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OneFootInTheGrave
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Kuzelj
Nov 2000 time: 05:16
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i thought that I can edit in the attachment... but here it is.
I'll try playing once more...
Attachment: civilization iii autosave 1325 bc.sav.zip
This has been downloaded 6 time(s).
Last edited by OneFootInTheGrave on 28-11-2001 at 00:02
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OneFootInTheGrave
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Kuzelj
Nov 2000 time: 05:16
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Ok, last try,
froze only at 950BC, after i placed the first city on a different location.
(and i hoped it will be OK after 1300... )
I'd say that my setup is hopeless
However I will reinstall and than try with your mod only to see if taking out Snoopy's graphics matters.
The points when the game freeze do not have anything in common apart from that on from this quick test.
and... there are only a few changes to the text files that you made for the ancient age...
pyramids - they were not built in any of these short games, in the last one French and russians started to build them, but it doesn't seem to have an impact, and different science factors ( code of laws and ceremonial burial) actually I figured out that you restricted the entertainers top ceremonial burial as advance - well it works, but what was the point of the change, so that it makes sense to go after that science even if you are a warmonger, I guess temple should be an incentive enough, but well it works and that is important.
My bet is on snoopy's graphics and this mod as you said as well... i'll tell you soon
Last edited by OneFootInTheGrave on 28-11-2001 at 02:18
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korn469
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Poetic Justic
Apr 1999 time: 00:16
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OneFootInTheGrave
i downloaded both games and i will play them to see if they lock up and crash on me, if they do i will then use the normal civ3mod.bic and see if it locks up and crashes then...if it does then it is a problem in civ3 and not the mod
i really wanna find out what causes this and fix it ASAP!! though it might have to do with the specialist citizen changes, but other than that i haven't changed much in the ancient era
i know that pyramids don't cause a lock up, i have built them in numerous game with a glitch
techwins
i made a mistake i actually added four new buildings this time around, newspaper, movie theater, propaganda ministry, classless society, i will update the versions.txt
as for the terrain i will try to get around to that soon
now for my thoughts behind Universities causing one unhappy citizen
*i made Universities more important in this mod
*because of their increased importance i added 1 unhappy citizen to make the player carefully consider their action, the player should have to make tough choices
*universities are a breeding ground for discontent, it should actually take some work to maintain a happy populace in democracy without using specialist or happiness spending, as it is this isn't a problem
*new happiness structures balances this out for communism, democracy, and fascism
Gromit
i intended partisans to be a thorn in the side of the player, good at poaching workers, pillaging improvements and tying down conventional armed forced...i haven't really got to play test them in depth, so was the AI doing stupid things with them like outright attacking cities instead of bombarding them?
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korn469
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Poetic Justic
Apr 1999 time: 00:16
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ajbera
well one thing i'd love to do is to add the poet
it would be a specialist that added +1 to culture
anyways here's v1.04
Last edited by korn469 on 01-12-2001 at 10:16
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ajbera
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of the Cookieville Minimum Security Orphanarium
Apr 1999 time: 05:16
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The poet sounds like a wonderful idea - I really hope you can get it to work.
Here's an idea: Hollywood as a great wonder. It would require Democracy and 5 or more movie theaters, would produce a fairly high culture, but would require steep maintenance (annoyingly, no wonders (great or small) require maintenance.) It would be a Commercial wonder.
Possible benefits:
1 or more happy citizens in that city
+50% tax and/or +50% luxury
Reduces war weariness (everywhere, as in Suffrage?)
Doubles effectiveness of movie theaters
Counts as movie theater in each city
Obviously, not all of these, but these are the benefits that are most appropriate, I think.
Reviewing the most recent additions, don't you think movie theaters add a bit too much culture? 6 seems kinda high to me - have you noticed it imbalancing anything during gameplay?
Also, a question: if you build a government-specific improvement, and then change government, does it affect the improvement?
Great job so far.
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TechWins
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Arizona
Apr 2001 time: 22:16
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quote: i made a mistake i actually added four new buildings this time around, newspaper, movie theater, propaganda ministry, classless society, i will update the versions.txt |
That's what I figured, but I was just mentioning it to you in a suttle way.
quote: now for my thoughts behind Universities causing one unhappy citizen |
For balancing reasons I can understand why you did this, but I still don't like the changes made to the University. I don't think the University should give off more culture than the Cathedral, nor should it cause an unhappy citizen. Of course as of now the latter has to happen, else the University will be too powerful. Although, I should probably playtest before I judge too harshly.
A couple of things I haven't mentioned are, I like your idea in that the Police Station requires the Courthhouse to be built first and having wonders, such as Sistine Chapel and Oracle, require that a certain amount of a building be built, such as Cathedrals and Temples.
An idea I have for you is to split the knight up into two units. What I mean by this is to have an 'early' knight and a 'late' knight. The Knight as is, IMO, seems to be too dominating for too long. The time gap between gaining the rights to Cavalry and using the Knight is too long and leaves the knight the best unit for a long time. While this is accurate in realistic terms, it is quite boring in the game. What would liven this up a bit is to put the 'late' knight inbetween that time gap and push up the time the 'early' knight is researchable. This is something I would really like to see.
Also, you should contact Snoopy on making graphics for you, if that's something you are interested in.
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OneFootInTheGrave
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Kuzelj
Nov 2000 time: 05:16
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thanks Korn 
just to point out, when I only reinstalled the game it froze again (and kept the same .ini file too)
Therefore I had to do a full uninstall to make the game start with the default values again. (and there was one .dll file that was still used by the system when i tried to uninstall the first time, after closing Civ III trough the task manager)
Anyway is started another default game and played it last night to 500 AD without any problems. I am glad it was the specialist citizens. Nevertheless I am going to play 1.04 tonight.
Just one more idea about the late game governments - socialist democracy from ancient's mod. That seems to be one of the most often governemtnts today and could be a bit more socialist - more happy, than democracy in your mod, with a little increased corruption, somewhere between communism and democracy but closer to democracy naturally.
As for corruption, I liked the idea where courthouse could cut it for 25% instead of 10% . But what i would like to see the most is some kind of telecommunication small wonder that would come in the late game and who creates it, it reduces corruption for 50 % accros the empire and you would need 7 post offices in your empire before that (that is an idea for a new improvement as well and it could add +1 happiness for example and 10% corruption decrease) So at the end everyone could have small corruption (1/3 max after all this is built, with Courthouse at 25%) to reflect todays technological advances and ability to manage well across wast distances. I guess that for these two we would need an extra telecommunication advance that would come in at the end of industrial age (maybe as a dead advance, nobody's prerequisit), well or incorporate this idea with newspapers, and police station, and leave courthouse at 10%, but I feel that a courthouse should have a bit more important reduction it is afterall an institution made for law and order .
And for culture, since we have many more culture giving improvements the culture victory could be set at 120 000 points intead of 100 000, just to compensate.
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Bobi
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Belgrade
Nov 2001 time: 05:16
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quote: Originally posted by korn469
here's the new version |
Hello!
I just downloaded Blitz mod and I'd like to know: what about graphics for those new city improvements? Are there any yet?
Bobi
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ajbera
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of the Cookieville Minimum Security Orphanarium
Apr 1999 time: 05:16
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Hey korn, another question for you: have you noticed that AI civs still rush for democracy? I've read that the AI will try for the 'best' government, even disregarding the favored and disfavored govs for that civ (i.e., Russia favors communism in the files, but still aims for democracy, even though its listed as an unfavored gov.)
I've heard that one of the programmers (Soren?) confirmed that civs will go for the 'best' gov (democracy), and my games have confirmed this (in my latest game, I'm the only communist civ, surrounded by 15 democracies.)
Have you noticed, given your governmental tweaking, that the AI now dabbles in communism or fascism, or does it still heavily favor democracy? Can communism and fascism be tweaked to make them more desirable by the AI, or would that unbalance things? I would love to see a better distribution of active governments. I don't mind if a majority of civs eventually turn to democracy, but every one?
I suppose I can hope that this is one aspect of the game covered by the patch, but I've seen very little discussion of it on these forums. In fact, only 3 threads discuss the AIs love of democracy. I'm just wondering if this is reparable, and if so, how?
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OneFootInTheGrave
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Kuzelj
Nov 2000 time: 05:16
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played tonight until 420 AD and no freezes. I did not manage to build the pyramids , next time 
and to add, once again about giving more HP's to units. I have added that to your mod and played another quick one. The stats were 5 HP conscript, 10 HP regular, 15 HP Veteran and 20 HP elite. Someone else wrote that this does not impact armies as they still have 60 HP (or more) but it just does not appear. Units heal quickly once in the city, since that was one of your early concerns. This addition would make animated fights last longer, I personally enjoy these, but there will be many who don't, and I believe there is option to take animations out, this should hopefully speed up the fights. The effects on combat are great as suspected, and it become increasingly imprtant to have barracks in the cities, it makes armies even more powerful, and combat overall more predictable, but that is something I would like to see.
This all makes me think that this addition would suit this mod very well. I will play with HP set this way further, perhaps the only problem might be if the AI cannot recognize the issue and continue building armies without barracs, as well as barbarrians being conscripts by default (maybe this can be changed).
Last edited by OneFootInTheGrave on 29-11-2001 at 05:54
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