 |
|  |
 |
|
The Rusty Gamer
|
 |
Christchurch, New Zealand
Apr 1999 time: 17:17
|
|
I wrote this mod in order to make the Civ 3 games feel more like the old Civ 2. It's not an exact replica by any means and I've probably got some things wrong. Please let me know. If anyone wants to take this and make it even more like Civ 2, feel free to do so.
The main changes are as follows:
Workers, Scouts, Leaders and Armies have been removed and Settlers work the way they use to.
Working rate has been adjusted to approximate Civ 2. I've guessed a bit here so excuse me if I got some of it wrong.
All terrain output, defense bonuses etc has been changed to reflect Civ 2. The one exception is swamps and glaciers - since these are not in Civ 3, flood plains have been used to perform the combined function of both.
Strategy and luxury resources have been removed. All the resources appearing on the map again reflect that of Civ 2. Since I've used discarded strategy resource icons in some cases, they may not always be what they appear, though I've used images that sort-of approximate what they are. Right-click on the terrain to find out what is actually there when in doubt. And the output of these resources should accurately reflect Civ 2.
Cultural effects have been turned off, no cities overwhelmed and wanting to join etc. Other civilizations are not interested in your culture.
I've had to use cultural points in the early stages to give the full 21 production squares. It would've been nice to have been able to automatically give 10 culture points to a city but this isn't possible as far as I know. What I have done though, is allow early buildings (Palace, Barracks, Granary, Temple, Walls) each give 1 culture point, but all other improvements give -1 so culture won't keep growing for very long, just enough to get the production squares. The border factor is 25 so you will need 25 culture points. It will eventually halt - culture never goes negative.
I wanted to change the tech tree to be like Civ 2, but it was a too messy and long a job trying to make it look good on the advisor's screen so I abandoned it and left it as per Civ 3. If anyone else wants to take up this project by all means feel free to.
I also wanted to go through all the units, giving them costs, attack, defense etc, reflecting the chart given with Civ 2 but it's just too tedious. The only units I did change in this regard are the Settler and the Explorer. Again, feel free to take this up as your own project if you like.
I've kept unique units and attributes for the civs in, knowing that you can switch them off in the new game screen if you prefer. If you don't, expansionist civs get an extra Settler instead of the now-discarded scout. And remember, you don't need strategic resources to to build units anymore.
There are other tweaks as well to approximate the old game - government types, city sizes, content citizens etc.
Anyway, I hope the main intention for this mod is acheived even if some of the details are wrong, that is, to return it to a "just one more turn" feel, the old Civ 2 again.
Attachment: feels like civ2.zip
This has been downloaded 314 time(s).
Last edited by The Rusty Gamer on 15-02-2002 at 16:39
|
|
|  |
 |
|  |
 |
|
whosurdaddy
|
|
New York
Jun 2001 time: 00:17
|
|
quote: Originally posted by The Rusty Gamer
Cultural effects have been turned off, no cities overwhelmed and wanting to join etc. Other civilizations are not interested in your culture.
I've had to use cultural points in the early stages to give the full 21 production squares. It would've been nice to have been able to automatically give 10 culture points to a city but this isn't possible as far as I know. What I have done though, is allow early buildings (Palace, Barracks, Granary, Temple, Walls) each give 1 culture point, but all other improvements give -1 so culture won't keep growing for very long, just enough to get the production squares. The border factor is 25 so you will need 25 culture points. It will eventually halt - culture never goes negative.
|
OMG ... people have been dying to find a way to turn culture off. Does this REALY WORK???? If it does, you will have a dedicated band of worshippers .... and what about foreign nationals in your cities causing culture flips, have u found a way to to turn that off???
|
|
|  |
 |
|
whosurdaddy
|
|
New York
Jun 2001 time: 00:17
|
|
quote: Originally posted by The Rusty Gamer
As regards to negative culture cancelling out positive culture - that definitely works. It never shrinks (a shame really, that might've given another interesting angle to the game) but it will stop growing. |
Ah, but the problem is if one civ captures the city of another civ, all of the positive culture buildings are automatically destroyed, but the negative culture buildings are not. While a human player may know to delete the negative culture buildings in a conquered city in order to then begin building positive culture buildings in order to expand the city radius, the computer wont know this. Thus, the AI will build a positive culture building in conquered city (in order to expand the city radius to full productiveness), but the pre-existing negative culture buildings which were built by the civ who used to own the city will make sure that the radius of the city never really expands to the full 21 square city radius (in a city the AI has conqured).
I know what I said may sound a little confusing, but if you read it carefully, i think u'll see what i am talking about. If you have a way around this problem, please let me know!
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:17. Apolyton Time is 00:17. |
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
|
|
|
|
|
|