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=DrJambo= is offline =DrJambo=
Warlord
Athens of the North
Jan 2002
time: 05:19
  Old Post 26-04-2002 16:24
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#1 Report this post to a moderator
NEW MOD: The Real Deal v1.0 Lose 30 kilos (of popups)

The Real Deal

v2.01 (Compatible with 1.29f!)

Updated to correct pediaicons.txt

Updated Man-O-War to have correct actions.



v2.0 (Compatible with 1.29f!)


Now I’m nearing a happy medium for this mod, I thought I’d start afresh and name this update v2.0. Ideas have come from mainly my own views, some based on realism, some on balancing and some on just pure fun. From recently looking at a few of the other mods about the forums, I noticed that many of my views and opinions are shared, some pure coincidence, others I used and modified.

The aim of this mod is to slightly prolong the early ages as I felt these were progressing to fast, produce a more balanced game with nothing added that the Ai itself couldn’t utilise effectively. Just you wait until the Ai uses those outlaws and privateers to steal your workers/cities and sink you laden galleons while Neutral towards you! It seems that in bringing the privateer further forward in the tech tree and separating it from the frigate, the Ai actually builds it! Overall the age of sail has been lengthened with the frigate and galleon also being brought forward in the tech tree. One can’t, however, just beeline for Navigation to get these too early since they still require saltpeter from Gunpowder to build them. In general, all the way up the tech tree the naval aspect has been tweaked and improved. With kayaks (canoes for expansionist civs) is now possible to expand from those hopeless island starts at the beginning of a game, however, just beware of those more deadly barbarians ships now.

One of the major improvements was to prolong the map trading and communications trading aspect of the game. These have been substantially delayed to improve the fun, explorative part of civ3 which will now last right up to astronomy.

You just got to try the new improved bow and arrow units. Addition of a zero range, defensive bombardment means they are useful in defending as long as they are part of a stack. This has now been included for the marine and the modern infantry units to bolster their capabilities. The marine and helicopter now have a range of 8 and the helicopter can carry 2. With the late game modern infantry the helicopter should be fairly useful.

The mid-late game has been tweaked to make the Space race trickier and has many more improvements to build for the pacifist builder. One of the problems was that the end game became boring if not at war, since much of the tech tree contained solely military units. Now with theatres and shopping malls we have two new improvements, with the museum, shipyard and now readily available ironworks we have essentially 3 extra SWs and with the Internet and AI we have brand new late game Wonders.

More missile-based units adds to the modern feel and makes bombardment and air defence play greater roles. The thing I like about missiles is they prevent the end game tedium of having to move round tons of units since they themselves are destroyed when used. Their powerful lethal bombardment more than makes up for this failing. The cruise is a powerful land-based missile which can be loaded onto nuclear subs and the AEGIS, whereas the tomahawk is less powerful, immobile but has the ability to be re-based quickly (including island to island). Introducing lethal bombardment to these and the stealth fighter meant that they can have their role for finishing off weakened units in the field or cities, but with their relatively lower power not become over-powerful or replace the bomber.


To install:
Unzip contents of "real deal2.0.zip" into a temporary folder.

Put "Real_Deal2.0" into "Civilization III\"

Backup old "resources.pcx" then copy new resources.pcx into "Civilization III\Art\"
Backup old "pediaicons.txt" and "civilopedia.txt", then copy new versions over into "Civilization III\Text\"
Backup old "buildings-large.pcx" and "buildings-small.pcx", then copy new files into "Civilization III\Art\City Screen\"

Put "66crossbowmansmall" and "66crossbowmanlarge.pcx" into" Civilization III\Art\Civilopedia\Icons\Units\"

Copy and paste contents of "Civilization III\Art\units\Explorer\" into a new folder: "Civilization III\Art\units\Outlaw\". Rename "Explorer.ini" in the new Outlaw folder to "Outlaw.ini"

Copy and paste contents of "Civilization III\Art\units\Paratrooper\" into the "Civilization III\Art\units\Marine\"folder and rename "Paratrooper.ini" to "Marine.ini"

Copy and paste contents of "Civilization III\Art\units\Marine\" into a new folder: "Civilization III\Art\units\Modern Infantry\". Rename "Marine.ini" in the new Modern Infantry folder to "Modern Infantry.ini"

Download "Tomahawk Missile.zip" (later on in thread) and add contents to a new folder: "Civilization III\Art\units\ Tomahawk Missile\"

Download "Canoe.zip" (later on in thread) and add contents to a new folder: "Civilization III\Art\units\ Canoe\"

Download "Kayak.zip" (later on in thread) and add contents to a new folder: "Civilization III\Art\units\ Kayak\"

Download "Crossbowman.zip" (later on in thread) and add contents to a new folder: "Civilization III\Art\units\ Crossbowman \"

And away you go…

So, here’s the Deal:


GENERAL

Penalties for draft and sacrifice reduced to 15 turns.
Fortresses give a 100 defensive bonus, rivers 50, and towns 10 (similar to all terrain).
Wealth now 6 shields/gold.
Forests give 15 shields.
Barbarian ship is now the Privateer instead of the Galley. Helps curb early exploration by making sea travel more dangerous.
Intercept: 60
Intercept stealth: 6


DIFFICULTY LEVEL

AI to AI tech rates modified to bring it more in line with the human player:
Chieftain 115
Warlord 120
Regent 125
Monarch 130
Emperor 135
Deity 140

Human now gets lower bonuses against barbarians.


CIVILISATIONS

Only 1 free tech for each civilisation instead of 2. Helps prolong the Ancient Era.

Flagged choices for building artillery, naval and air units for various civilisations.

Changed each civ’s colour so that they are always the same colour.
Barbarians: Pink
English: Red
Americans: Dark blue
Babylonians: Purple
Persians: Light Pink
Chinese: Turquoise
Japanese: Deep Red
Indians: Orange
French: Blue
Russians: Green
Iroquois: Brown
Zulus: Black
Egyptians: Yellow
Greek: Light blue
Aztecs: Dark Green
Germans: Dark Grey
Romans: Light Grey


ADVANCES:

Due to the way the AI in 1.29f concentrates mainly on tech advances that are required for era advancement and will often bypass ones that don’t…
Printing Press,
Literature,
Navigation,
Advanced Flight,
Democracy,
Free Artistry,
Sanitation.

All are needed for Era advancement now. This helps slow the AI up a little especially in the Middle Ages.

Astronomy now allows map and communications trading instead of Map Making and Writing.

Tech Rates now
Standard 245
Large 330
Huge 415


GOVERNMENTS

Communism now has elite spies
Monarchy has veteran diplomats and spies
Despotism has a slider limit of 80%
Monarchy and Republic have slider limits of 90%
Communism and Democracy have no slider limits
Democracy now no longer immune to propaganda


ESPIONAGE

Slight reduction in general certain espionage costs.


CITIZENS

Tax collectors now 2
Scientists now 2


TERRAIN AND RESOURCES

(Food, shields, commerce)
Fish 3,0,1
Pearls 0,1,2 (sea, coast)
Whales 2,2,2
Gold 0,0,5
Oasis 2,0,0 (desert)
Oil (now appears in flood plains in addition)

Sea movement 1
Ocean movement 2

Defensive bonuses:
Forest now 50
Jungle 50
Hills 100
Mountains 150



IMPROVEMENTS

All Spaceship parts scaled up in costs from (160, 320 and 640 to 300, 500 and 700)

SS Stasis Chamber {now Recycling}
SS Planetary Lounge now cost 700

Buildings:
Theatre {Free Artistry} cost 160, culture 4, +50% luxury output, maintenance 1, requires Colosseum (otherwise will always be Ai’s first choice of building).
Shopping Mall {Corporation} cost 200, +50 tax output, requires bank, maintenance 1
Factory now gives -1 culture, 1 unhappy citizen.
Solar plant now gives 3 production instead of 2 (encourages more of a will-you-won’t-you swap your hydro plants for them situation when they become available)

Small Wonders:
Museum cost 300, culture 20, requires 5 Theatres.
Shipyard cost 300, culture 2, pollution 2, production 1, adds 1 shield per worked water square, adds extra food per worked water square, requires 5 harbours, requires iron and saltpeter and coastal town.
Ironworks cost 300, production 3, pollution 3, now requires coal and iron, but not in same city radius. Made it more likely to build as I’ve never seen this built before.

Great Wonders:
Great Wall puts Walls in every city on continent, now costs 400; previously it was useless especially to the AI.
Internet {Computers} cost 1200, culture 3, acts as the Great Library. Will help move the modern era along a bit, but if the tech leader builds this they gain no significant advantage.
Artificial Intelligence {Robotics} cost 1200, culture 3, gives research labs in every city. +50 tax output. Will help move the modern era a long a bit.
Cure for Cancer now culture 40! Cost 1200, the big culture wonder for those cultural victories.
Longevity {Sanitation} cost 800. Basically this was useless where it appeared in the tech tree.
Copernicus’ and Newton’s now cost 500.
Manhattan now cost 100.
Great Lighthouse, now increases ship movement by 1, increases shield and food in worked water squares. No safe sea travel since galleys can now safely traverse the sea.

UNITS

Att/def/move (bomb/range/rof)
New units

Canoe {available from the start} 0,0,2 cost 20, carry 1, only available to expansionist civs, upgrade to Galley.
Kayak {available from the start} 0,0,1 cost 20, carry 1, available to all other civs, upgrade to Galley.
Crossbowman {replaces longbowman}, longbowman is the English UU.
Outlaw {Feudalism} 3,1,1 cost 40, hidden nationality, foot unit
Modern Infantry {Ecology} 12,15, 1 (12, 0, 2) cost 110, draft, infantry upgrade, requires rubber, foot unit, offensive + defensive tagged, lethal land (basically, if unit is in a stack when attacked it will get one free bombard attack like artillery do. This was added to make sure there’s a useful infantry unit in Modern Era and help the cause of the Helicopter).
Tomahawk missile (12, 6, 4) {Rocketry} cost 60, immobile, re-base. Different missile mechanics to the cruise missile. Only cruise missile tagged to prevent re-basing onto nuclear subs.

Changes to existing units

All missile troops have ZOC (guns and arrows)
All units can be airlifted

Explorer {Astronomy}
Archer 2,1,1 (2,0,1) lethal land, see modern infantry for explanation on bombard with 0 range. Makes archers, bowmen , crossbowmen and longbowmen worth building and also useful in defence.
Bowman 2,2,1 (2,0,1) lethal land
Crossbowman 4,1,1 (4,0,1) lethal land, upgrade to Marine
Longbowman 5,1,1 (5,0,1) lethal land, upgrade to Marine
Swordsman upgrade to Marine
Infantry 7,10,1
Marine 10,8,1 (10,0,2) airdrop range 8, amphibious assault
Helicopter can now carry 2, range 8

Tank wheeled
Panzer wheeled
Mech Inf wheeled, deselected offence tag.
Modern Armour wheeled

All artillery have higher strength, lower rate of fire.
Catapult (5,1,1)
Cannon (10,1,1)
Artillery (16,2,1)
Radar Artillery (22,2,1) {Miniaturisation} move 2

Ironclad, Destroyer, Battleship, Transport, Carrier and Submarine +1 hp;
AEGIS and Nuclear Sub +2 hp.

Galley 1,1,3 now can safely travel seas (previously isolated starting positions were impossible, this helps to alleviate this for human and AI).
Caravel 1,2,5 {now Education}
Galleon 1,2,7 {now Navigation}
Frigate 4,2,7 (4,1,2) {now Navigation} available to non-expansionist civs, upgrade to Destroyer
Man-O-War 5,2,7 (5,1,2) {now Navigation} available to expansionist civs, upgrade to Destroyer
Privateer 3,1,7 (3,1,2) {Astronomy}
Ironclad 5,4,6 (5,1,2) {Industrialisation} (slower than frigate/galleon across ocean), upgrade to Destroyer
Destroyer 12,9,4 (6,1,3) all terrain as roads, (fastest ship with potential movement of 12 if it doesn’t attack)
Battleship 20,12,3 (8,2,3) all terrain as roads, radar, blitz (potential for 3 assaults if no other movement)
AEGIS Cruiser 12,15,3 (6,2,3) {Nuclear Power} all terrain as roads, lethal land, radar, blitz, see invisible, carry 2 missiles (naval power and missile transport selected)
Transport 1,5,3 all terrain as roads, carry 8
Carrier 1,9,3 {Advanced Flight}all terrain as roads, carry 5
Submarine 10,5,3 all terrain as roads
Nuclear Sub 10,5,3 all terrain as roads, carry 3 missiles

Cruise Missile (16,4,4) tactical missile and cruise missile selected
Fighter 4,2,1 (2,0,2) range 5
Bomber 0,2,1 (8,0,3) range 7
Jet Fighter 8,5,1 (4,0,2) range 7, lethal land/sea, air bombard and defence selected
F15 8,6,1 (6,0,3) range 7, lethal land/sea, air bombard and defence selected
Stealth Fighter (6,0,3) range 8, lethal land/sea
Stealth Bomber (10,0,3) range 8, lethal sea

Pre 1.3 edited after 57 downloads.

1.3 edited after 60 downloads.

2.0 updated after 14 downloads.

Attachment: real deal v2.01.zip
This has been downloaded 227 time(s).

Last edited by =DrJambo= on 10-08-2002 at 15:41

=DrJambo= is offline =DrJambo=
Warlord
Athens of the North
Jan 2002
time: 05:19
  Old Post 26-04-2002 20:25
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#2 Report this post to a moderator
Get a bigger avatar today!

For Modern Inf:
Just copy files from the marine folder into a newly created "Modern Infantry" folder renaming the .ini file "Modern Infantry"

Same for the Outlaw. Pick the unit animations and sounds you want to replicate from another unit, copy these into a new folder named "Outlaw" and rename the .ini file to "Outlaw".

Last edited by =DrJambo= on 07-08-2002 at 13:17

player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:19
  Old Post 26-04-2002 20:32
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#3 Report this post to a moderator
Re: NEW MOD: The Real Deal v1.0 Support Apolyton, buy Civilization 2

quote:
Originally posted by =DrJambo=
Tax collectors now 2
Scientists now 3


Interesting. Making scientist better then taxemen.

quote:

Archer 2,1,1 (2,0,1) lethal land, see modern inf for explanation on bombard with 0 range. Makes archers, bowmen and longbowman worth building and also useful in defence.


Nice idea.

quote:

Sea movement 2
Ocean movement 2


Interesting.

quote:

Factory now makes 1 unhappy and gives 3 pollution
Solar plant now gives 3 production instead of 2 (encourages more of a will you, won’t you swap your hydro plants for them situation when they become available)


Interesting tweaks to Factory (unhappiness) and Solar Plant.
Although why would anyone but risky Nuclear Plants then?

quote:

Musketeer (3,5,1) now useful


Musketeer = Renessance Hoplite

quote:

Transport 1,5,2 all terrain as roads
Carrier 1,10,2 all terrain as roads
Submarine 10,5,2 all terrain as roads
Nuclear Sub 10,5,2 all terrain as roads, carry 2 missiles


good idea about "all terrain as roads"


Anyway, interesting all-around MOD.
With lots of interesitng tweaks.


P.S.
Personnaly I like more MODs which are closer to original Civ3, but that's the reason why I made my own MOD. (some other people like more radical MODs)

=DrJambo= is offline =DrJambo=
Warlord
Athens of the North
Jan 2002
time: 05:19
  Old Post 26-04-2002 21:25
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#4 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

.

Last edited by =DrJambo= on 07-08-2002 at 01:20

=DrJambo= is offline =DrJambo=
Warlord
Athens of the North
Jan 2002
time: 05:19
  Old Post 26-04-2002 21:31
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#5 Report this post to a moderator
Lose 30 kilos (of popups)

Unfortunately for the present, and until i find something better, the outlaw just uses the Explorer unit/animation. Just copy the Explorer's files across to:
Civilization III\Art\units\Outlaw\

Then rename the "Explorer.ini" file "Outlaw.ini" and away you go!

=DrJambo= is offline =DrJambo=
Warlord
Athens of the North
Jan 2002
time: 05:19
  Old Post 26-04-2002 21:46
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#6 Report this post to a moderator
Inflate your Upload Space

Tax collectors have a bigger impact than Scientists do, so the +3 science revalues this imbalance.

You gotta try the addition of 0 range bombard to archers, etc, it really does make them a welcome addition to any stacked units on the same square. By themselves they don't get the free shot, i.e. they need protection.

Modifying sea and Ocean movement costs was a way to help distinguish between the older seafaring vessels and the more modern, safer ones. Ironclads were bad in the sea and ocean, (so i'm lead to believe from people round these forums), so be giving them "all terrain as roads" option this helps to enforce this. Plus it gives the frigate an advantage over the ironclad and will help to make frigates more useful during the age of sail.

The musketman/musketeer are now a useful units with those values

Unhappiness from the Factory will help to combat the added advantages from the Museum and Genetics Wonders. Plus it'll will encourage human players to have a more conservative and thoughtful approach to building them.

Nuclear plant is 4 production and costs 240, Solar Plant is 3 and costs 320. Nuclear Plant has drawbacks assuming civil disorder breaks out. I think that makes them kind of fair.

The beauty of this mod, is that it doesn't play too differently from the original civmod.bic, although maybe moreso than your own mod.

Thanks for the feedback.

lockstep is offline lockstep
King
Vienna, Austria
Aug 2001
time: 06:19
  Old Post 26-04-2002 21:53
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#7 Report this post to a moderator
Re: NEW MOD: The Real Deal v1.0 Avatar Enlargement: We've got the solution

quote:
Originally posted by =DrJambo=
Palace gives 25% defence bonus


This was part of korn's blitz mod for some time, but caused a lot of weird effects - e.g. barbarians could destroy your palace, which resulted in a corruption-free empire. (I'm not sure about v1.21f, though.)

Otherwise, quite interesting mod, especially the bombard archers/longbowmen.

=DrJambo= is offline =DrJambo=
Warlord
Athens of the North
Jan 2002
time: 05:19
  Old Post 26-04-2002 22:07
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#8 Report this post to a moderator
Re: Re: NEW MOD: The Real Deal v1.0 Support Apolyton or Terrorists Win

quote:
Originally posted by lockstep


This was part of korn's blitz mod for some time, but caused a lot of weird effects - e.g. barbarians could destroy your palace, which resulted in a corruption-free empire. (I'm not sure about v1.21f, though.)

Otherwise, quite interesting mod, especially the bombard archers/longbowmen.


Oh really? Didn't know that, can anyone clarify whether this is still the case with 1.21f?

Thanks for your comments

Adc is offline Adc
Chieftain

Apr 2002
time: 14:19
Question  Old Post 26-04-2002 23:32 Visit Adc's homepage!
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#9 Report this post to a moderator
Enter the AD-FREE zone

I cannot clarify the palace bug, but I have questions of my own:

Do the museum, theatre and mall appear on the city view screen?
If not, do you know how can I do that by myself?
Are you planning on doing any civlopedia entries to go with the patch?
Does the AI use effectively the new units and builds?

I really like your MOD, as you said it is not so far from the original game, and it actually improves it.

korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:19
  Old Post 27-04-2002 00:04
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#10 Report this post to a moderator
Avatar Enlargement: We've got the solution

the palace bug

here is what i ran into

*when barbarians sacked your capital the palace disappeared, though it didn't seem to have an effect on corruption
*you couldn't build a palace in a city with 6 (possibly 7) or more pop
*bombard could destroy the palace and it was the first to go

i think that is about it

lockstep is offline lockstep
King
Vienna, Austria
Aug 2001
time: 06:19
  Old Post 27-04-2002 00:40
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#11 Report this post to a moderator
Got spare money?

quote:
Originally posted by korn469
*when barbarians sacked your capital the palace disappeared, though it didn't seem to have an effect on corruption


What about corruption based on distance (from the palace)? Wasn't it completely messed?

korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:19
  Old Post 27-04-2002 01:54
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#12 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations: Deluxe Edition

it didn't seem to be, but i'm not positive, though i'm in agreement with you that until more testing is done on this i wouldn't recommend doing it, plus the first time your capital gets bombed losing your palace sucks

=DrJambo= is offline =DrJambo=
Warlord
Athens of the North
Jan 2002
time: 05:19
  Old Post 27-04-2002 14:50
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#13 Report this post to a moderator
Got spare money?

quote:
Originally posted by Adc
I cannot clarify the palace bug, but I have questions of my own:

Do the museum, theatre and mall appear on the city view screen?
If not, do you know how can I do that by myself?
Are you planning on doing any civlopedia entries to go with the patch?
Does the AI use effectively the new units and builds?

I really like your MOD, as you said it is not so far from the original game, and it actually improves it.



The palace defensive bonus has been removed v1.1

The Museum, Theatre and Mall do appear on the city view screen, but you have have to install their icons that i have now included in real_deal.zip v1.1. Put them in Civilization III\Art\Civilopedia\Icons\buildings\

Civilopedia will eventually get done, but probably not until i am satisfied that the mod works and plays well.

Will get back to you about the AI and the new units and buildings once i know more. AI used to use the Outlaw to good effect with 1.17f. Still relatively untested with 1.21f.

Thanks for your comments.

=DrJambo= is offline =DrJambo=
Warlord
Athens of the North
Jan 2002
time: 05:19
  Old Post 29-04-2002 22:09
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#14 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

Version 1.2 is here!

Look at first post for details and download.

Feedback would be appreciated.

Enjoy folks

player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:19
  Old Post 29-04-2002 23:04
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#15 Report this post to a moderator
Put an end to popups!

It's good you made Longbowmen upgrade to Riflemen.

=DrJambo= is offline =DrJambo=
Warlord
Athens of the North
Jan 2002
time: 05:19
  Old Post 01-05-2002 14:18
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#16 Report this post to a moderator
Get a bigger avatar today!

yeah, upgrading longbowmen was a must, especially since the Babylonians with their special unit being a bowman in one game had 197 longbowmen well into the modern era!!

Longbowmen were up against my tanks, mech infantry, modern infantry (highly recommended by the way) and artillery.

wondering whether it'd be worth doing anything with the swordsman/immortal/legionary? Say allowing them to upgrade to marines for instance?!

As far as the lethal bombardment issues, the next changes will be as follows...

Lethal land/sea
Jet fighters
F15s
Stealth fighters
Possibly radar artillery (really not sure on this unit!?!?)

Lethal sea
Bombers (they'll be toned back to their original values of 8,0,3)
Stealth bombers (10,0,3)
Fighters

Lethal land
Battleships
AEGIS cruisers

What do you reckon...?

Cheers

Spiffor is offline Spiffor
Emperor
CPA - Evil Clone brigade
Nov 2001
time: 06:19
  Old Post 06-05-2002 23:14
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#17 Report this post to a moderator
Full PM-box? Change here!

Some very good ideas. I esp. like how you manage the spaceship. I like the bit about musketeers, but I'm still not sure to boost them : they're not THAT useless in normal game, plus the French are quite powerful as such, being commercial / industrious.

=DrJambo= is offline =DrJambo=
Warlord
Athens of the North
Jan 2002
time: 05:19
  Old Post 08-05-2002 14:40
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#18 Report this post to a moderator
Full PM-box? Change here!

Version 1.3 of the Real Deal is here!

Some major changes have implemented for an improved gaming experience...

See first post for details and remember to download the attached Tomahawk missile.zip on this post and, if you haven't done so already, the modern infantry.zip further up...

Installation instructions can be found on the first post and in the Readme included in the real_deal.zip

Enjoy and any feedback would be appreciated.

=DrJambo= is offline =DrJambo=
Warlord
Athens of the North
Jan 2002
time: 05:19
  Old Post 08-05-2002 14:47
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#19 Report this post to a moderator
Suffering from ads?

.

Last edited by =DrJambo= on 07-08-2002 at 02:20

=DrJambo= is offline =DrJambo=
Warlord
Athens of the North
Jan 2002
time: 05:19
  Old Post 10-05-2002 16:26
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#20 Report this post to a moderator
Remove this text

version 1.4 is on its way... if testing works out well, we'll see a new SAM other than the awful SAM site!

This will help compensate for the introduction of the offensive tag to aircraft which means they do less air superiority, and give another method for shooting dem buggers down!

the idea is this:

I was just thinking over a better way to employ SAM defence other than the useless SAM site.... After much mulling and pondering i eventually came up with this idea..

-Copy cruise missile unit
-Select Land unit since if Air is selected the cruise missile strategy can't be selected.
-Select cruise missile so it will be destroyed when it attacks.
-Select air superiority and re-base missions.
-Give it an operational range of 2-3 (city radius)
-Select immobile (apparently this has to be done to force AI to use air missions). Although i am toying with the idea that i wouldn't need to...depends on AI and whether it would indeed work?! If it did then the carrier could have these loaded on it too.
-Don't select bombard or give it bombard stats.
-Give it an attack value of say 8-10.
-Give it -1 hp since it is only a missile?!
-Make it cost 50 shields say?!

Reckon it'll work?

I haven't tested this, but i see no reason why this shouldn't work. I already have a longer range Tomahawk missile included in my Mod (see above), which has many of the same abilities as the new SAM but is an offensive weapon and so also has:

-No attack value but bombard stats (8,8,4; half strength cruise but double my cruise range).
-Bombard selected.
-Has Precision Bombing and Re-base selected.
-No operation range.

This makes a great alternative missile to the cruise and the AI uses it to great effect!!

It doesn't load onto ships or the carrier, which it what i wanted, but the re-base gives it great variance over the cruise which does load onto ships. MAin difference being the cruise isn't immobile.

=DrJambo= is offline =DrJambo=
Warlord
Athens of the North
Jan 2002
time: 05:19
  Old Post 10-06-2002 17:35
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#21 Report this post to a moderator
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Anyone any suggestions for improvements before i release v2.0, which will probably be my last update as i'm nearing a very playable and enjoyable mod now.

In 2.0 the main attraction will be an Internet Wonder, which basically works like a modern age Theory of Evolution for the lucky bugger that gets there first. The other option is to make it so it gives a research lab in every city on the continent. However, the late game tedium leans me towards the first idea being the better one.

Furthermore, there will also be the Interceptor SAM, which will act as a defence against bombers/jet fighters within the city's worker radius (2 squares). This missile will basically be a better, more appropriate option than the garbage SAM site which only use is currently for the SDI defence small wonder.

kettyo is offline kettyo
Warlord
Budapest, Hungary
Mar 2002
time: 06:19
  Old Post 11-06-2002 12:01
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#22 Report this post to a moderator
Get a bigger avatar today!

Doesn't 'AI to AI trade rate' means that how much an AI civ wants from another AI civ for something?
From the helpfile it seems so.

So i think the default value of 130 for regent level means let's say the AI civ has writing tech which worths 100 gold and that civ would give this tech to another AI civ for 130 gold (30 revenue).
So i think setting this rate to 100 means AI civs would trade valuables among each other without revenue which is not good.

Am i wrong?

Optimizer is offline Optimizer
Prince
Stockholm
Feb 2001
time: 06:19
  Old Post 21-07-2002 06:08
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#23 Report this post to a moderator
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Looks great - gotta try it when I can get my Civ 3 copy back.

Nice colour setup, but I would prefer to have the Romans purple (like the consuls' togas were).

Do the increased movement rates for sea and oceans work? In that case I would have doubled the coastal movement instead. Navigating a large ship at the coast is difficult because of the shallows and currents. As written the Ironclad was made for coastal waters, but throughout naval history there has been a difference between coastal and high-seas warships.

Why is the movement of 3 for the Cavalry ridiculous?

=DrJambo= is offline =DrJambo=
Warlord
Athens of the North
Jan 2002
time: 05:19
  Old Post 06-08-2002 17:38
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#24 Report this post to a moderator
Inflate your Upload Space

Optimizer, this is only verison 1.3. Currently i'm play testing version 2.1 with the hope of getting that up and on this site later this week. It's taking quite a while to get it fully stable and compatible with 1.29f!

In it there has been some major changes. Too many to shortlist here for the moment. Here's a taster:

New Internet Wonder
New Artificial Intelligence Wonder
New Shipyard Small Wonder
Buildable Ironworks
Streamlined tech tree progression (slightly slowed ancient and middle ages, quickened modern age slightly)
New Kayak unit (canoe for expansionist civs)
Longbowman UU for English, Man-O-War expansionist specific
Improved naval side of things
Improved explorative aspect of civ3. Map trading and communications trading pushed back in the tech tree.

Last edited by =DrJambo= on 06-08-2002 at 17:56

=DrJambo= is offline =DrJambo=
Warlord
Athens of the North
Jan 2002
time: 05:19
  Old Post 07-08-2002 01:23
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Crossbowman:

add contents to a new folder: "Civilization III\Art\units\ Crossbowman\"

Attachment: crossbowman.zip
This has been downloaded 15 time(s).

=DrJambo= is offline =DrJambo=
Warlord
Athens of the North
Jan 2002
time: 05:19
  Old Post 07-08-2002 01:45
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#26 Report this post to a moderator
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Canoe:

add contents to a new folder: "Civilization III\Art\units\ Canoe\..."

Attachment: canoe.zip
This has been downloaded 14 time(s).

=DrJambo= is offline =DrJambo=
Warlord
Athens of the North
Jan 2002
time: 05:19
  Old Post 07-08-2002 01:47
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#27 Report this post to a moderator
Lose 30 kilos (of popups)

Kayak:

add contents to a new folder: "Civilization III\Art\units\ Kayak\"

Attachment: kayak.zip
This has been downloaded 15 time(s).

Last edited by =DrJambo= on 07-08-2002 at 01:56

=DrJambo= is offline =DrJambo=
Warlord
Athens of the North
Jan 2002
time: 05:19
  Old Post 07-08-2002 01:54
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Version 2.0 has arrived, which has some interesting updates and is compatible with 1.29f!!

Check out the first post in this thread for details, which is copied from the readme file.


Once you've downloaded the real deal mod, download the 4 extra units from the previous three posts and the one below:
Crossbowman
Canoe
Kayak
Tomahawk missile

Make sure you follow the instructions for getting the Outlaw, Marine and Modern Infantry correct in the Civilisation\Art\Units folder.

Also make sure you follow the instructions for getting the rest of the real_deal.zip into the correct places. I have tried to make this as simple as possible.

Enjoy, and remember to give some feedback...

Thanks

Last edited by =DrJambo= on 07-08-2002 at 02:01

=DrJambo= is offline =DrJambo=
Warlord
Athens of the North
Jan 2002
time: 05:19
  Old Post 07-08-2002 02:00
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#29 Report this post to a moderator
Put an end to popups!

Tomahawk Missile:

add contents to a new folder: "CivilizationIII\Art\units\Tomahawk Missile\"

Attachment: tomahawk missile.zip
This has been downloaded 15 time(s).

Maccabee2 is offline Maccabee2
Warlord

Sep 2000
time: 00:19
  Old Post 08-08-2002 01:30
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#30 Report this post to a moderator
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Your mod sounds very interesting. I downloaded it today and will try it when I finish my current game.

 
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