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player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:23
  Old Post 02-12-2002 14:36
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Version 1.1 is OUT!

Comments to changes in v1.1

MOD has been made compatible with new v1.14f PtW patch. This includes several fixes, like removing Frigate from England build list (was a bug), changing Spanish AI Wealth preference from build never to build often strategy, and adding load flags to all king units. Some things I already did in this MOD were also fixed in new patch (Bezerk and Hwacha upgrade paths and AI Explore flag for Keshik and Conquistador).

Cossaks get defense AI flag added. Cossaks had this flag in original Civ3, but it was removed in PtW. Still, since in this MOD Cossaks got defense rating increased to 5, I added that flag back too.

All king units get Airlift ability. Considering that now all king units have Load ability (which makes them transportable by ships), I think that having them Airlift ability should be allowed too. Leaders to fly by planes anyway.

Caliban is offline Caliban
Prince
somewhere deep in the forgotten woods of germany
Jul 2002
time: 06:23
  Old Post 04-12-2002 00:29
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quote:
Originally posted by Ismailov
I made my own rules mod. I have not posted it in apolyton because it is so radical, and I understand it is interesting only for me...


Why don't you post this mod? Two playtesters are better than one.

Sorry, player 1, this has nothing to do with the patch suggestion mod, but it had to be posted...

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King
Belgrade, YU
Sep 2001
time: 06:23
  Old Post 04-12-2002 01:24
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Got spare money?

No problem.

Still, I've see many MODs which are made by aurthor sake only (not to many replays in boards), all posted in these forums.

And some people do donwload them.

Ismailov,
Don't worry and just post your MOD in new thread in Creation forum.

Ismailov is offline Ismailov
Warlord

Oct 2002
time: 05:23
  Old Post 04-12-2002 19:38
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Ok, pehaps I'll do... But only after I have included enough information to understand the changes of the mod....

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King
Belgrade, YU
Sep 2001
time: 06:23
  Old Post 05-12-2002 01:20
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Yes,
That could be somtimes problematic.

I spent 2 hours writing readme for first version of my MOD.

alexman is offline alexman
Emperor
Hunt Valley, MD
Jan 1970
time: 00:23
  Old Post 05-12-2002 01:28 Visit alexman's homepage!
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I'm not sure if you have seen this, but after an idea by The_Aussie_Lurker, we have made the following changes to the AU:


  • Increased movement cost of Ocean by 1.
  • Gave all ships except Galleys the ability to ignore movement in Ocean.


Galleys without the Lighthouse are not really affected, except that suicide runs in the Ocean (not Sea) are made more difficult.

Galleys with the Lighthouse could get two tiles deep in Ocean and back safely before. Now they can get only one tile deep and back safely.

Caravels and everything after that are unaffected.

We made the change with these goals in mind:

  • To weaken the Great Lighthouse so that it's not unbalancing on archipelago maps. The human recognizes the value of this Wonder, and builds it at all costs when isolated on an island. The AI has no such priority.
  • To make suicide exporation missions of galleys and caravels less effective. This levels the playing field because the AI never performs suicide runs.
  • To make Caravels more important for exploration, as they were in reality.
  • To delay intercontinental contacts and settling of empty continents. This might make Explorers more useful, and give a historical feel of discovering a New World.

alexman is offline alexman
Emperor
Hunt Valley, MD
Jan 1970
time: 00:23
  Old Post 05-12-2002 02:21 Visit alexman's homepage!
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What do you think of AEGIS having the ability to transport tactical missiles like in the BT Mod?

Also, don't you think the AI defense flag for Cossaks might hurt the AI in some cases? Imagine that the AI needs defensive units and builds Cossaks instead of Musketmen. Before Nationalism everything is fine, but when Riflemen are available, the Russian AI will keep the 5-defense Cossaks (that don't upgrade) and it will think everything is OK defensively. Humans would use those Cossaks for attack, but the AI is stuck with them instead of making new 6-defense Riflemen, or even worse, Infantry. Why not go back to standard PTW for Cossaks? Maybe give them another bonus, like blitz or ignoring extra movement cost of some terrain.

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King
Belgrade, YU
Sep 2001
time: 06:23
  Old Post 05-12-2002 04:39
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In 1.29f Civ3 I haven't seen any problems with Cossaks.
Same with Samurai (which also have defense AI flag).

So I don't think that Cossaks will be problem.

If there ARE a problems, contact me imediatly and post a saved game.


P.S.
By the way, Cossaks have hidden benefit of manking enemy Cavalry unable to retreat when attacking them.


P.P.S.
I haven't seen problem with Legionares either (they have defense too).
They upgrade to Med. Inf. (or do NOT upgarde at all in non-PtW Civ3) and AI start building Pikemen and Musketmens later without problems.

I assume that AI would see that Riflemen is better and that he would gradualy replace Cossaks with Riflemen and later Infantry.

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King
Belgrade, YU
Sep 2001
time: 06:23
  Old Post 05-12-2002 04:45
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quote:
Originally posted by alexman
I'm not sure if you have seen this, but after an idea by The_Aussie_Lurker, we have made the following changes to the AU:

  • Increased movement cost of Ocean by 1.
  • Gave all ships except Galleys the ability to ignore movement in Ocean.


Galleys without the Lighthouse are not really affected, except that suicide runs in the Ocean (not Sea) are made more difficult.

Galleys with the Lighthouse could get two tiles deep in Ocean and back safely before. Now they can get only one tile deep and back safely.

Caravels and everything after that are unaffected.

We made the change with these goals in mind:

  • To weaken the Great Lighthouse so that it's not unbalancing on archipelago maps. The human recognizes the value of this Wonder, and builds it at all costs when isolated on an island. The AI has no such priority.
  • To make suicide exporation missions of galleys and caravels less effective. This levels the playing field because the AI never performs suicide runs.
  • To make Caravels more important for exploration, as they were in reality.
  • To delay intercontinental contacts and settling of empty continents. This might make Explorers more useful, and give a historical feel of discovering a New World.


Too big change for me.

And personnaly, I don't see problem with risky Galley and Caravel travel.

It was popular in Civ1, Civ2 and Civ3.
I don't want to break the tradition.


And isolated continents will still be isolated in most cases.
These chnages woun't chnage that exept in some rare border cases.


P.S.
And it would be unfair to non-PtW Civers since it can't be incorporated in non-PtW version of this MOD.

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King
Belgrade, YU
Sep 2001
time: 06:23
  Old Post 05-12-2002 04:49
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quote:
What do you think of AEGIS having the ability to transport tactical missiles like in the BT Mod?


Learning AI to use this in his benefit would be problematic.

And then it would be pain to balance.
How much missiles?
1, 2 or 3??


And AEGIS is already a decent unit.
With upped defense of 12, and lots of unque abilties (radar, see subs), it's PERFECT escort vessel.

alexman is offline alexman
Emperor
Hunt Valley, MD
Jan 1970
time: 00:23
  Old Post 05-12-2002 05:53 Visit alexman's homepage!
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quote:
Originally posted by player1
In 1.29f Civ3 I haven't seen any problems with Cossaks.

Unless you play in debug mode, you can't see what the AI is doing, so you can't see the problems. 1.29f had no debug mode.

Let me repeat the problem. The AI wants to have a certain number of defensive units per city. Usually defensive units can upgrade so they stay up-to-date. But if you have defensive Cossaks, they get counted as defensive units even though they wouldn't stand a chance against Tanks. They don't get replaced by Riflemen unless the AI starts losing them in defensive battles. It's better to keep the Cossaks as offensive units.

quote:

Same with Samurai (which also have defense AI flag).

This is not relevant. Samurai upgrade to Cavalry so they lose their defense flag.

quote:

If there ARE a problems, contact me imediatly and post a saved game.

Sorry, I no longer have time to play with your mod. 1.14f and the AU mod don't give Cossaks the defense flag.

quote:

I haven't seen problem with Legionares either (they have defense too).

Again, upgrading to Med. Infantry causes the unit to lose their defense flag.

quote:

And personnaly, I don't see problem with risky Galley and Caravel travel.

The problem is not the risky travel (although the AI doesn't do it), it's more the unbalancing effect of the Great Lighthouse on island maps.

quote:

And isolated continents will still be isolated in most cases.

That's not true. With the Lighthouse you can safely see 3 tiles past the last Sea tile (2 ocean tiles out plus 1 in the sight of the ship). This means that oceans need to be at least 4 tiles wide everywhere to ensure isolation. This is very rarely the case in random maps.

quote:

These changes woun't change that exept in some rare border cases.

With the changes, Galley+Lighthouse can no longer safely see 3 tiles past the last Sea tile (they can see only 2). They can no longer safely cross 3 tile wide Oceans (they can safely cross only 1 ocean tile). This makes a big difference.

quote:

And it would be unfair to non-PtW Civers since it can't be incorporated in non-PtW version of this MOD.

What about your Elephants in jungle then, for example?

quote:

Learning AI to use this in his benefit would be problematic.

That's a good point.

player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:23
  Old Post 05-12-2002 06:17
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quote:
Originally posted by alexman
Again, upgrading to Med. Infantry causes the unit to lose their defense flag.

I was talking about SAME experience in non-PtW version too.

AI build Legions, then starts building Pikemen (while Legions are NOT obsolete in non-PtW version), and then Musketen.

quote:
Originally posted by alexman
What about your Elephants in jungle then, for example?

That's just a minor tweak.

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King
Belgrade, YU
Sep 2001
time: 06:23
  Old Post 05-12-2002 06:23
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Put an end to popups!

As for ships.

Well, that proposal is just big change.

It would dramaticly change the way how some maps are played.

Still, even if you could cross 3 tiles of ocean, you could still not make TRADE with those Islands. A big disadvantage indeed.

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King
Belgrade, YU
Sep 2001
time: 06:23
  Old Post 05-12-2002 06:25
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When I get Lighthouse I feel more like Viking explorers who founded Greenland and North America..

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King
Belgrade, YU
Sep 2001
time: 06:23
  Old Post 05-12-2002 17:07
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Things planned for next version:

Cossaks will be get AI defense flag removed.
I've seen Russians using Cossaks to defend cities instead of Infantry.
That's not good.

Still I'll keep their defense of 5. They would not be primary defenders, but they would be though to take out on open, and Musketmen although a little bit weaker are pretty cheap. Still, Riflemen comes pretty quickly, so all problems would be solved then.


Next, I plan to change Frigate a little bit.
First, Frigate will get attack of 3, which means stats 3(2)/2/4.
While Man-O-War will get attack of 4, but with original defense of 2, which means stats of 4(3)/2/4.
While Ironclads would get a little bit reduced cost of 90 (still more then original).

I would not increase bombard strenght of thsese units, since that would encourage "bomb with several, destroy with one" strategy too much.


My resoning was, that historicly, main difference between Ironclads and wooden ships was in ARMOR, and NOT in weapons. These changes reflect that. Ironlcad has not much better offense, but has pretty good defense.
With new stats Man-O-War becomes pretty interesting vessel. Attack power of Ironclad (cannon heavy ship), while on the other hand pretty vunerable against Ironclads (and even Frigates).

Ironclad is not so much owerpowering as before so price would be reduced to 90, but not back to original 80, since that would ALWAYS make them better choice then Firgate.


What do you think?
Are these changes good?



P.S.
Also I'm thinking about giving Caravels back defense of 2 (to be protected from Galleys).
Plus, since Privateer is based on smaller ships like Caravel, I would add defense of 2 to Privateers (they should not be more vunerable then Caravel), but give them original cost od 60 (stats of 2/2/4, 60). With higher attack and bombard rating, Frigate is still better.

planetfall is offline planetfall
Prince
Incoming from CO
Jan 2002
time: 22:23
  Old Post 05-12-2002 21:10
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quote:
Originally posted by planetfall


For discussion see:

http://apolyton.net/forums/showthre...hlight=guerilla

Consensus was to make following changes to guerilla:

movement: 2
added: no terrain movement handicap
added: invisible

Most wanted to keep A.D the same. I think it makes more sense to make A.D 6.4.

Changes needed to other units:
infantry: see invisible
mech: see invisible
cav: see invisible

NB: tanks/MA do not get to see them.

== PF


In case you missed the update, 90:6.6.2 is unbalancing.

I am trying 80:5.2.2 so AI does not use guerrilla instead of infantry. Unit is then stronger than rifleman in offense but weaker than cavs. Unit is weaker in defense than rifleman, musketman and cav's.

Intentionally making defense weak so they remain a speciality unit and not a general production unit.

-- PF

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King
Belgrade, YU
Sep 2001
time: 06:23
  Old Post 06-12-2002 00:02
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quote:
In case you missed the update, 90:6.6.2 is unbalancing.In case you missed the update, 90:6.6.2 is unbalancing.


That why is stick to 7/6/1 unit.

quote:
I am trying 80:5.2.2 so AI does not use guerrilla instead of infantry. Unit is then stronger than rifleman in offense but weaker than cavs. Unit is weaker in defense than rifleman, musketman and cav's.


An interesting concept for a unit, but I'll stick to conservative settings similar to original PtW.

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King
Belgrade, YU
Sep 2001
time: 06:23
  Old Post 06-12-2002 03:28
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Version 1.11 is out!

Comments to changes in v1.11

Cossaks get AI defense flag removed, since I've seen Russians using Cossaks instead Infantry to defend cities. And that's not good.

Frigate gets attack of 3, while Man-O-War gets attack of 4, but with original defense of 2. My reasoning was, that historicly, main difference between Ironclads and sailing ships was in ARMOR, and NOT in weapons. These changes reflect that. Ironclad has not much better offense, but has pretty good defense. With new stats Man-O-War becomes pretty interesting vessel. Has attack power of Ironclad (cannon heavy ship), while on the other hand is pretty vulnerable against Ironclads (and even Frigates).

These changes made Ironclad not so much powerful as before so price is reduced to 90 (but not back to original 80, since that would ALWAYS make them better choice then Frigate).

Caravels get back defense of 2 (to be protected from Galleys). Plus, since Privateer is based on smaller ships like Caravel, I've added defense of 2 to Privateers (they should not be more vulnerable then Caravel), but gave them original cost of 60 shields.

NOTE: All changes done in v1.11 are also done in non-PtW version of this MOD.

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Prince
Incoming from CO
Jan 2002
time: 22:23
  Old Post 06-12-2002 03:47
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quote:
Originally posted by player1

That why is stick to 7/6/1 unit.

An interesting concept for a unit, but I'll stick to conservative settings similar to original PtW.


I understand. I am looking for a Shield:A.D.M value that would

1. enable the guerrilla unit to work like guerrillas, pop out, do a bit of damage, and then disappear, and

2. not be so strong that we have armies of guerrilla's build.

The default movement of 1 is too unreal for me. A guerrilla/terrorist is not always seen. With a movement of 1 and with visible units, there is no disappearing act performed by the unit. It is really cool to have a tank column stopped for next turn, and suddenly see a weak tank attacked by an invisible unit. Quickly learn to bring infantry along. The guerrillas still attack, but now I can see the buggers.

Again I have a problem with the default defense of 6 for guerrillas. I think Firaxis only put this here because they couldn't get invisible working the way they wanted in time. Guerrilla's defense is hiding not fighting.

I see no reason to have guerrilla's stronger than paratroopers. Rather than increase strength, decrease cost.

BTW-- have changed most of my preferences for next game to your "mod" as they seemed to offer the possibility of enhanced play. Will let you know what I think after a full game.

== PF

fuji is offline fuji
Settler

Dec 2002
time: 23:23
  Old Post 06-12-2002 06:53 Visit fuji's homepage!
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Got spare money?

thought i should let you know that i've been playing with your mod, and love the way the game plays... like it originally was intended...

that said, i thought i'd share the few changes that i've made, and perhaps you will decide if they are worth testing/investigating further...

Carrier increased capacity to 8. I feel that since historically, carriers are the ships that put an end to battleships, and are supposed to be the king of the sea... i felt they should carry more firepower. Especially considering the limited strength that air power has in this game...

The other change i made, Guerrilla... here's what i did, though it might be too much for you... we shall see...
ADM changed to 6/4/2
all terrain as grassland
hidden nationality
I felt that defense should be lowered drastically (2 points) but they should have the ability to retreat. Realistically, guerrillas would get destroyed in a standard fight, but their strength lies in the ability to hit the enemy wherever they are, and then retreat quickly.

The final change i made was to make an upgrade path from calvary/sipahi to paratroopers. Figured that hellicopters and cargo plains would be the horses that paratroopers rode into battle with.... but mainly did it cause i hate having ~40 odd calvary that are nothing more than pillagers....

Anyways, these changes might not fit in with your goals for this mod, but figured i'd throw it out to you...

enjoy

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King
Belgrade, YU
Sep 2001
time: 06:23
  Old Post 06-12-2002 17:42
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quote:
Originally posted by fuji
Carrier increased capacity to 8. I feel that since historically, carriers are the ships that put an end to battleships, and are supposed to be the king of the sea... i felt they should carry more firepower. Especially considering the limited strength that air power has in this game...


I just feel that it's unneeded.
Still if you think that Carriers need some boost I would recommend 6, not 8 units, since 8 is too much if you ask me.

quote:
Originally posted by fuji
The other change i made, Guerrilla... here's what i did, though it might be too much for you... we shall see...
ADM changed to 6/4/2
all terrain as grassland
hidden nationality
I felt that defense should be lowered drastically (2 points) but they should have the ability to retreat. Realistically, guerrillas would get destroyed in a standard fight, but their strength lies in the ability to hit the enemy wherever they are, and then retreat quickly.


Not much to comment here.
Others have propesed similar things.

But, I think that hidden nat. flag is really powerfull thing.
War would be waged non-stop in the game.

And in cases you have not Rubber, hidden nat. units would be main offensive force too.

quote:
Originally posted by fuji
The final change i made was to make an upgrade path from calvary/sipahi to paratroopers. Figured that hellicopters and cargo plains would be the horses that paratroopers rode into battle with.... but mainly did it cause i hate having ~40 odd calvary that are nothing more than pillagers....


I just don't like upgardes which downgrade some of units abilities.

Like making from move 3 unit, a move 1 unit.

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King
Belgrade, YU
Sep 2001
time: 06:23
  Old Post 06-12-2002 17:45
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quote:
Originally posted by fuji
Anyways, these changes might not fit in with your goals for this mod, but figured i'd throw it out to you...


No problem.
I like good discussion.

P.S.
That Carrier transport space got me wodering.

Who knows, maybe some new version of MOD will have Carriers with transport capacity of 6.
Or maybe not?

Caliban is offline Caliban
Prince
somewhere deep in the forgotten woods of germany
Jul 2002
time: 06:23
  Old Post 07-12-2002 22:50
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Inflate your Upload Space

I made my carrier 3.10.6 (should at least be able to sink galleys); transport capacity 6; costs same as battleship (460 shields in my little world).

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King
Belgrade, YU
Sep 2001
time: 06:23
  Old Post 12-12-2002 18:40
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Thing that could be interesting to add in next version:

Changing spy experience to Veteran (was Regular) for all non-communist governments and to Elite (was Veteran) for Communist government.

That way, I'll increase chances for spying missions, which are by default low.

I will not change Diplomat experience from Regular, so you'll have good reason to use spy instead of Diplomat for Steal Tech mission.


Also I'm thinking about adding Steal World Map mission to Diplomats.
World Map is most useful in ancient era anyway.


What do you think?

Ismailov is offline Ismailov
Warlord

Oct 2002
time: 05:23
  Old Post 12-12-2002 22:58
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Good ideas. When I play, I only use spies to investigate cities and to check the spaceships of my enemies. So, this part of the game is not well exploited.

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King
Belgrade, YU
Sep 2001
time: 06:23
  Old Post 13-12-2002 00:27
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Although steal tech mission is pretty good in modern era when you can steal tech for about 2000-2500gp (safe), while buying price is 5000-10000gp.

Of course, you can fail sometimes (even with safe option), but it still pays off from time to time.

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Prince
Incoming from CO
Jan 2002
time: 22:23
  Old Post 13-12-2002 00:35
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re guerrillas unit update Support Apolyton, buy GURPS/ Alpha Centauri

Player1,

When changed guerrilla to 80:5.2.2 invisible, no terrain penalty, the AI did NOT build more than 1 or 2 units.

Next game I will try back to 80:6.2.2 and see if then the AI will decide to build them.

I must have set my editor preferences wrong. My 2 guerrillas were wiped out by longbows. Either I thought I checked invisible and I didn't or the older units disregarded the invisible flag.

== PF

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King
Belgrade, YU
Sep 2001
time: 06:23
  Old Post 13-12-2002 19:47
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Several retro-changes I'm planning:

ROF for Batteship and AEGIS Cruiser will be changed back to 2.

With ROF of 3, they were realy powerfull, especialy Batteship, which could be as good as bomber, and also an assault ship.

Jet's bombard strenght will be put back to 2, while F-15 and Stl. Fighter will get 4.
Also Stl. Bomber gets original price of 240.
While this will make Fighter and Jet with same bomard strenght, remember that Jet has lethal land flag and range of 6.
Older aircraft changes didn't add much in gameplay, but have forced cheaper price of Stl. Bomber (and original price of 240 is better).

What do you think?
Good or bad?


P.S.
Also I'm having mixed feeling about Air Bombard strategy for Jets and Fighters.
Basicly, units made using this strategy will be used for bombard and NEVER for Air Super. missions, which is not good. On the other hand if I take that flag out, only human will use them for bomabrd against heavily wonded units, making good use of lethal flag. Still in most cases AI would not be fighting wounded units, and bom. str. of 2 is usualy not enough to take out 1hp unit with one try (he'll need at least several Fighters, which means a lot of Fighters never used for Air Super.)

So on the average taking out those flags would be good option.

Still, F-15 and St; Fighter will keep it as usual.

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Prince
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Jan 2002
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  Old Post 13-12-2002 20:18
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guerrilla preference update Support Apolyton, buy Call to Power 2

Same game but new information after scrolling down in F3, there are guerrillas.

I preferenced the stats wrong: instead of 80:5.2.2 I entered 70:5.2.2. Now don't think it is necessary to change to 70.6.2.2. However the preference is almost right. The AI is using guerrilla's for defense. In editor default is both AI Off & Def. This needs to be changed to just offense.

So far AI action looks about right. 2 civs left: germany & Arabs.

Germany
infantry 100
panzers 40
guerrillas 2

Arabs
infantry 50
guerrillas 20
tanks 0

But on the Arab continent troops available are:
Germany
infantry 2
panzers 20
guerrillas 0

Arabs
Infantry 45
guerrillas 20

Other than an AI error where guerrilla is defending city, AI action with guerrilas is about right. I am making new mech so I can find the pesty guerrillas. Arabs have rubber but not much cash. New build rate is about 2 guerrillas to 1 infantry. This makes sense with the invading forces on continent. Since they are almost all tanks, guerrillas make more sense than infantry. Unfortunately what I have not seen is hit-run with guerrilla, instead what I am seeing is move-hit. I don't know yet if this is situational or AI not making full use of guerrilla unit. I only have one city on AI continent and the 3 tiles leading to the city are unroaded.

Cool to see guerrilla attacks. I almost lost a 3 panzer army to 6 guerrillas. Only saved because even thought in red, the army was in a city and with last attack other units are more powerful defenders than red coded army.

Test will be to see once get more balanced infantry/tanks on Arab continent if build balance for Arabia switches to 1:1 infantry:guerrilla or 2:1 infantry:guerrilla.
I would like to see at least 2:1 infantry:guerrilla. But afraid I will have to raise cost to 80:5.2.2 to decrease slight extra builds of guerrillas.

I don't know which the AI values more:
the 2 movement ability, or
the 6 offense vs 5 offense.

Obviously AI does not value the 12 defense vs 2 defense as anything of real value.

Will keep you posted if find any other interesting news.

== PF

kettyo is offline kettyo
Warlord
Budapest, Hungary
Mar 2002
time: 06:23
  Old Post 13-12-2002 22:45
Edit/Delete Message Reply w/Quote
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quote:
Originally posted by player1
Also I'm having mixed feeling about Air Bombard strategy for Jets and Fighters.
Basicly, units made using this strategy will be used for bombard and NEVER for Air Super. missions, which is not good.


In Civ3 1.29f lethal fighters work perfectly (they defend as well).
In Ptw 1.14f i still don't know but i'll try too.

You MUST keep them this way (at least with non-ptw ver.). It's so great as they are now. (maybe stealth fighter doesn't fit as lethal bomber but other users might like them as lethal too)

 
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