 |
|  |
 |
|
player1
|
 |
Belgrade, YU
Sep 2001 time: 06:18
|
|
quote: Originally posted by Ultraman
Thanx for responding, and info on rate of fire. I'm still not clear. Would it have the same impact to have a unit with a bombard str of 6, and an ROF of 1 (6x1=6), vs a unit with a bombard str of 2, and an ROF of 3 (2x3=6)?
|
Not exactly.
For example:
Defender has defense of 4
Attaker has bombard rating of 8, and ROF of 2.
Chace for hit is 8+(8+4)=0.67 regardless of number of ROF.
But you can do two HITS. If you are lucky you'll take out two 2hp.
On the other hand unit with 16 bomb. rating has chage of 80% to do hit, but it will never do two hits.
Impact could be similar depending of what you atttack.
Is it unit with high defense or not?
If its defense is low, ROF is a more importatnt.
If its defense is high, bomb. rating is a more importatnt.
But, both are important in most cases.
Second example:
One bombardment with Bomber is exactly the same as bombardment with 3 Cannons (Bomber 8/3, Cannon 8/1).
quote:
As for corruption and pollution, my scenario has hopefully halved both. You can set the flags in the editor. Reduced pollution of some improvements, and others like solar plant reduces; current setup is that it does nothing.
|
The fact is that I want to reduce polution form poplutiation.
I am OK with factory and power plant giving 4 point of pollutiom.
But, I am not ok with having 20 size city, with pollution of 8 (20-12) due to popultaion size.
Yes, Mass Trasist practicly eliminates that kind of pollution, but usually after I build Mass Transit I never have any kind of polluiton problems.
Until then, pollution in nightmare.
I hope Firaxsis will give at least flag for that in next editor.
|
|
|  |
 |
|
Ultraman
|
|
Singapore
Feb 2002 time: 13:18
|
|
Very illuminating indeed on ROF, thanx a bunch! Will be working on version 1.5 of my scenario, and will credit some of the thinking to you, if that's OK.
On pollution, you can set flags in the editor to knock off population pollution.
Thanx again!
|
|
|  |
 |
|
player1
|
 |
Belgrade, YU
Sep 2001 time: 06:18
|
|
quote: Originally posted by simwiz2
"Radar Artillery should now have correct movemnt of 2"
The only problem i see with this is radar artillery blitzing, or coming along your RR's with alot of rad artillery, using one movepoint to get in range of an AI city (usually they have a border of 2), and blowing the city to pieces, then taking it. With move of 1, u get in range and then the opponent can counterattack. 2 MP would make it a bit overpowering, and it could make MP a bit like the howie-blitzes of civ2.
I tried giving rad arty 2 move in my mod, and it made killing the AI too easy. In MP, it would make the endgame go to whoever can pump out more rad arty and MA's. |
Not realy.
With movment of 1 I am forced to use bombers, never Radar Artillery.
It's just silly to move these slow units if you have bombers.
Bomber are usually more effective then Radar Artillery.
Just look their picture. They are mobile.
This just makes then EVEN. Not better them Bombers.
And, I can assure you, it's not like Civ2 Howitzer.
You get them as end-tech anyway.
They are supposed to be powerfull.
And they are not overpowering.
|
|
|  |
 |
|
Ultraman
|
|
Singapore
Feb 2002 time: 13:18
|
|
Agree completely that Radar Arty should have a movement of two. It's an MLRS, or at least tracked arty. These units today can "shooot", then "scoot" out of the way before counter-fire is called upon them. In Civ3, have found RA quite useless cos can move into position and fire in the same turn. Have made the change in my own mod, Homeworld.
|
|
|  |
 |
|
player1
|
 |
Belgrade, YU
Sep 2001 time: 06:18
|
|
New idea for fixing SS problem.
This one should be fair for AI too.
Life Support System should need Recycling.
Why? Just look civilopedia entry. In talkes about recycling too much.
Docking Bay should needs Robotic. Part which needs to be transformed to Space Station (before landing to Alpha Centauri) needs ROBOTIC ARMS, also that could help when loading things from space station in earth orbit (all this is in civilopedia).
Static Champer should need Genetic.
Why? To discover cyrogenic, human race needs advanced biology understanding, including genetic.
Whis way only pure military techs are not needed for SS like Stealth, Integrated Defense or Smart Weapons.
Also lowering SS cost to original values (160, 320, 640) would help AI to start building SS more often.
Next,
Idea for Longevity and Cure for Cancer tweaks.
It's not only Longevity the probelm.
Cure for Cancer 1 happy face is useless in modern times when civs have 6+ luxuries.
So upping Cure for Cancer to 3 HAPPY FACES would make it PREMIUM wonder, which it is supposed to be.
Longevity should be upgarded with 2 happy faces around the world.
That way Genetic would be imortant tech in modern world, as it is (historicaly).
And don't forget that these two wonders are two MOST EXPENSIVE WONDERS in Civ3. They should be a GOOD wonders.
What do you think?
Comments needed.
|
|
|  |
 |
|
alexman
|
 |
Hunt Valley, MD
Jan 1970 time: 00:18
|
|
Yes, the two wonders you're talking about are definitely not as strong as they need to be. I usually build cure for cancer as it is, but that's only because I like to build ALL the wonders, especially those that give happiness.
I really like your idea of changing some of the SS component required advances to force the player to complete more research before launching. The only argument against that might be that it takes away the ability to win by building the SS if you are behind in technology. Say some civ is kicking your butt and is ready to win by domination or culture, so it doesn't bother starting the SS. You might manage to beat him by launching the SS even if you are behind in every category. Civ3 seems to have been designed to always give you a chance to win even if you are behind (tech devaluations, combat system with no hit points, etc). On the other hand, as it is now, the easy SS makes it the most common type of victory. Your changes make it more difficult to build, so we might get more variety in game endings.
So, in general, my feedback is that I agree with your changes (as usual )
|
|
|  |
 |
|
player1
|
 |
Belgrade, YU
Sep 2001 time: 06:18
|
|
VERSION 1.1 IS OUT!!!
Downlaod from first page of the thread.
CHAGES:
Life Support System needs Recycling.
Why? Just look civilopedia entry. In talkes about recycling too much.
Docking Bay needs Robotic. Part which needs to be transformed to Space Station (before landing to Alpha Centauri) needs ROBOTIC ARMS, also that could help when loading things from space station in earth orbit (all this is in civilopedia).
Statis Champer should need Genetic.
Why? To discover cyrogenic, human race needs advanced biology understanding, including genetic.
With these chages only pure military techs are not needed for SS like Stealth, Integrated Defense or Smart Weapons.
This will make end game more interesting. Players will have time to use some more advanced techs before finishing Space Ship.
Also SS cost is lowered to original values (160, 320, 640), since that helps AI to start building SS more often (which wasn't the case in earlier versions when SS components were 2.5 times more expensive).
Longevity and Cure for Cancer tweaks:
Longevity is not enough usefull in modern age (and sometimes it gives more probelms then in helps). Also, Cure for Cancer 1 happy face is useless in modern times when civs have 6+ luxuries.
So upping Cure for Cancer effect to 3 HAPPY FACES will make it PREMIUM wonder, which it is supposed to be.
Longevity will be upgarded with 2 happy faces around the world. In combo with old effect this will make it a very good wonder.
This way Genetic will be imortant tech in modern world, as it is (historicaly).
And don't forget that these two wonders are two MOST EXPENSIVE WONDERS in Civ3. They should be a GOOD wonders.
|
|
|  |
 |
|
Ultraman
|
|
Singapore
Feb 2002 time: 13:18
|
|
alexman, have used espionage. Bloody useless. Fail way too often and deplete my treasury for very little gain. player1 and alexman, how do I reduce the cost of espionage in the game? Thanx!
|
|
|  |
 |
|
foo12
|
|
quote: Originally posted by alexman
Ironclad (4-4-3) is available with industialization.
(reduced movement and become available later)
...
What do you think? Will they become completely useless now? |
I've heard that some people (including some released mods) limit ironclads to coastal only. Ironclads of the type visually depicted in Civ3 were prone to swamp if in open ocean. Limiting them to coastal tiles would force the bulk of your navy to be sailed vessels, especially if you're doing an intercontinental invasion.
|
|
|  |
All times are GMT. The time now is 05:18. Apolyton Time is 00:18. |
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
|
|
|
|
|
|