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Cian McGuire
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Philadelphia, PA
Aug 2001 time: 00:16
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They work fine for me...
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Elucidus
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Chaing,
I believe we already have the civilopedia entries for the current governments. I would like to here about your new govt when you get it balanced correctly. Any other ideas you might have would be greatly appreciated, as well. We can use all of the help we can get.
Although this is Monkspider's creation I do consider myself a large part of it. I hope Monkspider feels the same.
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Mizaq
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San Diego
Nov 2001 time: 21:16
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i noticed while playing that other expanionist (i play americans) civs dont expand, they just stick to their first city. the only thing that i changed from your guys version (1.4?) is that i made colonist use 1 population instead of leaching 2 from a city. i played for a hundred turns and the iroquois, english, and russians were all still in their first city (expansionist civs). is this a known problem (i didnt see it mentioned above) or was this because i changed the pop. value?
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Elucidus
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Mizaq,
I have never seen that. I can only speculate that this is from the changing of the pop requirement. I will test it and get back to you.
Did you try another game and have the same result? Maybe it was a fluke. Also was it only the expansionist civs that just sat there?
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Elucidus
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I'll definately look into that when I test 1.5 this week. Guess I'll have to play on chieftan so I can make all the wonders and things.
Thanks for the notice.
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WesW
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Florence, Al., USA
Jan 1970 time: 23:16
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I was just about to hit the reply button when the power flickered off, so here is a condensed version of my would-be post. Imagine that there are solid arguments backing up all of my suggestions.
Add a shield to the base value of Jungle and Mountain terrains.
Have clearing jungles give 5 wood to production.
Reduce the cost of the Forbidden Palace by about a third.
Increase advances cost by about 50% from about the end of the ancient age onward.
I would recommend not placing rate caps on gov's, or if you do, not to set them lower than 70% for any gov.
I would also look at lowering the number of free units per city. I think about 4 per metropolis for militaristic govs should be enough, to give you an idea. Modern units should cost more to build than they do currently, and should cost more to support.
Change the Samurai from 4/4/2 to 5/3/2.
Change the Marine from 12/7 to 10/8.
For the Medieval Pack, I kept a rough formula of increasing unit stats 50% from one upgrade to the next, and increasing cost by 33%. This seemed to work out well, if you want to use it as a guide for this next big update.
Keep your changes to boat movement, and do not add the ability to upgrade from wooden to iron ships.
I am sure there are things I forgot, but I can always post again later. Great work so far!
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Elucidus
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quote: Originally posted by WesW
Great work so far! |
That means a lot comming from you. I enjoyed the Medieval Pack.
We will definately look into your suggestions, in fact we have been discussing some of them already.
Although I don't know how we would change the wood from Jungle without changing the wood from forests. Or do you mean both?
And the Mountain shields...I wasn't sure if it would be better to have them with an initial +1 or an extra +1 from the mine. Any ideas or rationals with that?
Thanks for the ideas.
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Elucidus
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That is exactly what I was looking at. Good deductive work, BTW. And thatnks. I will post a replacement pic for you so you can continue your game... Give me a minute.
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Elucidus
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Here you go. Until 1.5 comes out, this should suffice. Let me know if this doesn't fix the problem, or if there are any others.
Last edited by Elucidus on 21-04-2002 at 05:34
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Yaga
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Hi all,
Just finished a 14 hr session of Civ III, playing with balancer Mod 140, with a few of my own changes:
- Moved Longevity back to Genetics
- Tweaked some strat resources appearance ratios (I forget them all now...shoot...know that I moved some up, some down, each no more than 5 or 10 points)
- reduced Galley movement to 3 (as per original)
- increased modern era naval units significantly - Battleship, Sub and Carrier to 8, destroyer to 10, Aegis to 12, Nuc. Sub to 10)
- Made All artillery types (cannon, arty, etc) airliftable
- Also, made a significant change in that irrigate w/o fresh water is now a function of Engineering, not Electricity. Semi-balancing, semi-realworld issue. (EDITED)
I believe that's it. In short, it was a wonderful game, played at Regent level w/ 8 civs on a standard map. Ended w/ a Diplomatic victory with only 3 civs remaining, myself included.
Wanted to post my civ3mod.bic so y'all could take a look.
Thanks again to Monkspider, Elucidus, and everyone else for the kickass mod.
Sincerely,
Yaga
NOTE : This is based on Monkspider's BALANCER 140 civ3mod.bic http://www.yaga-ysgs.com/civiii/MSB...100_civ3mod.bic
Last edited by Yaga on 26-11-2001 at 21:03
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Elucidus
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Let me test this website...
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Elucidus
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Okay that works as a direct link. And if you really feel the need to visit the mainpage goto:
http://www.knology.net/~elucidus/
I guess I'll use geocities as a backup...
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WesW
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Florence, Al., USA
Jan 1970 time: 23:16
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I guess you are right about the Samurai stats. I was just looking at it versus the Knight. Samurai were better at offense than defense, so the 4/4 did not make sense.
I wish I had a spreadsheet of all the unit stats, like the one I made for the Medpacks. They make it much easier to plan everything out. All I have done so far is spot-check the Civilopedia.
I did not know that you could not separate the wood production of different terrains. Since so much of the map is covered in jungle, you might want to have it give wood anyway.
One bug I have noticed in my game- the Statue pic shown in the Civilopedia is not the small version that needs to be shown. What I see is the top part of the full-size pic stretching across the 'pedia area. I don't guess it has hurt anything, but it needs to be fixed sometime.
As far as general advice on mod-making; Go slow as far as adding new things to the game until you have the basic game all smoothed out. I would even advise against adding things the editor does not fully support, at least until the first patch comes out and we see if it contains a more powerful editor.
I checked out Plutarck's mod, and he seems to be going a little too fast with all the new gov's, units, etc. We need to have enough experience playing the game so that we understand what the game makers were trying to accomplish with their settings before making wholesale changes. I know you are now thinking about the wholesale changes I made to the Ctp games, but those games were a special case (I hope). I guess I am trying to say to make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play. Once you get a mod that addresses all the game's general imbalances, then people can take it and adjust it to fit their particular tastes. Even with the Medpack II, I spent the first 3 months or so studying the basic game, reading everyone's comments on it, and addressing all of those concerns. After that I started on the new tech tree and units, etc.
You guys seem to be making the mod for the right reasons- to make the game better, and not for your own egos (though praise is always appreciated). I hope you make new friendships and learn new skills like I did, though I doubt your task with Civ III will be anything close to the huge task of making the Ctp series playable (I think I had over a dozen people who contributed files and graphics for each of the Medpacks.)
Anyway, I will be following your progress and adding help where I can.
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Mizaq
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San Diego
Nov 2001 time: 21:16
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i'm busy with classes right now, but i'll get back to you guys about the colonist change. if no-one else has noticed it, it's probably from the change i made.
it was ONLY expansionist civs. the other civs were doing just fine (but not as fast as my incredibly unbalancing -1 pop point colonists)
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Elucidus
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WesW,
I agree with you, we need to take it slow. Sometimes that is hard to do in and of itself. Currently I am updating the civilopedia with all of the changes we have made recently. Not a small task by any means. Thanks for your advice. We appreciate it.
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Cian McGuire
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Philadelphia, PA
Aug 2001 time: 00:16
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Alright, just entered Industrial w/ the mod and the pics of the Colonist and the Worker disappeared while I'm playing as the Russians. This is only in the Build bars, and the main screen is fine.
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Elucidus
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Yeah, I noticed that myself. Haven't figured out what that is all about. Especially since we did nothing with the worker.
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