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Warlord
Melbourne, Victoria, Australia
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Jul 1999 time: 08:06
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MOD: Civ3 - Unit-Mania - For Civ3 Standard version 1.29f - 50+ extra Units
Unit-Mania upgraded to Version 0.68 - see below for URL
3 separate BIC files included
1. Unit-Mania completee with all the units and the various tweaks as outlined below. ( See Civ3-Stats-Modpack-Unit-Mania-V-0-68.xls and civ3mod-Unit-Mania-0-68.bic for details)
2. The same, but with much reduced resource availability in order to force different tactical and strategic choices. (See Read-Me-Unit-Mania-Resource-Poor-Mod.txt and civ3mod-Unit-Mania-0-68-Few-Resources-Variant.bic for details)
3. A minimalist Unit Mania Modpack with no extra Unique Units, only those units that I tend to play with in my games, and only very few changes to the existing Civ3 Unit Stats, incorporating many of those recommended by Firaxis in the PTW BETA Testing Mod.. (see civ3mod-Unit-Mania-Minimalist.bic for details)
I have had a crack at redesigning my Civ2 - ToT "Original Plus / Unit-Mania" Modpack which adds in a few dozen extra units for Civ III.
My idea is to have a smoother transition of unit upgrades from ancient to modern, not the big staccato leaps that seem to be a feature of Civ III (and were also a feature of Civ II). I also wanted to try to have at least 2 different unique units for each Civ - but I haven’t yet quite completed that (though I really like the suggestion somebody made of the "Ghurkas" as an elite unit for the Indians)
It also means that with respect to big equipment purchases that are not necessarily upgradeable that you are forced to make uncomfortable decisions - "Should I buy that squadron of Fighters now or wait until my Technology improves a little bit".
The increased number of units won't please everybody, but I love complexity - the more the better for my tastes. See the attached excel spreadsheet for all the detail on extra units and other misc changes (for example, horsemen now have 3 moves, up from 2, same as cavalry). Additions and Changes in green.
In the meantime, here is a raw list of the new extra units.
(all existing Civ 3 units are still available also)
Adv Infantry
Adv Jet Fighter
AEGIS Steam Cruiser
APC
Armor
Armoured car
Armoured Infantry
Armoured War Elephant
Arquebusiers
Attack “Chopper”
Ballista
BiPlane
Bombard
Bronze Age Warrior
Bronze Cannon
Camel Rider
Canoe
Cargo Ship
Civil Defense (City Improvement)
Coastal Battery
Comitatensis
Commandos
Conscripts
Crossbowmen
Dragoons (conquistador Animation)
Dreadnaught
Eastern Knight
Fire Catapult
Grenadiers
Guerillas
Heavy Destroyer
Horse Archer
Howitzer
Hypaspist
Musket Infantry
Flintlock Infantry
Japanese Imperial Guard
Javelineer
Ir. War Party
Iron Age Archer
Iron Age Hoplite
Iron Age Impi (Sarwe)
Iron Age Spearman
Janissary
Junk
Lancers (dragoon animation)
Landship
Light Tank
Mameluke
Man at Arms
MG Carrier
Modern Artillery
Modern Frigate
Modern Infantry
Modern Marine
Mortar
Mounted Rifles
Monks
Organised Militia
Peasant
Peltast
Reiter
Reservists
Chinese Revolutionaries
Robotic Armor
Royal Dreadnaught
Saracen
Skirmisher
Special Air Services
Tank Mk 1
Tank FT17
Thracian Swordsman
Throwing Axeman
Trebuchet
Troop Transport
Tribesman
U-Boat
Wehrmacht
Woad Raider
War Galleon
War Galley
I have also duplicated some units (e.g Iron Age Impi, Iron Age Spearmen) in order to allow the “and/or” regarding building certain key units with resources. It seems silly that, if Copper is not available, and your technology includes Iron-Working, and you have access to Iron as a resource that you would not be able to build spearmen equipped with Iron Spear heads.
So too the AEGIS Cruiser. Most shipping only converted from coal to oil in the latter half of the 20th century. It seems reasonable that if there were no regular bulk supply of oil for fuel to be had, that coal could again be substituted for fuel for moden shipping. My rationale was that if a modern strategic power had no access to Oil for Fuel in quantity and/or Uranium or other fissile materiel, that they would likely set up coal-liquefication plants and/or revert to coal-fired Steam driven turbines in ships. It is mainly about making avaiable a modern combat ship of some sort to the Civ Player regardless if there was an oil embargo in place.
It is true that the U.S. would probably use Nuclear plants in ships if they were denied Oil (and still had access to fissile materiel), but not all other countries could / would be able to. (Esp. those on the technological or political "outer" or with a professed "No Nukes" stance)
I have also thrown in the Steam powered "Armoured Artillery" unit - a "Steam Powered Tank" (imagine an "armoured traction engine with Artillery Turret") requiring Coal, Iron, Copper to simulate what might have happened if the Internal Combustion engine hadn't caught on in a big way a hundred or so years ago, or again, if a Civ has no access to oil what it might be forced to do.
Although no extra advances have been added in this modpack, Some of the Tech precursors have been aded to – See accompanying Tech table for info – changes / additions in green.
My plan has been to in most cases use the existing graphics / animations where possible for the new intermediate units. (It's pretty hard to tell if an infantryman has a "single shot" rifle or a "repeating" rifle until you get real close to them, Some would say Too Close ! ). I also sort of like the idea of not knowing initially exactly what enemy units you are up against, for me it adds a little bit more to the realism.
Although where new unit animations become available (not my forte) I will include them here for use with the evolving modpack.
I have also added in three extra strategic resources "Copper" like Harlan and the English Cossack have suggested, as a precursor to Spearmen / Hoplite and to some of the more modern units (Requiring copper wire etc.). and also “Hemp” a precursor to Ropes, Sails, and so it is a requireemnt for the sailing vessels, and Titanium, required for Stealth aircraft and some spacecraft components. I have also included Camels, as a resource to buld Camel Riders and Mamelukes.
As well three “bonus” resources, Buffalo (Bison) and Musk Ox make a comeback from Civ 2 and Bear from Civ2-ToT. I have also added one luxury resource – Opium (for medicinal purposes only).
I have also added in the new Government type – “Nationalism” – closely modelled on the Fascism Modpack currently available from Steve Strayer.
I have also modified the Jungle terrain to produce one shield and one food unit (previously it only produced one food uit).
Defensive bonus of jungle is now also increased (35%, up from 25%).
Added retreat bonuses as per PTW DYP ( 10, 20, 30 , 40 % )
Mlitary Academy - adds 20% def bonus - but need a barracks to buid it
Barracks - adds a 10% def bonus
Hospital requires Library - adds 10% def bonus
Police Station req. Courthouse
Great Library req Library
B/field medicine – requires Hospital - adds def bonus 10%
Mountains - Move cost 4
New Improvement – Civil Defense adds 35% def bonus as well as other minor advantages
Mining now avail after Bronzeworking
Can no longer mine Grassland, but CAN mine Forest and
CAN Irrigate hills (think asian rice terraces).
Road building now avail after Wheel
Diplomatic and Espionage missions now reduced in cost to approx 75% of former cost.
Apart from these changes I have tried to leave the rest of the Civ 3 rules alone, there are plenty of other modpacks around that seek to redesign / correct / alter certain of the idiosyncracies of Civ 3, the user can import whatever changes they desire from those modpacks into this one (or can use those modpacks if they sit better in the playing experience. )
Anyway, for what it’s worth - here it is -
All the files can now be found here -
Parts 2 to 6 now available at http://kestrl18.tripod.com/
Parts 1,7,8 & 9 now available at http://www.geocities.com/kestrl18
Enjoy, and please feedback problems , comments, suggestions.
Other of my Civ 2 Unit-Mania stuff is available at http://www.users.bigpond.com/kestrel18/Civ3.htm
Last edited by Kestrel on 06-12-2002 at 07:47
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Warlord
Melbourne, Victoria, Australia
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Jul 1999 time: 08:06
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Part 2 - Modern Frigate FLC files from Dark Sheer
Last edited by Kestrel on 12-03-2002 at 01:58
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Warlord
Melbourne, Victoria, Australia
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Jul 1999 time: 08:06
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Part 3 - Crossbowman FLC files from Dark Sheer
Last edited by Kestrel on 12-03-2002 at 02:01
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Warlord
Melbourne, Victoria, Australia
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Jul 1999 time: 08:06
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Part 4 - Attack Chopper FLC files from "Blue0"
Last edited by Kestrel on 12-03-2002 at 01:59
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Settler
ATHINA
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Dec 2001 time: 10:06
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May I make a suggestion for the Greeks, being a Greek myself?
Well, I would replace the Iron Age Hoplite with...
SARISSOFOROS or
the hoplite that Alexandros the Great used to conquer the world with.
SARISSOFOROS replaced the shield with a 6m long pike that killed off other hoplites without the pike-carrier even touching the other hoplite. He did have a sword, but mainly for defense, (not an offensive weapon)
Thanks for the pack it does make a difference.
I know it would be difficult to make the renders but it would be historically accurate.
Thanks for your time!
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Warlord
Melbourne, Victoria, Australia
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Jul 1999 time: 08:06
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Thanks for the feedback.
There are still a few extra "unique" units that I'd like to add (the aim being two unique units per civ) so I'll take advice from all & sundry.
I've since corrected one or two minor bugs in the 0.1 version and used a few more of Dark Sheer's excellent animations to differentiate some of the existing units.
Also added in a "Dragoons" unit.
But I'll wait a few more days before I release the 0.2 version because I'm testing it through now.
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Warlord
Melbourne, Victoria, Australia
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Jul 1999 time: 08:06
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You're right, Iron Age equivalent units should by rights be stronger than their bronze age equivalents, but unless I can find a way to give specific units extra hit-points (e.g. all Iron Age units get 4 hit points, rather than 3) I would have to "up the ante" on Attack & Defense for every unit after Spearmen
For example -
If Bronze Spearman were 1/2/1
And I made
Iron Age Spearmen 1/3/1
Iron Age Hoplite 1/4/1
Then I would have to enhance all the other units - e.g.
Pikeman 1/4/1
Musket man ?/?/1
etc. etc.
And so on altering the offensive / defensive stats for every unit thereafter. I decided that (for now) I wouldn't do that.
The main reason for the Iron Age Spearman et. al. was in case a player does not have ready access to copper (now a strategic resource required for bronze units) I though it only fair to allow him / her to build an equivalent unit if they had ready access to Iron and Iron-Working.
If only Firaxis had seen fit to set up the Attack & Defense values starting from 10/10/1 (for the warrior) instead of 1/1/1 (as per CTP2) then we would have a lot more subtlety to play with for Mods like this.
But if I now multiply all unit attack and defense strengths by 10 myself, what wil that do to the Bombard strength of bombard-units against buildings ?
I suspect that this damage calc may be hard-coded in the Civ 3 game itself. (Unless there is a place where I can alter the damage done by Bombarding buildings, does anyone know ?)
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Deity
That's DR WhereItsAt...
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Nov 2001 time: 20:06
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Doesn't bombard kill something like 25%, 50% or 75% of the unit's HP? Or is it just 1, 2 or 3 HP? If the former, that isn't a prob!
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Warlord
Melbourne, Victoria, Australia
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Jul 1999 time: 08:06
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Not sure.
The main question for me is, if I multiply the attack & defense strengths by 10 for all units, do I need to multiply the bombard strengths by 10 also ?
And if so I how does that affect the bombardment of buildings (city improvements) ?
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Warlord
Estonia
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Jan 2001 time: 08:06
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Nice patch, but BUT WHERE ARE THE GUERILLAS???
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Settler
Somewhere...can't remember...:)
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Jan 2002 time: 02:06
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I know i may sound like a total noob but i've downloaded yor file and dont know where to unzip it to! I know some where in Civ 3 folder but where?
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Warlord
Melbourne, Victoria, Australia
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Jul 1999 time: 08:06
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Regards where to unzip the files to :
In the zip file, using Winzip, I have embedded the correct "Path" for each of the files.
Note that I have set up my Civ3 under a different folder structure than most, and so the basic upper level files like civ3mod.bic will for me go under C:\CIV3, whereas the "ini" files for one of the new units such as "Civil Defense" would go under the sub-folder C:\CIV3\Art\Units\Civil Defense.
Similarly the file Civilopedia.txt would go under the subfolder C:\Civ3\Text.
Winzip is smart enough to create these subfolders if they don't exist provided you have ticked/checked the box entitled "Use Folder names"
If you have used the standard installation them I would imagine that you need to put the files under
\Program Files\Infogrames\Civilization 3\ instead of under \Civ3
You should be able to unzip my zip file asis (it will create a folder called \Civ3 and all the underlying files and subfolders) and then drag and drop the files (and new sub-folders) using "Windows Explorer" or something similar into whatever structure you have set up for your installation of Civ3.
Bear in mind that you should ALWAYS back up your original files before over-writing them with any modpack.
Good Luck.
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Warlord
Melbourne, Victoria, Australia
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Jul 1999 time: 08:06
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Kristjan,
Re :quote: Nice patch, but BUT WHERE ARE THE GUERILLAS??? |
No reason why they can't be added.
Given the stats for the various units in the modpack (largely unchanged from the original Civ3), what stats would you suggest for them, and when (after what advance) do you think they should be available ?
If they have "stealth", "hidden nationality" and "All as road" there is a danger that they could be too powerful compared to the other units unless their stats are set appropriately.
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Warlord
Estonia
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Jan 2001 time: 08:06
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quote: Originally posted by Kestrel
Kristjan,
Re :
No reason why they can't be added. |
Thanks... And sorry for loud voice, btw...
quote: Given the stats for the various units in the modpack (largely unchanged from the original Civ3), what stats would you suggest for them, and when (after what advance) do you think they should be available ? |
First of all, guerilla warfare is not an entirely modern thing as it was in civ2. Therefore there should be several 'guerilla' units for middle, industrial and moder age, at least. Some examples (without proper names unfortunately):
1) Diversion team: 1, 1, 1 (from the very start, probably Warrior Code, guerilla analogue of Warrior, does not become obsolete)
2) Middle-age guerilla, armed with crossbows: 4, 2, 1
BTW why are the crossbows left out from civ3? There should be a non-guerilla crossbow infantry unit as well.
3) Rifleman-based guerilla: 5, 5, 1
BTW, standard Rifleman should be 5, 6, 1 not 4, 6, 1 because they are better equipped for attack than longbowmen.
4) Mounted guerilla (cavalry-based): 5, 2, 3 (Pancho Villa)
5) Modern guerilla (infantry-based): 6, 7, 1
6) Mortars (artillery-based): bomb. 10, range 1, rate of fire 2
quote: If they have "stealth", "hidden nationality" and "All as road" there is a danger that they could be too powerful compared to the other units unless their stats are set appropriately. |
Yes, there is a problem there. I guess all inf. guerilla units should treat all terrain types as roas, all guerilla units except mortars should always withdraw. All guerilla types should be of 'hidden nationality'. Only the first (Diversion team in my list) should have stealth. All infantry types should be Draftable.
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Warlord
Estonia
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Jan 2001 time: 08:06
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quote: Originally posted by Kristjan
Yes, there is a problem there. I guess all inf. guerilla units should treat all terrain types as roas, all guerilla units except mortars should always withdraw. All guerilla types should be of 'hidden nationality'. Only the first (Diversion team in my list) should have stealth. All infantry types should be Draftable. |
Sorry if I misunderstood you. What did you mean with 'stealth' -- Stealth Bomber's extra defence abilities or submarine's capability to be invisible to ordinary units? The latter should certainly be attributed to all guerilla units. I do not know which of these two makes sense for ground units.
Kristjan
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Warlord
Estonia
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Jan 2001 time: 08:06
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quote: Originally posted by Kristjan
1) Diversion team: 1, 1, 1 (from the very start, probably Warrior Code, guerilla analogue of Warrior, does not become obsolete) |
Last but not least, Iroques special unit should be replaced with advanced version of guerilla warrior -- with stats of archer and guerilla capabilities. Their mounted warrior would have suited for special unit of some civ of Asian steppes (unfortunately, there is no such civ as Mongols are left out) but definitely NOT for Iroques as everybody reading these forums should know by now. That would make one more guerilla unit, guerilla archer, for Iroques -- but it would be OK for me if mounted warrior were replaced by it.
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Warlord
Melbourne, Victoria, Australia
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Jul 1999 time: 08:06
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New version 0.21 Beta now available (see first post above)
Two new animations needed.
Special Air Services (Green Paratrooper by Mork) - Part 5
Truck (by Dark Sheer) for MOdern Infantry Movement - Part 6
Last edited by Kestrel on 12-03-2002 at 02:04
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Warlord
Melbourne, Victoria, Australia
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Jul 1999 time: 08:06
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Part 6
Last edited by Kestrel on 12-03-2002 at 02:05
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Settler
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Jan 2002 time: 08:06
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This may be a stupid question but I'm new here! Do these units replace units already in the game or are they added??
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