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lockstep is offline lockstep
King
Vienna, Austria
Aug 2001
time: 06:16
  Old Post 15-03-2002 02:56
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quote:
Originally posted by korn469
so how does this sound, instead of calling them theaters, call them amphitheater which has strong greek and roman overtones

the only critism i can think of is that ampitheaters, operas, and musuems are too isolated to western culture, but that is a general problem of civ3 that somebody else can fix!


For this very reason, I'd call building no. 1 just 'theater'. (Yes, some of the veteran blitz mod players will possibly mistake it for the old medieval 'theater', but that's not as confusing as the outrigger/galley/war galley issue. )

lockstep is offline lockstep
King
Vienna, Austria
Aug 2001
time: 06:16
  Old Post 15-03-2002 03:29
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quote:
Originally posted by korn469
i would love to have the SMAC infantry gets +25% when attacking cities rule in civ3, especially if all special abilities like that carried over to armies


We can always hope for a next patch.

quote:
*modern worker(engineer), the name says it all


Sounds good (as I said before), but it needs to be tested if the 'doubles work rate (for workers)' flag would also apply to upgrades of workers.

korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:16
  Old Post 15-03-2002 06:13
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quote:
CIVILIZATION3 caused an invalid page fault in
module CIVILIZATION3.EXE at 016f:00403036.
Registers:
EAX=00000000 CS=016f EIP=00403036 EFLGS=00010206
EBX=005cb848 SS=0177 ESP=00abf3ac EBP=01570eb0
ECX=005d5e40 DS=0177 ESI=005d5e40 FS=2bb7
EDX=00000313 ES=0177 EDI=00000000 GS=0000
Bytes at CS:EIP:
8b 80 3c 01 00 00 83 c1 58 8b 50 04 52 e8 e8 d8
Stack dump:
00000000 004063e3 00000000 005a3c40 005ce988 005d4ab4 0000002f 00000000 0058bf02 005cb848 005121fd 0b881710 00abf528 005993bb ffffffff 004191ce


ok doing some play testing and when i went to build the war galley here is the crash i got...

which is virtually identical to the last crash i got, which leads me to think that the war galley is causing the crash, but everything in the editor looked fine, so i think somehow the .bic file got corrupted, so let me try something else and see if i can fix it

EDIT: it looks like i am going to have to rebuild the blitz mod's .bic file, going all the way back to beta7.0 because i deleted beta7.3 yesterday, so i'll post that later tonight

Last edited by korn469 on 15-03-2002 at 06:34

micokeman is offline micokeman
Settler
Ambler, PA
Mar 2002
time: 00:16
  Old Post 15-03-2002 08:45
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micokeman

do you have a harbor at the other side of your empire for it to connect to? if you don't then you need to build one

but if you have the great lighthouse and are using it to cross seas, then you don't actually have a sea route, because in civ3 (iirc) you need astronomy to have a sea route across seas, and magnetism or navigation either one to cross oceans

Thanks for the reply. It makes sense now, bummer though! Thought I could get all those luxuries early on!

I dowen;oaded the latest build and the game crashed when trying to load the old game. No worries, I'll start over, but when I get to the year 2130 BC the game crashes. Anyone else have a problem?

I love the mod so far though! Thanks a heaps!

kettyo is offline kettyo
Warlord
Budapest, Hungary
Mar 2002
time: 06:16
  Old Post 15-03-2002 11:29
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quote:
Originally posted by korn469
ok doing some play testing and when i went to build the war galley here is the crash i got...


The problem might be that we don't have a "war galley" folder under the art/units folder of civ3...

kettyo is offline kettyo
Warlord
Budapest, Hungary
Mar 2002
time: 06:16
  Old Post 15-03-2002 11:48
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quote:
Originally posted by korn469
modern infantry --> light infantry?


korn,

I think marines and paratroopers also fall into the light infantry category.


quote:
Originally posted by korn469

ok so here is the list of possible units to add to the blitz mod

*sloop, a warship that comes with astronomy that is weaker than a frigates and sinks in oceans
*special forces, a guerrilla unit (either invisable or hidden nationality) that cost alot of shields but no pop and is amphibious plus can airdrop and is primarily made to fight partisans
*commerce raider, a moder version of the privateer, historically something like one of the german pocket battleships
*modern infantry, a unit that falls between infantry and mech infantry and is draftable
*supersonic bomber, a moder version of the bomber that doesn't have stealth
*modern worker(engineer), the name says it all
___________________________________

these are more debatable ideas

*spy plane/AWACS, currently impossible to do properly with the editor, but a super recon plane
*assault carrier/amphibious task force, currently impossible to do properly with the editor, but something like the USS Tarawa, that carries helicopets, harriers, and lots of marines
*SAM, currently impossible to do properly with the editor, but a ground based unit that could move with modern forces to give them some airprotection
*attack helicoper, unsure about this one, but if i did implement it it would go with the assault carrier

please if you have any ideas for other units please suggest them


Main problem with recon plane is that you can recon once in each turn. I don't think they'll fix this in a patch. So consider giving fighters,jet fighters, and f-15-s see subs ability for some realism.

What about the air missile idea?

Don't You think it'd fit in also a "combat engineers" unit, on the same basis as the grenadiers, just with modern-day stats (also could upgrade)?

korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:16
  Old Post 15-03-2002 13:29
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ok here is beta7.5

all that's changed is the crash bug is fixed, and kettyo was right about it's cause

Attachment: blitz1.06beta7.5.zip
This has been downloaded 1285 time(s).

kettyo is offline kettyo
Warlord
Budapest, Hungary
Mar 2002
time: 06:16
  Old Post 15-03-2002 17:05
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Dan Magaha (Firaxis) wrote on another thread that there'll be an option for units to be destroyable/undestroyable through bombardment/bombing in the future editor.

Let's hope so...

korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:16
  Old Post 15-03-2002 19:07
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kettyo

could you please point me to that thread?

even if they do include it, i am rather skeptical of it

Tridotan1 is offline Tridotan1
Settler

Jan 2002
time: 05:16
  Old Post 18-03-2002 02:10
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What about my WW2 period question (look at my last reply), you didn't say anything about that.
What is Zoc?
The British special unit (man-o-war) is useless. It comes and is replaced by the ironclad before you can build one and sail it to your enemy, yet alone use it properly. Could you either extend the gap between the two, make it easier to build, give ships more movement or change the special unit to something like "British Destroyer" (Britain has always been a Naval Power), "Spitfire" (as long as you extend the WW2 early flight period) , "Red Devils" (infamous British paratroopers, be sure to give them a red beret) or "Royal Marines" (these are best known for their role in WW2 when they were known as Commandos. However they are probably still the best known and specialised Marine force in the world.)

Cheers mate

korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:16
  Old Post 18-03-2002 05:09
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Tridotan1

quote:
What about my WW2 period question (look at my last reply), you didn't say anything about that.
What is Zoc?


well i'll see what i can do to extend it some...but even in real life airpower advanced fairly quickly, but i will try to make it take long to get from prop driven aircraft to jets

zoc stands for zone of control, basically in civ3 it means as a one passes by an enemy unit with zoc it takes 1hp in damage

quote:
The British special unit (man-o-war) is useless. It comes and is replaced by the ironclad before you can build one and sail it to your enemy, yet alone use it properly. Could you either extend the gap between the two, make it easier to build, give ships more movement or change the special unit to something like "British Destroyer" (Britain has always been a Naval Power)


hmmm well we could move ironclads to electricity without too many unexpected problems, and that would increase the sail age somewhat

how does that sound to everyone?

also fascism still seems a little too powerful, i'm going to cut it's free units to 10 from 15

TechWins is offline TechWins
King
Arizona
Apr 2001
time: 22:16
  Old Post 18-03-2002 11:12
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quote:
how does that sound to everyone?


That sounds fine to me, but I'm not sure if that will really solve much. The English UU is weak and needs to be changed. Possibly a specialized infantry unit that could move 3 instead of 2...a Red Coat? This unit would be able to retreat against older (i.e. Cavalry) unit that could move 2 and also stop modern day (i.e. tanks) from being able to retreat. In my opinion, this would be a very nice unit.

Concerning the names of the newly added units: I, too, think the prefix of "modern" on every new unit is quite lame. How about for the modern day armies you go back to one of your old unit names "Generals". Or "Skilled Armies" or "Trained Armies"? Basically something along those lines. And for the newly added infantry unit...I like this idea a lot and I think "Light Infantry" is a sufficient enough name for them. For "Advanced Artillery" why not go old school and change the name to "Howitzer"? Instead of having the "Modern Armor" as one just one unit split it up into two units: "Heavy Armor" and "Light Armor" (change the names as you please)...the stats for these units could be as follows:

Current "Tank" stats: 20.10.3 10|1 zoc, wheeled, blitz
Current "Modern Armor" stats: 32.16.4 12|1 zoc, wheeled, blitz
My proposal:
Split the "Modern Armor" up into two units
"Heavy Armor" stats: 33.18.3 13|1 zoc, wheeled, blitz
"Light Armor" stats: 27.14.4 11|1 zoc, blitz

Basically this gives a little more variety with combined arms and such.

Some other comments:

I think that you should lower the max research rate from 50 to 48. While this may seem like a small decrease in the number, it could play a huge role in the game. Lets say that for the first 6 techs you discover you had to research them all the way through 50 turns. If that number were changed to 48 then you would have saved 12 turns of researching. Not only does it save you 12 turns of researching but it also gives the Civ it's techs faster, which in turn indirectly decreases research times (researching goes faster). It may seem as if I'm discredint my argument but those facts are the basis of my argument. If that Civ had to research all 50 turns then it would be going through the tech tree very slowly and would be researching techs in unhistorically correct times (i.e. republic in 1000ad). Yes, researching goes a lot faster now because of "tech whoring" but in the early part of the game that is partially solved. Not to mention that isolated Civs are put at a huge disadvantage with the current technology system. I think a 48 turn cap would balance things out a little more.

Now it's known that going the "money" route instead of the "researching" route is more efficient (as long as you have Civ neighbors). Well, to counteract this how about lower the cost of the University, Research Lab, and Public School each by 2. Then increase the cost of the Marketplace, Bank, and Stock Exchange by 2 (yes I know you already increased the Stoch Exchange cost once before). Hopefully the different costs will make investing in science more appealing.

An idea for early naval units situation (just an idea! ) would be to give Map Making another prereq of Construction. Then make the outrigger the opening naval unit with zero reqs (0.1.1 1c 1t sink in seas, oceans), have the outrigger upgrade to galley (req Map Making 0.2.2 3c 2t sink in seas, oceans), and also add the wargalley unit in too (req Map Making 2.2.3 4c sink in seas, oceans). In doing that, though, a few other changes would have to be made for balance. Drop the 2 Harbor req for the Great Lighthouse and lower the cost of Harbors from 8 to 6. Now for my reasoning behind all of the madness...This still prevents too much naval expansion early on (even more IMO) yet keeps everything balanced (again even more IMO). The outrigger will be extremely useless in the expansion aspect of it all, but will still be able to serve it's purpose of transporting a Settler in case of being in a jungle/mountain area. The galley still won't be able to expand much with it's limited movement rate, but will still serve it's purpose of transporting more units to a little bit farther away places. The wargalley will be able to explore the most out of the 3 early units, but because of it's high cost you won't want to lose one of these units while being in a sea/ocean square. Therefore, trying to explore with these units will be a risk, but the wargalley will still be able to serve it's purpose (and very effectively I'd like to add) of destroying naval transports.

quote:
so how does this sound, instead of calling them theaters, call them amphitheater which has strong greek and roman overtones

then like you said make it come with literature which would make it a worthwhile tech once more
and making it required for the opera (which is another good idea) which would keep the same stats as the old theater...also operas seems to be more present in other cultures than what theaters are, and it overlaps less in function


I like that a lot more than the current way. Also, I'd go with the name amphitheatre...it sounds cooler to me and has more flavor than theatre.

For all of your new unit ideas there are most likely graphics already made for similar units at Civ Fanatics.

BtW, nice! 45 downloads on a beta version within two days...not too bad.

Oh yeah, what it is with you always putting off the terrain changes I suggest. I thought you liked the ideas of giving mountains a 2 bonus shield to start off with and giving jungle 1 shield right away?

TechWins is offline TechWins
King
Arizona
Apr 2001
time: 22:16
  Old Post 18-03-2002 13:08
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I'm not sure if anyone else has noticed this, but when at least one Civ out of two has map trading capabilities maps may be traded. Meaning that even if you don't haven't researched Navigation you can still trade maps with another Civ that has researched Navigation. I wonder if this was the same principle before, yet, with Map Trading being the tech? I'm, also, not sure if communications with other Civs acts in the same way. Even though, this isn't that big of a deal it still isn't exactly how I pictured for it to be.

Lorekeeper is offline Lorekeeper
Settler
Augsburg, Germany
Mar 2002
time: 05:16
  Old Post 18-03-2002 21:23
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Greetings there!

I love your mod =D

While scanning this I wonder if "Modern Army" might not be called "Task Force" or something like that. Might be a naval term though.

Where we come to the question if fleets ("armies on sea") might be interesting...

Oh, if that has been brought up... sorry, I simply skipped 10 pages of this thread

Benjamin
Still waiting for a Master of Magic II... or a mod

korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:16
  Old Post 18-03-2002 22:35
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techwins
a short set of responces, since i'm heading out the door

quote:
The English UU is weak and needs to be changed. Possibly a specialized infantry unit that could move 3 instead of 2...a Red Coat?


well if we were going to give them a new CSU, since historically they have been masters of the sea, we could give them a new battleship unit, and call it a Dreadnought (as in the HMS Dreadnought)

while that wouldn't be quite historical it would probably be better historically than a redcoat unit

however, i would prefer a longer time frame for the sailing ships era, so that frigates (and Men-o-War) would be more useful, so i'll mess around with this and see what we can improve on

also like Tridotan1 alluded to, if you research flight as the last required tech in the industrial era and you re a scientific civ, you discover flight and rocketry on the same turn, this happened to me last night

the names sound fine, and i'll use something along those lines, though i don't think i am going to add in light armor and heavy armor units, and i want to be cautious about adding any new units at all, because i don't want to have any superfluous units...everything needs a role to fill so that all units show up in a player's arsenal

damn...i need to leave but i'll be back in a little while

one last comment...i didn't purposely forget the terrain changes, i just didn't write them in the list of upcoming changes, and all you need to say is YOU FORGOT THE TERRAIN CHANGES

anyways

upcoming changes

jungle goes to 1.1.0
mountains go to 0.2.0
fascism free units goes to 10 from 15

lockstep is offline lockstep
King
Vienna, Austria
Aug 2001
time: 06:16
  Old Post 19-03-2002 00:40
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Some observations from my first completed testgame with beta 7.5:

  • Test result: Armies can be upgraded to Modern Armies both empty and loaded with units. However, the upgrade can only be performed in the city that built the Military Academy. (While I'm typing ... I guess barracks are a second requisite, though I didn't try without one.)
  • Postponing of map/communication trading and especially of MPP's made for a quite different game. No 'world-war' situation in the Industrial Age this time. Tech whoring is also reduced because of the decreased tech devaluation. OTOH, not being able to trade maps to known civs makes the technology Map Making rather pointless. I'd say, keep these features in the mod for now and reassess them when the next patch is out.
  • Due to my conversion from builder style to hybrid style (necessary to survive and prosper on monarch), I encountered the scenario I've been criticizing for quite some time: The Indians, who bordered my civ (the Chinese) to the west, had a stronger culture, which was largely due to the fact that they had managed to build the Pyramids. (Obelisk in every city ... you know the story.) I decided to wage a limited war to round off my territory. Having conquered two Indian cities, I wanted to switch back to builder mode, but the Indians wouldn't acknowledge my envoy. So I geared up my Rider production, conquered another two cities and suddenly found myself in control of the Pyramids. After that, my relative culture went through the roof in a little while due to my brand-new obelisks. Gaining culture because of waging war ... sorry, it just doesn't feel right.
  • Another case of a completely passive and stagnating AI civ occured. This time, it was the Japanese who started on a large subcontinent, separated from three other civs by jungles and a mountain chain. The AI founded its first city (Kyoto), sent a warrior to the south (and found me, so I knew of its existence), and that's all. Next time I checked (already in the middle ages), the Japanese still had one measly city with no improvements at all. At first, I blamed this pathetic peformance to the changes you did to the building traits (sorry, korn), but then I noticed that the AI's only city (and therefore, capital) didn't have a palace. So I guess the Japanese became the easy prey of a massive barbarian uprising and the ransacking barbarians destroyed their palace in 3300 BC (Kyoto's culture production had stopped at 14 points when I investigated the city). Somehow, this incident must have paralyzed the AI for the rest of the game (after all, it didn't have the possibility to reload ). Conclusions for the mod-maker: a) drop the defense bonus of the palace, and b) consider to weaken the barbs so that the AI can handle them.
Regarding upcoming changes ... this is only the list for beta 7.6, isn't it? For beta8, I'm also hoping for
  • Renamed 'culture-only'-buildings ((amphi)theater, opera, museum),
  • Symmetric judgement of cultural levels,
  • A different kind of Pyramids.

Last edited by lockstep on 19-03-2002 at 02:33

lockstep is offline lockstep
King
Vienna, Austria
Aug 2001
time: 06:16
  Old Post 19-03-2002 00:44
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If anyone wants to investigate Kyoto in the middle ages:

Attachment: mao of the chinese, 1330 ad.zip
This has been downloaded 4 time(s).

korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:16
  Old Post 19-03-2002 05:21
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quote:
Korn,
My name is Barry Caudill and I am the QA Manager at Firaxis Games. I have enjoyed your Blitz mod and I am writing to ask for your permission to post it on Civ3.com as a kickoff to our new mods section. Please email me as soon as possible with your answer.

Desert Dog is offline Desert Dog
Warlord
3rd Rock from the sun
Nov 2001
time: 21:16
Cool  Old Post 19-03-2002 05:38 Visit Desert Dog's homepage!
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quote:
Originally posted by korn469


I was wondering if they would ever get around to doing this. It is honoring your hard work for sure. Glad to hear this news!

korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:16
  Old Post 19-03-2002 06:12
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ok i am going to try to sort out the problems people have brought up and address them, this post will be strange because i am going to post it and then go back and edit it some because i'm going to be in and out

quote:
The British special unit (man-o-war) is useless.


this is a complaint from Tridotan1

quote:
The English UU is weak and needs to be changed.


this is TechWins backing him up

now what exactly is the problem, what causes it and how can we fix it?

ok the problem isn't with the english CSU, the problem is with naval units in general and the frigate in specific

the first thing is that naval units aren't as essential as land units, which there isn't much we can do about it

in civ3 there is 25 required techs max between galleys and frigates
there is 4 required techs max between frigates and ironclads
there is 5 required techs max between ironclads and destroyers
there is 3 required techs max between destroyers and battleships
there is 13 required techs max between battleships and Aegis Cruisers

ok, now what can we do without a complete overhaul of the tech tree?

well here is the bandaid solution i am proposing for now

we move the ironclad to steel
we move the destroyer to mass production
and finally we move the aircraft carrier to advanced flight

what that would do
25 required techs max between galleys and frigates
7 required techs max between frigates and ironclads
4 required techs max between ironclads and destroyers/battleships

this also solves the problem of being able to build the USS Ronald Reagan before the anyone has even heard of Kitty Hawk North Carolina
_________________________

ok the next complaint is from Tridotan1

and basically is states that the prop driven airpower era is too short, and i agree

right now the only bandaid solution i can see is to make advanced flight be a required tech, so a scientific civ at least gets a small oppertunity to build prop driven planes
_________________________

ok the next complaint is from techwins about 50 turn max tech rate

he had a number of arguments, but the one that really hit home was this one

quote:
isolated Civs are put at a huge disadvantage with the current technology system.


so what i am going to try is this...

to make the minimum tech rate be 1 and the max be 48 and see how that changes things
_________________________

ok the next complaint is from techwins

quote:
Oh yeah, what it is with you always putting off the terrain changes I suggest


that is my bad, they should have already been in but i somehow overlooked them, anyways i'll do as the man says
_________________________

ok the next complaint is from techwins

quote:
Gaining culture because of waging war


this refers to the pyramid and it's culture bonus

now we come to the why is gaining this culture bad from a gameplay point of view

basically the strongest arguement is that you don't get culture when you capture wonders, however if you captured J.S. Bach's Cathedral then you would get all of the happiness, and the pyramid's effect is it's culture

so the best bandaid approach i can think of right now would be to make the pyramids go obsolete...the following techs would be the most appropriate in my opinion
monotheism, gunpowder, democracy, nationalism, or communism

the other bandaid has some drawbacks, and that would be to give the pyramids a 1% defensive bonus, so that if your city with them was ever sacked or captured then the pyramids would disappear
_________________________

the next complaint is from lockstep

quote:
drop the defense bonus of the palace


i too have noticed alot of freaky things from the palace having a defensive rating

so consider it gone for now

anyways i didn't see any other real complaints, just suggestions and i will address those tommorrow and release beta7.6 tommorrow as well

i'm going to bed for now

Last edited by korn469 on 19-03-2002 at 11:13

kettyo is offline kettyo
Warlord
Budapest, Hungary
Mar 2002
time: 06:16
  Old Post 19-03-2002 19:55
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quote:
Originally posted by korn469
kettyo

could you please point me to that thread?

even if they do include it, i am rather skeptical of it


korn,

look at apolyton's or civfanatics civ3 news pages.
It should be the top news now (I read that earlier on a general thread)...

Do you plan to include this ability in the mod?
I think it changes a lot of things...

korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:16
  Old Post 19-03-2002 23:03
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just a quick little comment

quote:
look at apolyton's or civfanatics civ3 news pages.
It should be the top news now (I read that earlier on a general thread)...


i read the first thread and wasn't too impressed with the ability, but after reading the new thread here is what i'm thinking

fighters, jet fighters, and F-15's can sink ships

partisans could possibly become a bombard unit that could destroy land units

then maybe at least battleships (possibly all naval bombard units) could sink other ships with their bombard...i'm unsure about the implications of this

lockstep is offline lockstep
King
Vienna, Austria
Aug 2001
time: 06:16
  Old Post 19-03-2002 23:48
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Korn, congratulations for creating the 'kickoff' to Firaxis' upcoming mods section.

And I'm looking forward to beta 7.6, beta 8 ... and a definitive 1.06 version of the blitz mod.

Tridotan1 is offline Tridotan1
Settler

Jan 2002
time: 05:16
  Old Post 20-03-2002 00:46
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Thankyou for assesing my "complaints".

quote:
ok the problem isn't with the english CSU, the problem is with naval units in general and the frigate in specific


Ah, but there is something we can do about it. At the moment land power plays a huge role in wars, air power a medium one and naval power a pathetically small one. Why? Because it takes about 10 turns to sail an AEGIS cruiser from one side of the world to the other on a medium sized map. On a "huge" sized map it takes about 20 turns to sail it to your nearest rival and a hec of a while to sail it to your furthest. Infact, you have usually either invented a better unit and made it obsolete, won the war, lost it or made peace by the time any ship gets to the "action zone". You would have to think through carefully about this, but you could consider increasing naval movement considerably.

And the problem is the English CSU as well as naval units being quite useless. What good is a unit with one more attack than the regular when their is no point in controlling the seas and no AI ships to whoop the ass of. i firmly reccomend (if possible) stretching out the prop-flight period and making British Spitfires or some kind of modern naval unit (since the British Navy kicks ass to put it simply)

korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:16
  Old Post 21-03-2002 23:30
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ok i got to thinking, since this is going up on the firaxis site, and since beta8 was going to be out soon, why not just go ahead a work on it now

so in addition to all of the beta7.6 changes we've discussed

i want to know the bare minimum number of new units we need to add to the blitz mod in all of your opinion, i have a small unit list, and i want to know what all of you think

in addition to the new units, i am also going to be adding the new cultural level, and a new small wonder, the victory arch which will be a cultural small wonder made particularly for militaristic civs

also do any buildings need to be renamed? any units? chime in now

Tridotan1

sorry if complaints sounded harsh, but i was tired and most of the best feedback is in the form of good complaints, and i am going to try out the things i discussed in beta7.6 to make the MoW a better CSU, but if not i'll bump up the speeds, the only problem with really high speed naval units is that they can go from one port to the next, and it also kinda takes away some of the strategy you see with land units, right now battleships and carries move at 10 (compared to 5 and 4 in 1.17f) if i did increase them what levels were you thinking of?

Tridotan1 is offline Tridotan1
Settler

Jan 2002
time: 05:16
Wink  Old Post 22-03-2002 01:25
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quote:
right now battleships and carries move at 10 (compared to 5 and 4 in 1.17f) if i did increase them what levels were you thinking of?


I don't know, i was kinda going to leave that up to you, but the fact is, naval units suck with a capital S. Anyways, the more new units the better and I think that you should change the British CSU to something like:

Spitfires (fighter)
HM Aegis Cruisers (better name if possible) (Aegis Cruisers)
Silent Hunters (submarine)
Imperial Infantry (Infantry)
Celtic Warrior (warriors)
Highlander (Rifleman)
Brithish Commandos, Green Berets (whatever name) (marines)
Red Devils (paratroopers)
Harrier Jump Jet (jet fighter - increased target area, better precision striking, more movement. NOT better combat or bombard)
SAS (modern infantry - if added)

As to the navy. You could add a whole new element of gameplay, make the game more fun and make naval untis better by introducing, wait for it...
TORPEDOES
these could be a) a far better version of bombard which can only be effective on ships (so good that it could sink a battleship with three hits)
b) as above but individual units which must be built then loaded on to ships. (be used as many times as user wants, with ships still able to attack and move.)
c) cruise missile copy with the ability to go on water. Probably the easiest but by far the lamest nontheless , it would still be good. Problems with this option are the fact that you might be able to leave torpedoes stranded between turns, the fact that you have to steer the thing them bombard it and watch it blow up as if from the sky makes it less realistic and cool.

You could then expand the idea by making anti-sub missiles, anti torpedo-missiles and the lot. I know this doesn't blance the gameplay but it makes it more fun and realistic. And as I said before, the more units the better.

P.S it wouldn't be beyond a graphics designer to design the torpedo or the British special unit if you asked them.

TechWins is offline TechWins
King
Arizona
Apr 2001
time: 22:16
  Old Post 22-03-2002 08:42
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quote:
i want to know the bare minimum number of new units we need to add to the blitz mod in all of your opinion, i have a small unit list, and i want to know what all of you think


I really like the idea of "light" and "heavy" armor, but after reading your disapproval I tried to figure out why you felt that way. Then I quickly realized that the AI wouldn't be able to handle it very well, so that's a no go.

quote:
i want to know the bare minimum number of new units we need to add to the blitz mod in all of your opinion, i have a small unit list, and i want to know what all of you think


I like that idea a lot more (the UU bonus would be a +1 movement to Infantry), than trying to improve the MoW. Civ3 failed to give importance to naval warfare just as Civ2 did. However, with some editor options (i.e. railroad rate cap option) that could all change. For now, though, I don't think much action can be take. Maybe giving a few of the naval units the blitz ability could help? A slight decrease in cost might help? Making ships/boats that can transport units less potent in defending? That might make it more of a need to protect with more attack ships/boats. Less required resources might help, as well? Those are just a few ideas that might slightly make naval units more useful.

quote:
I'm not sure if anyone else has noticed this, but when at least one Civ out of two has map trading capabilities maps may be traded. Meaning that even if you don't haven't researched Navigation you can still trade maps with another Civ that has researched Navigation. I wonder if this was the same principle before, yet, with Map Trading being the tech? I'm, also, not sure if communications with other Civs acts in the same way. Even though, this isn't that big of a deal it still isn't exactly how I pictured for it to be.


Does anybody want to comment on this?

kettyo is offline kettyo
Warlord
Budapest, Hungary
Mar 2002
time: 06:16
  Old Post 23-03-2002 15:16
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korn,

it looks like someone had made the air-to-surface missile i was talking about.
Look : http://apolyton.net/forums/showthre...&threadid=36768

hoping for next version...

korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:16
  Old Post 23-03-2002 22:06
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a couple of real quick comments, i have read them all though

Tridotan1

i looked over your proposed changes and the thing that really caught my attention

Brithish Commandos, Green Berets (whatever name) (marines)

if the improved MoW still sucks i will either give them kickass modern marines, or give them an improved version of the grenadier that also has the marine ability, both of which would still emphasize seapower, but wouldn't totally suck

quote:
Does anybody want to comment on this?


techwins that is how it works for me, so the first one to discover the share communications tech or share maps can do it with all of the other civs

quote:
it looks like someone had made the air-to-surface missile i was talking about


if we change cruise missiles to air units a number of problems comes up

*we lose the foot soldier trick, so it would be impossible to seperate it so that nuclear subs carry them and tac nukes and Aegis cruisers just carry them
*air interception rates are 90% so they would all get shot down without air superiority, or 9% with stealth, compared to 0% right now

the actual effect of the units doesn't change though, they would still work in the exact same way as current cruise missiles do, meaning that they would have the ability to kill units like they do now as far as damage is concerned they wouldn't change at all, and the only reason i would see why you would want to make this change would be to make them land on aircraft carriers

aircraft carriers in real life don't carry cruise missiles though, their escorts do, and when the patch comes out all of the planes that land on aircraft carriers will be able to sink ships

i will tweak cruise missiles, i might or might not make them immobile, i will make sure they have airlift (i think they do already but i'm not positive) i will even see if i can give them air missions, specifically precision strike and bombard (but not rebase they will have airlift instead) while still making them a ground unit; i'd give them stealth as well

if i can give them precision strike as a ground unit then they will be perfect, if not i might consider making them air units if i can work around the Aegis Cruiser and nuclear sub problem, in order to give them precision strike, but if i can't work around the Aegis Cruiser and nuclear sub problem i will leave them as ground units

also i have an idea for a plane that carries cruise missiles like the ALCM and the SNARK iirc, but i'm not sure if it would work

anyways i have a date but i will be back later on tonight or tommorrow, please post which new units you think are must haves, because i am going to add the new units tommorrow

TechWins is offline TechWins
King
Arizona
Apr 2001
time: 22:16
  Old Post 24-03-2002 08:51
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quote:
techwins that is how it works for me, so the first one to discover the share communications tech or share maps can do it with all of the other civs


I was wondering if this worked the sameway when Communications was under Map Making? I guess I never really noticed it.

quote:
anyways i have a date




quote:
but i will be back later on tonight or tommorrow, please post which new units you think are must haves, because i am going to add the new units tommorrow


Light infantry for one. That special ops forces unit you were referring to but make sure the value of marines and paratroopes is still retained. The modern engineer sounds good too. I don't like the idea of adding another medeival boat because it's existance will be so short that it will be pointless. However, I guess it doesn't hurt to have a little variety.

 
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