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monkspider
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banned
Aug 2001 time: 23:16
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I am looking forward to posting version 1.3, I think you will find it to be the most innovative mod yet in Civ 3's short history.
Last edited by monkspider on 17-11-2001 at 13:18
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korn469
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Poetic Justic
Apr 1999 time: 00:16
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monkspider
here is my mod
feel free to incorporate any, none, or all of the ideas in it that fit with your Mod
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v1.0
Citizen Changes
*Entertainers now require Ceremonial Burial
*Tax Collecters now generate 2 taxes, requires currency
*Scientists now generate 2 research, require mathematics
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Building and Wonder Changes
*SAM missile battery now costs 100, added bombard defense of 8
*Police Stations now cost 120, added resistance reduces corruption
*The Pyramids now put a Pharoah's Sunboat in every city on the continant, stats changed to +2 culture instead of +4
*Pharoah's Sunboat cost 80, gives +2 culture, requires the Pyramids for building
*Manhatten Project is now a small wonder
*Mahatten Project stats changed to enables nukes for that civ, -2 culture, causes 1 unhappy citizen in every city, cost 500
*Factory, Manufactoring Plant, Coal Plant, Offshore Platform, Nuclear Plant now causes -1 culture
*Solar Plant now costs 360
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General Settings Changes
*Chance to intercept air mission now 90%
*Chance to intercept stealth mission now 7%
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General Unit Changes
*All civs can now build every general unit
*Swordmen now upgrade to riflemen
*Longbowmen now upgrade to riflemen
*Cavalry now upgrade to tanks
*Frigates now upgrade to ironclads
*Privateers now upgrade to destroyers
*Ironclads now upgrade tp destroyers
*Destroyers now upgrade to Aegis Crusiers
Air Unit Changes
*Fighters stats now 5.4.2 6[1]6 with Blitz
*Bomber stats now 0.3.2 10[4]8 with Blitz
*Jet fighter stats now 10.8.3 12[1]8 with Blitz and Radar, cost 120
*F-15 stats now 10.8.3 14[2]8 with Blitz and Radar, cost 120
*Stealth fighter stats now 0.3.3 15[2]8 with Blitz and Radar
*Stealth Bomber stats now 0.1.3 16[4]8 with Blitz and Radar
*Cruise Missile stats now 0.0.1 18[4]5 cost 50
*Helicopters stats now 0.2.2 6 and can see subs
Naval Unit Changes
*Caravel can now only carry two units, speed increased to 4
*Privateer stats now 2.1.5, exerts a zone of control, costs 50
*Frigate stats now 3(2).3.5
*Man-O-War stats now 4.(3).3.5
*Ironclad stats now 5(4).5.6
*Transport stats now 1.5.6 can now only carry 6 units, cost 90
*Destroyer speed increased to 8, can see subs, cost 100
*Battleship stats now 21(10).15.8
*Carrier stats now 1.10.8 can carry five aircraft cost 200
*Submarine stats now 10.4.6 cost 90
*Nuclear Submarine stats now 6.8.7 can transport 3 tactical nukes, cost 150
*Aegis Cruiser stats now 14(7).12.8
Ground Unit Changes
*Paratrooper stats now 10.8.1 paradrop range is 8, cost 110
*Marine stats now 12.7.1
*Mech Infantry stats now 12.18.3 with Blitz, cost 120
*Radar Artillary stats now 0.0.2 16[3]2 with Blitz
Nuclear Weapon Changes
*Tactical Nukes now cost 150
*ICBMs now cost 300
__________________________
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BiggN
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Page is down... but with all those changes, i would say its the best mod so far...
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Wolfshanze
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quote: Originally posted by SnowFire
-Adds a new government, Facisim. A great war-time government
I do not understand the obsession with various mod-makers of adding Fascism in as a government. It's a TERRIBLE government. It should not be great at much of anything. The only reason to stick it in might be to make a generally suboptimal government a human player can change to for giving themselves a challenge.
If you want to run a Fascist government, switch to Despotism, and randomly raze your own towns or otherwise attempt to execute your own citizens. Every turn roll a 10% chance of randomly declaring war on some nation. Sound good? |
Snowfire, Iron Chef & Boris are showing a complete lack of understanding of Fascism's impact on the 20th century, and are succumbing themselves to intense "politically correct" propoganda.
Fascism was indeed evil, and was a black spot on the history of mankind... of course, not to say that other forms have not had the same impact... do Snowfire, Iron Chef and Boris all agree that Communism is an effective, wonderful government to have in the game?
Snowfire shows true ignorance of WWII... "randomly" declaring war on other countries? I don't think so. Furthermore, it was England and France who declared war on Germany, not vice-versa. If Fascism was so damn innefective, why did a SINGLE NATION succesfully conqueur Poland, Norway, Denmark, Holland, Belgium, France, Yugoslavia and Greece, while at the same time severely threaten England and occupy half of European Russia? If that's innefective, I don't know what snowfire's mark of effeciancy is!?!?!
As for the German economy, it was dismal before the Fascists took over... German rearmament and government work programs got the German economy going again, much as FDR's programs did in America (which didn't really get out of the depression until the US rearmed).
Now the evil political goals of Fascism can not be debated, but the Fascist infrastructure was competant enough to turn the world on it's side.
Simply because you want to look "politically correct" and pick the "easy target" of pointing blame at Fascism, doesn't mean that it wasn't a viable or important government in the 20th century. Evil... yes... insignificant... certainly not.
Then again, if you all want to be witch hunters, why aren't you all complaining about Communism being included in the game... Stalin murdered some 30 million people... most of them his own Russians... Communism's economy was so crippling, it toppled the Soviet Union and the entire eastern block of nation's economies... yet you all seem to think it's a viable form of government to have in Civ3 (I haven't heard one "*****" complaint of Communism being in Civ3... I guess killing 30 million commies is okay by you folks).
I can't speak for Monkspider's interpretation of Fascism, which I personally think is way too powerful and unbalancing, but I have a more scaled back version of the Original Civ3 Fascist Patch, which clearly places Fascism as a balanced late-game government in Civ3, which is NOT more powerful than Democracy in Peace, and is NOT more powerful than Communism in war... it has advantages and disadvantages, but then again, I don't think a single one of you bothered to check it's statistics before opening your mouths and commenting.
Why you all lash out at having Fascism in the game, but support Despotism and Communism is a wonder to me in and of itself.
If you all want to become the "Civ3 Moral Majority" and start enforcing your views of what is right and wrong to have in Civ3 by YOUR standards, I think you should at least be fair enough to remove anything objectional... first, perhaps besides attacking having Fascist Patches, you should broaden your scope to include Communism... which was indeed very naughty... then you should remove Despotism too... oh, and that Roman Republic enslaved people too... speaking of slaves, what about American Democracy... well, scratch that goverment... how about the inquisition and Crusades, and a number of other attrocities countless to mention over the centuries? Well, let's get rid of Monarchies.... hmmm... no more governments left... why are nukes in the game? Can't have those either... they kill people... speaking about killing people... let's get rid of all those military units... don't they cause death and destruction.... hmmm... down to settlers and workers... I'm sure you can find something wrong with them too.... why not start having massive Civ3 burning rallies in the street... you who are so just and so righteous should be proud to uphold the morals of the community!
Last edited by Wolfshanze on 18-11-2001 at 00:33
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Elucidus
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Copy the settler folder in the Art/units folder. Name the new settler folder Squatter. Also name the ini file inside the folder to squatter. It's what I did and it fixed it. Of course I renamed it to colonist, but that's just me. Also renamed the scout to pioneer.
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Elucidus
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I liked most of what you did. And believe me the changes I made to it are just what I prefer, not a knock on you or your ideas. Also, some of these are changes I made beforehand. So here is what I did, in case someone cares:
Renamed the Scout to Pioneer (something I did before)
Renamed the Radar Artilery to MLRS (same as above)
Renamed the Squatter to Colonist (I was gonna use pioneer, but I already did)
Changed clear jungle from 10 to 12 turns; it should take at least a little longer to clear jungle than to clear forest
Clear forest now gives 15 shield (a nice compromise) 10 seemed too little and 20 too much
Changed Fortress to give 75% Def and Fortification to give 33%
Mountain gives an extra shield now 0 2 0
World sizes are all +1; 16 civs max in all; +25% max cities per size
Tiny is 80x80; distance 10; max cities 15; tech rate 100
Small is 100x100; distance 12; max cities 20; tech rate 120
Standard is 140x140; distance 16; max cities 30; tech rate 160
Large is 180x180; distance 20; max cities 40; tech rate 200
Huge is 255x255; distance 25; max cities 52; tech rate 240
City Sizes increased. 7 and 14 (instead of 6 and 12)
I removed the infantry and mech. infantry's ability to make roads and clear forests/jungles. They can still build forts, however.
Great Wall, no longer doubles city defense, however it gives city walls to all continetal cities, and doesn't expire; afterall city walls don't expire.
Well those are my thoughts. I made other changes, but can't remember anymore. Happy gaming.
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Elucidus
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No problem buddy. Glad to help.
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Elucidus
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I'm just glad someone like you is around to do such mods. If it weren't for someone like you and Snoopy (graphics-guy), I'd either have to do this myself or live with it the way it was. Well, thanks to everyone who keeps adding things. I put 'em all together in one zip file, just so it's easier to restore later.
Thanks again.
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korn469
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Poetic Justic
Apr 1999 time: 00:16
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quote: Hi,
I haven't tried your mod yet, but it looks promising. However, I really don't like the following section:
General Unit Changes
*Swordmen now upgrade to riflemen
*Longbowmen now upgrade to riflemen
*Cavalry now upgrade to tanks
*Frigates now upgrade to ironclads
*Privateers now upgrade to destroyers
*Ironclads now upgrade tp destroyers
*Destroyers now upgrade to Aegis Crusiers
These things are completely different, and should not be upgradable! Sorry, but having a wooden ship for instance is completely useless in making a metal one - you need to start over. Having development lines stop occasionally adds strategy to the game - should you build a Cavalry when you know its the end of the line? Everything being upgradable makes things too easy and takes all the thinking out |
Harlan those ideas are part of my mod...and the reason for those changes are simple
Civs should never build a warrior unit in the modern era, since warriors eventually upgrade to longbowmen that means often times in the late game some of my cities with a production of over 100 shields per turn will put a warrior in the build queue, and there is really no plausiable argument for a modern day civ arming a couple of people with clubs and axes
if you argue that it is a partisan/peasant army/resistance/ force then it is already covered in civ by city resistance
if you argue that is a quickly assembled group then that too is already covered by conscription
also they did upgrade the US cavalry to tanks
quote: The cavalry was due many changes in the 20th century. It fought WWI with its horses and dismounted infantry tactics. However, in the 1930s, the cavalry began its transition from horse to armored vehicles, better known as the tank, although one more unit would fight on horseback in WWII, 26th Cavalry in the Philippines. The army eventually turned the 26th into a mechanized fighting unit, but they still fought bravely. |
source found here
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Elucidus
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Korn,
I agree with you to a point.
Swordsmen, Longbowmen, and Cavalry, I think, should upgrade to Riflemen in my opinion. As it is merely arming them with different weapons. Frigates and ironclads, however, should not be able to upgrade. I thought about this, and I think there should very well be a way to obsolete these units, but since there isn't I understand your reasoning.
I just couldn't rationalize it and therefore decided to take that out.
Edit: Typo
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