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-Creation > MOD: korn's Blitz Mod
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 (22): [ <<   8   9   10   11   12   13   14     >> ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
TechWins is offline TechWins
King
Arizona
Apr 2001
time: 22:16
  Old Post 11-02-2002 08:28
Edit/Delete Message Reply w/Quote
#301 Report this post to a moderator
Got spare money?

Also, right now I'm trying a game with Lockstep's ideas, Korn's ideas, and my ideas for gov all mixed together. Just thought I would inform you guys of that.

korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:16
Thumbs up  Old Post 11-02-2002 20:43
Edit/Delete Message Reply w/Quote
#302 Report this post to a moderator
hmmm, before i post any gameplay thoughts Lose 30 kilos (of popups)

i would like to make a list of thanks for the blitz mod, without you this wouldn't have been possible

as of 2/10/02

Apolyton:

lockstep
TechWins
Heardie
Sevorak
Grampos
E_T
OneFootInTheGrave
Glostakarov
ajbera
Harlan
sfbaytf
Ancientfool
star mouse
Paradigm
monkspider
Plutarck
hbavatar
Desert Dog
RTodd
francoImpaler
Timeline
Gromit
RPMisCOOL
jkjones
Toasty
Umgssda
Plumbean
Aiya
latenight
badassb
Honour_Shogun
Don Homer
Bobi
Cypselus
Slartibartfast
Centauri18

Civfanatics:

Desert Fox
jim1013
KALIROB2k2
lordroy
kittenOFchaos
Caligula
Endureth
Master of Ceremonies
Caos Dragon

if i forgot anyone's name i appologize, but your contribution was appreciated
thanks everyone!

star mouse is offline star mouse
Prince
of the Barbarians
Aug 2001
time: 16:16
  Old Post 12-02-2002 06:37
Edit/Delete Message Reply w/Quote
#303 Report this post to a moderator
Support Apolyton buy from Amazon

quote:
Originally posted by TechWins
Correct me if I'm wrong, but I think military police helps keep happiness. For example, if a city was at size 4 and 3 citizens were happy and one unhappy then if the gov had a MP of 1, then once I put one unit in that city the city would have 3 happy citizends and 1 content citizen. Meaning that for amount of MP you can instill in a city you can have that many citizens become content.


If a government has an MP setting of one, only one unhappy citizen can become content by stationing troops in the city. Additional troops in excess of the MP setting have no effect on happiness. Check out your happiness on the city screen next time you have an MP government and lots of defensive troops in the city. Look for the content faces next to the troops - you will find that the excess troops don't have the content faces.

TechWins is offline TechWins
King
Arizona
Apr 2001
time: 22:16
  Old Post 12-02-2002 07:03
Edit/Delete Message Reply w/Quote
#304 Report this post to a moderator
Support Apolyton, pre-order Civilization IV

quote:
If a government has an MP setting of one, only one unhappy citizen can become content by stationing troops in the city. Additional troops in excess of the MP setting have no effect on happiness. Check out your happiness on the city screen next time you have an MP government and lots of defensive troops in the city. Look for the content faces next to the troops - you will find that the excess troops don't have the content faces.


Yes, this is exactly what I was trying to explain but in different context.

quote:
I think an interesting innovation would be to have at least 1 MP for every government. What this would do is make undefended cities unhappier, thus making it more necessary to keep at least 1 defender in the city at all times.


By this I think it would make it easier to keep cities happy, yet, your thoughts are that it would make it more necessary to keep at least one defender in the city at all times. I didn't understand your reasoning on this, so I figured you thought MP was implemented differently than what it truly is. Since I assumed that I put my understanding of what MP is.

korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:16
  Old Post 12-02-2002 08:01
Edit/Delete Message Reply w/Quote
#305 Report this post to a moderator
Tired of ads?

yes that is how military police appear to work for me, and i agree that with more military police it is easier to keep your population happy

______________________________

how is this for governments?

anarchy
0 police
2/3/4 1 support
tile penalty
high war weariness
50 rate cap
1 worker rate
0 assimilation
catastrophic corruption
conscript spies
immune to build embassy

despotism
3 police
3/3/3 1 support
3 draft
tile penalty
no war weariness
80 rate cap
1 worker rate
forced labor
0 assimilation
rampant corruption
regular spies

monarchy
2 police
2/4/6 2 support
3 draft
low war weariness
90 rate cap
2 worker rate
paid labor
1 assimilation
problematic corruption
regular spies

republic
1 police
1/2/3 2 support
2 draft
high war weariness
90 rate cap
trade bonus
2 worker rate
paid labor
2 assimilation
nuisance corruption
regular spies

fascism
4 police
3/5/7 3 support
4 draft
no war weariness
no rate cap
trade bonus
2 worker rate
forced labor
0 assimilation
problematic corruption
regular spies
immune to tech steal

communism
3 police
4/5/6 2 support
4 draft
no war weariness
no rate cap
3 worker rate
forced labor
3 assimilation
communal corruption
elite spies
immune to investigate city

democracy
0 police
0/2/4 3 support
1 draft
high war weariness
no rate cap
trade bonus
8 worker rate
paid labor
4 assimilation
minimal corruption
regular spies
immune to propaganda

what i really hate is that there are no fine tools for editing governments, like under fascism each military unit made 2 pop happy, or under communism each pollution building created one extra pollution, or under democracy and republic courthouses would make one citizen happy, along with the subpar implementation of government specific buildings, and the fact that you can't set a building to not buildable by a certain government its enough to make you crazy

lockstep is offline lockstep
King
Vienna, Austria
Aug 2001
time: 06:16
  Old Post 12-02-2002 11:35
Edit/Delete Message Reply w/Quote
#306 Report this post to a moderator
Re: hmmm, before i post any gameplay thoughts Remove this text

quote:
Originally posted by korn469
i would like to make a list of thanks for the blitz mod, without you this wouldn't have been possible

as of 2/10/02

Apolyton:

lockstep


You're welcome. I'll try to comment on government stats later today.

korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:16
  Old Post 12-02-2002 12:52
Edit/Delete Message Reply w/Quote
#307 Report this post to a moderator
Current State of the Blitz Mod Enter the AD-FREE zone

ok we have done many many changes and here is how i feel about the development

Status: all of the changes for 1.06beta7 are almost finalized, and once they are (government and build strategy being the only items really in discussion) then i will uninstall civ3, reinstall a fresh copy of it and then start from a brand new bic and build it, hopfully a new units_32.pcx will be ready as well, it usually takes me an entire afternoon to build a new version of the blitz mod from scratch, and there are almost always oversights and little glitches like the 50 movement galley, these are the things that i fix in the A, B, C, etc versions of a release

after beta7 comes out, there maybe a few more areas that need modification, so a beta8, beta9, and even possibly a beta10 will appear, once all of the changes are final, then i will update the civilipedia and release a finalized v1.06

Goal: The goal of my Blitz mod is to take civ3 beyond its current state, hopefully making it better in the future. To achieve that here are my guiding principles to make it more of a intellectual challenge, to make it more open to different ways of playing, to improve the AI's performance, to make the game somewhat more true to life, to expand upon consequences of a player's actions forcing them to make hard choices, and in general to give the player an experiance that is similar to civ3 yet larger in scope. While some mods will give the player many more toys to play around with, that is not the purpose of this mod. While it would be possible to add in 50 different types of wooden ships, that alone wouldn't improve gameplay, so my mod won't attempt to do that. If there is a gameplay role that is unfilled then i will certainly add in the appropriate thing to fill that void. While some of my actions seem quite radical, i consider this a fairly conservative mod.

State of Development: I am fairly confident that ground units and air units have all of the roles filled and are balanced. I'm still kinda worried about naval units, though I think things are close. I might add in a special forces unit and a cruise missile unit both with hidden nationality in addition to partisans to help simulate the current crop of low intensity conflicts, but that is still up in the air. Additionally i might add in a spy plane, and call it either the U2 or the SR-71 (or possibly even just the simple spy plane) and give it stealth, radar and only allow it to do recon missions. Building wise i think this mod has filled in all of the gaps, but because of the limitations of the civ3 editor it has gone almost as far as it can go. Tech rate appears off, so i'm going to tweak it slightly. General settings i'm pretty happy with. Culture settings i'm unsure about. Governments and build orders are completely up in the air. I'm leaving the tech tree alone for now.

Future: While I have been fairly slow with updates, I do plan on continously updating the mod. I certainly have my fingers crossed about future patches, especially when it comes to improving the editor, so hopefully a completed v1.06 will be the last f1.16 mod for civ3 and v1.07 can take advantage of an extended civ3 game. Civ3 is selling fairly well so this means that an expansion is likely, along with future patches, so hopefully civ3 will become easier and easier to modify and that future patches will make the editor much more powerful. I will only completely stop work on the Blitz mod when either we can go no further because of editor limitations, or because nobody shows any interest in it. So as long as neither of those things happen there will be new updates to the Blitz mod, and hopefully in the future I can make them more regular and somewhat quicker.

Any thoughts on this is appreciated, and as always, if you think you have a better way of doing something in the mod chime in, i might not change it immeadiately because i usually focus on one section of the rules at a time, but eventually we'll probably make a change that addresses the problem.

TechWins is offline TechWins
King
Arizona
Apr 2001
time: 22:16
  Old Post 12-02-2002 19:45
Edit/Delete Message Reply w/Quote
#308 Report this post to a moderator
Support Apolyton, buy Call to Power 2

quote:
democracy. . .


What about making Democracy have a support of 2. I've been thinking about it and it seems that the big advantage Democracy has over all other governments is it's trade producing speciality. However, Democracy no longer has that big of an advantage over Fascism and Republic. Democracy with a support of 2 would be the trade gov, Fascism would be the good war and good money gov, and Communism would be the all-around gov, somewhat.

Also, have you noticed how potent Barbarians really can be? I really like that, though, because it adds just another decision for the player to take into consideration. By the way, I have never been a big fan of restless barbarians (simply too many barbarians), so I'm not biased on this, but all this does is add more power to the barbarians and not numbers.

Yes Korn, I have agreed along with the approach you take with this mod. To tell you the truth, when all of the first few mods were being made there were a few to choose from and none of them really distinguished themselves from one another all that much. The reason why I chose your mod to follow is because simply the credibility the mod creator has. Since that the time there are also additional reasons why I follow this mod, though. Keep up the good work and I can't wait to see v1.06beta7 out.

godinex is offline godinex
Prince
because I'm the son of the King of Kings.
Jan 2002
time: 23:16
  Old Post 12-02-2002 23:03
Edit/Delete Message Reply w/Quote
#309 Report this post to a moderator
Suffering from ads?

I keep waiting

lockstep is offline lockstep
King
Vienna, Austria
Aug 2001
time: 06:16
  Old Post 13-02-2002 03:37
Edit/Delete Message Reply w/Quote
#310 Report this post to a moderator
Inflate your Upload Space

Korn, here are my suggestions regarding government stats (with your last but one post as starting point):

  • Police: Change Rep back to 0, change Desp back to 2, change Comm back to 4. Reasoning: No advantage of Rep compared to Demo, Comm/Fasc have double rate of Mon/Desp.
  • Support: Change Anarchy to 3/3/3 1 (same as Desp), change Demo to 1/2/3 2 (same as Rep), change Mon/Comm to 2/4/6 1, change Fasc to 2/4/6 2. Reasoning: Support rates of 3 are too unbalancing IMO, same for 8 free units per metropolis (although this is part of the original Civ3 v1.16f), Demo needs to be strengthened compared to Rep.
  • Draft: Change Rep back to 1, change Desp/Mon/Comm back to 2, change Fasc to 2. Reasoning: The draft/unhappiness model of Civ3 1.16f is exploitable IMO - there's no need to encourage this.
  • Tile penalty/trade bonus: Everything's fine IMO.
  • War weariness: Change Anarchy to 'none'. Reasoning: I don't want to suffer from war weariness as Rep/Demo (or Mon), suddenly fall into anarchy and - as war weariness still is present - never get out of anarchy again.
  • Rate cap: Either drop rate caps at all or change them to 60% for Desp and 80% for Mon/Rep. Reasoning: IMO, there's no point in a small difference. (BTW, any rate cap for Anarchy doesn't make a difference, so you may as well drop it.)
  • Worker rate: Cange Comm to 4, change Demo to 4. Reasoning: Worker rates of 8 are too unbalancing IMO, Demo/Comm/Fasc have double rate of Rep/Mon/Desp.
  • Hurrying type: Everything's fine IMO.
  • Assimilation: Change Mon back to 2%, change Comm back to 4%. Reasoning: Only three values for assimilation, like 'none', 'slow' and 'quick'. Simple and elegant IMO.
  • Corruption: Change Rep to 'problematic', change Fasc to 'rampant'. Reasoning: Demo needs to be strengthened compared to Rep, Fasc needs to weakened compared to all other government, difference between 'minimal' and 'rampant' corruption is quite small in Civ3 v1.16f.
  • Spies: Everything's fine IMO. (If espionage costs are further reduced, maybe change Comm back to 'veteran'.)
  • Immunity: Do whatever weakens Fasc.
You didn't mention maintenance, but IMO Anarchy shouldn't require any. (It's hard enough to pay for units without receiving any income from cities.)

Last edited by lockstep on 13-02-2002 at 03:43

korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:16
  Old Post 14-02-2002 00:36
Edit/Delete Message Reply w/Quote
#311 Report this post to a moderator
Put an end to popups!

well the readme for the new patch is out, and the editor upgrades consist of

Editor: Added Undo/Redo functionality.

maybe the just haven't listed the changes they made, i really hope so!

____________________________

lockstep here is how you proposed to make the governments

anarchy
0 police
3/3/3 1 support
0 draft
tile penalty
no war weariness
1 worker rate
0 assimilation
catastrophic corruption
conscript spies
immune to build embassy

despotism
2 police
3/3/3 1 support
2 draft
tile penalty
no war weariness
60 rate cap
1 worker rate
forced labor
0 assimilation
rampant corruption
regular spies

monarchy
2 police
2/4/6 2 support
2 draft
low war weariness
80 rate cap
2 worker rate
paid labor
2 assimilation
problematic corruption
regular spies

republic
0 police
1/2/3 2 support
1 draft
high war weariness
80 rate cap
trade bonus
2 worker rate
paid labor
2 assimilation
problematic corruption
regular spies

fascism
4 police
3/5/7 3 support
2 draft
no war weariness
no rate cap
trade bonus
2 worker rate
forced labor
0 assimilation
rapant corruption
regular spies
immune to tech steal

communism
4 police
4/5/6 2 support
2 draft
no war weariness
no rate cap
4 worker rate
forced labor
4 assimilation
communal corruption
elite spies
immune to investigate city

democracy
0 police
1/2/3 2 support
1 draft
high war weariness
no rate cap
trade bonus
4 worker rate
paid labor
4 assimilation
minimal corruption
regular spies
immune to propaganda

quote:
Worker rate: Cange Comm to 4, change Demo to 4. Reasoning: Worker rates of 8 are too unbalancing IMO, Demo/Comm/Fasc have double rate of Rep/Mon/Desp


i was going from memory, the worker rate was supposed to be 3 i thought about changing them then decided not too and that is where the 8 number came from, so in light of that do u still wanna bump democracy and communism up one?

quote:
You didn't mention maintenance, but IMO Anarchy shouldn't require any. (It's hard enough to pay for units without receiving any income from cities.)


for now i plan on sticking with anarchy requiring maintenance

____________________________

quote:
Played a test game with the default setting (regent, standard map, 8 civs). Cultural victory, about 1000 points. Some hard facts regarding my empire: Pop 220, about 13% of the map's land mass (had a small continent for myself), 14 cities (all level 3), average city distance to palace/FP 4.5 tiles (i.e. close to nil), 3 science and 3 tax buildings in every city (i.e multipliers of 2.5 for science and taxes without additional wonder effects), courthouse in every city. This resulted in the following income/corruption figures for the different governments (Confederation not included):

Government ------------- Desp -- Mon -- Comm -- Rep / Fasc -- Dem
A: Total Income ---------- 948 -- 1045 --- 1002 --- 1604 --- 1614
B: Income From Cities ----- 898 --- 995 ---- 952 --- 1554 --- 1564
C: 'Raw' Commerce* ---- 345 --- 368 ---- 368 ---- 605 ---- 605
Corruption ---------------- 54 ----- 47 ----- 68 ----- 71 ----- 66
Corruption / A ------------- 5.7% -- 4.5% -- 6.8% -- 4.4% -- 4.1%
Corruption / B ------------- 6.0% -- 4.7% -- 7.1% -- 4.6% -- 4.2%
Corruption / C --------- 15.7% - 12.8% - 18.5% - 11.7% - 10.9%

* commerce from city tiles/worked tiles, no science/tax multipliers included

Some comments/conclusions:

IMO corruption / C ('raw' commerce) is the correct corruption rate. Don't believe your domestic advisor, just do some counting in every city screen. (BTW, SMAC's city screen showed science and tax figures both before and after applying multipliers due to buildings/wonders.)

The 'correct' rate was about 2.5 times higher in my test game; as my cities had science/tax multipliers of 2.5, this is as it should be.

With the correct figures in mind, courthouses etc. generally become far more worthwile.

As already mentioned, the difference between 'minimal' and 'nuisance' corruption is negligible. To balance the Fascist government, it should be changed to 'problematic' corruption.


____________________________


ok i went back edited your save a little, first i sold all market places, banks, and stock exchanges (to get rid of any commerce bonus), then i sold all courthouses (to get rid of any corruption bonus), then i set all production to airports (because setting it to wealth artifically raised the tax amount), then i set the tax rate to 100% (because if not then tax increasing buildings increase commerce at one rate and science increasing buildings increase commerce at another rate), then instead of going through each city i just compared the different governments at 100% tax rate in two areas: income from cities and corruption, here are my findings

despotism: +345/-80 23.2%
monarchy: +367/-67 18.3%
communism: +357/-113 31.7%
republic: +595/-105 17.6%
democracy: +595/-88 14.8%
fascism: +595/-105 17.6%

now i know that going from city to city, and adding corruption plus taxes together then dividing the sum of all of the corruptions by the total of sum of corruptions plus sum of taxes would have been a better more accurate way of doing this but this is good enough for government work

also two other things to note, corruption also takes away shields, and there are three corruption reducing buildings in my mod, the courthouse, the newspaper, and the police station

____________________________

also to get a clear picture of corruption there are two other variables we must look at, difficulty level and world size

World Sizes

Tiny: Optimal cities 16
Small: Optimal cities 20
Standard: Optimal cities 24
Large: Optimal cities 32
Huge: Optimal cities 40

Difficult Level

Chieftan: Percentage of optimal cities 100%
Warlord: Percentage of optimal cities 100%
Regent: Percentage of optimal cities 100%
Monarch: Percentage of optimal cities 90%
Emperor: Percentage of optimal cities 80%
Deity: Percentage of optimal cities 70%

so for your game, the optimal number of cities was 24 and the percentage of optimal cities was 100%, so since you had less than 24 cities no extra corruption came from having too many cities

Last edited by korn469 on 14-02-2002 at 02:31

korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:16
  Old Post 14-02-2002 03:22
Edit/Delete Message Reply w/Quote
#312 Report this post to a moderator
Tired of ads?

anyways, after thinking about what's been said about governmenrts here's what i'm thinking

anarchy
0 police
2/2/2 1 support
0 draft
tile penalty
high war weariness
1 worker rate
0 assimilation
catastrophic corruption
conscript spies
immune to build embassy

despotism
3 police
3/3/3 1 support
2 draft
tile penalty
no war weariness
70 rate cap
1 worker rate
forced labor
0 assimilation
rampant corruption
regular spies

monarchy
2 police
2/3/4 2 support
2 draft
low war weariness
80 rate cap
2 worker rate
paid labor
1 assimilation
problematic corruption
regular spies

republic
0 police
2/2/2 2 support
1 draft
high war weariness
80 rate cap
trade bonus
2 worker rate
paid labor
2 assimilation
nuisance corruption
regular spies

fascism
4 police
4/5/6 3 support
3 draft
no war weariness
no rate cap
trade bonus
2 worker rate
forced labor
0 assimilation
problematic corruption
regular spies
immune to tech steal

communism
3 police
3/4/5 2 support
3 draft
no war weariness
no rate cap
3 worker rate
forced labor
3 assimilation
communal corruption
elite spies
immune to investigate city

democracy
0 police
1/2/3 2 support
1 draft
high war weariness
no rate cap
trade bonus
3 worker rate
paid labor
4 assimilation
minimal corruption
regular spies
immune to propaganda

TechWins is offline TechWins
King
Arizona
Apr 2001
time: 22:16
  Old Post 14-02-2002 17:59
Edit/Delete Message Reply w/Quote
#313 Report this post to a moderator
Put an end to popups!

I'd say that those number you have right there, Korn, are pretty good. The only thing is that I too suggest you don't make Anarchy pay for maintenance. If you do it is nearly impossibly to go through Anarchy. Once I had to save up past 1200 gold just to go through Anarchy in the Middle Ages. When Anarchy was finally over I had around 0 gold. Lets just say that it wasn't worth switching govs because of Anarchy.

korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:16
  Old Post 14-02-2002 21:13
Edit/Delete Message Reply w/Quote
#314 Report this post to a moderator
Tired of ads?

TechWins

hmmm, well i want anarchy to be painful to really make government switching a strategic decision....hmmm

i think i might have the solution

anarchy
0 police
1/1/1 2 support
0 draft
tile penalty
high war weariness
1 worker rate
0 assimilation
catastrophic corruption
conscript spies
immune to build embassy
no building upkeep

so if that looks good to everyone on governments for now i'll move on to the final four areas of question for beta7

tech rate:
as it is now i have made the rate 25% on all map sizes, i have also increased the industrial and modern era techs by 10% and i have made the maximum time between techs 50 turns

so what i'm thinking is leaving the maximum time between techs at 50, leaving industrial and modern techs costing 10% more and lowering the tech rate to +10% of the civ3 tech rate on all map size...if this is still too long, i think lowering the maximum time between techs to 45 should fix it

culture settings:

still thinking about this

AI build preferences:

still thinking about this

World sizes:

aka tech rate changes, and a little bit of tweaking the optimal cities

other than that i think most areas of beta7 are ready to go unless someone has a specific thing they want me to change...if you do here is your chance any changes you want made ask now and we'll discuss it

EDIT:

any thoughts on making tanks, modern armor, and possibly mech infantry non air liftable? i was thinking about doing this to encourage having a strong navy but what do u think?

Last edited by korn469 on 14-02-2002 at 21:29

lockstep is offline lockstep
King
Vienna, Austria
Aug 2001
time: 06:16
  Old Post 15-02-2002 01:03
Edit/Delete Message Reply w/Quote
#315 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

quote:
Originally posted by korn469
anarchy
0 police
1/1/1 2 support
0 draft
tile penalty
high war weariness
1 worker rate
0 assimilation
catastrophic corruption
conscript spies
immune to build embassy
no building upkeep


This is a much better setting IMO.

quote:
so what i'm thinking is leaving the maximum time between techs at 50, leaving industrial and modern techs costing 10% more and lowering the tech rate to +10% of the civ3 tech rate on all map size...if this is still too long, i think lowering the maximum time between techs to 45 should fix it


IMO you should start with tech rates of 80/100/120/160/200 (adjusted for map size and no. of civs) instead of the original rates of 60/90/120/180/240 and then apply further changes.

TechWins is offline TechWins
King
Arizona
Apr 2001
time: 22:16
  Old Post 15-02-2002 03:18
Edit/Delete Message Reply w/Quote
#316 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

quote:
any thoughts on making tanks, modern armor, and possibly mech infantry non air liftable? i was thinking about doing this to encourage having a strong navy but what do u think?


That doesn't sound like too bad of an idea, but I'll leave that decision up to you. I do think that you should make mech infantry and (all) tanks wheeled units. For one reason and one reason alone - more strategy in combined arms.

korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:16
  Old Post 15-02-2002 14:47
Edit/Delete Message Reply w/Quote
#317 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

well everyone one little victory for the blitz mod, firaxis added blitz to armies in the regular version of civ

lockstep

quote:
This is a much better setting IMO.


glad you approve

quote:
IMO you should start with tech rates of 80/100/120/160/200 (adjusted for map size and no. of civs) instead of the original rates of 60/90/120/180/240 and then apply further changes.


ok i'll look into that and see how it works

techwins

quote:
That doesn't sound like too bad of an idea, but I'll leave that decision up to you. I do think that you should make mech infantry and (all) tanks wheeled units. For one reason and one reason alone - more strategy in combined arms.


ok i'm going with that for now, though if there is need i might add in another unit (call it a Light Armored Vehicle or something) later that isn't wheeled, and is airliftable

but i'll definantly make tanks and modern armor wheeled, and most likely try mech infantry as wheeled, but i'm worried that this will hurt it as a defender more than it would hurt the other two as attackers, i'm just not sure yet

lockstep is offline lockstep
King
Vienna, Austria
Aug 2001
time: 06:16
  Old Post 15-02-2002 20:57
Edit/Delete Message Reply w/Quote
#318 Report this post to a moderator
Support Apolyton

quote:
Originally posted by korn469
lockstep here is how you proposed to make the governments

fascism
3/5/7 3 support

communism
4/5/6 2 support


I proposed 2/4/6/2 for fascism, 2/4/6 1 for communism. As I already said, IMO support rates of 3 are too unbalancing. Anyway, just finish beta7 so I can do some playtesting.

quote:
i was going from memory, the worker rate was supposed to be 3 i thought about changing them then decided not too and that is where the 8 number came from, so in light of that do u still wanna bump democracy and communism up one?


No, I'm happy with a maximum worker rate of 3.

quote:
ok i went back edited your save a little, first i sold all market places, banks, and stock exchanges (to get rid of any commerce bonus), then i sold all courthouses (to get rid of any corruption bonus), then i set all production to airports (because setting it to wealth artifically raised the tax amount


You're right. I completely forgot about the effects of wealth.

quote:
also two other things to note, corruption also takes away shields, and there are three corruption reducing buildings in my mod, the courthouse, the newspaper, and the police station


I built some newspapers at first and sold them later (for a 'clean' test setup). IIRC, they decreased corruption further, but only by a very small amount, compared to courthouses. This needs some additional testing.

quote:
Chieftan: Percentage of optimal cities 100%
Warlord: Percentage of optimal cities 100%
Regent: Percentage of optimal cities 100%
Monarch: Percentage of optimal cities 90%
Emperor: Percentage of optimal cities 80%
Deity: Percentage of optimal cities 70%


A suggestion: There are so many other ways to make the upper levels harder. Why not stick with a percentage of optimal cities of 100%?

quote:
well everyone one little victory for the blitz mod, firaxis added blitz to armies in the regular version of civ


They also added the ability to upgrade to civ-specific units.

One reservation regarding general settings: While the blitz mod increases tech costs - especially for the modern age -, Firaxis has decided to decrease modern age tech costs in v1.17f. I suggest to try the new settings on a standard map before making incisive changes. (Still, the tech rates for the other world sizes should be adjusted to the no. of civs IMO.)

korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:16
  Old Post 16-02-2002 05:47
Edit/Delete Message Reply w/Quote
#319 Report this post to a moderator
Support Apolyton, buy Call to Power 2

ok i'm downloading the patch right now and working on the mod

my goal is to have it out this weekend

ok after much consternation of naval units, here is how the blitz mod's units will look

__________________________

Non-combat Units
Settler 0.0.1 50/3 (wheeled) {Colonist}
Colonist 0.0.3 80/3 Navigation
Worker 0.0.1 10/1
Scout 0.0.1 10 (all terrain as roads) {Explorer}
Explorer 0.0.2 20 (all terrain as roads) Astronomy

Ancient Land Units
Warrior 1.1.1 10 {Legionary}
Jaguar Warrior 1.1.2 10 {Warrior}
Archer 2.1.1 20 {Longbowman}
Bowman 2.2.1 20 {Archer}
Spearman 1.2.1 20 {Pikeman}
Hoplite 2.3.1 20 {Spearman}
Impi 1.2.2 20 {Hoplite}
Chariot 1.1.2 20 (wheeled) {Mounted Warrior} horses
War Chariot 2.1.2 20 {Chariot} horses
Swordsman 3.2.1 30 {Grenadier} iron
Immortals 4.2.1 30 {Swordsman} iron
Legionary 3.3.1 30 {Immortals} iron
Horseman 2.1.2 30 (mounted) {Rider} horses
Mounted Warrior 3.1.2 30 (mounted) {Horseman} horses
Catapult 0.1.1 4[2]1 20 (wheeled) {Cannon} iron

Middle Age Land Units
Pikeman 1.3.1 30 {Musketeer} none
Longbowman 4.1.1 30 {Grenadier} iron
Knight 4.3.2 60 (mounted) {Coassack} horses, iron
Rider 4.3.3 60 (mounted) {Knight} horses, iron
Samurai 4.4.2 60 {Rider} iron
War Elephant 4.3.2 60 (mounted) {Samurai}
Musketman 3.4.1 40 {Rifleman} saltpeter
Musketeer 4.4.1 40 {Musketman} saltpeter
Cavalry 6.3.3 80 (mounted) {Panzer} horses, saltpeter
Cossack 6.4.3 80 (mounted) {Cavalry} horses, saltpeter
Cannon 0.1.1 8[4]1 40 (wheeled) {Artillary} saltpeter, iron

Industrial Era Land Units
Grenadier 8.4.1 60/1 {Marines} Nationalism
Rifleman 6.8.1 60/1 {Infantry}
Infantry 10.12.2 80/1 {Mech Infantry} rubber
Partisan 6.5.4 40/1 (hidden nationality, invisable) Replaceable Parts
Marine 15.10.2 100/1 (amphibious unit) rubber
Tank 20.10.3 100/1 (blitz) {Modern Armor} oil, iron
Panzer 20.10.4 100 (blitz) {Tank} oil, iron
Paratrooper 12.12.2 [8] 110/1 (airdrop) oil, rubber
Artillary 0.1.2 16[5]2 80 {Radar Artillary} iron

Modern Land Units
Mech Infantry 16.24.4 120/1 (blitz) oil, iron, rubber
Modern Armor 32.16.4 120/1 (blitz) oil, iron, rubber
Radar Artillary 0.1.3 20[6]2 120 (blitz, radar) oil, aluminum
Cruise Missile 0.0.1 15[8]4 60 (tactical missile, cruise missile, foot soldier, load, airlift) aluminum
Tactical Nuke 0.0.1 0[0]8 130 aluminum, uranium
ICBM 0.0.1 (ICBM) 250 aluminum, uranium

Ancient Naval Units
Outrigger 0.1.2 10|1 (sink in sea, sink in ocean) {Galley} NONE
Galley 2.2.3 30|2 {Caravel}

Middle Age Naval Units
Caravel 0.2.4 40|3 {Galleon}
Frigate 6.4.5 6[4]1 60 {Ironclad} iron, saltpeter
Man-O-War 8.4.5 8[5]1 60 {Frigate} iron, saltpeter
Galleon 0.3.5 50|4 {Transport}
Privateer 5.2.6 50 (hidden nationality, zoc) {Destroyer} iron, saltpeter

Industrial Era Naval Units
Ironclad 10.9.6 8[5]1 80 {Destroyer} iron, coal
Transport 0.8.8 90|8 oil
Destroyer 14.12.11 8[5]1 100 (can see submarines) {Aegis Cruiser} oil, iron
Battleship 30.20.10 14[6]2 200 oil, iron, coal
Carrier 0.18.10 200|5 (radar) oil, rubber
Submarine 16.6.9 100 (can see submarines, zoc) oil

Modern Naval Units
Aegis Cruiser 16.24.11 12[5]1 160|3 (can see submarines, radar, can carry tactical missiles, carry foot units only) aluminum, uranium
Nuclear Submarine 10.12.10 150|3 (can see submarines, can carry tactical missiles) aluminum, uranium

Industrial Era Air Units
Fighter 6.5.3 8[4]6 100 (blitz) {F-15} oil, rubber
Bomber 0.3.3 12[8]8 120 (blitz) oil, rubber
Helicopter 0.2.3 0[0]6 100 (can see submarines/invisable units) oil, rubber

Modern Air Units
Jet Fighter 12.10.4 12[6]8 150 (blitz, radar) oil, aluminum
F-15 12.10.4 15[8]8 150 (blitz, radar) {Jet Fighter} oil, aluminum
Stealth Fighter 0.4.4 16[6]8 150 (blitz, radar, stealth) oil, aluminum, uranium
Stealth Bomber 0.2.4 18[10]8 300 (blitz, radar, stealth) oil, aluminum, uranium

Armies
Army -.-.1 100|2 (army, blitz, pillage)
Modern Army -.-.1 130|4 (army, blitz, pillage) Radio
__________________________

Last edited by korn469 on 18-02-2002 at 12:28

korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:16
  Old Post 18-02-2002 04:39
Edit/Delete Message Reply w/Quote
#320 Report this post to a moderator
Help yourself to an AD-FREE life

ok i was thinking about how to properly assign the build priorities to the various civs, and here is what i've came up with

all civs start off with a 3 aggression level, then they get three traits from each of their special abilities, if they do not have six abilities because of overlap and the AI function of their CSU is not represented I will add that in

Militaristic: +2 AG, Offensive, Naval, Air
Industrious: +0 AG, Workers, Growth, Production
Expansionistic: +1 AG, Naval, Growth, Explore
Scientific: +0 AG, Production, Science, Culture
Religious: -1 AG, Growth, Happiness, Culture
Commercial: -1 AG, Workers, Wealth, Trade
_____________________________________
Rome: Militaristic, Commercial
Government Preference: Fascism, Democracy
4 AG
Offensive, Naval, Air, Workers, Wealth, Trade

Egypt: Industrious, Religious
Government Preference: Communism, NONE
2 AG
Defensive, Workers, Growth, Production, Happiness, Culture

Greece: Scientific, Commercial
Government Preference: Democracy, Communism
2 AG
Workers, Production, Science, Wealth, Trade, Culture

Babylon: Scientific, Religious
Government Preference: Democracy, Communism
2 AG
Offensive, Growth, Production, Happiness, Science, Culture

Germany: Militaristic, Scientific
Government Preference: Fascism, Democracy
5 AG
Offensive, Naval, Air, Production, Science, Culture

Russia: Expansionistic, Scientific
Government Preference: Communism, NONE
4 AG
Settlers, Growth, Production, Science, Explore, Culture

China: Militaristic, Industrious
Government Preference: Communism, Democracy
5 AG
Offensive, Defensive, Workers, Naval, Air, Production

America: Industrious, Expansionistic
Government Preference: Democracy, Fascism
4 AG
Settlers, Workers, Air, Growth, Production, Explore

Japan: Militaristic, Religious
Government Preference: Fascism, Democracy
4 AG
Offensive, Naval, Air, Growth, Happiness, Culture

France: Industrious, Commercial
Government Preference: Democracy, Anarchy
2 AG
Defensive, Wokers, Production, Wealth, Trade

India: Religious, Commercial
Government Preference: Democracy, Communism
1 AG
Workers, Growth, Happiness, Wealth, Trade, Culture

Persia: Industrious, Scientific
Government Preference: Democracy, None
3 AG
Offensive, Defensive, Workers, Production, Science, Culture

Aztecs: Militaristic, Religious
Government Preference: Communism, Democracy
4 AG
Offensive, Naval, Air, Growth, Happiness, Culture

Zulu: Militaristic, Expansionistic
Government Preference: Communism, Democracy
5 AG
Offensive, Settlers, Naval, Air, Growth, Explore

Iroquois: Expansionistic, Religious
Government Preference: Democracy, Fascism
3 AG
Offensive, Settlers, Growth, Happiness, Explore, Culture

English: Expansionistic, Commercial
Government Preference: Democracy, Communism
3 AG
Settlers, Workers, Naval, Production, Wealth, Trade

Last edited by korn469 on 25-02-2002 at 17:10

korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:16
  Old Post 18-02-2002 07:09
Edit/Delete Message Reply w/Quote
#321 Report this post to a moderator
Avatar Enlargement: We've got the solution

__________________________

Changes to Improvements and Wonders

Improvements
Capital
Palace 100/1/0 Center of Empire, +25% defense

Happiness
Temple 60/1/1 +1 Happy (Religious)
Colosseum 120/1/2 +2 Happy
Cathedral 160/2/2 +3 Happy [Temple] (Religious)

Economic
Marketplace 100/0/1 +50% Tax Output, Increases Luxury Trade (Commercial)
Bank 160/0/3 +50% Tax Output [Marketplace] (Commercial)
*Stock Exchange 200/0/4 +50% Tax Output [Bank] (Commercial) The Corporation

Trade
Harbor 80/0/1 Allows Water Trade, Increases Food in Water (Commercial, Coastal)
Air Port 160/0/2 Allows Air Trade, 1 Pollution {Oil} (Commercial)

Military
Walls 20/0/0 +50% Defense, 12 Bombard Defense (Militaristic)
Coastal Fortress 40/0/1 16 Naval Power, 12 Naval Bombard Defense {Iron, Saltpeter} (Militaristic, Coastal)
Barracks 80/0/1 Veteran Ground Units (Militaristic) Warrior Code
*Port Facility 120/0/2 Veteran Sea Units [Harbor] (Militaristic, Coastal) Astronomy
*Airforce Installation 160/0/3 Veteran Air Units {Oil} (Militaristic) Flight

Production
*Mill 160/0/2 +25% Production, Must be Near a River; Engineering
Factory 240/0/4 +50% Production, 2 Pollution {Iron}
Manufactoring Plant 320/0/5 +50% Production, 1 Pollution [Factory] {Aluminum}
Coal Plant 160/0/4 +50% Production, 3 Pollution [Factory] {Coal}
Hydro Plant 240/0/4 +50% Production, Must be Near a River [Factory] {Iron}
Solar Plant 320/0/4 +50% Production [Factory] {Rubber}
Nuclear Plant 240/0/4 +100% Production, 1 Pollution, Must be Near Water, Can Explode or Meltdown [Factory] {Uranium}
Offshore Platform 240/0/3 Increases Shields in Water, 2 Pollution (Coastal)

Research
Library 80/2/1 +50% Research Output (Scientific)
University 200/3/3 +50% Research Output [Library] (Scientific)
*Public School 200/1/2 +50% Research Output
Research Lab 240/1/4 +50% Research Output [University] (Scientific)

Corruption
Courthouse 80/0/1 Resistant to Propaganda, Reduces Corruption
*Newspaper 120/1/2 Reduces Corruption [Library] Printing Press
Police Station 160/0/2 Reduces Corruption, Reduces War Weariness [Courthouse]

Growth
Granary 60/0/1 Doubles City Growth Rate
Aqueduct 100/0/1 Allows City Size Level 2
Hospital 160/0/2 Allows City Size Level 3

Pollution
Mass Transit 200/0/3 Removes Population Pollution {Rubber}
Recycling Center 200/0/3 Removes Building Pollution

Cultural
*Forum 60/2/1
*Theater 160/4/2 Free Artistry
*Museum 240/6/4 [Theater] Atomic Theory
__________________________

Wonders
Happiness
Hanging Gardens 300/0/4 3 happy, 1 happy in all cities {Ind}
Oracle 300/0/4 [2x Temple] Doubles happiness of temples {Rel}
Sistine Chapel 600/0/6 [2x Cathedral] Doubles happiness of Cathedrals {Rel}
JS Bach's Cathedral 600/0/6 [2x Cathedral] 2 happy, 2 happy in all cities {Rel, Con}
Cure for Cancer 1000/0/8 [2x Research Lab] 6 happy, 2 happy in all cities {Sci}

Economic
Colossus 200/0/2 +1 trade in all trade producing squares {Ex, Com, Coa)
Wall Street 300/0/1 [5x Banks] Treasury Earns 5% {Com}

Trade
Great Lighthouse 300/0/2 [2x Harbor] Safe Sea Travel, +1 Ship Movement {Exp, Com, Coa}
Magellan's Voyage [2x Harbor] 400/0/3 +1 {Exp, Com, Coa}
Smith's Trading Company 600/0/3 Pays Maintenance for trade Installations {Com}

Military
Great Wall 200/0/2 Doubles combat vs. Barbs, Doubles City Defens {Mil, Ind}
Sun Tzu's Art of War 600/0/3 Barracks in every city on the continant {Mil}
Leonardo's Workshop 600/0/3 Halves upgrade cost {Mil}
Universal Suffrage 800/0/4 Reduces war weariness in all cities {Mil}
Manhattan Project 800/0/0 [2x University] Allows all civs to build Nukes, 1 unhappy in all cities {Mil, Sci, Ind} Uranium
Heroic Epic 200/0/2 Increased chance of leaders, Requires a victorious army {Mil, Rel}
Military Academy 400/0/1 Build armies without leaders {Mil}
Pentagon 400/0/1 Build larger armies, requires 4 armies, requires a victorious army {Mil}
Strategic Missile Defense 800/0/1 [5x SAM batteries] Decreased chance of missile attacks {Mil, Sci}
Intelligence Agency 400/0/1 Allows spy missions {Mil, Sci}
Battlefield Medicine 500/0/1 [5x Hosptial] Healing in enemy territory {Mil}

Production
Hoover Dam 800/0/3 gain hydro plant in every city on continent, must be near a rive {Ind}
Iron Works 400/0/1 +100% production, 4 pollution, requires coal and iron in city radius {Ind}

Research
Great Library 400/0/5 [2x Library] Gain any advances owned by two civs {Sci}
Copernicus's Observatory 400/0/4 doubles research output {Exp, Sci}
Newton's University 400/0/6 [2x University] doubles research output {Sci}
Theory of Evolution 600/0/5 +2 free advances {Sci}
SETI Program 1000/0/6 [3x University] doubles research output {Sci, Exp}
Apollo Program 500/0/2 build spaceship parts {Sci, Ind} Aluminum

Corruption
Forbidden Palace 200/0/2 reduces corruption {Exp, Rel}

Growth
Longevity 1000/0/4 [2x research Lab] city growth causes +2 pop {Sci, Exp}

Pollution
N/A

Cultural
Pyramids 300/0/4 gives an obelisk in each city on the continant {Ind, Rel}
Shakespeare's Theater 400/0/12 [2x Theater] 3 happy
United Nations 1000/0/10 Allows diplomatic victory {Exp, Com}
__________________________

Space Ship Parts
SS Thrusters 600 Aluminum
SS Engine 1200 Aluminum, Uranium
SS Docking Bay 300 Oil, Rubber
SS Cockpit 600 Aluminum
SS Fuel Cells 300 Uranium, Rubber
SS Life Support System 600 Aluminum
SS Stasis Chamber 600 Aluminum
SS Storage/Supply 300 Oil, Rubber
SS Planetary Party Lounge 300 Oil, Rubber
SS Exterior Casing 1200 Aluminum, Uranium

EDIT:

i did some play testing, and if you set the pyramids as the required building for the obelisk then you can only build one obelisk
so basically you can't use wonders to enable certain buildings

also selecting a wonder to double the happiness of a building that doesn't generate any happiness does nothing

Last edited by korn469 on 18-02-2002 at 14:41

korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:16
  Old Post 18-02-2002 13:29
Edit/Delete Message Reply w/Quote
#322 Report this post to a moderator
Support Apolyton, pre-order Civilization IV

__________________________

Changes to Combat Experiance
Conscript 4
Regular 6
Veteran 9
Elite 12
__________________________

General Settings Changes
*Chance of Rioting is now 25%
*Turn Penalty for Each Hurry Sacrifice is now 20
*Turn Penalty for Each Drafted Citizen is now 20
*Future Tech Cost now 500
*Minimum Research Time now 2 turns
*Maximum Research Time now 50 turns
*Cities Needed to Support an Army now 2
*Chance to Intercept Enemy Air Missions now 90%
*Chance to Intercept Enemy Stealth Missions now 9%
*Citizen Defensive Bonus now 24
*Building Defensive Bonus now 24
*Basic Barbarian is now a Swordsman
*Advanced Barbarian is now a Knight
*Barbarian Sea Unit now Privateer
__________________________

Changes to Citizens
*Scientist now provides 3 research and comes with Education
*Tax Collector now provides 3 taxes and comes with Currency
__________________________

Changes to Difficulty Level
*Cheiftain
Number of Citizens born content 5
Attack bonus vs. Barbarians 500%
*Warlord
Attack bonus vs. Barbarians 50%
Percentage of optimal cities 100%
*Regent
Attack bonus vs. Barbarians 0%
Percentage of optimal cities 100%
*Monarch
Attack bonus vs. Barbarians 0%
Percentage of optimal cities 100%
*Emperor
Addition Free Support 10
Bonus for each city 3
Max government transition time 2
Cost factor 7
Attack bonus vs. Barbarians 0%
Percentage of optimal cities 90%
*Deity
Addition Free Support 20
Bonus for each city 5
Max government transition time 1
Cost factor 5
Percentage of optimal cities 75%
__________________________

Changes to Diplomats and Spies
*Build an Embassy cost 15
*Investigate City cost 7
*Steal Technology cost 9
*Steal World Map cost 1
*Plant Spy cost 45
*Steal Plans cost 7
*Initiate Propaganda cost 80
*Sabotage Production cost 8
*Expose Enemy Mole cost 60
__________________________

Changes to World Sizes
*Tiny
Optimal Cities 14
Tech Rate 75
Number of Civs 6
*Small
Optimal cities 16
Tech Rate 115
Number of Civs 8
*Standard
Optimal cities 20
Tech Rate 150
Number of Civs 10
*Large
Optimal cities 26
Tech Rate 225
Number of Civs 14
*Huge
Optimal cities 35
Tech Rate 300
__________________________

Changes to Governments

Anarchy
0 police
1/1/1 2 support
0 draft
tile penalty
high war weariness
1 worker rate
0 assimilation
catastrophic corruption
conscript spies
immune to build embassy
no building upkeep

Despotism
3 police
3/3/3 1 support
2 draft
tile penalty
no war weariness
70 rate cap
1 worker rate
forced labor
0 assimilation
rampant corruption
regular spies

Monarchy
2 police
2/3/4 2 support
2 draft
low war weariness
80 rate cap
2 worker rate
paid labor
1 assimilation
problematic corruption
regular spies

Communism
3 police
3/4/5 2 support
3 draft
no war weariness
no rate cap
3 worker rate
forced labor
3 assimilation
communal corruption
elite spies
immune to investigate city

Republic
0 police
2/2/2 2 support
1 draft
high war weariness
80 rate cap
trade bonus
2 worker rate
paid labor
2 assimilation
nuisance corruption
regular spies

Democracy
0 police
1/2/3 2 support
1 draft
high war weariness
no rate cap
trade bonus
3 worker rate
paid labor
4 assimilation
minimal corruption
regular spies
immune to propaganda

Fascism
4 police
4/5/6 3 support
3 draft
no war weariness
no rate cap
trade bonus
2 worker rate
forced labor
0 assimilation
problematic corruption
regular spies
immune to tech steal
__________________________

Last edited by korn469 on 18-02-2002 at 13:45

TechWins is offline TechWins
King
Arizona
Apr 2001
time: 22:16
  Old Post 18-02-2002 13:54
Edit/Delete Message Reply w/Quote
#323 Report this post to a moderator
Remove this text

Sorry, Korn, but I haven't had a chance to look over your last few posts, however, just from a glance they appear to be pretty good. Also, I noticed that you edited your "download" post (the first post in this thread) on Saturday, and I can't seem to see any changes made. So I was wondering what exactly did you edit? Did you make v1.06beta7 availabe for download, but just didn't specify that you did? If that isn't the reason, then when do you think v1.06beta7 will be available? Well, keep up the good work.

korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:16
  Old Post 18-02-2002 14:06
Edit/Delete Message Reply w/Quote
#324 Report this post to a moderator
Increase the size of your Attachments

techwins,

beta7 isn't available yet,

though if you look at the edit times in my last couple of posts, you'll see that i have been hammering away at the bic and i'm close...somewhere between 30 minutes to two hours

korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:16
  Old Post 18-02-2002 15:15
Edit/Delete Message Reply w/Quote
#325 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

here it is

Attachment: blitz1.06beta7.2.zip
This has been downloaded 56 time(s).

Last edited by korn469 on 26-02-2002 at 05:12

korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:16
  Old Post 18-02-2002 15:43
Edit/Delete Message Reply w/Quote
#326 Report this post to a moderator
Put an end to popups!

a few changes put off for now

Changes to Civilizations
*Implemented Sevorak's More City Names Mod
*Changed colors for many civs
__________________________
Changes to Culture
*In awe of
Culture Ratio 4:1
Chance of Successful Propaganda 40%
Initial Resistance Chance 35%
Continued Resistance Chance 25%
*Admirers of
Culture Ratio 3:1
Chance of Successful Propaganda 30%
Initial Resistance Chance 45%
Continued Resistance Chance 35%
*Impressed with
Culture Ratio 2:1
Chance of Successful Propaganda 25%
Initial Resistance Chance 60%
Continued Resistance Chance 50%
______________________________

lockstep is offline lockstep
King
Vienna, Austria
Aug 2001
time: 06:16
  Old Post 18-02-2002 21:39
Edit/Delete Message Reply w/Quote
#327 Report this post to a moderator
Got spare money?

quote:
Originally posted by korn469
To create the correct flic files here is a step by step guide

1) Goto your main Civ3 directory
2) From there open the Art file
3) From there open the Units File
4) From there create the following folders

-->Modern Army Industrial Times

5) Staying in the Units File copy all of the files in each folder in the following order

-->All of the files in the Army Industrial Times folder to the Modern Army Industrial Times folder


IMO, the correct folder name should be 'Modern Army Industrial Ages', like the correspondent folders for settler, worker, leader and army. I don't know if Civ3 would crash otherwise, though.

lockstep is offline lockstep
King
Vienna, Austria
Aug 2001
time: 06:16
  Old Post 18-02-2002 23:09
Edit/Delete Message Reply w/Quote
#328 Report this post to a moderator
Support Apolyton buy from Amazon

So far, I've spotted two discrepancies in the readme (compared to the bic-file):

  • Hoplite should have an attack value of 1 (like in Civ3 v1.17);
  • Panzer should cost 1 pop point (like the tank and all other industrial/modern land units in the blitz mod).

korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:16
  Old Post 18-02-2002 23:29
Edit/Delete Message Reply w/Quote
#329 Report this post to a moderator
Avatar Enlargement: We've got the solution

lockstep

thanks for catching that i've corrected it (both the readme and the install text) thankfully all of the mistakes were in the readme and not the actual bic

so are you having fun with it? what are your first impressions?

lockstep is offline lockstep
King
Vienna, Austria
Aug 2001
time: 06:16
  Old Post 19-02-2002 00:02
Edit/Delete Message Reply w/Quote
#330 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

Before I actually start a game, I need to know what has changed compared to Civ3 v1.17. So I'm perusing the readme right now - expect some comments later today. Playtesting will probably have to wait until tomorrow.

OTOH, as beta7 has been downloaded two times until now, I guess TechWins will soon report his first impressions.

 
Pages (22): [ <<   8   9   10   11   12   13   14     >> ]
< 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 0.0798 seconds (93.48% PHP - 6.52% 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