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cronos_qc
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Québec City
Nov 2002 time: 00:28
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I was modding some part of the game... and I was thinking what is the best modification people made habitually to the game!!?
For me:
I stole many idea from the Player1 mod:
: I give wheel flag to all wheeled unit.
: + 50% for all Space Ships piece.
: Taxmen and Scientist give 2 than 1.
:- Prequisite tech for Ironclad unit is now Industrialization (instead of Steam Power).
: Attack bonus against barabarians is lowered.
: Late game naval units have increased movment by 1.
: Helicopters can now transport 2 foot units and 8 of Zone of Opera.
: Musketmen gets 3/4/1 stats, cost 60
: Musketeer gets 4/4/1 stats, cost 60
:Rifleman gets: 5/6/1
: Some Air Units gets Lethal Sea Bomb and some others get Lethal Sea and Land Bomb.
: Longevity get 1 happy faces around the world, in combo with old effect.
:Cure for Cancer effect to 2 happy face
- Oh yeah I forget my Summer Palace...
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- Now i test my new unit with Hidden Nationality flag called "Saboters". 2/6/1 (all terrain like road). Why 2 of attack: This is Saboters, I dont want them to capture City.
- Do you think Wealth is a bit too low?
See ya!
Last edited by cronos_qc on 27-05-2003 at 02:47
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cronos_qc
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Québec City
Nov 2002 time: 00:28
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hahahhahahahahha...
I will try your mod, maybe even tonight!!!!
I will Import your mod to my Main Mod(with Fascism and my favorites minor modification)
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But I will love to know some minor modification you make to the game? When you prefer to play a "normal" game!
See ya
Last edited by cronos_qc on 27-05-2003 at 02:46
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Catt
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California - SF Bay Area
May 2002 time: 21:28
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quote: Originally posted by cronos_qc
I was playing Monarch on a Large Map in the modern world. The A.I. succeed to take my only city with Rubber so I was unable to build any Tank...
I've got Cavalry VS Modern Armor...
In this time, I must assure you that all my city was building Cruise Missile/bomber and Guerilla/Cavalry, and cruise missile help me a lots...
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A similar thing just occured to me. Playing a random standard map (8 civs) it appeared that the settings were maximum water, pangaea, warm and wet -- there was only a bit of desert and a bit of tundra. With the discovery of refining I learned that there were only 3 sources of oil in the world -- none in my territory, but one just over a border. The minimum land setting meant that my borders were often only one tile from an enemy city -- we were crammed in pretty tight. I paid an exhorbitant amount for oil to take on an agressor civ, but didn't have the resources to fight a two front war and seize some oil. As I entered the modern age and my war was won, I was down to 6 or 8 tanks with no way to trade for oil. I planned to build up a bunch of cruise missles, prepare for a modern armor blitz and then seize the world. The Russians, with oil just outside my border, declared war before I could get close to Synthetic Fibers -- but I had already built up a stockpile of around 60! cruise missles. Using only cruise missles, I destroyed mech infantry (and infantry) defending 5 AI cities (all but one a metropolis) while doing no damage to city improvements, of course. Cavalry just rolled right into the undefended cities and the oil was mine! A same turn upgrade to mech infantry and builds set to tanks immediately insured that I had the forces to defend my captures and then press on within a turn or two.
First time I've used CM's extensively in a long time, but served their purpose well in that game.
Catt 
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Rimpy
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Washington, DC
Dec 2001 time: 00:28
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I had my favorite mod in mind when I saw this thread, and then after reading Catt's and crono_qc's stories, it reminded me of the reason why it's my favorite mod.
My most memorable games of Civ3 are the ones where once you finally get the tech to reveal some important strategic resource, like oil and rubber, you then find out that there's none of your territory. So then you have to enter an unplanned war with less-than-ideal units to fight for it.
To force more of these scenarios, I lowered the amount of strategic resources to 40% of their current number. Not 40 as the editor setting, but rather take the current setting and multiply it by 0.4. There aren't enough resources to go around, so you have to fight for whatever you're missing.
It can make for some very exciting games, try it sometime.
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epics
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cronos: bombers in wwII carried up to 8 tons of bombs. A10 carries 7 tons. not very big difference
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Cruddy
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quote: Originally posted by Mad Bomber
Epics:
However the bomber represents all bombers not just those of ww2. with a payload in excess of 75,000 lbs (or 38 tons) the B-52 like most modern day bombers have bombloads that dwarf those of the best fighter-bombers. Lets hope that Firaxis put in some of the units they left out (super carriers, jet bombers, recon planes, mobile artillery, motorized infantry, crusiers, ect) in the next XP. |
Why would they bother when just about all of these can be downloaded anyway?
I'm having fun adding minefields, both land and naval. It's not a complete success yet but I'm working on it.
I'm also messing about with naval air, but that's at an even earlier stage. I would like to create ASW helos and naval only aircraft, but I'm still not up to speed on the editor. I'll keep trying.
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Cruddy
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Spiffor, those sound like some good ideas. I'll give them a try - it's a bit odd to get the world map so early when you consider exploration continued almost into the 20th century!
Thanks.
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