 |
|  |
 |
|
korn469
|
 |
Poetic Justic
Apr 1999 time: 00:16
|
|
quote: Secondly, do you realize that a battleship will be able to move 75 spaces in one turn? |
uhhh...i think you misread something techwins 
Battleship 25.20.4 16[6]2 200|1
25 attack
20 defense
4 move (4x3=12 with the all terrain as roads)
16 bombard strength
6 rate of fire
2 range
200 shield cost
1 transport ability (cruise missle only)
quote: Either way, though, the war galley should be 0.0.1 30 (sink in sea, sink in ocean, count all terrain as road). This will stop the war galley from making an attack (if winning) and then being able to still move. |
hmmm i'm not sure if i follow you about the stats, i completely understand what you are saying about using all terrain as roads and i think it's a good idea, but what about attack and defense for the war galley? or was that a typo?
also i think that we don't need two naval transports in the ancient age
and about making ocean tiles cost 2 movement spaces (or 3), i have been thinking about this in depth already and i haven't decided
pros:
stops early ocean expansion
doesn't effect units with ATR (all terrain as roads)
cons:
forces all later naval units to have ATR
all naval units will then have movement in multiples of 3
what do you think? at first i was leaning towards multiple movement oceans (and possibly seas) but right now i'm just neutral about it
quote: Barbarians should have a little bit weaker of units, IMO. Here a few possible combos: war charriot/swordsmen - horsement/swordsmen - horsemen/immortals -
mounted warrior/immortals |
hmmm i think conscript swordsmen/knights work well since the player can control the level of barbarian activity, if each age had it's own barbarians then i would make ancient barbarians weaker, but since they can't it's a trade off so that barbarians don't get too weak too quickly although they are really strong when you have them on raging till about gunpowder
quote: Lockstep, I think that idea for resources is a good one |
so do i 
i didn't get any private messages about the prebeta offer, but it's still on the table for anyone who wants it, but since there is no immeadiate demand for it i'm going to go watch training day (it arrived from amazon today) i saw it in the theater and it's great, so check it out if you get the chance
but i'll check here in the morning for prebeta requests and i'll continue to polish the readme and beta8, i still gotta tackle the text files, and i'm waiting on the modded units_32.pcx file
|
|
|  |
 |
|  |
 |
|
Trip
|
 |
Hunt Valley
Apr 2002 time: 00:16
|
|
Okay, a quick question about the blitz mod. It seems a lot more balanced than the regular game, so I thought I'd give it a try yesterday. Everything seems to be working fine, but I noticed that the AI players build cities very slowly. By the time AD rolled around, I had about 20 or so cities, while most of the computer players had 3-4. I know curbing the AI's expansion rate is necassary to make the game more enjoyable, but isn't that a little much? I was wondering how this was slowed down so much, so I could possibly change it to make things a little more balanced. Needless to say, when you have 5 times the number of cities as another empire, it makes things pretty easy. Other than that, everything seems great. That and snoopy's terrain have made Civ 3 much more enjoyable to look at and play, but I was hoping to address this problem. Anyone know anything?
|
|
|  |
 |
|  |
 |
|
Trip
|
 |
Hunt Valley
Apr 2002 time: 00:16
|
|
quote: Originally posted by TechWins
Hey stupid, this is a bug with the Blitz mod (well sort of), and Korn best be taken it out of beta8 so don't worry too much about it. Once Korn releases the new version you won't have to worry anymore. Or if you aren't patient you can just go into the editor yourself and take away the flag of giving the palace a defense bonus...it should be in the Improvements tab IIRC. |
I think I'll do that now then. Another thing I found that might be a problem depending on how you look at it, is how the Panzer unit upgrades to a regular Tank instead of Modern Armor. Was that the intent? If so then I disagree so that will be my little tweak. So far everything else has been peachy-keen, and this mod along with Snoopy's new graphics have made Civ III spiffy. 
quote: Also, have you tested out the modern govs because it seems to me that Communism is a very powerful goverment now? While there is a tile penalty and no trade bonus, the amount of free units and free improvements you will receive seems to put this gov over the top. The key to this gov is to build a lot of well developed cities that use the max amount of free units and nothing more. If this is done correctly you will not have any expenses and have a ton of good things happening for you at the same time. I don't know if this neccasarily bad or good? |
I haven't yet gotten to the Modern Age with this mod yet, due to the fact that I was stupid/not paying attention and saw that things were on Chieftan difficulty level. They shouldn't even call it a "difficulty level", more of a... "Winning an OCC is easier than the regular game on Regent" kind of thing. I'll let you know what I think later on though in a few days once I get there. My new game I got placed in a very nice little valley with resources, good terrain, etc., and surrounded by 2 huge mountain chains, so it effectively isolates the area from the AI until I'm able to settle the whole thing (thanks to the addition that settlers are wheeled units and can't move through mountains.  ).
|
|
|  |
 |
|  |
 |
|
Tridotan1
|
|
New stuff looks gr8.
Please can some one make graphics for:
Special Forces
Modern Infantry
Commerce Raider
Colonist
Engineer
Jet Bomber
War Galley
Sloop
Grenadier
And any other added units becaues this would make the MOD far better to play. Some on could post a thread appealing to people to make these units.
|
|
|  |
 |
|  |
 |
|
Radiation Zero
|
|
Canada
Jun 2002 time: 21:16
|
|
Great mod, korn, I read through the first 20 or so posts
then I kinda skipped ahead a bit.
I hope the Firaxis people have been eyeballing this thread, most of the changes in it are pretty good.
The Wheeled Settler took some getting used to, as did the 3 pop cost, but you know that. 
Expansion IS even more important, as a slow start has basically left me little more than a vassal state, England hasn't attacked me once yet, but if they did..
So, my Strategy is to stay on their good side, as our tech-trading runs rather smoothly, and whittle them away overseas, Cold War style. 
IMO Longbowman should be 40 shields, no iron, and should upgrade to Grenadier, instead of Swordsman, but Swordsman upgrading works really well, so I'll set preference aside.
Also, I dunno if it works, since I haven't gotten this far (unlike you, I'm not getting tech lightning-fast like some do) but if possible, bombers and fighters should be able to bombard (lethally) naval units.
It'd also be nice if Stealth Bombers could carry Tac Nukes.
I don't really think ZOC should be implemented across the board, I think it should be more for bombard units.
Basically, like 'air superiority' if an enemy unit came close to a city or fortress during war-time, any artillery inside could get a pot-shot.
I think Radar Artillery should also be able to shoot at air units, SAM style, though I recognise that's not possible.
Anyway, I'll post my start so everyone can do better than me and laugh at my meager skills, and I'll be back once I hit modern times. 
Attachment: blitz-mod germany 4000 bc.zip
This has been downloaded 1 time(s).
|
|
|  |
 |
|
Rusty Nail
|
|
Copenhagen
Jan 1970 time: 05:16
|
|
I have partially finished two games with this mod and find it a significant improvement over standard civ3. Nicely done Korn469. The invisible partisans is a nice touch. One thing I noticed when opening some embassies late in the game. Two capitals which were fully developed did not have either mill (there were rivers) or public school. This suggests to me that something is not working as it should. Anyone else notice this? It was a pretty small sample so I could be wrong.
One thought: expansionist civs could be made more attractive if their settlers were not wheeled or had two moves and/or their outriggers had extra moves.
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:16. Apolyton Time is 00:16. |
top of page
|
|
|
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
|
|
|
|
|
|