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Turrosh Mak
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Hi,
I went to download the AU Mod for plain Civ3 (not PtW) and the zip contained bix ver 1.16 instead of the expected bic ver 1.06.
Am I doing something wrong or is there a mistake in the download section?
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Turrosh Mak
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I hate the frequency with which global warming appears in the game, so I moved mass transit from Ecology to Motorized transport to see if it would make a difference. Modern mass transit made its debut in the early 1900s when alternating current made electric trains possible, so I felt justified making this move.
I have just finished playing a game with this change and it made a huge difference in the number of squares that suffered from global warming. I'd say it reduced the appearance by a good 2/3's.
I hope that this change will be included in future AU mods.
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Turrosh Mak
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Hi,
I'm working on upgrading the AU mod 1.06 for vanilla Civ, but a couple of changes escape me.
Is there a way to improve elephant movement jungles? The only movement option I see is "treat all terrain as road"
Do bombers,stealth bombers, and cruise missiles have lethal sea bombardment in AU Mod 1.17?
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Turrosh Mak
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I think NM is worried that I might trot it out without peer review, or abuse the good name of Apolyton University. Don't worry, that won't happen.
I am going through the mod notes from AU 1.17 for PTW line by line.
I'm making good progress again. I had to start over when I buggered the Air Unit revamps.
BTW, did anyone ever notice that the original rule set has the Samurai unit upgrade to war elephants (which is impossible due to nationality constraints)? Shouldn't this be cavalry?
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Turrosh Mak
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I need some clarification of the following changes in AU 1.17 (for PtW) in order to update the mod for vanilla civ3
What is the "percentage of optimal cities" for chieftain level?
Is the "secret police" building supposed to have the "construct veteran land units" flag toggled?
Is communism supposed to have twice the assimilation rate of democracy (8% vs 4%)? And the same worker speed?
Are the resistance modifiers for communism supposed to be -10, -10, -10, -5, -10, 0?
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Nor Me
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quote: Originally posted by Turrosh Mak
What is the "percentage of optimal cities" for chieftain level? |
90. It's on the difficulty level screen. For the levels chieftain to diety, it's 90,63,60,57,53,47.
This is an AI cheat as the AI plays on chieftain but it does really need it.
quote: Is the "secret police" building supposed to have the "construct veteran land units" flag toggled? |
Yes. This is a hack so the AI will build it more often. It shouldn't have too much of an effect otherwise.
quote: Is communism supposed to have twice the assimilation rate of democracy (8% vs 4%)? And the same worker speed?
Are the resistance modifiers for communism supposed to be -10, -10, -10, -5, -10, 0? |
Yes. Communism needed improving and the big change to the worker speed is in keeping with the Communist ethos.
All these work without PTW.
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SorvinoBackhand
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I am curious to try the AU mod, but have never installed one before. It does not say in the 'read me' what I am to do with the bix file. How do I install this please?
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Dominae
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Sorvino, just place the file inside your "Scenarios" folder. Then, when you want to start a random map game with the AU mod, go to Scenarios (instead of "New Game") and select the AU mod.
Dominae
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Nor Me
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Cort Haus, I believe the Babylonians have had their aggression reduced. That appears to work too. From a good position they always seem to build now whereas before they occasionally committed suicide later on.
I've seen the Chinese gain from this change too. With militaristic and a good UU, they'd lose out to other civs if they were peaceful.
Why would more aggressive AI civs make building harder for the human? The AI doesn't offer any competion to a builder when they're fighting with each other even on Deity. I find that aggressive civs tend to declare war more randomly. Civs with low aggression will still declare war if they have a large advantage such as if a human player is relatively defenceless.
There are circumstances where a peaceful human player and some aggressive AIs can lead to a killer AI emerging because the AIs eliminate each other and this AI then threatens the human. Unfortunately, these are the circumstances when warfare is a better strategy for both the human and at lest one of the AIs.
You can hardly blame the AU Mod for encouraging a better AI strategy can you?
When that doesn't happen, a builder will gain from more aggressive AIs.
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sabrewolf

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turicum, helvetistan
Jun 2002 time: 06:26
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uhm... on my continent there is quite an imbalance, because several started in the jungle, while a few (persia, aztecs, japanese, and me as germans) have tasty cows, wines and wheat on nice and fertile grassland.
not many luxury resources, however most have iron and horses.
well, doesn't really matter, because i'm beelining to military tradition and will start allying just to get some units off my back
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All times are GMT. The time now is 05:26. Apolyton Time is 00:26. |
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