longer require Sewer System be built first), and pollution now requiring only 20 turns to cleanup (4 turns less than before), it should be a lot more managable now. Not to mention my addition of Oil Plant, which pollutes less than Coal Plant (but is more expensive to build and maintain).

Which leads me too...




ANNOUNCEMENT:

Regarding ERP4, I am now in the testing and final polish phase to prepare for the release of it.

I believe I have fixed combat on land and sea at least 95%, which is probably 99% of what's actually possible to do

Further, ERP4 fixes every issue I know to fix (that I'm actually going to invest the time to fix, that is; I don't think I'll do anything to the tech tree except, at most, doing something with the modern era...but I doubt it) save 2: Governments and needing more Great Wonders in the Industrial and Modern eras (and maybe some more improvements too).

Cost is the only "iffy" thing, I believe.

Just one step closer to "completing" this mod, and I think I'm getting quite close with this one.


I hope to have it released by Thursday, which should allow me enough time to test and make sure everything is working satisfactorily.


Let the slobbering, BEGIN!

NorthSwordsman is offline NorthSwordsman
Prince

Feb 2001
time: 00:16
  Old Post 22-01-2002 09:37
Edit/Delete Message Reply w/Quote
#199 Report this post to a moderator
Get a bigger avatar today!

*slobbering*.

*sober thought: I hope that Firaxis will include elements of this modpack into their next patch, assuming they will have one at all *

hbavatar is offline hbavatar
Settler
Santa Fe, NM
Jan 2002
time: 22:16
  Old Post 22-01-2002 10:09
Edit/Delete Message Reply w/Quote
#200 Report this post to a moderator
Support Apolyton, buy Call to Power 2

A quick comment on a wonder that occured to me a couple of minutes ago. I think it might have been used in a previous game...

One of the problems with wonders is that some come too late to actually be useful. Since you wish to make colonization and population grow in two phases, I thought one way to do this might be to incorporate a "Statue of Liberty" Great Wonder. This wonder would, instead of Longevity, double the incoming population at each growth period. To me, at least, the Statue of Liberty symbolizes a boom in immigration, which could account for the population growth. As people would flock to a coastal city, a requirement in my opinion, they would then move on to other cities in your empire, expanding. It might make more sense to limit it to the continent you built it on, but if I remember correctly, that would not be possible.

I suppose you could have the Statue of Liberty put a "Immigration Office" in every city of the continent, and have the immigration office double the population, but then you have to create two new things, instead of just the one.

Wasn't the Statue of Liberty in one of the Civ games?

Anyway, hope that helps, and the mod plays and looks great, although you have an extra comma in the Shakespeare Theatre description, plus you need to clarify the Smith's Trading Center description to show the change.

cyberguide is offline cyberguide
Settler
munich, germany
Jan 2002
time: 06:16
  Old Post 22-01-2002 13:28 Visit cyberguide's homepage!
Edit/Delete Message Reply w/Quote
#201 Report this post to a moderator
mounted scout butchering barbarians Enter the AD-FREE zone

in my last few games i was making use of the mounted scout which - as far as i know - was introduced by this mod. it has no attack but 1 defense point (and 2 for movement which makes it attractive to use).
the curious thing was that my mounted scout was being attacked by barbarians a lot (now swodsmen with some hitpoints and little defense as far as i can remember) ans survived!!! (as long as it was fully healed when the fight was starting.
so my mounted scout kept on butchering the barbarians without any attack point.
i am not complaining that i won these many fights. it just does not seem to be right or logical.
i would fix this by either giving the mounted scout some attack point (maybe just 1) to make it more logically and/or give the barbarians (anyone knows that stats for these?) 1 surplus defense point.

cyber

Gutz is offline Gutz
Chieftain
Madison WI
Dec 2001
time: 23:16
  Old Post 23-01-2002 00:31 Visit Gutz's homepage!
Edit/Delete Message Reply w/Quote
#202 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

I am not sure if this qualifies as a bug or not but thught I would mention it. Sometimes when I go to my tech tree it will have all the information filled in on the actual tech tree. Sometimes the tech tree is totally blank. I can still right click to get all the pertinent info but just wanted to throw it out there.

JC Woodman is offline JC Woodman
Settler
Seattle Wa.
Nov 2001
time: 21:16
Question  Old Post 24-01-2002 23:16
Edit/Delete Message Reply w/Quote
#203 Report this post to a moderator
Suffering from ads?

[QUOTE] Originally posted by Plutarck
Here are my latest entrys in changelog.txt


As usual i'm confused Are these additions to the change log (i.e. Stalin/Hitler, Settlers-Pioneers costing 3 ect.) present on ERP-3 as available now... or are these changes erp-4 stuff?? Do I want to load erp-3 again? I loaded it back on 1-16 or so but no Hitler or Joe S. ect.??

Plutarck is offline Plutarck
Warlord
Earth
Nov 2001
time: 23:16
Exclamation  Old Post 25-01-2002 01:14
Edit/Delete Message Reply w/Quote
#204 Report this post to a moderator
Support Apolyton, pre-order Civilization IV

hbavatar: That's definately an interesting idea, but from what I've heard only 1 "Granary Effect" works in a city, so I'd have to use the Longevity effect unchanged.

Unfortunately the problem is, "Where to put it?" If it's early Industrial it could be too powerful, but there's no place for it in the late Industrial...that would make sense, anyway.

Egalatarian Act could be a good idea for an early modern wonder like longevity, except for the fact that it's not a real wonder and probably won't really exist for...oh...well, I have no idea. Sometime between 300 years and "After we've been replaced by aliens".


cyberguide:

I've had one other person mention that, but I haven't a clue as to why that would be. What difficulty level were you playing on at the time?

And try it again with ERP4, and see if they're still as tough. Can't think of why they would be, though...


Gutz:

Yeah, I've seen that too, and haven't a freakin' clue as to what causes it. Though if that happens try saving your game, exiting, rebooting, then loading up the saved game. Might fix it, but I dunno...


JC Woodman:

Whenever I release something with changes in it I'll update the version, so I'll never have to ask "Do you have first version of that, or the fixed version?" Bleh.

So all things I mentioned go towards the next release, in this case ERP4.



ERP4 on it's way out, and if I may say so: I've really outdone myself on this one, and in a major way. Shwew!

Plutarck is offline Plutarck
Warlord
Earth
Nov 2001
time: 23:16
  Old Post 25-01-2002 03:55
Edit/Delete Message Reply w/Quote
#205 Report this post to a moderator
ERP4 is now AVAILABLE! Support Apolyton

Yes, ERP4 is now out and available for download.

*wipes brow*

Jeesh, it easily has over 15 hours of non-stop work between ERP3 and ERP4 (probably 20+, though I wasn't really counting), and is definately worth upgrading, or getting it for the first time


Check the first post for details, and check the website at http://lwc.realmofgaming.net for addons and other info.


Enjoy, and I await all your feedback

NorthSwordsman is offline NorthSwordsman
Prince

Feb 2001
time: 00:16
  Old Post 25-01-2002 04:30
Edit/Delete Message Reply w/Quote
#206 Report this post to a moderator
Support Apolyton, buy Call to Power 2

*drooling*... running to download... download complete! :-D. Outta my way!

Plutarck is offline Plutarck
Warlord
Earth
Nov 2001
time: 23:16
  Old Post 25-01-2002 06:08
Edit/Delete Message Reply w/Quote
#207 Report this post to a moderator
Avatar Enlargement: We've got the solution

For non-labeled resource.pcx downloaders only:

For those who downloaded the non-labeled resource.pcx file, try redownloading it. I put the wrong one up, which didn't include a graphic for Fruit.

Won't effect any games, will just make it so if the game tries to display it the icon will actually show up.

At least it's not a bug in the mod

NorthSwordsman is offline NorthSwordsman
Prince

Feb 2001
time: 00:16
  Old Post 26-01-2002 17:25
Edit/Delete Message Reply w/Quote
#208 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

Plutarck, thanks for your continuing hard work on this mod. It has made what was a boring game into something a bit more interesting. I enjoy playing with your mod.

I sent you a game save, along with an entry about the National Bank small wonder. I'm wondering if anyone else has the same problem?

I've got the requisite tech for building banks and the National Bank small wonder, I've built above the required number (5) of banks, the Domestic Advisor informs me the people want to build it... and no one else is even near that level of tech.. yet... I cannot build it? A bug?

Anyone else with that problem?

Also, since I installed Mod3 (and now 4), everytime I exit the game, it crashes. No biggie, just on exit. Doesn't bother me, as it is Civ3.exe that crashes... and I'm leaving Civ3. Just making you aware of a potential problem. Haven't even had one game crash in all the time since I've been playing it, since Mid-December.

Plutarck is offline Plutarck
Warlord
Earth
Nov 2001
time: 23:16
  Old Post 26-01-2002 18:09
Edit/Delete Message Reply w/Quote
#209 Report this post to a moderator
Lose 30 kilos (of popups)

NorthSwordsman:

Actually the civilopedia is wrong, but only in that National Bank requires only 4 banks to build. But I think it would be preferable if it required 5, so it'll probably be that in the next version, but that's neither here nor there.

From looking at it I can't imagine why it couldn't be built, but I'll definately take a look at the save and see if I can figure out the problem.

Do any of the new improvements, such as Stock Exchange, show up later on, or have you not gotten that far yet?


Oh, and as for the crash-on-exit thing, it seems many mods have the same oddity. Probably when some item is changed that the game doesn't handle entirely as well as it should, but luckily it doesn't seem to effect any part of gameplay

Not really anything I can do about it, so luckily it's just a minor annoyance


And thanks for your encouragement, and glad you like the mod. Removing the boredom factor that managed to creep into Civ3 was definately one of the main things I set out to accomplish.

Plutarck is offline Plutarck
Warlord
Earth
Nov 2001
time: 23:16
  Old Post 26-01-2002 21:59
Edit/Delete Message Reply w/Quote
#210 Report this post to a moderator
Put an end to popups!

Well I found the problem, and it applys to all improvements which give a defense bonus.

In short, if a city is Size 2 Civ3 will not allow it to build an improvement that has a defense value, alla "Walls".

So Forbidden Palace and National Bank can only be built in Size 2 citys, which was the same as in erp3 but apparently noone noticed it...go figure.


*sigh* Well, I'll be removing the defense bonus from forbidden palace and national bank, but I think I'm just going to leave it on Palace anyway. The effect is just too good.

Yet another example of why hard-coding such things is pure, unadulterated, idiocy, but nothing much I can do about it.

I'll hold off on releasing ERP5 to fix this problem, as well as trying to fix a minor unit icon problem (I swore I had it fixed...), in case any other such bugs manage to popup their ugly little heads.

 
Pages (9): [ <<   4   5   6   7   8   9   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:16.
Apolyton Time is 00:16.
    top of page
Rate This Thread:
Forum Jump:
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
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0840 seconds (93.98% PHP - 6.02% MySQL) with 30 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net