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  • MOD PREVIEW: Improved Civ 3

    Originally posted of CivFanatics but I decided to post it here too, join the conversation there if you would like
    I've decided to try and make a mod for Civ 3 to really improve it. I plan to try and use all the best units available here and to change a lot of the rules. Download version .1 of the Improved Civ 3 Mod at http://www.cdgroup.org/upload/tbs/civ3/ic3/Improved_Civ_3_Mod.zip It is about 45...


    I've decided to try and make a mod for Civ 3 to really improve it. I plan to try and use all the best units available here and to change a lot of the rules.

    Here are a bunch of ideas I have so far, tell me what you think and if some aren't possible:

    -German Rifleman - UU
    -Galleys wheeled so they can't cross oceans to stop ancient Age of Expansion
    -Slow down times and tech research
    -Have Ironclads come later
    -Possibly more resources - like bronze
    -English Longbowman - UU
    -Other civs have Crossbowman instead of Longbowman
    -Possibly a recon vehicle (similar to a humvee) to maybe make calvary obselete.
    -New UU for Iroquois
    -Cheaper or improved Musketeer
    -Cheaper Musketman
    -More expensive calvary
    -New foot unit in between Longbowmen, Medieval Infantry and Guerilla (Grenadier)
    -Maybe some other unit costs changes similar to what Mojotronica talks about in his threads
    -Make the Guerilla a little more powerful
    -Diversify modern infantry a little more
    -Better helicopters
    -Better and longer Age of Sail and Expansion
    -New Unit: Pirate, similar to a Privateer but works on land and has amphibious attack, if possible, make it be able to ride in a privateer but not other units
    -Tons of flavor units and possibly two or more UU's for each civ
    -New civs
    -Uprgrade for Explorer
    -Possibly new improvements and wonders
    -Increased movement of ships
    -Lethal bombardment for more units
    -Offensive musket infantry unit to go along with calvary (Grenadier or Fusilier)
    -If possible, maybe shorten the time to change governments
    -More governments
    -Maybe make mountains impassable, at least for awhile or for more units with the exception of an explorer
    -Aegis Cruisers with the ability to fire cruise missiles
    -Only allow fighters to go on carriers (with the exception of the F-117 Stealth Fighter)
    -Maybe a new air unit bomber that is smaller and can go on carriers, it would have a lower bombardment rating then a regular bomber, but better then a fighter
    -Possibly a nuclear bomb unit that must be dropped from a bomber
    -Bigger bombers, like B-29 or more modern B-52 that have larger bombardment ratings and the ability to carry a nuclear bomb
    -Stronger infantry units so calvary and tanks aren't the main attack force throughout the game
    -Maybe some units in between Musketman and Infantry other then the rifleman
    -Maybe a slinger unit
    -More techs (maybe some techs that don't really lead to anything but a new unit type) and some techs just to slow the game so certain units will be used longer ("cushion techs")
    -Something similar to Kryten's idea:
    Quoted from a post by Kryten:
    "I like to think of the Civ3 unit (musketman) as being more of an 'Harquebusier' (a soldier with an early type of gun supported by a forked post).
    So you have the following:-
    *"Harquebusier" = 17th century (no bayonets, so needs Pikemen for defence).
    *"Fusilier" = 18th century (with bayonets and tricorne hats).
    *"Napoleonic Infantry" = early 19th century (large conscripted armies)."
    -Something similar to Mojotronica's idea of having Calvary uprgrade to a Panzer tank to make the German UU a little better
    -Possibly change the AI or certain Civs (Zulus, Iroquois) the way Paul Sanders did. He made it so they wouldn't build cultural improvements or workers making them more realistic (I am not sure I like this too much, but I wanted to mention it anyway)
    -Allow forests to be mined so the AI doesn't chop them all down
    -Maybe the addition of religious units (monks, priests), I am not a very big fan of this idea but someone could convince me otherwise
    -Possibly a barbarian boat with a bombardment rating so they don't just move harmlessly up and down your coast
    -Make it possible for one infantry unit to defeat another
    -Move republic tech to where the democracy tech is and have the democracy tech come later in the game
    -Maybe raise bombardment rates on units and make them more expensive - this way you won't need so many, but at the same time, it will be hard to build too many
    -Have samurai UU replace Medieval Infantry instead of the knight
    -Add a mounted samurai unit
    -Make Pikemen come after knights
    -Have cannons come before musketmen
    -New Persian UU instead of the immortals (According to Kryten and his sources, they were only around for about 50 years)
    -Changing name of coliseum to stadium and possibly making The Roman Coliseum a wonder
    -Unit in between catapult and cannon (Aaglo's bombard cannon would probably fit in perfect)
    -YOUR IDEAS HERE

    Tell me what you think and if you would like to help!

    Right now I am looking for someone to maybe remodel the tech tree to fit some of the ideas in that list like "cushion techs" and maybe also make some new icons for the new techs.

    Also, I want someone to help come up with new governments that could be implemented into the game.

    I want someone that like to work with unit stats and ratings to get the best possible combinations for attack, defense, movement, costs, etc...

    Someone to maybe come up with and add new improvements and wonders to the game.

    Someone to create new civs and leaders to the game.

    Anyone who can come up with new ideas for this mod to make it more realistic and fun.

    Originally I was going to work on this myself, but now I am going to try and put a ton of new things in and any help I can get would be appreciated.

  • #2
    I've been working some on my mod and here is what I've got so far:

    -Made the Galley wheeled and oceans impassable to wheeled units so there is no ancient age expansion.
    -Increased total number of turns from 540 to 1000
    -Gave the Radar Artillery a defense strength of 1 so it gets destroyed instead of captured
    -Added Crossbowman unit to replace Longbowman for all civs except England
    -Longbowman is a UU for England with an extra defense point
    -Added an Indian Rifleman and made it unique to the Iroquois and gave it an extra attack point
    -Made the Iroquois Mounted Horseman just as good as the regular Horseman since it really wasn't an Iroquois unit
    -Added the Indian Warrior to replace the regular Warrior for the Iroquois, no stat difference, just a flavor unit
    -Added an attack point to the Musketeer unit
    -Paratrooper's attack is now 8
    -Marine's attack is now 9
    -Guerilla's attack and defense is now 7
    -Added a Grenadier unit which is an offensive/defensive unit that comes with nationalism, it upgrades to a guerilla and has an attack of 6, defense of 4, movement of 1, and cost of 8
    -Longbowman and Medieval Infantry now upgrade to Grenadiers
    -Added an adventurer unit that has a movement of 3, defense of 2, cost of 3, treats all terrain as roads, and comes with the Scientific Method technology
    -Explorer now upgrades to Adventurer, however, the Conquistador unit does not
    -Scouts will no longer upgrade to Conquistadors


    Future Changes I am not so sure about (So tell me what you think on these)

    -Should I give the Musketeer unit an extra attack point or lower the cost?
    -Should I give the Adventurer unit the ability to create an outpost?


    There will be much more still to come, tell me what you think so far and if you see any possible problems. Also, tell me if you would like to help in making this mod.

    Comment


    • #3
      I have some questions and I would like your answers.

      ***Future Changes I am not so sure about (So tell me what you think on these)***

      -Should I give the Musketeer unit an extra attack point or lower the cost?
      -Should I give the Adventurer unit the ability to create an outpost?
      -Should I have a Barbarian Galley that has the bombard ability so they don't just sail harmlessly up and down the coast?
      -Should I change the Colisseum name to Stadium and make the Colisseum a wonder that maybe lowers corruption or war weariness?
      -Should I add a bronze resource that a Spearman and maybe some other ancient age units will require?
      -Should I do Hunter's idea of having certain Civs only get certain units, for example, the Iroquois never get a Swordsmen or Rifleman, but get an Indian Rifleman or Indian Swordsman, or Asian civs don't get longbowmen or crossbowmen, instead they get Mounted Archers?


      ***Questions I have about modding***

      -I want to have an AEGIS Cruiser carry a cruise missle, what is the best way of doing this without drastically effecting the AI?
      -I want to make it so Carriers can't carry bombers, what it the best way of doing this and not effecting the AI?

      Comment


      • #4
        Wow, no replies yet, Apolyton Civ 3 have really died compared to CivFanatics. I am going to post those anyway for those of you (if any) are still interested.

        More updates and questions for my mod:

        ---Changes since 7/2/03---

        -Samurai now replaces Medieval Infantry instead of the Knight
        -Samurai now costs only 4, its defense is now 2, and it upgrades to a Grenadier
        -New graphics for barbarian camp
        -New graphics for goody huts
        -New graphics for pollution
        -Added a Mounted Samurai unit that is the same as a regular Knight but it has the blitz ability
        -Added the Siege Cannon unit which comes with the Gunpowder technology, it has a cost of 2, a bombard strength of 6, it requires iron and saltpeter, and it upgrades to the regular cannon
        -Catapults now upgrade to Siege Cannons



        ***Future Changes I am not so sure about (So tell me what you think on these)***

        -Should I give the Musketeer unit an extra attack point or lower the cost?
        -Should I give the Adventurer unit the ability to create an outpost?
        -Should I have a Barbarian Galley that has the bombard ability so they don't just sail harmlessly up and down the coast?
        -Should I change the Colisseum name to Stadium and make the Colisseum a wonder that maybe lowers corruption or war weariness?
        -Should I add a bronze resource that a Spearman and maybe some other ancient age units will require?
        -Should I do Hunter's idea of having certain Civs only get certain units, for example, the Iroquois never get a Swordsmen or Rifleman, but get an Indian Rifleman or Indian Swordsman, or Asian civs don't get longbowmen or crossbowmen, instead they get Mounted Archers?
        -Should some civs have more UU's then others or will it unbalance the game too much?


        ***Questions I have about modding***

        -I want to have an AEGIS Cruiser carry a cruise missle, what is the best way of doing this without drastically effecting the AI?
        -I want to make it so Carriers can't carry bombers, what it the best way of doing this and not effecting the AI?
        -Is there a limit to the number of new units that can be added to a mod, and if so, what is it?
        -I want to make a nuclear bomb unit that bombers can carry and drop, similar to the ones dropped in Japan in WW2, how could I do this and would the AI use it correctly?

        Comment

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