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[MOD] The Blitz Mod

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  • [MOD] The Blitz Mod

    The Blitz Mod v.21

    Overview

    This Mod introduces significant changes to Civ 4's combat balance. Those changes intend to dramatically increase the gap between advanced and obsolete units, increase the power of nuclear weapons, and encourage even greater use of combined arms tactics. Eventually this mod will progress beyond just simple changes in unit stats, and should encompass every area of the game. After I have finished this round of unit changes I am going to start tweaking the buildings, especially the cultural buildings. I'm going to encourage an even greater amount of specialization. However, I want to continue focusing on unit balance for now.

    This is the third release, and I think I'm slowly finding most of the problems in the xml files, but I'm sure more still exist. If you spot something unusual or undocumented please report it. Also if civ 4 suddenly starts crashing after running this mod please tell me immediately. So far it seems fairly stable for me. Though in v.20 I had the promotions completely messed up, and i fixed that in this version. Also I greatly appreciate feedback, and I will certainly take all suggestions into consideration. I might not implement your suggestions, but I will always try to explain my reasoning if I don't.

    This is still an early release, and lacks polish. I will continue to focus on adding new game play elements, polishing the rough edges, and playtesting it for balance. Keep checking back for new releases as this mod evolves.

    Installation

    Extract the contents of this zip file to your Civ4 mods folder. If you have an old version of the Blitz Mod delete that first. To play the mod, start civ4 as normal, select advanced options, then select load a mod. Civ4 will restart and load the mod. Everything should work like normal then. If you're running other mods, it's possible that it could cause problems with the Blitz mod.

    Special Thanks
    I would like to thank Zuul for allowing me to incorporate his Promotions and Traits mod into the Blitz mod.

    To do list - 12/22/05
    *finish changing the stats for the remaining unique units (I'm still thinking about this that's why it's not done yet)
    *edit ICBM's stats
    *start tweaking buildings/wonder stats (I'm going to start with the culture buildings)
    *continue play testing for balance
    *continue checking the change log to make sure it's correct against the xml files, and to ensure that it reflects all of the changes made to the units
    *fix any bugs as they arise

    Attention!

    I have changed Praetorians so that they can now build roads and forts at half the speed of normal workers. I didn't add in worker AI, because I feared that this might make them too workerish (instead of a combat unit with a few nice perks). So please tell me if you notice the AI using them to build roads or not. Also if you notice the AI building anything besides roads or forts or if you can use them to build anything besides roads and forts please tell me that as well. I anticipate that this could cause problems so I wanted to give you a head's up.

    Change Log
    ______________________________________
    Units

    Ancient Era
    *Warrior 3.1 15 +20 Melee +10 CD
    *Archer 5.1 25 +25 Melee, +20 CD 1 FS
    *Spearman 5.1 25 +50 Mounted,
    *Axeman 6.1 30 +35 Melee, +15 CA
    *Chariot 6.2 35 +20 Archer, +20 Siege, 10% WD, FS Immune
    *Horse Archer 7.2 40 50% WD 0-1 FS
    *Galley 4.3 40/2

    Ancient Era Unique Units
    *Quechua 3.1 15 +20 Melee, +75 Archer, +10 City Defense, Guerilla1
    *Immortal 6.2 25 +20 Archer, +20 Siege, 10% WD, Flanking1
    *War Chariot 7.2 35 +20 Archer, +20 Siege, 10% WD, FS Immune, Combat1
    *Keshik 7.3 40 50% WD 1 FS, March

    Classic Era
    *Catapult 9.1 50 +25 Melee, +25 CA 60.4 Collateral 15 BR {Mathematics}
    *Swordsman 10.1 45 +40 Melee, +20 CA {Iron Working, Hunting}
    *War Elephant 15.1 80 +30 Melee, +30 Mounted

    Classic Era Unique Units
    *Jaguar 10.1 45 +40 Melee +20 CA {Iron Working, Hunting} Doesn't Require resources, Woodsman1
    *Praetorian 11.1 45 +40 Melee +20 CA {Iron Working, Hunting} City Raider1, Can builds roads and forts at half speed

    Feudal Era
    *Pikemen 12.1 45 +70 Mounted
    *Crossbowmen 15.1 60 +30 Archer, +30 CD, 1-2 FS
    *Macemen 16.1 65 +45 Melee, +25 CA
    *Longbowman 18.1 75 +35 Melee, +25 CD, 1-2 FS
    *Knight 20.2 90 +30 Archers, +25 Siege, 20% WD, FS immune
    *Caravel 8.4 60/1 (Any unit and not just specials)

    Gunpowder Era
    *Musketman 24.1 80 +35 Mounted, +30 CD 1 FS
    *Grenadier 28.1 90 +20 Gun, +60 CA
    *Rifleman 32.1 100 +40 Mounted, +30 CD 2 FS
    *Cavalry 35.2 120 +20 Gun, +35 Siege, 25% WD, FS Immune
    *Cannon 34.1 120 +60 Gun, 40.5 Collateral {Gunpowder} 20 BR {iron or copper}
    *Galleon 14.5 90/3
    *Frigate 25.6 100 10 BR
    *Ironclad 38.6 120 20 BR

    Industrial Era
    *Machine Gun 58.1 140 +50 Gun, +20 Mounted, 4 FS
    *Infantry 60.2 140 +20 Gun, +20 CA, +40 CD 2 FS
    *Marine 74.2 180 +40 Gun, +25 Armor, +20 CA Amphibious, FS Immune
    *Tank 80.3 200 +25 Gun, +50 Siege, -25 CA, 25% WD, Blitz, FS Immune
    *Artillery 78.2 200 +60 Gun +20 Siege, 75.6 Collateral 25 BR
    *Transport 26.7 130/5
    *Destroyer 72.10 150 See Submarines, +100 Attack Submarines, 35% Intercept, 15 BR
    *Battleship 120.8 250, 35.3 Collateral, 25 BR +1 upkeep
    *Carrier 65.8 220/5 +1 upkeep
    *Submarine 80.7 175 Invisible, +100 Attack Carriers, +100 Attack Transports, 65% WD
    *Fighter 72.[8.2] 180 +75 Air, +20 Armor, 90% Intercept, 10 BR
    *Bomber 82.[12.1] 210 75.4 Collateral, 25 BR

    Modern Era
    *SAM Infantry 95.2 180 +100 Helicopter, 40% Intercept
    *Mech Infantry 120.3 240 +25 Gun, +25 CA, +50 CD, 15% WD, Blitz/March FS immune +1 upkeep {oil}
    *Modern Armor 125.4 250 +35 Gun, +60 Siege, -20 CA, 30% WD, Blitz, FS Immune +1 upkeep
    *Gunship 110.5 220 +100 Armor, 30% WD +1 upkeep
    *Jet Fighter 115.[12.3] 225 +35 Armor, 90% Intercept, 10 BR +1 upkeep
    *Stealth Bomber 145.[20.1] 300 75.6 Collateral, Evasion 80% 30 BR +1 upkeep
    *ICBM (cost reduced to 300) +1 upkeep
    ______________________________________

    Global Changes

    *Reduced upgrade cost. New formula is (10 + [2*hammer cost]) instead of (25 + [3*hammer cost]).
    *Increased chance of fallout to 60% (it was 50%).
    *Increased negative health modifer from fallout to -1 (it was -.5)
    ______________________________________

    Promotions

    *Combat IV: +45%
    *Combat V: +60%

    *Cover I: +20% Archers
    *CoverII: +15% Archers (35% total)
    *Formation I: +20% Mounted {Combat I}
    *Formation II: +15% Mounted (35% total)
    *Shock I: +20% Melee
    *Shock II: +15% Melee (35% total)
    *Ambush I: +20% Armored
    *Ambush II: +15% Armored (35% total)
    *Charge I: +20% Siege
    *Charge II: +15% Siege (35% total)
    *Pinch I: +20% Gunpowder {Combat II}
    *Pinch II: +15% Gunpowder (35% total)

    *Artic Combat I: +25% Snow/Tundra
    *Artic Combat II: +25% Snow/Tundra, Double Movement Snow/Tundra {Artic Combat I} (50% total)
    *Desert Combat I: +25% Desert
    *Desert Combat II: +25% Desert, Double Movement Desert {Desert Combat I}
    *Guerilla I: +25% Hills
    *Guerilla II: +25% Hills, Double Movement Hills
    *Woodsman I: +25% Forest/Jungle
    *Woodsman II: +25% Forest/Jungle, Double Movement Forests/Jungle

    *Medic II: +5% Healing, (15% total) +5% Healing adjacent tile
    *Medic III: +10% Healing adjacent tile (15% total)

    City Raider I: +20% CA
    City Raider II: +15% CA (35% total)
    City Raider III: +15% CA (50% total)

    City Garrison I: +20% CD
    City Garrison II: +15% CD (35% total)
    City Garrison III: +15% CD (50% total)

    Barrage I: +20% Collateral
    Barrage II: +15% Collateral (35% total)
    Barrage III: +15% Collateral (50% total)

    *Drill I: 1 First Strikes
    *Drill II: 1 First Strikes (2 total)
    *Drill III: 1 First Strikes (2 total)
    *Drill IV: removed

    *Flanking I 15% Withal Chance
    *Flanking II 10% Withdrawl Chance (25% total)

    *March: changed to require either Combat IV or Medic III
    ______________________________________

    Notes

    *Unless otherwise noted unit resource requirements haven't changed.
    *Air units can now damage units up to 75%.
    *The change log should reflect all changes made to the Blitz mod with the exception of some undocumented modifications to unit class requirements for promotions. Please report any other undocumented changes because they are most likely bugs.
    *I used the following abbreviations: FS-first strike, wd-withdrawal, br-bombard rate
    *I used the following unit stat notation: strength.movement/transport capacity, cost, attack bonuses, withdrawl bonuses, special promotions, first strikes or first strike immunity,{changes to technology}, extra upkeep, {changes to resource requirements}
    ______________________________________

    Enjoy!
    Attached Files
    Last edited by korn469; December 22, 2005, 19:04.

  • #2
    Can we have a transport chopper for Aircav? Maybe a Jet Bomber?
    I don't know what I've been told!
    Deirdre's got a Network Node!
    Love to press the Buster Switch!
    Gonna nuke that crazy witch!

    Comment


    • #3
      yes both of those are possible addition, but i'm not going to add new units for the moment until i have all of the bugs, glitches, and problems worked out of the basic version

      Comment


      • #4
        hmmm, after a few strange combat results, i did some more into combat calculations. I need help determining the odds if two units with 4 strength engage in battle and the attacker has a +50% bonus. Are the odd 6 vs. 4 or are they 6 vs. 2?

        Comment


        • #5
          When you click and hold cursor over the enemy you see the odds, either it's 6vs4 or 4vs2 .

          Comment


          • #6
            Ok I just released v.2 of the Blitz Mod. Read the original post for all the details.

            Comment


            • #7
              so is anyone playing the new version? what do you think of it so far?

              Comment


              • #8
                I believe it's 6vs4 if the attacker has a +50 bonus to their own strength, and 4vs2 if the attacker has a +50 bonus against some specific aspect of the defender

                Comment


                • #9
                  kidinnu you are exactly right about that

                  Comment


                  • #10
                    ok I just posted v.21

                    hightlights...

                    *Fixed the mess I made of the promotions modifiers
                    *Also fixed an xml bug (typo on my part sorry!)
                    *Edited horse archers slightly
                    *Added in six unique units: quechuas, immortals, war chariots, keshiks, jaguars, and praetorians. The rest will appear in the next version or two. For now those other UUs have standard stats but their normal unique artwork and names.

                    try it out and see what you think. as always check the original post for more details...

                    Comment


                    • #11
                      I'm out of town, but it's highly possible that since I created v.21 with civ4 1.09 that it isn't compatible with the new patch. I'll get back on wednesday so by the end of the week I'll do an update for the new patch, and I'll add some new uu's as well. Please just bare with me. thanks!

                      Comment

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