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MOD: Patch Suggestion - C3C version

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  • #16
    Hey Andrej,

    I just wanted to thank you for such a well-thought of mod, I'm quite impressed by the time and effort you put into this!
    I imagine you must play Civ 3 every day to have such an in-depth knowledge of the game

    I checked out Apolyton University's Mod for Conquests (http://apolyton.net/dir/index.php?si..._pages&cat=302), and I was wondering if you'd checked out their ideas? I suspect you may have (or they may have checked yours!) because many of your recommendations are remarkably similar.
    However, I'm even more curious to know what you think of the changes that are different. Many of them strike me as quite reasonable-maybe you might even want to consider adding them to your mod! After all, both mods have similar philosophies (change as little as possible, try to make it easier for the AI).
    I'd be happy to know your thoughts on the matter.

    Thanks for all the work!

    Ammo



    Add-on: that's interesting, how they inspired themselves from your work, and then came up with something quite different! If you ever find the time to discuss the difference between the two, I'd definitely read it with interest!
    Last edited by Ammo; May 11, 2004, 21:03.

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    • #17
      Well, it's interesting to note that first version of AU mod was based on changes done in one of early versions of Patch Suggestion MOD and then molded in different direction.

      Personally, I think that in most cases I'm a little bit conservative with changes I make (for example Curraghs don't spend 2 movement point moving through seas and oceans, since I don't think that it keeps feel of Civ3), but in some cases it's a little bit opposite (like different costs for some UUs I added).

      Also, I haven't tried to tweak AI by changing AI civs building preferences (I think that civs should keep flavor they got by designers).


      And needless to say AU mod is a "representative" type of mod, which means that several people work and vote for what needs to be changed.


      Still, if I get some time I could post a thread in AU mod forum discussing differenced between the two.

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      • #18
        Interception of stealth aircrafts is increased from 5% to 15% to compensate for higher defense rating of these units in Conquests

        This is what I did for a long time, but then ...
        I realized I could just give them negative Hitpoints in the Editor so 1 hit and they are destroyed. If Veteran HP=4, then -4 HP (you could give them -10 HP and they would still have 1 HP).

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        • #19
          1hp units just look ugly.

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          • #20
            Shields gained from forced labor are increased from 20 to 30 per population. It needed some boost considering that with old value it was very difficult to rush anything later in game when units and building get more expensive. On the other hand, it's not too drastic increase to unbalance early part of the game.
            Why should forced labor be increased for modern era balance? Rushing stuff should be harder later on IMO for the most part because things become more complex.
            Which Love Hina Girl Are You?
            Mitsumi Otohime
            Oh dear! Are you even sure you answered the questions correctly?) Underneath your confused exterior, you hold fast to your certainties and seek to find the truth about the things you don't know. While you may not be brimming with confidence and energy, you are content with who you are and accepting of both your faults and the faults of others. But while those around you love you deep down, they may find your nonchalance somewhat infuriating. Try to put a bit more thought into what you are doing, and be more aware of your surroundings.

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            • #21
              Well, things are more expensive later.
              Aren't they?

              So they will always be harder to rush then something cheap.


              And with Drafting you can easilty draft Infantry or similar expensive unit, making a forced rush pretty suboptimal solution.

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              • #22
                I have a few suggestions:

                1: increase bombard defence value of archer unit and longbow unit, they are currently too low to have any significant effect on the game.

                2: increase operational range fighter from 6 to 8.

                3: increase operational range paratrooper and modern paratrooper unit, which should allow them to be drop deeper into enemy territory

                4: set load flag on helicopter, so it can station on a aircraft carrier. The carrier can than be used for invading the enemy coast.

                5: increase bombard range cruise missile, because except for fun their usage is limited because of their low range. I suggest the same range as the tactical nuclear missile.

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                • #23
                  Originally posted by Perfect General
                  I have a few suggestions:

                  1: increase bombard defence value of archer unit and longbow unit, they are currently too low to have any significant effect on the game.
                  I beg to differ.
                  Anything higher would need changing their cost to keep them balanced.

                  Especaily in case of Archer, in early pre iron times.

                  Originally posted by Perfect General
                  2: increase operational range fighter from 6 to 8..
                  Why? it would be same as for Jets?

                  Originally posted by Perfect General
                  3: increase operational range paratrooper and modern paratrooper unit, which should allow them to be drop deeper into enemy territory
                  A trick of making airfiled near borders helps here greatly.


                  Originally posted by Perfect General 4: set load flag on helicopter, so it can station on a aircraft carrier. The carrier can than be used for invading the enemy coast.
                  I don't think this would work well. Helicopter carring infantry and then Carrier carring helicopter...


                  Originally posted by Perfect General 5: increase bombard range cruise missile, because except for fun their usage is limited because of their low range. I suggest the same range as the tactical nuclear missile.
                  Range of 4 is not low. It's usualy enough to target ships or towns near the borders. Higher range would pretty much need a recon in order to see your target (exempt when targeting cities).

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                  • #24
                    Patch Suggestion lite has been released!

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