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[MOD] Bloody Hell Mod

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  • [MOD] Bloody Hell Mod

    The Bloody Hell Mod

    Goal: To provide an alternative economic and military progression to enrich the gameplay experience.


    Simple List of Changes:
    Double # of Leader Traits
    Rearranged Leader Traits
    3 Leader Traits per Leader
    Wonder Benefits Restructured
    Time Flow Slowed
    Technology Progress Slowed to match time
    City Growth Slowed to match time
    Great Leader Production generally increased
    No Goody Huts
    No Starting Technologies
    Slightly Longer Golden Ages
    Major Strength boost to all units
    Unique Units generally better relatively
    Units Generally Cheaper
    More Invisible Units
    More Units Can Violate Borders
    Technology Effects altered slightly
    Terrain Yields More Resources
    Deserts & Tundra provide small benefit
    Terrain Improvements more powerful


    Flow of Play:
    The Mod is designed for play to flow in a particular fashion. Early play revolves around choices. You will can choose to focus on a particular technology path early on (military, economic, religious) and be stronger in that area but weaker in others. Alternatively, you could focus on well-rounded growth and become a jack-of-all-trades, but a master of none. Early wonders do not provide powerhouse/must-have benefits. If you chose to build a wonder, you will be slightly better off but not massively so. The Ancient and Classical Eras provide players opportunities to structure their empire to suit their own needs. There is less of a "rush" to get a particular wonder or resource. The low cost of military units allows you to expand or contract your army to fit your needs. Civilizations with early unique units (Aztecs, Persians, Romans, Greeks, etc) may find offensive warfare to be very profitable, but generally defenses are going to be stronger than you are used to due to more AI unit construction.

    As you work into the Medieval and Renaissance Eras, you are going to find your civilization maturing. You will be able to pick up those things that you may have neglected earlier (wonders, religions, military strength). By this time period you will be able to field fairly large armies (armies you might have to wait for the modern era to field before). Your invisible scout units will have had plenty of time to evaluate the enemy. Your cities will be stronger and well developed. This is when the true strength of the mod comes into play; combat on a large scale. This slows down your perception of the game because of unit movement. Your will be able to spend an hour or more fighting a long difficult war with your most advanced neighbors without advancing through the years that much. Your units will get a lot of combat in before they need to be upgraded. Civilizations with free promotions or powerful mid-game units (England, France, Spain, China, etc) will truly shine. Wonders become more powerful during this era and more valuable.

    Unless you are playing a peaceful game or surrounded by many enemies, you should have eliminated all (or at least most) of your neighbors by the time you hit the Industrial or Modern Eras. You can push for a particular victory that you are aiming for. You will be able to field a large navy capable of transporting an invasion force to your overseas foes if you want to push for a conquest victory. You may have only a little conquering left if you are going for Domination. Cultural, Diplomatic, and Space Race victories can be attained by directing your efforts to achieving their conditions as well. Civilizations with late game advantages will be able to actually use them. American Navy Seals and German Panzers will actually be useful units. At the end of the game, your victory will have been hard fought and enjoyable. Wonders during these Eras are very expensive and very powerful.



    Notes:
    Excel Spreadsheet detailing unit changes included in zip file for those interested

    Unzip into the Mods folder in your Civ4 directory. Then run Civ4, Click Advanced, and Load a Mod. Choose Bloody Hell, and you are off!

    DOWNLOAD

    ENJOY! Comments are appreciated.
    Last edited by Ryoken; November 27, 2005, 20:10.

  • #2
    Farms cottages seem to unbalance the mod toward the financial civs as now pretty much any square can be used for the +1 commerce. before i had to choose between building cottages and building farms on say rice

    other than that i like it

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    • #3
      neato

      I think this is a great idea

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      • #4
        VERSION 1.1 Released!

        Changes for v1.1:

        Dropped Archer and Mali Skirmisher to 6 power
        Altered Terrain / Improvements to give more resources in general
        Modified Epic Game Speed: Added 30 turns to the game, slowed everything further, city growth & improvements very slow
        Modified Normal Game Speed: Old Epic
        Modified Quick Game Speed: Old Normal
        No Goody Huts
        Start with 500 gold in Ancient Game Starts
        Major City Specialist Modifications

        Check Excel Spreadsheet for full details on changes.

        Download from Here

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        • #5
          Plaese keep the first post updated to always contain most recent info, and submit your mod to the directory.
          Creator of the Civ3MultiTool

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          • #6
            Done

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            • #7
              Ryoken, please upload the file here http://apolyton.net/upload
              and use the url of the uploaded file for the Directory.

              The url of the forum thread you used is not handled well and one cant download it
              Co-Founder, Apolyton Civilization Site
              Co-Owner/Webmaster, Top40-Charts.com | CTO, Apogee Information Systems
              giannopoulos.info: my non-mobile non-photo news & articles blog

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              • #8
                Here is the Apolyton link:



                I cannot figure out how to insert it into the link page now that I have created it.

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                • #9
                  Use the "Modify Link" at the top of the page
                  Creator of the Civ3MultiTool

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                  • #10
                    Fixed. I think

                    Comment


                    • #11
                      My playtesting has revealed that the AI apparently goes unit crazy due to the low cost of the units. In my current game, the Aztecs just fielded about 10 units per city.

                      They only garrisoned 3-5 in their border cities for some reason, but held massive reserves in their core cities. In this war, I had just gotten my feudal army put together. I organized three armies of 5-7 macemen (promoted Praetorians from my first war) and 3-5 knights each. I also kept a few longbowmen to move in after capturing a city to defend it, but not use for offensive weapons. Now normally (un-modded), the forces I brought would have been enough to capture the cities and repel counter-attacks. I got a big surprise.

                      I launched a quick strike against their three border cities. But they launched a massive counter-attack at the center of my invasion line and captured the center city, pushing me back. I was able to use cavalry on the open plains to cut through their push towards my own border city. Meanwhile, they launched a second counter-attack against a 2nd captured city, saved only by the timely arrival of several cavalry reinforcements. The war then continued as I tried to cut them with cavalry before they got to my cities, but I took heavy casualties.

                      I lost more units in this war alone than some entire games from start to finish. 25 or more units. The AI really goes wild with the units. I had never seen them use a stack of 15 units before. Jeez. It was like a damn Orc horde. They even fielded combined arms. Because I had a slight tech lead, they had to meet my army of macemen, knights, and longbowmen with their axemen, spearmen, crossbowmen, archers, and jaguar warriors. I assumed that my tech lead would carry the day, but even at 3-1 or 4-1 kills, I was losing units. I lost at least 25 units, they lost probably 75-100 units.

                      It was the most units I had ever seen on the screen at one time. A true bloodbath. Ah, it was great.


                      I do think, however, that the AI's unit frenzy is causing them to lag behind in technology. I recommend playing at 1 difficulty level higher than you are used to, because I normally have to struggle on Noble to keep a tiny lead in tech, but they are a tad slower and so I have a sizeable tech lead now. And they build fewer wonders too, I have noticed.

                      So up the difficulty and prepare for a bloody hell

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                      • #12
                        v1.2 is now available. Original Post updated.

                        Major Innovations for v1.2:
                        Leader Trait Modifications
                        Wonder Modifications

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                        • #13
                          Ryoken, please dont use bbcode in descriptions in the Directory

                          You can use html
                          Co-Founder, Apolyton Civilization Site
                          Co-Owner/Webmaster, Top40-Charts.com | CTO, Apogee Information Systems
                          giannopoulos.info: my non-mobile non-photo news & articles blog

                          Comment


                          • #14
                            ok, I will do that in the future, sorry.

                            I was just copy-pasting that description.

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                            • #15
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