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Atahualpa
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Hawthrone
Mar 1999 time: 06:19
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If you plan to download, read the disclaimer first!
Redone the whole thing a bit. New Unit values are documented in an Excel Spreadsheet.
There are still some things to improve, but i think I rather play some games with this version before I decide on any updates. So far the Mod looks to play good.
Last Change to the mod: 2nd June 2002
Disclaimer:
By downloading the file atagod.zip you have to agree that the author can be in no way held responsible forwhatever things this mod or parts of it may cause to you or parts of you or other persons or parts of other persons or your computer or parts of your computer. "mod" refers to the file atagod.zip and its contents, that is every single file that is stored within this archive and every single byte. Downloading is at one's own risk. Of course the whole thing is set up with good intentions and there shouldnt be any problems. I guess it is not any more harmful than any other mod.
Disclaimer END
And no...., okay at least I do not think that I suffer from paranoia. 
Oh yes and I would like to hear of some feedback.
ata
Attachment: atagod.zip
This has been downloaded 209 time(s).
Last edited by Atahualpa on 02-06-2002 at 22:45
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MiloMilo
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Hmm, this in large part reflects changes that I've made to my game. Increasing hit points greatly reduces the old tank v. spearmen problem My values are 3/4/6/8 for conscript/regular/veteran/elite. I also gave musketmen +1 (4/5/7/9) and everything after them +2 (5/6/8/10) to show the importance of gunpowder.
As long as you're reducing unit costs, the musketman needs to be reduced more than any others.
And the riflemen thing is wacky. Not sure that was such a good move. Better to increase cavalry attack to 7, and leave riflemen low.
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Coracle
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Speaking of modifications, here is my mod - more historical and playable than the unrealistic crap Firaxis gave us.
The only thing I am considering doing is increasing by about 15% the cost for each tech to slow down the rate of science development. I haven't done it yet, and it might not be necessary if you play at Monarch.
Attachment: civ3mod.zip
This has been downloaded 195 time(s).
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swat-spas2
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Milo's mod reflects similar thinking. . the advantage of ranged gunpowder units, and the later armored, rapid fire units over archaic bows and arrows should be reflected in the additional hit point, possibly two for armored units. Even with their increased statistics, the fact that an armored division should be annihilated by a force of spears or even muskets is ridiculous realistically. Gameplay be damned, if you're losing that badly, it may be time to start over.
additionally, most especially with musketman, defence units should be relatively cheapened; it doesn't take much to convince people to defend their homes in time of war. i made them 40 for example, with the modern defender, mech, raised to 130, to complement the extra HP. Riflemen should be left as defenders. Only very capable commanders against very incompetent ones were able to take force for force offensives with rifleman. (ie Lee vs anyone pre-grant) They're mostly a defensive unit. Consider giving most offensive units extra attack, like cavalry, even more ancient units, instead. Ditto mech infantry. Why would you build them to go on the offence when you have tanks, tanks, and more tanks. They are generally a support weapon, used as quick recon, anti-tank, and holding/clearing held territory in modern tactics. Not the bash through enemy lines and search and destroy of tanks/helos... (why they don't have an attack copter i'll never know) Ditto Aegis, isn't that also a defensive weapon.. shooting down enemy planes, missles, etc.. ... I increased their defense, made them 12/16 with the extra HP, rather than the other way around. They have essentially the same weapons platforms as a destroyer or cruiser. Nothing special except the massive radar and assortment of SAMs
Most of the above changes i have incorporated, things like battleships getting more HP (2), the 2/4/6/8 HP strategy, and of course the lethal bombardment. Although if you look at it logically.. why would an artillery piece stand a chance against a boat at sea.. it can just sail out of range or sight. The invasions of normandy and anzio, the amphibous support offered by counter-battery from off shore ships virtually annihilated any heavy german artillery resistance, so stick to airplanes and of course, other ships to killing ships., with artillery breaking up land units, as it does, and maybe beef up the air units, but don't let em kill ground units.
i would like to know if anyone has any thoughts to giving submarines a sea only bombarbment. i know the nucs have the cruise missiles, but thats hardly the manner of attack for a submarine. In general a battleship was regarded as toast to a submarine assault, that was the reason for destroyer boats to begin with, to launch torpedo assaults on capital ships, and later to defend them against submarine raiders. So if you cannot give a sub a huge attack bonus to kill other boats, why not give it a bombardment so it can do so, even if slowly, but silently.
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Atahualpa
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Hawthrone
Mar 1999 time: 06:19
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First, the rifleman thing:
I have yet to try out if its a good idea. But I am sick of an epoche were the only real offensive thing is cavalry. I like to do some more thing with infantry.
Second about Artillery killing ships:
A Ship can sail to the coast and bombard ( a frigate for example) and then sail away. And the artillery can do nothing about that???
Sorry I didnt like that idea. If the frigate came close, the artillery would give em hell.
He can come close and sail away still, but then he needs lots of movement points.
And the downside of giving your units a lot of hitpoints is that fighting gets quite tedious as you wait hours for your battles to be over.
About defensive values: I dont like giving more units defensive values, because Civ3 is way too defensive anyway,.... for my taste.
ata
Last edited by Atahualpa on 31-05-2002 at 23:02
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