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WesW
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Florence, Al., USA
Jan 1970 time: 23:12
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Here is the list of topics and features to be included in the Modern mod. Below that is the Unit chart, and a list of the new advances.
2)Eliminate alternate names- many things have one name shown in the game, and another used in the files. This has caused me much confusion in the course of my mod-making. I am changing most all of the alternate names so that the game game and file name match. Most of the time, I kept the game name, and changed all the files. Sometimes, I went back to the file name, which simply meant changing the entry in the gl_str. Therefore, when you see "Hoplite" where "Phalanx" used to be, don't worry, it's the same thing.
3)Change AIP build queue names- I am re-working the build queues to better handle the larger numbers of units available in the game now.
4)city start size- slic trigger- I want sea and space cities to start at size three, to see if this helps them grow and develop in a smoother way.
5)garrison units- slic trigger- Each city will start with one defensive unit of the current age. This unit cannot move. This should finally solve the empty city syndrome.
5b)auto upgrade for garrison units- slic trigger- Garrisons will be automaically upgraded when better units become available.
6)changes to unit abilities, icons, can build, size- various things I am doing.
7)Change Fyrdman- I misspelled it in the Med mod 2. (I had never heard of the things before.) 
8)reduce movement of modern units?- a proposal. Units from the modern age on usually move exclusively over roads and other improved surfaces. If you put them in the field, they would have a tough time matching the speed of non-Mech. units, esp. when re-fueling and re-supplying is considered. This would also help stop units from going half-way around the globe on maglevs.
I am looking for opinions on this, and all other proposals mentioned throughout the files, so I encourage you to post opinions here.
9)review role of Ren. cavalry- a proposal. I have them set up currently as Ren. assault units, ala tanks. Historically, mounted units lost much of their usefulness in this era, so I am looking for opinions about changing their settings.
10)guerilla units- slic trigger- ala civ2.
11)Fascist special unit?- a proposal. I have re-named the current Fascist unit the Eco-zealot, available only to Ectopian govs. Should the new mech. inf unit take the current Fascist's role, or should everyone have access to them. See units list for abilities.
12)B-17 sprite needed- I am replacing the current Bomber sprite with one of a B-17. Unfortunately, the B-52 falls into a crack between the B-17 and the B-2 stealth. Sorry.
*change special attack settings back?- a propasal. Should the special units have their attack settings set back to the defaults? Please open up the default.aip, and review them. The changes and original values are clearly noted.
*check timeline
Units- 13 added
Wonders- 16 added
Advances- 23 added
Improvements- 2 added
Goods- 7 added
Unit/Age-----------Cost--H--A--R--D-HP-FP-Mov-Tran--Available-----Obsolete
MODERN AGE
Riflemen------------675-18--7--0--7-15--3--2--0--Explosives
Leathernecks--------825-26--9--0--7-15--3--2-amphb-Amphibious Warfare
Airborne------------825-26--7--0--7-15--3--2-rng12-Autobahn
Mech. Inf-----------825-26--9--0--7-15--3--5--0---Internal Combustion
Armor--------------1125-38-12--8--8-20--3--5--0---Mobile Warfare
Artillery-----------750 21--4-14--4-10--3--1--0---Steel
Self-Prop Gun-------975 30--4-14--4-10--3--5--0---Refrigeration
Heavy AA Gun--------750-21--2-10--2-20--3--1-AAArt-Rocketry
Fighter-------------750-19--4--6--4-20--3--7--0---Flight
Dive Bomber---------675-22--1--9--2-20--3--6--0---Mass Production
Bomber-------------1125-38--3-14--3-20--3-10--0---Aerodynamics
Troop Ship----------675-22--0--6--4-15--3--6--6---Railroad
Armored Cruis.------825-24--8-10--8-15--3--6--1---Telegraph
Dreadnought--------1200-36-14-14-12-20--3--6--0---Oil Refining
Carrier------------1135-34--3--9--6-15--3--6-4air-Aerodynamics
Destroyer-----------900-27-10-10--8-15--3--7---1--Electrification
U-Boat--------------900-27-15-15--5-10--3--5---1--Telephone
Battleship---------2100-60-20-20-18-20--4--6---0--Radio
Liberty Ship-------1050-34--0--8--6-15--3--6---9--Mass Media
Unit/Age-----------Cost--H--A--R--D HP FP Mov Tran Available Obsolete
GENETIC AGE
Machine Gunner-----1050 26 11--0 11 20--3--2-----0 Global Defense
Marine-------------1275 42 14--0 11 20--3--2----0 Genetic Tailoring
Paratrooper--------1275 42 11--0 11 20--3--2----0 Cryonics
Eco-Zealot---------1500 50 16--0 11 20--3--5----0 Ectopia
(old Fascist) (Ectopian unit)
War Walker---------1350 40--7 22--7 20--4 5 0 Micro-Robotics
Mobile SAM----------675 20--3 16--3 25--3 5 0 Conservation
Tank---------------1575 52 20 16 13 20--4 6 0 Adv. Mobile Warfare
Interceptor--------1350 34--8 12--8 20--3 10 0 Space Flight
Helicopter---------1125 38--5 16--3 20--3 7/35 0 Combined Arms
Stl Bomber---------2050 68--4 22--4 20--4 15--2mi Adv. Composites
Cruise Missile------375 12--0 22--0--5--4-4/30 0 Micro-Computers
Submarine----------1500 43 20 20--8 10--4--6 2 Micro-Computers
Adv. Carrier-------2050 59--6 16 12 20--3--6--6jet Space Flight
Missile Cru.-------1875 54 16 22 14 20--4--6---3mi Robotics
Plasma Des.--------3375 96 30 22 25 25--5--8-- 0 Unified Physics
Unit/Age-----------Cost--H---A--R--D HP FP Mov Tran Available Obsolete
DIAMOND AGE
Plasmatica---------1875--48 18--0 18 20 4 3 0 Smart Materials
Space Marine-------2250--75 24--0 18 20 4 3 0 Mind Control
Swarm--------------2400--80 18--0 18 20 4 3 0 Asteroid Mining
Leviathan----------3750 107 18 34 18 25 5 3 2mi Technocracy
Hovertank----------3750 125 28 22 20 25 5 8 0 Digital Encryption
Space Fighter------2675--82 10 16 10 25 4---8 0 Smart Materials
Space Bomber-------3950 132--6 34--6 25 5-- 2 0 Zero-G Industries
Stealth Sub.-------3000--86 30 30 12 15 5-- 6 4mi Molecular Computers
Space Frigate------3000--86 24 22 18 20 5-- 5 0 Neural Interface
Star Cruiser-------5250 150 40 34 30 30 5-- 5 0 Nano-Assembly
Notes:
1)The values of units generally increase about 40 to 50 percent from one age to the next. Does this seem about right?
2)Sprite for Harlan's German 88 replaces current Artillery (the original is lame).
2b)Heavy AA guns also have the abilities of conventional Artillery.
2C)Dreadnoughts cannot bombard air.
3)War Walker loses attack & defense strength, to focus on Artillery duties. Walkers can defend air, but do not have active air defense.
4)Leviathan loses size, attack & defense strength, and focuses on SAM & Artillery duties.
5)Space Plane movement reduced to 8, since it was made for space travel, not air travel.
6)Question: Why does the Space Bomber only have a movement of 2, and no missle carrying ability?
7)A proposal- I suggest changing the Phantom to the Space Frigate. It loses its stealth ability, and becomes a space version of the destroyer, or missile frigate.
Advances changes:
Tank Warfare renamed Mobile Warfare.
Jet Propulsion re-inserted into original spot. Combined Arms moved to the Tank Warfare advance line.
Boundary advances:
Modern-to-Genetic: Rocketry, Global Defense, Robotics
Genetic-to-Diamond: Smart Materials, Microcomputers, Neural Interface
*10)Ancient Gutenberg Bible- Temple of Solomon. Costs 2,000.
Available with Religion.
Obsolete with Printing Press.
*Ramayana available with Writing.
*11)Ancient London Exchange- Colossus. Costs 2,000. Decreases maintenance by 3.
Available with Trade.
Obsolete with Economics.
*16)Ancient Internet- Great Library. Costs 3,000.
Available with Trade.
Obsolete with Telegraph.
*14)Ancient Genome Project- Cohort. Costs 2,200. Gives 2 hp.
Available with Iron Working.
Obsolete with Railroad.
*9)Renaissance Contraception- The Royal Shakespeare Co. Costs 4,500.
Available with Age of Reason.
Obsolete with Pharmaceuticals.
*7)Medieval The Agency- The Great Game. Costs 3,000.
Available with Nationalism.
Obsolete with Global Defense.
*1)Renaissance Sphinx- Kremlin. Unit costs reduced by 40%. Costs 3,000.
Available with Steam Engine.
Obsolete with Microcomputers.
*4)Renaissance Stonehenge- Homestead Act. Costs 5,500.
Available with Sanitation.
Obsolete with Genetic Tailoring.
*5)Philosopher's Stone obsolete with Steam Engine, when a Modern version, Extraterritoriality, becomes available. Costs 3,500.
Obsolete with Superconductor.
*Chichen Itza obsolete with Public Education, when the modern version,
*3)the Napoleonic Code, becomes available. Costs 5,000.
Obsolete with AI Surveillance.
*6)Modern Confucius Academy- Trans-Atlantic Cable. Costs 5,500.
Available with Telegraph.
Obsolete with Globenet.
*8)Modern Nanopedia- Patent Office. Costs 7,200.
Available with Mass Production.
Obsolete with Nanoassembly.
*16)TVA (Tennessee Valley Authority)- 10% production improvement. Cost 3 or 4,000.
*Rename Genome Project the Master Race, available with Fascism. No longer helps production, and hurts relationships with other civs. Lower cost.
Obsolete with Molecular Computers.
*13)Modern ESP Centre- United Nations. Costs 7,200.
Available with International Diplomacy.
Obsolete with Subneural Ad.
*2)Genetic Sphinx- Pentagon. Unit costs reduced by 25%. Costs 4,500.
Available with Microcomputers.
*12)Genetic London Exchange- E-commerce. Costs 9,000. Decrease maintenance by 10.
Available with Globenet.
*15)Diamond Genome Project- The Borg. Costs 16,000. Gives 4 hp.
Available with Molecular Computers.
Below is the mod_str, which lists all the new things, with their file and game names (shown in parentheses). I hadn't realized it, but apparently this is the only place where I have the new advances listed.
Within each group, the things that have new game names are listed first, then those with new file names, then the new things added for the mod.
ADVANCE_ELECTRIFICATION "Electrification"
ADVANCE_QUANTUM_MECHANICS "Quantum Mechanics"
ADVANCE_JET_PROPULSION "Jet Propulsion"
ADVANCE_DIGITAL_ENCRYPTION "Digital Encryption"
ADVANCE_SMART_MATERIALS "Smart Materials"
ADVANCE_REPUBLIC "Republic"
ADVANCE_MASS_MEDIA "Mass Media"
ADVANCE_CONSERVATION "Conservation"
ADVANCE_CORPORATE_REPUBLIC "Corporate Republic"
ADVANCE_ZERO-G_MANUFACTURING "Zero-G Manufacturing"
ADVANCE_ULTRA-PRESSURE_MACHINERY "Ultra-Pressure Machinery"
ADVANCE_UNIFIED_PHYSICS "Unified Physics"
ADVANCE_NANO-ASSEMBLY "Nano-Assembly"
ADVANCE_NEURAL_INTERFACE "Neural Interface"
ADVANCE_THEORY_OF_GRAVITY "Theory of Gravity"
ADVANCE_FLIGHT "Flight"
ADVANCE_PUBLIC_EDUCATION "Public Education"
ADVANCE_BIOLOGY "Biology"
ADVANCE_TELEGRAPH "Telegraph"
ADVANCE_SANITATION "Sanitation"
ADVANCE_STEAM_ENGINE "Steam Engine"
ADVANCE_CITY_PLANNING "City Planning"
ADVANCE_INTERNAL_COMBUSTION "Internal Combustion"
ADVANCE_PSYCHOLOGY "Psychology"
ADVANCE_RADIO "Radio"
ADVANCE_TELEPHONE "Telephone"
ADVANCE_PUBLIC_WORKS "Public Works"
ADVANCE_AMPHIBIOUS_WARFARE "Amphibious Warfare"
ADVANCE_AUTOBAHN "Autobahn"
ADVANCE_COMBINED_ARMS "Combined Arms"
ADVANCE_REFRIGERATION "Refrigeration"
ADVANCE_INTERNATIONAL_DIPLOMACY "International Diplomacy"
ADVANCE_MICRO-COMPUTERS_HELP "Micro-computers"
ADVANCE_PLASTICS_HELP "Plastics"
ADVANCE_ADV_MOBILE_WARFARE_HELP "Adv. Mobile Warfare"
ADVANCE_MICRO-ROBOTICS_HELP "Micro-robotics"
ADVANCE_MOLECULAR_COMPUTERS_HELP "Molecular Computers"
WONDER_LONDON_STOCK_EXCHANGE "London Stock Exchange"
WONDER_EMANCIPATION_PROCLAMATION "Emancipation Proclamation"
WONDER_THE_PILL(old contraception)"The Pill"
WONDER_EGALITARIAN_PROCLAMATION "Egalitarian Proclamation"
WONDER_WORMHOLE_DETECTOR "Wormhole Detector"
WONDER_LABRYINTH "Labryinth"
WONDER_CHICHEN_ITZA "Chichen Itza"
WONDER_CONFUCIUS_ACADEMY "Confucius Academy"
WONDER_THE_AGENCY "The Agency"
WONDER_GLOBAL_E-BANK "Global E-Bank"
WONDER_NANOPEDIA "Nanopedia"
WONDER_NATIONAL_SHIELD "National Shield"
WONDER_MASTER_RACE "Master Race"
WONDER_TEMPLE_OF_SOLOMAN "Temple of Soloman"
WONDER_COLOSSUS "Colossus"
WONDER_GREAT_LIBRARY "Great Library"
WONDER_COHORT "The Cohort"
WONDER_ROYAL_SHAKESPEARE_CO "Royal Shakespeare Co."
WONDER_GREAT_GAME "The Great Game"
WONDER_KREMLIN "Kremlin"
WONDER_THANKSGIVING "Thanksgiving"
WONDER_EXTRATERRITORIALITY "Extraterratoriality"
WONDER_NAPOLEONIC_CODE "Napoleonic Code"
WONDER_TRANS-ATLANTIC_CABLE "Trans-Atlantic Cable"
WONDER_PATENT_OFFICE "Patent Office"
WONDER_UNITED_NATIONS "United Nations"
WONDER_PENTAGON "Pentagon"
WONDER_E-COMMERCE "E-Commerce"
WONDER_BORG "The Borg"
UNIT_ARMORED_CRUISER "Armored Cruiser"
UNIT_DREADNOUGHT "Dreadnought"
UNIT_AIRCRAFT_CARRIER "Adv. Carrier"
UNIT_FASCIST "Eco-Zealot"
UNIT_RIFLEMEN "Riflemen"
UNIT_AIRBORNE "Airborne"
UNIT_LEATHERNECKS "Leathernecks"
UNIT_MECH_INF "Mech. Inf."
UNIT_ARMOR "Armor"
UNIT_SELF-PROP_GUN "Self-Prop. Gun"
UNIT_HEAVY_AA_GUN "Heavy AA Gun"
UNIT_DIVE_BOMBER "Dive Bomber"
UNIT_CARRIER "Carrier"
UNIT_U-BOAT "U-Boat"
UNIT_LIBERTY_SHIP "Liberty Ship"
UNIT_DESTROYER "Destroyer"
UNIT_BATTLESHIP "Battleship"
IMPROVE_BAZAAR (old marketplace)"Bazaar"
IMPROVE_LIBRARY (old pub. house)"Library"
IMPROVE_DRUG_STORE(old pharmacy)"Drug Store"
IMPROVE_OIL_REFINERY(old refinery)"Oil Refinery"
IMPROVE_MIND_CONTROL_EMITTER "Mind Control Emitter"
IMPROVE_THEATRE "Theatre"
IMPROVE_CINEPLEX "Cineplex"
IMPROVE_RESEARCH_CENTER "Research Center"
IMPROVE_CRYOCHAMBER "Cryochamber"
IMPROVE_COLISEUM "Coliseum"
IMPROVE_SECURITY_MONITOR "Security Monitor"
IMPROVE_AQUA-FILTER "Aqua-Filter"
IMPROVE_INCUBATION_CENTER "Incubation Center"
IMPROVE_BIO-MEMORY_CHIP "Bio-Memory Chip"
IMPROVE_BIO-WARFARE_FILTERS "Bio-Warfare Filters"
IMPROVE_SUPERMARKET "Supermarket"
IMPROVE_MASS_TRANSIT "Mass Transit"
IMPROVE_SOLAR_PLANT "Solar Plant"
The Supermarket increases food like the Aqueduct.
Mass Transit is the old Eco-transit, which will help pollution by 100%, and overcrowding by 2.
The Solar Plant increases production by 25%.
The Drug Store no longer increases happiness- see Mass Transit.
The Factory, Refinery and Robotic Plant have had their costs, benefits and pollution all halved.
Here are the new goods that will be added.
CONCEPT_SILK "Silk"
CONCEPT_GOLD "Gold"
CONCEPT_LOBSTER "Lobster"
CONCEPT_SALMON "Salmon"
CONCEPT_FISH "Fish"
CONCEPT_BUFFALO "Buffalo"
CONCEPT_SPICE "Spice"
[This message has been edited by WesW (edited February 07, 2000).]
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Sounds wonderful! Man! Oh, Man!
Two things:
Change The Assembly Line to The Smithsonian Institution
Thanksgiving Day to The Steel Plow
As to the new Fascists...I didn't know vegetarians could be so tough.... LOL!
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Nordicus
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Vancouver, B.C., Canada
Oct 1999 time: 21:12
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Hey, Wes...
Well, it's shaping up nicely. 
I agree with John about his choice for Thanksgiving.
I find it depressing to see so many Europe-America specific wonders--kind of like what John was saying about letting his class students go thru CTP's Great Library (it's a fun way to learn history, as well as about other cultures); and not just for kids--I mean, lots of grown adults as well. It just would be nice to see more of them from various cultures, IMHO.
(John, lol! Well, pumpkin seeds contains more protein than meat, pound for pound, so, them boys must eat a few buckets of seeds a day. Or maybe they eat Pumpkin O's for breakfast, with a side order of (Mussolini's Choice brand) fried tofu! No, wait, it's all blended in with other nutrients, so they just go to the local FascistWay Foods, and buy a few bags of Fascist Chow! )
quote:
6)Question: Why does the Space Bomber only have a movement of 2, and no missle carrying ability? |
I dunno. That thing should sail like hell with no air-resistance--I'd change it to at least 8 (okay, 6, for you small map users ).
And I'd give it the ability to carry 10 missles (perhaps the makers wanted it to have it be a Peaceful 'bomber'...showering its enemies with flowers and big red heart-shaped pamphlets which say: "We luv U!").
The Pill. Oiy. *shaking head* Every time I see that I feel a rant coming, churning within like vehement cyclone of caustic profundity......?
But anyway 
quote:
ADVANCE_ADV_MOBILE_WARFARE_HELP "Adv. Mobile Warfare"
ADVANCE_MICRO-ROBOTICS_HELP "Micro-robotics"
ADVANCE_MOLECULAR_COMPUTERS_HELP "Molecular Computers"
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Now, is the Mobile Warfare one a typo? Just that it's different than the other two...
TVA? Never heard of it. What is it?
quote:
1)The values of units generally increase about 40 to 50 percent from one age to the next. Does this seem about right? |
Yeah, sounds about right. O, that reminds me: have you considered at all the hp/fp increases? Do you know what the general increase is per age? I'd love to see it all raised per age, solve all this imbalance I've heard about (and seen a few times in CTP, although Civ2 had much worse military realism, IMO) ...but me no so with numbers. :P
That's all I can pick apart for now 
Talk to you later--have some icons for later tonight as well.
------------------
"There can be no maximum of creation without a concomitant maximum of destruction, no supreme good without supreme evil"--Heller, paraphrasing Nietzsche.
"The more passion for the argument, the less evidence for it"--Russel.
"I *may* have solved some of the problem with specialists tonight. Then again, I may have screwed things up- I don't know. If that happens, I won't know whether to laugh, cry, or both. God, I'm starting to sound like Nordicus (the horror!). "--Wes Whitaker, during AAIPs testing.
[This message has been edited by Nordicus (edited January 22, 2000).]
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WesW
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Florence, Al., USA
Jan 1970 time: 23:12
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I got the ole (1983) encyclopedia out, and read up on agriculture. It's quite interesting, really. According to World Book, the Ag. Rev. didn't start until the 1700's. The horse harness was developed about the time of CTP's Ag. Rev., which did greatly improve things.
In the 18th and 19th century, though, there were a whole bunch of things that happened. The mechanical planting drill, new crop rotations, new breeds of plants and livestock, the stell plow, the mechanical reaper and thresher.
The Homestead Act, which, together with the steel plow, led to settlement of the Great Plains. The Morrill Act led to the establishment of the land-grant colleges in the US, which have been responsible for many ag. advances in the last 150 yrs.
I really didn't see anything which seemed much greater than the others. I'm leaning towards the Homestead Act, since it seems to "sound" more like a Wonder.
I looked up the Smithsonian Ins., but really it just administers the museums. These are definitely a national treasure, but I don't think that they fit the Wonder's effect of increasing the effectiveness of specialists.
I am open to other suggestions, though.
Actually, I came up with the names for all the new Wonders out of my head one night, so if anyone has any suggestions, don't hesitate to throw them out. (I am proud of some of them, though. Extraterritoriality and the Trans-Atlantic Cable, for example, are rather obscure topics that fit the Wonders perfectly.) Getting a name that fits the Wonder appropriately is the trick.
Nordicus, you will have to look up TVA. It is part of Roosevelt's depression-era development and recovery programs. I live in the Tennessee River valley, and TVA, along with FDR's other programs, literally brought this region forward a 100 yrs. It got the region back to where it stood before the Civil War, wrt to rest of the country. (Which was still about 30yrs. behind the times, but anyway...)
Regearding the Pill, it did allow people to have a lot more sex. Whether this has led to an increase in peoples happiness is definitely open for debate. Remembering your post about contraception's long history, it helped me decide to go back to the original name. This is another place where I would be open to suggestions for a new name.
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WesW --
You're right; I like "The Homestead Act" better than "The Steel Plow"... It sounds more like a Wonder.
I think that you're also right about my suggestion of the Smithsonian... How about "Henry Ford's Factory"? (Again, because of the sound of it!)
Also, one little peeve of mine, which is really Activision's fault. "Chichen Itza" is a bad name, because a) it's a name of a city for the Maya civ and b) it's actually more of a Renaissance-aged thing. I suggest "The Pyramid of the Sun", which was built in Teotihuacan about 300 C.E.
Looks great!
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WesW
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Florence, Al., USA
Jan 1970 time: 23:12
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That's a great idea, Tim!
I had forgotten about the patent office. I remember a story I heard about the- telegraph or telephone, I believe- where one inventor beat another inventor to the patent office by three hours.
Birdman, you'll need to send me the files you have altered so I can see what you have done.
Harlan added an age in his cities and leaders mod, where he put in new city sprites. I don't have any sprites to add, so the ages are mostly based upon the units available at the time.
The game announces the beginning of an age based upon the advances you have. Actually, I don't know how to set this, so if anyone does, please let me know.
The Medieval Age brings in the Samurai and Knights, the Ren. Age the gunpowder units, the Modern age the machine gunner.
The Modern mod will have the WWII units be the modern age units, and group the subsequent units more clearly into the Genetic and Diamond ages.
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WesW
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Florence, Al., USA
Jan 1970 time: 23:12
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I have fixed up the unit stats in the first post, so now you can tell what's going on there.
Nordicus, I have re-named Tank Warfare to Mobile Warfare (it makes more sense when you see the advances chart.)
Then I added the new advance Advanced Mobile Warfare, where the original Tank now becomes available.
Morgoth, the "H" in the stats line means Hunger, which is how support was defined in the units.txt, and maybe in the original units chart, which came with the game.
You know, you don't even need that anymore once you print out all my stuff. Not that it does you much good anymore, with the way I have changed everything.
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WesW
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Florence, Al., USA
Jan 1970 time: 23:12
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U.S. Sinister wrote in the Med mod Update thread- "I beleive spy satellite should accompany the advanced composites technology. I think it would be appropriate if the spy satellite came with the stealth bomber and the space plane. Space flight seems a little late as well. As you all know we have had spy satellites in service for a while now, but SDI is still a far off dream. Let me know what you guy's think."
Myself, I haven't looked at the Spy Sat very closely. I figured CD put it where it fit with the capabilities he gave it.
I *have* moved SDI back to the Superconductor, for just the reasons you mentioned.
In another post, you mentioned that the Missile Cruiser came too late. I have it coming in with Robotics, which is a present-day advance. The first priority with me when placing units is to have them separated in the timeline sufficiently so that each has an era of supremecy long enough to warrant building them. I mean, why build something that will become obsolete in a few turns?
Then you give it settings so that it fits in with the other units of that time. The "Missile Cruiser" in the game doesn't have to be the first one built; it can be a second or third generation type- whatever fits in with the era it occupies.
When putting together a mod, I make every effort at historical accuracy, but sometimes you can't have everything.
[This message has been edited by WesW (edited January 22, 2000).]
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WesW
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Florence, Al., USA
Jan 1970 time: 23:12
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I have been talking with Myron Davis about different aspects of the mod. Some excerpts are below.
Myron's first letter:
Change the name of the Adv Carrier to a Nuclear Carrier.
If I remember right in world war two they had these real small carrier's, I don't remember the name of them but it went something like ironside or something like that, I saw one of the Civ2 ww2 scenarios had them in it, if you can think of it you might want to name them that (in civ2 they are a VERY early carrier and carried two units).
I think that the fascist should have a special unit, if only for historic sake (In Civ2 there was the fundmantalist and with the
fascist past the fundmentalists were turned into fascists) and I like if you have that government to have a special unit.
If you are interested here is a link which lists different types of ships:
http://baegis.ag.uidaho.edu/~myron/...ol_44Types.html
Changing the Phantom to a Space Frigate is a great idea I think, however I would like to have something replace the Phantom like a
Space Sub, I don't know if you have ever read Robert Heinleins, series about the tyrant, but they were a very crucial part in a war, they could fold light around them, they were VERY wear, but packed a huge punch being that they could come from nowhere and do terrible damage, ...anyway just a thought.
The spacebomber only has a movement of 2 because in space all movement is 1/10, which would mean that a spacebomber has a movement of 20. Not too bad...
Your idea's on wonders a great!
I love them!
Below is Myron's second letter, with some of my reply to his first letter:
> Naming the Adv. Carrier the Nuclear Carrier is a great idea. I don't know
> why it hadn't occurred to me earlier.
Also I remember what those small carriers were called flattops, the first carriers were called flattops, so if you are going to have two carriers maybe the real early ones would be called that. Flattops were mainly used with bi-planes and in that era. I believe there is a bi-plane in WW2 Mod.
>
> I am kind of split on the special fascist unit right now. I'll wait to see if I get any more opinions.
My friend Steve plays the fascist a LOT, and he LOVES being the fascist and building a LOT of fascist units, so my vote is to keep a special fascist unit 
>
> I wish I had another space ship, so I could have both the frigate and the sub-type that you mentioned, but right now it looks like it's an either-or situation.
>
> I have given the space bomber a movement of ten, to fit in with the space fighter, and because it seems about right for both atmospheric and space flight. The way the space shuttle orbits the earth every few hours, I am sure these units will do the same.
I can see where you would increase the movement of the spacebomber, but the space bomber (I don't think) should have atmospheric flight, excpecially on HUGE maps it would make sense for the space bomber to move farther, but now the space bomber has a movement of 100. with a movement of 10.
My reply to the second letter:
Taking atmospheric flight away from the space units is interesting. I may put it up for opinions in the thread.
The Cruiser is another unit I will try to keep in mind. I will see how play-testing goes with all the units I have on slate now.
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WesW
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Florence, Al., USA
Jan 1970 time: 23:12
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Here are my proposed unit build queues for the Modern mod aips.
GROUND UNITS
// Defense_Troops_Primary (DEFENSIVE)
"UNIT_WARRIOR", 0.5;
"UNIT_HOPLITE", 1.2;
"UNIT_FYRDMAN", 1.5;
"UNIT_MUSKETEERS", 1.5;
"UNIT_RIFLEMEN", 1.5;
"UNIT_MACHINE_GUNNER", 1.5;
"UNIT_PLASMATICA", 1.5;
// Ranged_Troops_Primary (ARTILLERY)
"UNIT_ARCHER", 0.5;
"UNIT_SIEGE_ENGINE", 0.6;
"UNIT_CANNON", 0.6;
"UNIT_ARTILLERY", 0.6;
"UNIT_WAR_WALKER", 0.6;
"UNIT_LEVIATHAN", 0.7;
// Assault_Troops_Primary (ASSAULT INFANTRY)
"UNIT_LEGION", 0.3;
"UNIT_SAMURAI", 0.3;
"UNIT_PIKEMEN", 0.3;
"UNIT_MECH_INF", 0.3;
"UNIT_ECO-ZEALOT", 0.3;
"UNIT_SPACE_MARINES", 0.3;
// Mounted_Assault_Troops_Core (MOUNTED ASSAULT)
"UNIT_JAVELIN_CAVALRY", 0.3;
"UNIT_KNIGHT", 0.3;
"UNIT_CAVALRY", 0.3;
"UNIT_ARMOR", 0.3;
"UNIT_TANK", 0.3;
"UNIT_HOVERTANK", 0.3;
// Mounted_Ranged_Troops_Core (MOUNTED RANGED)
"UNIT_MOUNTED_ARCHER", 0.3;
"UNIT_HORSE_ARCHER", 0.3;
"UNIT_CANNON", 0.3;
"UNIT_SELF-PROP_GUN", 0.3;
"UNIT_WAR_WALKER", 0.3;
"UNIT_LEVIATHAN", 0.3;
// Airborne_Troops_Core (AIRBORNE ASSAULT)
"UNIT_AIRBORNE", 0.2;
"UNIT_PARATROOPER", 0.2;
"UNIT_SWARM", 0.2;
// Amphibious_Troops_Core (AMPHIBIOUS ASSAULT)
"UNIT_LEATHERNECKS", 0.2;
"UNIT_MARINES", 0.2;
"UNIT_SPACE_MARINES", 0.2;
// Air_Defender_Troops_Core (ANTI-AIRCRAFT)
"UNIT_HEAVY_AA_GUN", 0.2;
"UNIT_MOBILE_SAM", 0.2;
NAVAL UNITS
// Naval_Defense_Troops_Core
"UNIT_TRIREME", 0.2;
"UNIT_LONGSHIP", 0.2;
"UNIT_ARMORED_CRUISER", 0.25;
"UNIT_DESTROYER", 0.3;
"UNIT_MISSILE_CRUISER", 0.3;
// Naval_Attack_Troops_Core
"UNIT_FIRE_GALLEY", 0.2;
"UNIT_SHIP_OF_THE_LINE", 0.25;
"UNIT_DREADNOUGHT", 0.25;
"UNIT_BATTLESHIP", 0.25;
"UNIT_PLASMA_DESTROYER", 0.25;
// Naval_Transport_Troops_Core
"UNIT_TRIREME", 0.2;
"UNIT_GALLEON", 0.2;
"UNIT_TROOP_SHIP", 0.2;
"UNIT_LIBERTY_SHIP", 0.2;
"UNIT_CRAWLER", 0.2;
// Carrier_Naval_Transport_Troops_Core
"UNIT_CARRIER", 0.1;
"UNIT_NUCLEAR_CARRIER", 0.1;
// Naval_Stealth_Troops_Core
"UNIT_U-BOAT", 0.2;
"UNIT_SUBMARINE", 0.2;
"UNIT_STEALTH_SUB", 0.2;
AIR UNITS
// Air_Defender_Troops_Primary
"UNIT_FIGHTER", .35;
"UNIT_INTERCEPTORS", .35;
// Air_Attack_Troops_Core
"UNIT_DIVE_BOMBER", 0.2;
"UNIT_HELICOPTER", 0.2;
// Air_Bomber_Troops_Core
"UNIT_BOMBER", 0.2;
"UNIT_STEALTH_BOMBER", 0.2;
SPACE UNITS
// Space_Defense_Troops_Primary
"UNIT_PHANTOM", 0.3;
// Space_Assault_Troops_Primary
"UNIT_STAR_CRUISER", 0.25;
// Space_Defender_Troops_Primary
"UNIT_SPACE_FIGHTER", 0.35;
// Space_Bomber_Troops_Core
"UNIT_SPACE_BOMBER", 0.2;
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How's about the Stealth Fighter? Just asking....
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Sniper
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Winnipeg, MB, Canada
Jul 1999 time: 05:12
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Number 1 sounds cool
------------------
----------------------------------------------
"Are those... live rounds?..."
"7.62 millimeter... Full metal jacket..."
(From the "Bathroom Scene", Full Metal Jacket)
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skorpion59
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Tulsa, Oklahoma, USA
May 1999 time: 23:12
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Wes,
Point taken, although sometimes there is extenuating circumstances. Of the 3 you have, I say number 1. My problem is none of them really reach out and grab you. I'm waiting on somebody to come up with something that just slaps you in the face. Until then, one.
------------------
Don, Apolyton Junkie
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Nordicus
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Vancouver, B.C., Canada
Oct 1999 time: 21:12
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quote:

(This motto is unofficial, and refers to the reduced unit costs. Inspired by a comment from Timothy Pintello.)
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Actually, Timothy's comment about reduced unit costs was after reading about Gedrin's (chris Whitaker's) mod ideas--it was coincidentally what I was considering of reducing them at the same time for naval and airforce units, to see if the AI would stack more--mine was just theory. But Gedrin had done so a long time before, as well as the testing that proved it worked.
I really hope, Wes, you will give a bit of credit to Chris, since it was his idea first, no one elses, being a fair player and all....
T.
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WesW
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Florence, Al., USA
Jan 1970 time: 23:12
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Everyone, I need volunteers to make the gameplay and historical files for the Modern mod.
I will probably make the preq and vari gls myself, which will have to wait until the values are decided on by playtesting.
The gameplay and historical gls, though, can be made now, since the names for the new things, and their general role in the game have already been picked out.
Those of you interested in military history, for example, could do the units, while those interested in general history could do some of the advances and wonders.
To me, I really enjoy reading these files for the more interesting things in the game, and I have put a lot of effort into many of these gls for the new things added in my mods.
I enjoyed looking up and deciding upon which things to add for the Modern mod, and later received many great suggestions from others in the forums. I
think that those of you who volunteer to help write these files will get a similar enjoyment from your efforts.
A list of most all of the new things is located in the initial post in the
Modern mod beta-edition thread. You could look that over, and make a post listing those things that you would like to do. I promise not to pressure anyone to do anything more than what they volunteer for.
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Wes
I agree with you about the GL files, especially since I'm a history teacher and use the game as a diversion in my classroom. Pick out five or so Wonders, and I'll write something up (and if I finish soon enough, I'll write some more!). Or, if you want I'll pick them out, but I want to avoid wasteful repetition of Mod Mod chores.
What are your outlines for these files? I mean, some of them might only take a line or two (but I doubt it), while some may be difficult to limit myself to a page!
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WesW
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Florence, Al., USA
Jan 1970 time: 23:12
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I want people to pick their own items out, and post their choices here. This will allow people to do the ones they are interested in, and posting here will avoid duplication of effort.
As far as an outline, I quess it would be a paragraph or two. Here is the history gl I wrote for the Stockade. The gls probably shouldn't be much longer than this, though I don't think there is a hard limit on file size.
Stockades have served small settlements as a primitive defense against attacks. In the Battle of Horseshoe Bend in Alabama, Andrew Jackson's army assaulted Creek Indians who had fortified themselves within a timber stockade. His cannonballs bounced off the green timber, forcing him to storm the fort with infantry.
Earlier, Creeks had attacked Fort Mims. Attacking by surprize, they seized control of the gun ports in the walls, and turned the fort into a barrel shoot. Several hundred settlers died, making it the largest massacre of Whites in North America.
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May I make a suggestion? I notice that in most cases, civs aquire the Mounted Archer before the Archer. With the Mounted Archer's movement figure, there seems to be little point in building the otherwise identical Archer.
I propose that the Archer be changed to the Longbowman, and left where he is, but with a greater defensive value. Longbowman historically were very valuable units, as in the Battle of Tours. A new sprite may be desired, but is not needed really.
IMO!
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MadWoodster
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A wierd and mad place called Southampton
Jan 2000 time: 05:12
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Wouldn't it better if the longbow man had a higher range attack as they were historically stronger than the archer. This way it would be worth building him and would simulate the fact that a mounted archer wouldn't be as strong as a longbow man.
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