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player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:18
  Old Post 17-07-2002 18:24
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You'll need to start new game with this MOD.

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King
Belgrade, YU
Sep 2001
time: 06:18
  Old Post 22-07-2002 21:10
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Version 1.3 of patch suggestion MOD is out!
Compatibile with 1.29f patch.
Download from top of the thread.

Changes in ver 1.3

All things converted to 1.29f patch format.

Musketmen has now only defense AI flag selected (AI actualy doesn't need to use Musketmen at at offenese, since it has much better units for that job).

Helicopter can now transport 2 foot units.
This makes Helicopter more usefull transport unit.

Paratroopers get operational range of 8.
Since helicoptes got higher range too.

Some bugs fixed.

player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:18
  Old Post 22-07-2002 21:39
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Newest version is posted at civ3.com MOD section too.

Gen.Dragolen is offline Gen.Dragolen
Warlord

Jun 2001
time: 23:18
  Old Post 23-07-2002 00:20
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player1,

What do you think of the changes they made to the editor ?

D.

Killerdaffy is offline Killerdaffy
Warlord
in other words a gang leader aspiring to Presidency
Nov 2001
time: 06:18
  Old Post 23-07-2002 00:51
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I'd like to bring up the matter of more HPs for modern units again. After playtesting extensively I have found no problems with giving one more HP for each age, so +1 HP for all medieval, +2 HP for all industrial and +3 HP for all modern age units.

Further 1 more movement point for all motorized sea units (i.e. destroyer, transport, battleship, AEGIS cruiser, carrier, submarine and nuke sub) strikes a good balance between them being to slow to be useful and too fast for the bombers.

Otherwise I LOVE the changes.

One more thing: How about incorporating Sevorak's citynames mod? http://apolyton.net/forums/showthre...25&pagenumber=1
It's only an extension of the city names, with some spellchecking. It's a great addition to the game and it removes the pain to copy all the city names after each version change.

player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:18
  Old Post 23-07-2002 00:52
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They are OK, but not crucial for MOD making.

They help in making scenarios, but they are not still as good as vanilla Civ2 (not changing of starting year or turn increments, no flat maps, no starting diplomacy, no objectives system).

Still many interesting things can be made with editor as it is.


P.S.
Now, I wait to see some finished scenarios to play and test.

player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:18
  Old Post 23-07-2002 01:02
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quote:
Originally posted by Killerdaffy
I'd like to bring up the matter of more HPs for modern units again. After playtesting extensively I have found no problems with giving one more HP for each age, so +1 HP for all medieval, +2 HP for all industrial and +3 HP for all modern age units.

Further 1 more movement point for all motorized sea units (i.e. destroyer, transport, battleship, AEGIS cruiser, carrier, submarine and nuke sub) strikes a good balance between them being to slow to be useful and too fast for the bombers.


HP thing is more matter of preference. I am more conservative in that matter.

I encourge you to make your own personal version of MOD, if you like more variable HP.


As for naval movment, there is a problem. If some Civ has Magellan Wonder, better movment plus Magellan would give pretty fast units.

And startgicly speaking, bomber should always have chance for counter attack, not drop & run of ships without penality.

(still I'll take that thing into consideration)

quote:

Otherwise I LOVE the changes.




quote:

One more thing: How about incorporating Sevorak's citynames mod? http://apolyton.net/forums/showthre...25&pagenumber=1
It's only an extension of the city names, with some spellchecking. It's a great addition to the game and it removes the pain to copy all the city names after each version change.


Why not ask Sevorak to make custom version of "Patch suggestion MOD" with those names included?

Killerdaffy is offline Killerdaffy
Warlord
in other words a gang leader aspiring to Presidency
Nov 2001
time: 06:18
  Old Post 23-07-2002 01:17
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quote:
Originally posted by player1

I encourge you to make your own personal version of MOD, if you like more variable HP.


never fear, I MOD more extensively on top of this one...

quote:
Originally posted by player1

As for naval movment, there is a problem. If some Civ has Magellan Wonder, better movment plus Magellan would give pretty fast units.

And startgicly speaking, bomber should always have chance for counter attack, not drop & run of ships without penality.

(still I'll take that thing into consideration)


it makes cross continent invasions easier, which - I think - pretty much everybody likes

quote:
Originally posted by player1

Why not ask Sevorak to make custom version of "Patch suggestion MOD" with those names included?


Because Sevorak's cities (or the world's cities ) haven't changed since about december. I think (hope) that there will be more work happening in this thread. I did copy the names into the attached file. The only changes are the city and leader names taken from Sevorak's citynames mod version 3.16.

Attachment: patch_suggestion v130 with sevorak's citynames v316.zip
This has been downloaded 4 time(s).

Killerdaffy is offline Killerdaffy
Warlord
in other words a gang leader aspiring to Presidency
Nov 2001
time: 06:18
  Old Post 23-07-2002 01:23
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btw: Sevorak actively encourages the incorporation of his mod into others as long as full credit is given.

Oh, and shouldn't Stealth fighters have the intercept ability? They are fighters after all... (Also think F-22)

player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:18
  Old Post 23-07-2002 01:36
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quote:
Originally posted by Killerdaffy
Oh, and shouldn't Stealth fighters have the intercept ability? They are fighters after all... (Also think F-22)


Hmm, actualy then are not.

They are tactical bombers.

And they don't have monted air to air comabt weapons at all.

Sthealth is their main weapon, but also main weaknes.
It makes thier dodging capabilities pretty weak compared to conventional Fighter.


P.S.
For for Civ3, now, with lethal boming included, they have actualy pretty good use.

player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:18
  Old Post 23-07-2002 01:38
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quote:
Originally posted by Killerdaffy
it makes cross continent invasions easier, which - I think - pretty much everybody likes

exept AI

lockstep is offline lockstep
King
Vienna, Austria
Aug 2001
time: 06:18
  Old Post 23-07-2002 01:39
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quote:
Originally posted by Killerdaffy
Oh, and shouldn't Stealth fighters have the intercept ability? They are fighters after all... (Also think F-22)


I've been asking this myself. And another question: Is the idea that jet fighters/F15's should upgrade to stealth fighters (and bombers to stealth bombers) at least debatable or outright silly?

EDIT: player1 already gave the answer. Have to think about that one ...

lockstep is offline lockstep
King
Vienna, Austria
Aug 2001
time: 06:18
  Old Post 23-07-2002 01:45
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quote:
Originally posted by player1
As for naval movment, there is a problem. If some Civ has Magellan Wonder, better movment plus Magellan would give pretty fast units.


I'd suggest to increase the movement of every naval unit except the galley by 1. Combined with Magellan this results in a maximum movement rate of 7, while the editor allows for a bomber range of 8. Not an ideal solution, but still better than the standard game IMO.

Gen.Dragolen is offline Gen.Dragolen
Warlord

Jun 2001
time: 23:18
  Old Post 23-07-2002 01:46
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lockstep,

My solution to the problem is to add the F-22 or the new Euro-Fighter as a new unit. I have suggested a few units that they could have added in the

http://apolyton.net/forums/showthre...?threadid=54738

(Quest for a Deeper Strategy) thread.

And no the F-15 and Jet Fighter should not upgrade to the F-117 stealth fighter. It is a misnomer to call it a fighter because it is a bomber. The F-117 designation is likely to do with it's original bureaucratic designation, not it's actual role.

D.

Killerdaffy is offline Killerdaffy
Warlord
in other words a gang leader aspiring to Presidency
Nov 2001
time: 06:18
  Old Post 23-07-2002 03:48
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ok, you are right on the F-117 and the F-22 isn't really showing in the game. This also answers the question about the upgradebility of Jet Fighter / F-15 to Stealth fighte.

@ Gen. Dragolen
I think this is not the best thread for talking about new units, since it is intentionally rather conservative and supposed to be for pretty much everybody (i.e. the official patches). If units were to be changed, though, I think the explorer should be the first to go...

Gen.Dragolen is offline Gen.Dragolen
Warlord

Jun 2001
time: 23:18
  Old Post 23-07-2002 08:31
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Killerdaffy,

You are right on both counts. Conservative thread, and the explorer is a useless unit in it's present form.

I keep hoping for more in the patches, but so far they have only fixed bugs and made a couple of tweaks.

This of course makes the wait for PTW all the more interesting. I'm hoping that they will take the other suggestions to heart and this game will grow even closer to it's full potential.

But since I've never have been a fan of being conservative, that is why I have the editor to play with. I'll go back to being a silent observer on this thread now. Never know what good ideas will come up...

D.

player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:18
  Old Post 23-07-2002 10:50
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I gave Explorer defense of 1.

And that together with guerilla resourse pillaging strategies works well.
(with defense of 1, Explorer retreats in 50% of cases when attacked by foot unit)

kettyo is offline kettyo
Warlord
Budapest, Hungary
Mar 2002
time: 06:18
  Old Post 23-07-2002 15:38
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quote:
I'd suggest to increase the movement of every naval unit except the galley by 1. Combined with Magellan this results in a maximum movement rate of 7, while the editor allows for a bomber range of 8. Not an ideal solution, but still better than the standard game IMO.


I support lockstep's idea too.
IMO it would still be too low compared to land units, which could regroup to anywhere on the continent within the turn because of railroads, and air units which could regroup to anywhere in the world in 1 turn.

The bigger map you're playing on, the bigger handicap the naval units get because of their low movement.

player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:18
  Old Post 23-07-2002 21:03
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Some plans for future versions:

I'll add +1movment for all Combustion and later naval units (subs inclded).

I plan to move Ironclad preq. to Industrialization.
That's way you'll have more time to play with Frigates.

And I also plan to lower anti-barbarain bonuses to:
+200% on chief. diff.
+100% on warlord
+50% on regent & monrach
no bonus for emperors or deities

player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:18
  Old Post 24-07-2002 23:34
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quote:
Originally posted by player1
Some plans for future versions:

I'll add +1movment for all Combustion and later naval units (subs inclded).

I plan to move Ironclad preq. to Industrialization.
That's way you'll have more time to play with Frigates.

And I also plan to lower anti-barbarain bonuses to:
+200% on chief. diff.
+100% on warlord
+50% on regent & monrach
no bonus for emperors or deities


Feedback, tweaks, suggestions?

If not, then you'll see new version tomorrow.

alexman is offline alexman
Emperor
Hunt Valley, MD
Jan 1970
time: 00:18
  Old Post 25-07-2002 00:35 Visit alexman's homepage!
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I like your changes.

Have you considered the idea to give archers (and longbowmen) zero-range bombard ability? It would make them a bit better on defense, and still useful at the same time as swordsmen.

I have also been thinking about giving a boost to Communism, so it is at least a good alternative to Monarchy for war more often than it was up to 1.21f. Perhaps Democracy-level worker speed? But if it's true that they changed it so the FP doubles the number of optimal cities for Communism, perhaps a boost is no longer necessary.

chiefpaco is offline chiefpaco
Chieftain
Canada
Feb 2002
time: 00:18
  Old Post 25-07-2002 00:39
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I like your changes too.

lockstep is offline lockstep
King
Vienna, Austria
Aug 2001
time: 06:18
  Old Post 25-07-2002 00:41
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You could make ironclads sink in sea/ocean. Would give them a distinct role and also enlarge the age of sail.

alexman is offline alexman
Emperor
Hunt Valley, MD
Jan 1970
time: 00:18
  Old Post 25-07-2002 00:44 Visit alexman's homepage!
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One more thing.

I would increase the movement of Frigates (but not Galleons) along with all the combustion-and-later naval units.

This would make them still useful at the same time as the Ironclad, which is realistic and adds some strategy.

alexman is offline alexman
Emperor
Hunt Valley, MD
Jan 1970
time: 00:18
  Old Post 25-07-2002 00:47 Visit alexman's homepage!
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quote:
Originally posted by lockstep
You could make ironclads sink in sea/ocean. Would give them a distinct role and also enlarge the age of sail.


This is a good idea. I had also suggested reducing their movement by 1. But the problem is the AI. It likes to use ironclad-galleon pairs, and restricting the ironclad would restrict his invasion force. He's not smart enough to use Frigates when ironclads are available.

Killerdaffy is offline Killerdaffy
Warlord
in other words a gang leader aspiring to Presidency
Nov 2001
time: 06:18
  Old Post 25-07-2002 00:51
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I'm all for zero-range bombardment. I tried it and found it works quite well. It also makes combined-arms approaches more valuable and even the AI knows how to use this...

The question is whether to give it to archers and longbows only or to all shooters. Hm...

player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:18
  Old Post 25-07-2002 00:52
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quote:
Originally posted by alexman
I like your changes.

Have you considered the idea to give archers (and longbowmen) zero-range bombard ability? It would make them a bit better on defense, and still useful at the same time as swordsmen.


Archers are already balanced, the way they are.
New pop rushing rules (no double shields for fisrt pop) made them a little better.

And I try to keep a Vanilla Civ3 flavor.

Also there is probelm of AI usability, and time neede to balance such unit to other units.

Still, it's a good idea.

Maybe for some other MOD?


quote:
Originally posted by alexman
I have also been thinking about giving a boost to Communism, so it is at least a good alternative to Monarchy for war more often than it was up to 1.21f. Perhaps Democracy-level worker speed? But if it's true that they changed it so the FP doubles the number of optimal cities for Communism, perhaps a boost is no longer necessary.


I was think about woker rate some time ago.
But, since it got a FP boost I'll leave it alone.

If it's not broken don't fix it.

alexman is offline alexman
Emperor
Hunt Valley, MD
Jan 1970
time: 00:18
  Old Post 25-07-2002 00:53 Visit alexman's homepage!
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Sorry, one more idea...

Do you ever wonder why AI England is always weak but AI Egypt is usually strong? Some of the AI civs have stupid build priorities. Nobody should have Wealth as a "build-often" priority! This is also the reason why many AI civs hardly ever build any factories.

Change build priorities to be more like what we humans have found to be optimal. Depending on the civ traits, place more emphasis on production, trade, and culture, and less emphasis on military units.

lockstep is offline lockstep
King
Vienna, Austria
Aug 2001
time: 06:18
  Old Post 25-07-2002 00:55
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If the AI can't handle ironclads that are coastal only, then moving them to Industrialization is fine with me.

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King
Belgrade, YU
Sep 2001
time: 06:18
  Old Post 25-07-2002 00:56
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quote:
Originally posted by Killerdaffy
I'm all for zero-range bombardment. I tried it and found it works quite well. It also makes combined-arms approaches more valuable and even the AI knows how to use this...

The question is whether to give it to archers and longbows only or to all shooters. Hm...


Yes, that's a good question.

If I would ever plan to add this idea, I would probably need to rework half of units in the game.

 
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