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Joe R. Golowka is offline Joe R. Golowka
Chieftain
Earth, Sol System, Milky Way
Jul 2001
time: 23:18
  Old Post 17-04-2002 23:56
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#1 Report this post to a moderator
New Patch Impact on Creators Enter the AD-FREE zone

The new patch gives mod creators some new options. Leathal bombardment will make it possible to create more specialized units. Seaplanes and anti-ship missiles can be simulated by making units that can kill ships but not ground units. We can create anti-tank planes that can kill ground units but not sea, etc. We can use the hp bonuses to simulate heavily and lightly armored units.

Now that government-specific buildings & wonders work right we can use them to make new governments very different from each other. The settings in the government tab give relatively few options for creating lots of truly distinct governments. Now you can take two governments with nearly-identical stats but give them different sets of buildings and they're now very distinct. One could make a culture-oriented government by giving it lots of culture generating buildings. You can do the same thing with production, corruption, science, etc.

These changes will also allow us to have wonders which enable the creation of other improvements/wonders. Have the wonder provide 1 wonder_effect building in each city and then have improvements which require wonder_effect. If made government specific we can do some very interesting things with this.

Lemmy is offline Lemmy
King
Bubblewrap
Dec 2000
time: 06:18
  Old Post 18-04-2002 00:30 Visit Lemmy's homepage!
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Full PM-box? Change here!

the problem is we have to make these governments ourselves, they should've been in the unmodded version of civ...

Captain is offline Captain
King
by Divine Right
May 2001
time: 00:18
  Old Post 18-04-2002 06:13
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Re: New Patch Impact on Creators Got spare money?

quote:
Originally posted by Joe R. Golowka
We can create anti-tank planes that can kill ground units but not sea, etc. We can use the hp bonuses to simulate heavily and lightly armored units.



Good, I was thinking the same, but wondering if we would be able to have tank & mech inf-killer aircraft that don't kill regular infantry?

for mech inf, the vehicles boost movement and armour them from light attacks, but make excellent targets. infantry on their own are much harder to kill from the air than a tank.

And can we have a flag that lets the ships retaliate against the aircraft with SAMs?

Any ideas about whether - if we make infantry use 1 pop point - we can re-integrate them with a city later? I like the idea of drafting a huge defensive conscript army to defend in an emergency but being able to reincorporate them in society after the war is over.

I was thinking of copying all the units, and having them cost 1 pop point. Then you can pick between producing many "small" units, or large "mega" units with more hp. The small units would be better trained (+1 A/D) and so good for raising small manoever armies to scout, pillage and harass, whereas your main battles would take place with the pop cost megaunits. production heavy civs could pump out many small units like now, and production poor but pop rich civs could create larger but fewer units (without the pop-rush or draft penalty).

Or do you think this is redundant since it's somewhat accounted for in the army unit?

The gov't stuff is really cool too. I've been compiling a mod on excel for a while, mainly waiting for this patch instead of applying it to the last one. This way my mod will be completely consistent instead of patchwork additions. Should be good whenever I get that done. Maybe some time in May if I still have net access.

hwinkels is offline hwinkels
Settler

Nov 2001
time: 00:18
  Old Post 19-04-2002 14:58 Visit hwinkels's homepage!
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Game without legs Support Apolyton, buy Alpha Centauri

I'm outta here altogether. This game has no legs. Re-did my saved game editor twice and with no help at all from Firaxis.

That was no probelm. Know what the problem is? Civ III has no legs. It was fun.

This is my last post. Here's hoping for Civ IV.

Peace.

P.S. I hit "Spell Check" by mistake and got a message about the "advertising climate". Bite me, Apolyton.

Ed O'War is offline Ed O'War
Warlord
Los Angeles, CA
Mar 2002
time: 21:18
  Old Post 19-04-2002 21:02
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When I read the 1.21 readme, I got really excited about all the possiblities--h.p. bonuses for specific units, lethal land and sea bombardment, supposedly the ability to add additional resources and units. But then Firaxis disabled the Rename, cancel, a/d "bug" that allowed us to add new content. I just wanted to say that this "addition" really hamstrings modding. Oh Firaxian Gods, if you can hear me, please restore the ability to add units and new content (other than governments) to the editor. Thanks.

SpencerH is offline SpencerH
King
Co-Ruler of my patch of land south of Birmingham Alabama
Feb 2002
time: 23:18
  Old Post 20-04-2002 02:48
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quote:
Originally posted by Ed O'War
When I read the 1.21 readme, I got really excited about all the possiblities--h.p. bonuses for specific units, lethal land and sea bombardment, supposedly the ability to add additional resources and units. But then Firaxis disabled the Rename, cancel, a/d "bug" that allowed us to add new content. I just wanted to say that this "addition" really hamstrings modding. Oh Firaxian Gods, if you can hear me, please restore the ability to add units and new content (other than governments) to the editor. Thanks.


I dont believe they will! My bet is its slated for the XP. They were pullin our chains with the editor improvements with 1.21

hetairoi22 is offline hetairoi22
Warlord
In an apartment with my Norwegian family
Jun 2001
time: 06:18
  Old Post 21-04-2002 19:10 Visit hetairoi22's homepage!
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"Good, I was thinking the same, but wondering if we would be able to have tank & mech inf-killer aircraft that don't kill regular infantry? "-Captain

No you can't But if you gave Infantry a HP-bonus, you could increase the number of bombards needed to destroy them.

Just a thought

H22

SpencerH is offline SpencerH
King
Co-Ruler of my patch of land south of Birmingham Alabama
Feb 2002
time: 23:18
  Old Post 22-04-2002 03:42
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Re: Patch Impact on creators Lose 30 kilos (of popups)

Since I can no longer add units I'd say the impact is pretty poor (despite appearing excellent on wednesday).

Captain is offline Captain
King
by Divine Right
May 2001
time: 00:18
  Old Post 22-04-2002 05:23
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Browse Apolyton AD-FREE

quote:
Originally posted by hetairoi22
"Good, I was thinking the same, but wondering if we would be able to have tank & mech inf-killer aircraft that don't kill regular infantry? "-Captain

No you can't But if you gave Infantry a HP-bonus, you could increase the number of bombards needed to destroy them.

Just a thought

H22


Hmm, good idea... but i was also thinking of raising HP's for armoured units like tanks! so that would just cancel out. looks like there's no solution yet - except maybe to go to CtP2.

well, at least there's a hacked editor out now. I was pretty disappointed when i first heard they removed the add/delete function. good work jimmyh, and also gramphos! your tools are what firaxis should have been providing in the first place.

i mean, i understand company constraints and firaxis did set up the framework, but how is it two regular guys (albeit very talented ones) can do this in their spare time and firaxis' paid employees can't even do the same while being fulltime?

SpencerH is offline SpencerH
King
Co-Ruler of my patch of land south of Birmingham Alabama
Feb 2002
time: 23:18
  Old Post 22-04-2002 17:54
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Get a bigger avatar today!

Now that I've figured out my stupid error with adding units with the new hacked editor, I think that 1.21 will be a huge leap forward for some elements of mod-ing. The ability to add more strategic resources and modify HP to individual units will allow us to add a boatload of variation to the game.

Smoking Mirror is offline Smoking Mirror
Chieftain
south England, near stonehenge
Apr 2002
time: 05:18
  Old Post 22-04-2002 20:35
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The problem with every bodies suggestions with how to use the HP bonus so far is every one wants to use it to reflect armoured units. If you use it to reflect a combination of experience and numbers you can get a realy realistic combat system.
If you have a standard of cinscript 2 regular 3 veteran 4 elite 5, just like in the regular game. Give infantry more hp th reflect just how many of them there are but low stats to show how easy they are to kill. Give armoured units such as tanks lw HPs but high attack and deffence values to show that there is not very many of them, but individualy they are difficult to kill.
for example
German infantry- attack 8 defence 6. HP bonus +1
(conscript 3 regular 4 veteran 5 elite 6)
Panther tank- attack 12 defence 8. HP bonus +0
(conscript 2 regular 3 veteran 4 elite 5)
Tiger II tank- attack 14 defence 12. HP Bonus -1
(conscript 1 regular 2 veteran 3 elite 4)

Artillery could also be fixed for an anti tank or anti infantry role;
Machine guns- bombard strength 4 range 1 rate of fire 5
88mm cannon- bombard strength 12 range 2 rate of fire 1

The machine guns would be great against the infantry (kill ratio of 33% on normal terrain, and able to kill up to 5 HP in one turn) But would be almost useless against the tiger II (even on open terrain only a 12.5% chance of killing a HP each shot)
The 88mm cannon would have more of a chance agianst the tanks, but would only be able to kill on HP of infantry per turn, you would need four 88's just to kill a regular infantry.

(note, rate of fire is the number of shots, all taken at once that a artillery peice can take agaist a single target. they cannot be spread to multiple targets).

When deffending (the free shot the artillery can take at aproaching attackers) the 88mm would be more usefull, cos the free shot always has a rate of fire of 1 regardless of the stats.

SpencerH is offline SpencerH
King
Co-Ruler of my patch of land south of Birmingham Alabama
Feb 2002
time: 23:18
  Old Post 22-04-2002 22:12
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Avatar Enlargement: We've got the solution

Smoking mirror

Thats exactly the type of thinking I'll be employing in my mods. It can make for huge variations in units compared to the original.

W.I.N.T.E.R is offline W.I.N.T.E.R
Chieftain
Uk & Europe
May 2001
time: 05:18
Question  Old Post 23-04-2002 02:20
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#13 Report this post to a moderator
Problems with Patch Support Apolyton buy from Amazon

Has anybody here got an idea on how to re-enable bic file stat changes to change the setings in savegames ???

Cuz this is sth the new patch brought along

SpencerH is offline SpencerH
King
Co-Ruler of my patch of land south of Birmingham Alabama
Feb 2002
time: 23:18
  Old Post 23-04-2002 02:49
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Re: Problems with Patch Increase Your PM Length

quote:
Originally posted by W.I.N.T.E.R
Has anybody here got an idea on how to re-enable bic file stat changes to change the setings in savegames ???

Cuz this is sth the new patch brought along


Your 1.17 bic file mods should work with 1.21. I cant say definitely since I havent played a game with my old mod in 1.21, but they can be opened in the new editor and changed (add HP to units etc).

W.I.N.T.E.R is offline W.I.N.T.E.R
Chieftain
Uk & Europe
May 2001
time: 05:18
  Old Post 23-04-2002 02:56
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Full PM-box? Change here!

Yeah- that works one way (1.17 to 1.21) but backwards (since I had already updated) I cannot change the settings for the safegame with the old patch on- I wanted to start my (patched 1.21) sav with the 1.17 version active so as to edit my safegame, but it wouldnt open

SpencerH is offline SpencerH
King
Co-Ruler of my patch of land south of Birmingham Alabama
Feb 2002
time: 23:18
  Old Post 23-04-2002 03:29
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Sorry, I misunderstood. I'm no expert, but I doubt it since the 1.21 bic and savegames contain more/new code. I certainly havent seen any posts about such an editor (that could remove the new code). Why do you want to use the 1.17 editor? Is it strictly a 1.17 mod?

W.I.N.T.E.R is offline W.I.N.T.E.R
Chieftain
Uk & Europe
May 2001
time: 05:18
  Old Post 23-04-2002 03:37
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Uhm- not really, but the game I saved under the 1.21 patch cannot be edited with the 1.17 version. Well, at least the safegame cannot changed with it: In 1.17 "mode" the safegame cannot be loaded, and in the 1.21 "mode" the changes made with the 1.17 bic file are not implemented (sh**e)

Seems like I'll have 2 wait until sb. comez along and gives such a program a go ...

The_Aussie_Lurker is offline The_Aussie_Lurker
Prince
Adelaide, South Australia, Australia
May 2001
time: 05:18
  Old Post 23-04-2002 11:42
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Got spare money?

Hi Guys,
You forgot a major impact in the creation of new units, and that is "Multiple AI Strategies".
You guys might remember that a lot of potential new unit suggestions got knocked back by modders because they said that the AI wouldn't no how to use them properly! So now, we can have those legions which can build roads and forts, we can have Fighter/bombers and we can have missile cruisers capable of carrying cruise missiles, because the AI will actually be able to use them as intended!
Now, if only they can add a couple of new flags-Air defense and Air attack for ground and naval units, or else allow ground/naval units to have the intercept flag currently available to air units, then I'll be happy!!

Yours,
The_Aussie_Lurker.

Random Passerby is offline Random Passerby
Warlord

Jan 2002
time: 05:18
  Old Post 24-04-2002 00:39
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Unfortunately the limited terraform (legionares building roads, for example) was not just an issue of not being able to select multiple options; you can't even select the terraform option at all unless you have all worker terraform abilities flagged. There's a chance that the AI might now be smart enough to use them to build roads anyways, but don't hold your breath.

Not that giving all terraform abilities to most or all infantry units wouldn't be an interesting idea...

Random Passerby is offline Random Passerby
Warlord

Jan 2002
time: 05:18
  Old Post 24-04-2002 02:31
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Hrm... things seem pretty bad. I tried playing around with various combinations of AI strategies and worker/terraform actions. All units other than workers had their cost increased by 1, and workers' pop cost eliminated (this is to make it so there's still some point to build workers). I was the only Expansionist civ, so I made scouts free and with 100 moves and all terrain as roads, plus all espionage actions had cost 1, I gave myself several tens of thousands of gold, all techs and made intelligence agency free. A few behaviors I noticed:

-Workers did get built by the AI, even though all worker functions were available to many military units.

-Warriors had Offense, Defense, Explore, Terraform. No unusual behavior seen from the AI; when I accidentally provoked a war with the aztecs, my own automated warriors simply marched off towards the aztec territory, and otherwise just explored.

-Archers had Offense, Defense, Explore, no Terraform. The aztecs built one as their initial defensive unit--I don't know if militaristic civs would ever do this without the defense flag on archers, but it seems about right. Once they started turning out jag warriors and later spearmen, the archer started wandering off exploring.

-Swordsmen had Offense, Defense, Terraform. The AI didn't build them by the time I decided to give up; I tried building one and automating it, and it simply wandered around defending random spots in my territory for a turn, then moving on.

I wasn't watching every move, but as far as I can tell, no terraforming was done by any military units by the AI.

Kuciwalker is offline Kuciwalker
Emperor
of Schmooism
Feb 2001
time: 00:18
  Old Post 24-04-2002 02:51
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#21 Report this post to a moderator
Lose 30 kilos (of popups)

The Automate ability works for things other than terraforming?! Yes! If only there were a way to make a unit have to use automate, so the human couldn't directly control it. That would be great for explorers, but think about doing that to nukes!

Random Passerby is offline Random Passerby
Warlord

Jan 2002
time: 05:18
  Old Post 24-04-2002 03:37
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OK, tried it with a few changes: Turned all costs down to the original levels. Warriors' AI trimmed to Offense and Terraform, Archers modified to Terraform only, Spearmen Defense and Terraform.

-Predictably, Spearmen just defended.

-Warriors behaved exactly the same as before, when they had Explore on.

-Archers functioned exactly as workers, but none of the AIs ever built any.

This still hardly qualifies as rigorous testing, but it does not look good... apparently just about everything has priority over terraforming. It's possible that this changes later on, but I got bored.

Other tidbits:

-No old-style settlers that terraform; if you give settlers terraform and settle, the AI will never ever build its first city. And since it doesn't have any cities to improve, neither its worker nor settler will do anything...

-The AI really really sucks at picking fights. Just for fun I made modern armor require no resources, require no shields, have 100/100/100, 15 bonus HP, all terrain as roads, blitz, etc., and I built a half dozen of them in the first few centuries. The AI still happily marched up to one of my armor-defended cities with three warriors and declared war.

Mellian is offline Mellian
Queen

Jan 2002
time: 00:18
  Old Post 24-04-2002 07:34
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Since i am not home until late August, i can't exactly try my suggestion....

Isn't it possible to use the old hacked editor and create new units, and then use the new one to edit them?

-Mellian

Willem is offline Willem
Emperor
Canada
Dec 2001
time: 00:18
  Old Post 24-04-2002 11:59
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quote:
Originally posted by Lemmy
the problem is we have to make these governments ourselves, they should've been in the unmodded version of civ...


Why?

Willem is offline Willem
Emperor
Canada
Dec 2001
time: 00:18
  Old Post 24-04-2002 12:06
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quote:
Originally posted by Mellian
Since i am not home until late August, i can't exactly try my suggestion....

Isn't it possible to use the old hacked editor and create new units, and then use the new one to edit them?

-Mellian


Using the MultiTool is much more convenient for creating new units than the back door into the editor ever was. The only use for it I found was for adding resources. Gramphos' utility is far better for adding anything else. All you have to do is add the graphics/sfx to the proper folder, then alter a few lines in the .ini file. Much better than doing everything manually, which is what you have to do using the editor.

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