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korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:16
  Old Post 01-05-2002 08:37
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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

TechWins is offline TechWins
King
Arizona
Apr 2001
time: 22:16
  Old Post 01-05-2002 12:14
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quote:
uhhh...i think you misread something techwins




quote:
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?


yeah not including the a/d was kind of like my previous mistake... again

quote:
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


Yeah, I think you should go ahead and do it. I think the pros will outweigh the cons, IMO. Plus who knows, if balanced properly there may not be any cons. But anything that can eleviate some of the early AI expansion I am all for.

quote:
hmmm i think conscript swordsmen/knights work well


sigh...i can see it now...there goes another one of my beloved units to the hated barbarians.

quote:
didn't get any private messages about the prebeta offer


i would have but i doubt i will even have any time to try out the new version even when it first comes out (i.e. for the next 72 hours i will primarily be at school, work, or be sleeping, in which case the latter will be the least while the middle only shortly follows the former )

Btw, maybe I'll check out that movie sometime.

lockstep is offline lockstep
King
Vienna, Austria
Aug 2001
time: 06:16
  Old Post 01-05-2002 13:04
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quote:
Originally posted by korn469
i didn't get any private messages about the prebeta offer, but it's still on the table for anyone who wants it


I won't have enough time in the next days to test it. However, I'll take a look at the polished readme later today.

And now, back to real life - that is, a statuory holiday and fair weather.

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:16
  Old Post 02-05-2002 21:11 Visit Trip's homepage!
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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?

korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:16
  Old Post 02-05-2002 21:31
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trip

what level are you playing on? that will make a huge difference if it is cheiftan then it will take like either take 2 or 3 times as much good and minerals to grow and expand

if it is diety then you have encountered a bug

btw on diety it should take 1/2 of the player's food to grow and the AI also starts out with either 2 or 3 settlers total in beta7.5 so if they only have 3 or 4 cities come AD then something is wrong, horribly wrong

anyways i should be getting the art this weekend and i will release the Blitz Mod then

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:16
  Old Post 02-05-2002 21:39 Visit Trip's homepage!
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*Laughs* I was only playing on Regent, I must admit. It seems to be the most balanced in the regular game without cheating too much. How do you suggest I play the mod? It looks excellent, and I'm anxious to play on it some more. If the computer cheats like it does on diety in the regular game, I would sooner want to make them expand more rapidly, since the less I can make it cheat the better.

korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:16
  Old Post 02-05-2002 22:01
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hmmmm, send me a save game that is strange, they should keep up with you, but i'm not sure, though if you are looking for a challenge try diety/raging

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:16
  Old Post 03-05-2002 03:23 Visit Trip's homepage!
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How should I send it to you? I tried uploading it to a couple of my websites so I could post a link to it, but it won't go for some reason.

Currently I have 11 cities (if I've counted correctly), and all the AI civs have 3 or maybe 4 in some cases. I haven't tried very hard in settling my continent after I realized the AI doesn't really try to either. Makes things more fair in a way, but give the player the edge due to the fact if you did expand like there's no tomorrow, you're have a decisive edge if you want to start a war in the Middle Ages.

korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:16
  Old Post 03-05-2002 03:34
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Lose 30 kilos (of popups)

just zip it and save it as an attachment on here

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:16
  Old Post 03-05-2002 05:58 Visit Trip's homepage!
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Ahhh, that's a feature I haven't seen on other forums. Sorry.

Attachment: g.zip
This has been downloaded 2 time(s).

korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:16
  Old Post 03-05-2002 06:28
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if there is a reason, most likely it is barbarian activity bringing out the palace defense bug

while there is usally one civ that does rather poorly because it stops expanding for whatever reason, i have yet to see a game where all of the civs do that

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:16
  Old Post 03-05-2002 07:00 Visit Trip's homepage!
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quote:
Originally posted by korn469
if there is a reason, most likely it is barbarian activity bringing out the palace defense bug

while there is usally one civ that does rather poorly because it stops expanding for whatever reason, i have yet to see a game where all of the civs do that
Call me stupid, but, what is the palace defense bug? I mainly stick to discussion and file threads, and don't worry so much about the bugs (since there's too many to count, IMO). And is there any way to counteract this? The game will get kind of lame pretty quick if there's no way to make the AI more competitive.

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:16
  Old Post 03-05-2002 08:52 Visit Trip's homepage!
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*Smacks his forehead*
Well, it seems that installing the 1.21f patch reset all of my settings (without notifying me), and reset the difficulty to Chieftan. Beautiful. I suspect that's what the problem was, but I'll verify that as soon as I test it out (How in the world can someone play on such an easy difficulty?!?).

TechWins is offline TechWins
King
Arizona
Apr 2001
time: 22:16
  Old Post 03-05-2002 10:56
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quote:
Call me stupid, but, what is the palace defense bug?


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.

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?

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:16
  Old Post 03-05-2002 11:08 Visit Trip's homepage!
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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. ).

korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:16
  Old Post 03-05-2002 12:57
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quote:
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?


and tanks upgrade to modern armor, and since the german's can't build tanks the game skips them and goes onto modern armor

quote:
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.


in the blitz mod chieftan is alot easier than chieftan in normal civ3 and diety in the blitz mod is more difficult than diety in normal civ3...in fact emperor is the same difficulty level as diety in normal civ3

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?


techwins,

as long as i can get it to where all of the three modern governments are arguably the most powerful then i will be happy

lockstep is offline lockstep
King
Vienna, Austria
Aug 2001
time: 06:16
  Old Post 03-05-2002 16:34
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Regarding Communism, only playtesting will tell if free buildings are too unbalanced. We'll have to take a close look at the AI's government preferences.

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:16
  Old Post 03-05-2002 21:39 Visit Trip's homepage!
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quote:
Originally posted by korn469
and tanks upgrade to modern armor, and since the german's can't build tanks the game skips them and goes onto modern armor

Well then, there you go.
quote:
in the blitz mod chieftan is alot easier than chieftan in normal civ3 and diety in the blitz mod is more difficult than diety in normal civ3...in fact emperor is the same difficulty level as diety in normal civ3

*Laughs* Yeah I have to admit that was pretty easy, and I didn't even try. My new game will be more fun.

Tridotan1 is offline Tridotan1
Settler

Jan 2002
time: 05:16
  Old Post 12-05-2002 14:02
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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.

korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:16
  Old Post 17-05-2002 04:03
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i appologize for the huge delay, i have been out of town for the most part because of a set of strange events that ended up with 2 days in jail for one of my friend's (long long story there), i am replying from my sister's computer and i do not have access to my blitz mod files at this moment

anyways i am leaving right now and won't be back till tuesday or wednesday, so sorry for the huge delays

AzNtoccata is offline AzNtoccata
Chieftain
San Diego, CA
Jan 2001
time: 21:16
  Old Post 19-05-2002 05:41
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I"m not sure if it is, but it seem sthe read me inclued EVERYTHING (the units mostly), even the things that were not changed...I was hoping that the read me woudl say changed from X to Y and only include the things that were changed. I think it's a little easier to find out what's been changed. Thx

On a side note, I've only recently played Civ3 (registered here pretty long time ago though, but didn't buy it until now) so I'm not sure, in civ2 the lvl at which u were equal to the AI was King. How about in Civ3?

alva is offline alva
Emperor
Republic of Flanders
Sep 2001
time: 06:16
  Old Post 21-05-2002 02:25
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AzNtoccata asked:

On a side note, I've only recently played Civ3 (registered here pretty long time ago though, but didn't buy it until now) so I'm not sure, in civ2 the lvl at which u were equal to the AI was King. How about in Civ3?


answer = regent

TechWins is offline TechWins
King
Arizona
Apr 2001
time: 22:16
  Old Post 21-05-2002 06:15
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It's alright, Korn, but I did get a little teary eyed quite a few times.

Actually the Civ2 dificulty level of equality was Prince, not King. Thought I would point that out.

AzNtoccata is offline AzNtoccata
Chieftain
San Diego, CA
Jan 2001
time: 21:16
  Old Post 21-05-2002 07:06
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Weird, that means I was always at a disatvantage when I thought we were equal..lol, what stupidity. Anyway how about listing the changes rather than the features?

Hurricane is offline Hurricane
Warlord
Arctic Hill
May 2001
time: 07:16
  Old Post 30-05-2002 17:07
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Hi everybody! I just tested this mod and found it to be one of the best I have tried. However, as with all other mods I´ve tried, I see one big problem: that it heavily favours the human player over the AI. Take for example the Great Library. Since it requires two ordinary libraries to be built (which the AI never builds during the ancient era), you can get it more than easily. Also, the higher HP:s means veterans and elites are more valuable than earlier. Since the AI mostly builds regulars, this also gives a benefit for the human player. As a third note I can mention that 3 pop points for settlers also favours the human player, since the AI will build them as fast as they can and then have a finished settler waiting to be produced for quite a number of turns before the city it is built in reaches size 4.

Call me old-fashioned, but it seems it is extremely hard to tinker with the unmodded stats without altering the play balance.

AzNtoccata is offline AzNtoccata
Chieftain
San Diego, CA
Jan 2001
time: 21:16
  Old Post 02-06-2002 08:59
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Okay, it's been a while since someone replied . So erm...could the creator please list the CHANGES from the regular civ? it's quite disorienting with all the stats......

Also side note: how did this mod fix the low bombard ability problem with artillery and ships?

kmill25 is offline kmill25
Chieftain
Washington DC
Jan 2002
time: 00:16
  Old Post 03-06-2002 20:44
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Excellent mod. I noticed only one bug. When I move units with no attack value long distances they bump into enemy units and cause a wars. This happened with an explorer and a worker. I don't know if this is a mod bug or a game bug.

Overall this is an excellent mod. The new units and city improvemnts are a blessing. This gives me time to build things instead of wealth. And as a builder by nature I cannot complain.

AzNtoccata is offline AzNtoccata
Chieftain
San Diego, CA
Jan 2001
time: 21:16
  Old Post 04-06-2002 11:15
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Hm..weird...I can't seem snatch the graphics files for the units off yahoo briefcase..........?

Radiation Zero is offline Radiation Zero
Settler
Canada
Jun 2002
time: 21:16
  Old Post 13-06-2002 12:10
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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 is offline Rusty Nail
Warlord
Copenhagen
Jan 1970
time: 05:16
  Old Post 13-06-2002 21:30
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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.

 
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