Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization III > Civ3-Files > MOD: TheRascal Mod
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!
16.Sep: 7 NEW FILES
15.Sep: TRIAL + NO SLEEP = ONE GAME
13.Sep: PATCH THE PREVIOUSLY UNPATCHABLE

bottom of page
   - CIV3 CONQUESTS $29.99 - CIV3 from $9.99
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
TheRascalKing is offline TheRascalKing
Chieftain
Wait, I'm a chieftain now?
Nov 2001
time: 23:16
Post  Old Post 02-12-2001 13:35
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
TheRascal...Mod? Help yourself to an AD-FREE life

OK, I steeled myself and did some serious editing to Civ3. I think I covered most of the game's major malfunctions, but I also took out some stuff that some people might like. Have a look at everything I did and then decide if this mod is for you:

-Great Wall provides city walls in every city once again!
-Police Stations reduce corruption and make the city more resistant to propoganda.
-Civilization-Specific units removed to add new units named below.
-Multipliers applied to ALL units to better emphasize the importance of the development of certain weapons as follows:
-Ancient melee units retain their old ADM.
-Units with firearms have attack and defense multiplied by 2, as do other rennaisance units..
-Units with semi-automatic or automatic firearms have attack and defence multiplied by 3, as do other modern units.
-Ship movement increased by approximately 50%.
-Units added at expense of civilization-specific units (keep in mind that the attack and defense of units has been significantly increased):
Fanatic; 10/10/2, bombards as cruise missile, hidden nationality, available with Motorized Transportation.
Native Archers; 3/1/1, hidden nationality, available with gunpowder.
Phalanx; 1/2/2, available with bronze working.
Native Spearmen; 1/2/1, available with gunpowder.
Legionary; 3/3/1, builds roads, forts, and clears jungle, available with The Republic.
Nomads; 5/4/1, hidden nationality, available with metallurgy.
Native Scouts; 0/2/3, hidden nationality, available with education.
Grenadier; 8/4/1, available with gunpowder.
War Elephant; 4/1/2, available with polytheism (oldschool!).
Modern Nomads; 18/9/3, hidden nationality, available with Replacable Parts.
Mercenary Tank; 32/16/2, hidden nationality, available with synthetic fibers.
Man-O-War; 5(5)/5/6, available with magnetism.

Modified Units:
Multipliers applied to all units.
Privateer; is now 4/2/4.
Paratrooper; no longer requires oil.
Tank, Mech Infantry, Artillery, Carrier, Submarine, Destroyer, Battleship, Nuclear Submarine, Fighter, Bomber, Helicopter; now require iron.

Other Modifications:
-Corruption reduced significantly.
-Tiny world size removed, "Cramped" world size added; Cramped worlds are 120x120 with 16 civs present.
-Advanced Barbarian changed to Native Archer.


I'm pretty sure that that covers everything. If anyone has any additional suggestions, please let me know.

TheRascalKing is offline TheRascalKing
Chieftain
Wait, I'm a chieftain now?
Nov 2001
time: 23:16
Exclamation  Old Post 05-12-2001 14:47
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
EEK Support Apolyton or Terrorists Win

After all that, I forgot to attatch it? Ahh well, here it is.

Attachment: civ3mod.zip
This has been downloaded 420 time(s).

Badtz Maru is offline Badtz Maru
Warlord

Nov 2001
time: 23:16
  Old Post 05-12-2001 14:55
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

A couple of problems with that mod, both relating to how the AI works.

First, the AI will not use any worker-type abilities on a non-worker unit. You are giving the human player an unfair advantage when you make fighting units that can also build roads, clear jungle, etc.

Secondly, the AI will use hidden nationality units indiscriminately, even on civilizations which they are friendly with ('Gracious'), if they are of any use at all. I found this out when I beefed up privateers a little and found myself under constant attack by a nation I was friendly with. With all those units available you will be under constant attack, no matter how well you handle your diplomatic relations.

TheRascalKing is offline TheRascalKing
Chieftain
Wait, I'm a chieftain now?
Nov 2001
time: 23:16
Arrow  Old Post 05-12-2001 15:08
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

Yeah, I know that stuff. Here are my rationalizations:

Legionaries are extremely expensive to build. In fact, I've pondered taking them out and using something completely different instead because they are so worthless.

The hidden nationality units are extremely weak compared to the other units in their technology category (compare native spearmen [1/2/1] to musketmen [4/8/1] for example). Also, I have not encountered the problems with them you have laid forth except in boondock colonies (even my continental borders have little problems with nomad attacks). They are all movement 1 units except for Modern Nomads and Mercenary Tanks, so it's easy to run your workers and settlers away from them. I think I'm going to remove the mercenary tanks in the next edition, too. They seem a bit silly. The AI actually seems to use the hidden nationality units effectively, ambushing the workers on my outskirt colonies and skirmishing my units in their territory. I'm actually very pleased with how it came out, for the most part, although I'm a bit worried that corruption may be too low.

DK36 is offline DK36
Chieftain
New York, US
Sep 2001
time: 00:16
  Old Post 11-12-2001 01:14
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Support Apolyton, pre-order Civilization IV

I like the foundation, but I think the new units should be towned down a bit.

TheRascalKing is offline TheRascalKing
Chieftain
Wait, I'm a chieftain now?
Nov 2001
time: 23:16
  Old Post 14-12-2001 15:13
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Suggestions? Support Apolyton, buy Civilization III: Complete

Alright, thus far the changes I've made for the next version are as follows:

1. Legionary no longer has worker commands, is 4/3/1, still available with The Republic. I think I made it cost 20 shields less than a knight, although I'm not sure if 20 shields for 1 additional movement and a slipshod Zone of Control is worth 20 shields, will decide on that after more testing.
2. Increased corruption again, but not by too much. After playing a long game and finding that power balances were too heavily impacted, I increased corruption. Having one or two more cities than an opponent made far too much of a difference, in my opinion, with corruption so low.

I'd like any suggestions anyone has to make this MOD better, particularly suggestions on what might be a good thing to do with all of the other once civilization-specific units. I was thinking about making agenda-specific units (all religious civs get one unit, all expansionists get another one, etc). Input is appreciated. I would like to have more done by the next version.

Last edited by TheRascalKing on 14-12-2001 at 15:19

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:16.
Apolyton Time is 00:16.
    top of page
Rate This Thread:
Forum Jump:
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
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0296 seconds (86.54% PHP - 13.46% MySQL) with 30 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net