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korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:16
  Old Post 31-03-2002 00:42
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Inflate your Upload Space

my idea was to give modern naval units treat all terrain as roads and blitz so they could move in the 9-15 {ie they would have 3-5 movement points) range and they would also be able to carry out multiple attacks

this could mean a battleship off of your coast could be more than an annoyance

however it didn't work, treat all terrain as road doesn't function with naval units, but i did email barry about this as well and hopefully the next patch will solve this problem and the navy will become an important part of the air/land/sea triad

so here is how i have tweaked the naval units so far

Ancient Naval Units
*Galley 0.1.2 10|1 (sink in sea, sink in ocean) {Caravel} NONE

*War Galley 2.2.3 30 (sink in sea, sink in ocean) {Sloop} Map Making

Middle Age Naval Units
*Caravel 0.1.4 40|2 {Galleon} Astronomy

*Sloop 3.3.5 4[4]1 40 {Frigate} Astronomy

*Frigate 6.5.6 8[4]1 60 {Ironclad} Magnetism

*Man-O-War 8.6.6 8[4]1 60 {Frigate} Magnetism

*Galleon 0.2.5 50|4 {Transport} Magnetism

*Privateer 4.2.7 50 (hidden nationality, zoc) {Commerce Raider} Navigation

Industrial Era Naval Units
*Ironclad 10.9.8 10[5]1 90 {Destroyer} Steel

*Transport 0.6.8 100|8 Mass Production

*Destroyer 12.15.12 12[5]1 110 (can see submarines, zoc) {Aegis Cruiser} Mass Production

*Battleship 25.20.10 16[6]2 200 Mass Production

*Carrier 0.12.10 200|5 (radar, doesn't carry bombers) Advanced Flight

*Submarine 16.6.10 110 (can see submarines, zoc) Mass Production

*Commerce Raider 15.10.11 130 (hidden nationality, zoc) Mass Production

Modern Naval Units
*Aegis Cruiser 16.24.12 12[5]1 160|3 (can see submarines, radar, can carry cruise missiles)

*Nuclear Submarine 10.14.9 150|3 (can see submarines, can carry cruise missiles and tactical nukes)

ok so how do those changes look?

Last edited by korn469 on 31-03-2002 at 07:26

reefer addict is offline reefer addict
Warlord
oregon
Sep 2001
time: 21:16
  Old Post 31-03-2002 08:01
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great mod korn thx for getting me interested in civ3 again im having a problem with loading aircraft on to my carriers. i know bombers cant be put on carriers with your mod but i cant seem to load anything , no fighters or jet fighters or f-15. i hope its something i did while installing that i can fix but dont know where to start. thx

korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:16
  Old Post 31-03-2002 18:43
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reefer addict

i'm glad you are enjoying the mod, try this, sail your carrier out of port and see if you can rebase your fighters to it, this should work because i haven't changed anything on fighters that should prevent them from landing on carriers, tell me if you are still having problems

lockstep is offline lockstep
King
Vienna, Austria
Aug 2001
time: 06:16
  Old Post 31-03-2002 20:11
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Just a small thought: To make pursuing a cultural path (as opposed to a military or science strategy) a tougher choice for the player, all 'culture-only' buildings should be attached to optional techs. AFAIK about your plans regarding beta8, this is true for the (amphi)theater (available with Literature) and the opera (Music Theory), but not for the museum (Atomic Theory). So I suggest to make museums available with Nationalism instead.

korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:16
  Old Post 31-03-2002 20:22
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good idea lockstep!

but nationalism is already possibly the best tech in the game, maybe sanitation instead?

lockstep is offline lockstep
King
Vienna, Austria
Aug 2001
time: 06:16
  Old Post 31-03-2002 20:28
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Sanitation doesn't have to do anything with museums (just like atomic theory).

If you really consider nationalism too powerful with museums (I was also hesitant about it), I'd say make them available with Communism.

kettyo is offline kettyo
Warlord
Budapest, Hungary
Mar 2002
time: 06:16
  Old Post 31-03-2002 22:51
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idea on fixing carrier Support Apolyton, buy Galactic Civilizations

korn & reefer addict,

we can't use the carriers because the planes are being set to foot soldiers.
it seems aircraft carriers can't load/rebase air units set to foot soldiers.
so my suggestion:

- clear "carry footunits only" flag of carrier
- clear footsoldier flag of fighter,jetfighter,f-15
- add "tactical missile" flag to all bombers

this way carrier will work and will base just fighters not bombers.

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Warlord
oregon
Sep 2001
time: 21:16
  Old Post 31-03-2002 23:50
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Inflate your Upload Space

changing bombers to tactical missles does fix my problem . fighters load without problem and bombers cant re-base on carriers (perfect) thx to all

kettyo is offline kettyo
Warlord
Budapest, Hungary
Mar 2002
time: 06:16
  Old Post 01-04-2002 00:54
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quote:
Originally posted by korn469
however what role will the air to surface missile play that a tweaked normal cruise missiles can't fill? would they come at different times or what? how would you differentiate between them?
you mentioned increasing the range for air cruise missiles, now if they have the same damage as normal cruise missiles but double the range, then i don't see anyone building normal cruise missiles even if air cruise missiles are subject to air intercepts, if we have two units in the exact same role, one of them is going to be better in most situations and the other one will build the other


korn,

I thought this missiles as "air-launched stand-off attack missiles".
It's a perfect term from the link you gave me thank you. It was really useful. Note it doesn't comment the relative failure of cruise missiles against Yugoslavia. (mainly hitting civilian buildings,chinese embassy etc.)
So every attack missiles planes launch from a safe distance such as american Harpoon or soviet AS-6 Kingfish etc.
The main use of the air missile (asm) would be garrison bombing which is really impossible now because of the low range and movement of the current cruise missile (ssm).
With increasing the range of the ssm naval tactics would become ugly, Destroyers sweeping the seas many tiles before missile carrying ships/subs and when sensing something crush it with the missiles behind (i always play on huge worlds with the lowest land mass for great naval battles). And i doubt the ai will understand this tactic. So i think the ssm range should remain. Increasing ssm movement could possibly be a solution and it could make the asm unnecessary. Just changing the current cruise missile to air unit isn't working because you would lose te ability to load onto cruisers/subs.

There are quite some differences in the use of the hypothetic asm and ssm.

Land war: - asm is immobile and has 8 range while ssm is mobile (moves 1) and has range of 4
- asm is really useful for destroying garrisons & far away weak enemy units & crushing enemy units in neutral territory when having air superiority while ssm is useful for active defense of key locations, cities, fortresses or attacking towards railways without the need of air superiority

Naval war: - cruisers/subs carry ssm, carrier can carry asm
- more ways to use a carrier
- asm can pose serious threat to bombarding/invasion naval forces without carrier support (otherwise the ships just move to the range of 4, shoot their missiles and move away without the risk of being hit. with asm this changes some)

I really think the 2 type of missiles could work better than just 1.
When You think the asm is too powerful compared to the ssm the cost of asm could be increased some. Either one could come with rocketry or electronics i don't know.
Asm is really not launched from the deck of carrier but look at the stats, ssm range is 4 (say the asm missile has same range). So the attack plane carrying the missile just have to fly half the distance to the target which is a safe distance to shoot at the target at range of 8. It's not that bad. Although i don't think it's possible to create a correct animation for this event, for the game it works.


ONE MORE SERIOUS SUGGESTION: Give fighters, jet fighters and f-15s see subs ability for carrier anti-sub searchs to be possible. It's really important because we can't have a recon plane unfortunatly.

quote:
Originally posted by korn469
yeap a longbowman english CSU would be historically accurate, but shouldn't the english golden age come slightly later


i don't know, smarter should consider

korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:16
  Old Post 01-04-2002 10:16
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kettyo and reefer addict

hmmm, i thought i had fixed the carrier bug with beta7.5, damn i missed that one

though what i was going to do is make bombers and stealth units have the foot soldier flag to prevent them from landing on carriers and leave everything else the same, i will hurry on beta8 i've been really busy but i think i can finish it tommorrow

lockstep

communism sounds good

kettyo

i have to be up in 5 hours for work, so i don't have time to respond to your arguments in depth, but i will think about the points you made

here is one comment though

quote:
Land war: - asm is immobile and has 8 range while ssm is mobile (moves 1) and has range of 4
- asm is really useful for destroying garrisons & far away weak enemy units & crushing enemy units in neutral territory when having air superiority while ssm is useful for active defense of key locations, cities, fortresses or attacking towards railways without the need of air superiority


on defense air superiority is virtually assured because afaik intercept range for air superiority missions is half operational range, also with asm having 8 range and ssm having 4 range that means the ssm would have to be four spaces past the city to have equal range so in most cases it would have equal range or less, and it is totally dependent upon the enemy not bombarding the roads leading out from it

on a similar note what role do cruise missile fill right now? because it seems like a more cost effective strategy would be to use air units to soften up the advancing enemy then to use mobile ground unit to finish them off, so what advantages does the player have by using cruise missiles?

quote:
ONE MORE SERIOUS SUGGESTION: Give fighters, jet fighters and f-15s see subs ability for carrier anti-sub searchs to be possible. It's really important because we can't have a recon plane unfortunatly.


sounds like a good idea, we'll try it and see if it is unbalancing

more to come tommorrow

TechWins is offline TechWins
King
Arizona
Apr 2001
time: 22:16
  Old Post 01-04-2002 10:56
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quote:
i have to be up in 5 hours for work


You work?...

All of the changes going into beta8 sound really cool, but don't feel pressured on your release time for it.

korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:16
  Old Post 01-04-2002 11:12
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work, school, and battling insomnia
gone for real this time

falsfire3401 is offline falsfire3401
Settler
Winterpeg, Canada
Mar 2002
time: 23:16
  Old Post 01-04-2002 18:54
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Gems missing Increase the size of your Attachments

Hi I just played my first game with this mod, and I really like. However, one oddity I noticed was that there were no gems on the map anywhere. By the endgame I had explored the entire map and didn't see them, they weren't underneath one of the few remaining AI cities as they weren't listed in the trade windows either (not even as "Gems: 0 extra"). Is this an intended side-effect of the mod, to only have 7 luxury resources on the map? I've attached a savegame sampling:

Attachment: chinese-5.zip
This has been downloaded 2 time(s).

lockstep is offline lockstep
King
Vienna, Austria
Aug 2001
time: 06:16
  Old Post 01-04-2002 21:03
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No, this is no intended effect. It may well be caused by Civ3's general rule that there must be at least one copy of every strategic ressource per civ and at most one copy of every luxury ressource.

kettyo is offline kettyo
Warlord
Budapest, Hungary
Mar 2002
time: 06:16
  Old Post 02-04-2002 12:54
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quote:
Originally posted by korn469
on a similar note what role do cruise missile fill right now? because it seems like a more cost effective strategy would be to use air units to soften up the advancing enemy then to use mobile ground unit to finish them off, so what advantages does the player have by using cruise missiles?


I think there could be many reasons some that's clear instantly:

- to load on cruisers/subs
maybe even battleships should carry some just like real modern battleships
- for defense of areas outside cities (fortresses, sea gaps etc.)

Some more ideas:

- it could be also a cost effective solution with making the asm cost more
- things could change considerably when we'd get battlefield airdefenses with the new patch
- when it will be possible we can make asm unable to sink ships

Thanks for interest in my ideas !

hollywooddchi is offline hollywooddchi
Settler
California
Apr 2002
time: 05:16
  Old Post 03-04-2002 02:34
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I've started a war with my lowly workers! Inflate your Upload Space

I think there's an unintended bug with the partisans. If a rival partisan is within your country's borders, and lets say for the moment that the partisan is located on a railroad tile, if you move a worker in the path of the hidden partisan..whammo!!! The partisan kills your worker and you go to war instantly with the rival nation...even if they're ally!!! In summary, that sucks! Any solutions?

-Hollywood

lockstep is offline lockstep
King
Vienna, Austria
Aug 2001
time: 06:16
  Old Post 03-04-2002 21:40
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I also encountered this bug once. The only solution I found is reloading the auto-save and turning off worker automation for a turn or two.

micokeman is offline micokeman
Settler
Ambler, PA
Mar 2002
time: 00:16
  Old Post 05-04-2002 07:36
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leader not performing Put an end to popups!

I had gotten one leader early in the game to save it for a 'special occasion' and the time has come. I want to hurry building the Sistine Chapel and it tells me the leader cannot hurry the Sistine chapel.

If I try to hurry anything else it needs money? Isn't the leader supposed to be able to hurry a great wonder? Any ideas would be greatly appreciated! Thanks!

Michael

Tridotan1 is offline Tridotan1
Settler

Jan 2002
time: 05:16
  Old Post 06-04-2002 14:44
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Korn,

Why are you so keen on not allowing bombers onto carriers? Who would want a carrier with just fighters on it? The only good thing about fighters is that they defend against bombers, so are best based inland. But I guess that won't matter if the enemy can't even bomb you. This tweak has UNBALANCED the game. Carriers are useless. Bombers are useless unless in a pangea or fighting a same-continent foe. Fighters are practically useless unless in a pangea. Air power means nothing. American SU becomes useless. Stealth technology becomes useless, as do the units that come with it. If you think that in "real life" only fighters do the bombing, think again. B2 stealth bombers are loaded onto carriers occasionally, as were bombers in world war 2 during the Dooley raids. (The brave american bombings of mainland Japan.)

As for the museum thing, make a new tech called Archaeology. Make it optional and put it in the early industrial age after nationalism or something like that. If you want to take it further; make a wonder called "L'Ouvre" or "British Museum". If you want to take it even further make a city improvement available at Genetics called "Museum of Science"

One more thing, if you feel you have finished everything else off. Change the civilopedia (if you can) to accurately reflect new units and unit tweaks. And change the tech tree some more by adding new pictures of the improvements and units that become available. Finally, add graphics to the improvements to show in the city view screen.

lockstep is offline lockstep
King
Vienna, Austria
Aug 2001
time: 06:16
  Old Post 06-04-2002 15:45
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quote:
Originally posted by Tridotan1
As for the museum thing, make a new tech called Archaeology. Make it optional and put it in the early industrial age after nationalism or something like that.


I had about the same idea, with the new tech being called 'historiography'. However, IMO we should only start tinkering with the tech tree after Firaxis has eliminated the crash bug associated with tech icons and more than 82 techs (hopefully, this will happen in the next patch).

quote:
One more thing, if you feel you have finished everything else off. Change the civilopedia (if you can) to accurately reflect new units and unit tweaks. And change the tech tree some more by adding new pictures of the improvements and units that become available.


Good idea, but you're asking a lot of korn.

quote:
Finally, add graphics to the improvements to show in the city view screen.


And now you're asking too much, IMO.

BTW, korn, any news regarding beta8?

korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:16
  Old Post 06-04-2002 20:53
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Lose 30 kilos (of popups)

quote:
BTW, korn, any news regarding beta8?


i have a crazy job, until two weeks ago i was getting about 4 hours a week, which was enough for me to get by on with my savings, but where i bought a new car (i got a 99 chevy cavalier with with 30k miles on it for 5,100 dollars, not to bad at all right?) that took a huge chunck out of my savings and the work load is seasonal and has increase quite a bit so i'm back to putting in 40 hours weeks along with going to school and trying to get in shape so i can join the army reserve i haven't had any spare time to spend on the blitz mod, also my mom bought a new house and i promised i'd help her move on the weekends and i'm on my way there now, i don't have that much more to do to finish it up, but then again i don't have any time to do even that, tommorrow evening hopefully, i'm sorry for the inconvience but i hope you can understand

quote:
Why are you so keen on not allowing bombers onto carriers?


for the flavor of realism

quote:
Who would want a carrier with just fighters on it?


the US Navy for one

quote:
Carriers are useless.


Tridotan1
well one carrier full of fighters right now can do about as much damage as what two carriers full of bombers could do in 1.17f...

quote:
B2 stealth bombers are loaded onto carriers occasionally,


when? they are based in Missouri, and from what i've read it takes about 100 hours of service for every hour of flight time, also there are very few facility able to service them, and carriers are not one of them, also as far as i know they are not designed to land on a carrier, and i'm fairly sure the catapult wouldn't get them airborne

http://www.hazegray.org/navhist/carriers/odd/odd25.jpg

there's a picture of B-2's on a carrier, but it's faked

check out this site for more
http://www.hazegray.org/navhist/carriers/odd/index4.htm

quote:
as were bombers in world war 2 during the Dooley raids. (The brave american bombings of mainland Japan.)


the Doolittle raids were nothing more than propaganda and had no real impact on japanese wartime production, and it wasn't until the US started getting bases closer to japan that US bombing really began to take its toll

quote:
This tweak has UNBALANCED the game.


i'm going to do slightly more tweaking on bomber and fighter stats, i'll also look at incorporating the air base mod into the blitz mod, but if that doesn't work i'll once again allow bombers to land on carriers if the consenus is that airpower is too weak, but in all seriousness (i was joking around with you above) i'll try my very best to make sure it isn't unbalanced when i'm finished tweaking, and if something doesn't work i'll go back to the original setting, i just usually have to try every possible tweak first

quote:
As for the museum thing, make a new tech called Archaeology.


adding and changing techs will be the last thing i do

quote:
One more thing, if you feel you have finished everything else off. Change the civilopedia (if you can) to accurately reflect new units and unit tweaks.


i have been doing that on a limited basis already
and when i fit the definitive 1.06 this will be completely finished

micokeman

are you trying to hurry with the hurry button in the city screen or with the leader's hurry command? the leader's hurry command should function as normal, but trying to use the hurry command from the city screen in a city that has a leader in it has no effect in the blitz mod or civ3 1.17f

hollywooddchi

that is technically a civ3 bug and not a blitz mod bug and hopefully they will fix it

Last edited by korn469 on 06-04-2002 at 21:52

lockstep is offline lockstep
King
Vienna, Austria
Aug 2001
time: 06:16
  Old Post 06-04-2002 21:19
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congratulations to the modmaker

korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:16
  Old Post 06-04-2002 21:55
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but it wasn't me lockstep

TechWins is offline TechWins
King
Arizona
Apr 2001
time: 22:16
  Old Post 06-04-2002 22:16
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Lose 30 kilos (of popups)

The powers of editing a post, eh Korn.

I know exactly how you feel about having limiting time...going to school (about 7 hours, five days a week), working 30 hours a week, homework, trying to maintain a social life outside of school, having free time for yourself, and a few other things that I haven't mentioned is quite a difficult task to balance. Usually in the process of doing it, too, sleep gets dropped from the whole mix (3-4 hours of sleep a night:lol So I completely understand how you feel.

Well, since this modmaker is going to start doing playtesting here soon I bet that the next patch release should be in the next few weeks.

reefer addict is offline reefer addict
Warlord
oregon
Sep 2001
time: 21:16
  Old Post 09-04-2002 02:01
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[QUOTE] Originally posted by Tridotan1
Korn,

This tweak has UNBALANCED the game. Carriers are useless. im playing a monarchy game as america and my f-15's are dominating the skies. with blitz attacks i get 3 bombarments per jet per turn and with 3 carriers full of jets im ripping up my enemies territory with ease. i created a airbase to allow baseing bombers away from home but you need a ROP agreement if you dont want to start another war. i didnt like the f-15 before i got this mod but now ,look out germany.

Dr. Stones is offline Dr. Stones
Settler
Scottsdale, Az
Apr 2002
time: 05:16
  Old Post 10-04-2002 20:39
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Ive been lurking in the shadows too long. I have installed the mod and it looks great so far. Except one thing. I can beat the regular game on Emperor level. With this mod I cant. I'm playing Zulu and Im being beaten like a red-headed step child!!!! Im very behind in the tech race and my cities are now being overrun by my neighbors culture......ARRRRRGGHHHH!!!!!! Looks like I have no chance to get a wonder built too........any suggestions?

Antex is offline Antex
Settler

Apr 2002
time: 06:16
  Old Post 11-04-2002 16:58
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Hi ,
it was posted on civfanatics forum, as the thread is moved from there I came here

quote:
--------------------------------------------------------------------------------
Originally posted by korn469
Antex

as you said there isn't a button to make buildings obsolete, and i used the normal editor and made it a prereq for factories, but i think i flagged it with the powerplant disappearing flag...

hope that helps
--------------------------------------------------------------------------------



Korn, thanx for your tips, but I still need some help: my idea is to make coloseum obsolete with discovering of electricity; fitrst I read a post about BIC format, then i 'went' to apriopriate position ('rendered obsolete by') using hex editor but I don't know what value I should put here I looked into civ. advances format but it doesn't contain any value which I can put in colosseum data section. I looked to some obsoleting wonders data but they have here values like -1 or 255, I can't find how advances are coded into those values

Thanx in advance,
Antex

TechWins is offline TechWins
King
Arizona
Apr 2001
time: 22:16
  Old Post 16-04-2002 10:39
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Inflate your Upload Space

Even though, there hasn't been much playing of Civ3 lately by me (bought an X-Box recently ), I still have aspirations of playing of the game once the next patch comes out. That is only if the changes/additions/features of v1.21f are appealing enough to get me to play again.

Well, the actual reason why I'm posting this is because I've come up with an idea.

IIRC, Korn, you increased the disappearance ratio of resources and kept the appearance ratio the same. Either way, though, it doesn't matter. IMO, Firaxis had the intentions of making resources fairly difficult to come by, and just quite enough difficult that trades would have to be made in order to get certain resources. However, IMO, that didn't turn out the way Firaxis had intended it to. Instead players were irritated with the way resources were sparatic and if every Civ had a certain resource except themselves. It does seem unfair that by random chance you were placed in a land that doesn't contain the resources you would like to have. Although, net very often would you not be able to get a required resource, so the strategic realm of resources was lost. Typically most Civs were able to get the resources they needed, therefore, the need for trading of resources was diminished. If resources were a lot less than common, then not as many Civs would be able to have a particular resource. With less Civs having a particular resource, then the chance of trade will increase as long as other Civs have an excess of the resource. However, another problem arises in that resources disappear fairly quickly. If a Civ had the oppurtunity to have control over a particular resource for a longer amount of time it would give the effect of a certain Civ dominating a particular resource. In turn more strategy will be added to the game by less Civs having a resource and those Civs having those resources for a longer amount of time.

Here are the new values I suggest for resources: Decrease each appearance ratio on each strategic resource by 40, then decrease the disappearance ratio down from 900 to 500 on all of them. Except on horses the 'd ratio' should be decreased down to 400. How is it that horses can disappear? I guess for game purposes even a low 'd ratio' is needed.

With the changes made to all of the units the effect should not be to devasting to Civs who lack resources to the point that there is no chance of winning for them. One era that could use another 'no resource' unit is the Ancient era. Under Mysticism the Raider unit should be added, and should have be 3|1|1 3. *If you don't like my resource idea, then you could add the Raider unit in a differen way: Make the Raider unit have hidden nationality and would be 1|1|2 3.* The Middle Ages could use another 'no resource' unit around Military Tradition or so, but I can't think of any myself. Then for the rest of the game the units are pretty well balanced for the most part in terms of 'no resource' units (this is considering the units to be added into beta 8).

Btw, how is beta 8 coming along anyways? I know you've been busy, which is fine, but do you still plan on supporting this mod? I'm sure the answer will be a 'yes', but I'm just curious. Come Wednesday we will find out if any new additions have been implemented into the editor.

korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:16
  Old Post 17-04-2002 07:25
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Antex

as i stated at civfanatics, the use of the word obsolete by me was really a misnomer, and with the tools we currently have there is no way (that i know of at least) to obsolete buildings, however gramphos might be able to give you help, i think he is on vaction right now and not very active but he should be back soon

techwins

i have a question, do you want a low chance of resources disappearing? if so, then high disapparence ratios from what i understand mean low chances of resources disappearing, basically 900 means on average a resource node disappears every 900 years

quote:
Btw, how is beta 8 coming along anyways? I know you've been busy, which is fine, but do you still plan on supporting this mod? I'm sure the answer will be a 'yes', but I'm just curious.


yes is the short answer,

the longer answer is work has gotten even more hectic than ever and i'm getting in 60+ hours a week counting the commute (though i'm hoping to get a job with sprint which is about 50% better in terms of hourly wage and about half of the hours), then there is school, trying to run at least a mile, helping my mom move all of her stuff (she's a pack rat i told her it looked like i was moving in sanford and son) on sundays (but we about have it finished around 20 or 30 more hours so a few more sundays), then i have a girlfriend (2 years 7 months and counting) who demands and expects to have me for the greatest majority on saturdays which is the one day we both have off, then all of the other little things

all i need is a day or two off so i can get everything together, but i'm going to wait to incorporate what's in the patch i have my fingers crossed, i really hope they throw us a bone on some of the things we've asked for

so start hoping with me i get the job at sprint, as it is now, on weekdays i barely have time to do anything

ps this quick reply feature is awsome!

TechWins is offline TechWins
King
Arizona
Apr 2001
time: 22:16
  Old Post 17-04-2002 09:46
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Korn

Well, that makes sense about disappearing resources. So yes, that the number should be increased to lower the disappearance of resources. *This idea is only preliminary and has not been tested the least bit*

Yes, well don't pressure yourself in getting beta8 done in a hurry (eevn though it seemed like I was getting anxious), because I completely understand your hectic schedule. Hey just last night I was only able to get two hours of sleep (I usually get around 4-5 hours of sleep a night), so I know exactly how you feel. Good luck on getting that Sprint job, keeping your girl happy and helping your mom move.

I couldn't agree more that the quick reply feature is great, but for some reason I always forget to use it.

 
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