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MOD: Long Winded Changes Mod: Improvements increasing Balance, Accuracy, and Fun

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  • Ok, thank you! Now I know what to look for... Haven't gotten as far as the stock exchange just yet, getting there, ripping through the tech tree. Thanks again for all of your hard work!

    Comment


    • I thought I'd share a new item in the changelog (not available online yet):


      -Horses, Iron: Both have a +10 disappearance ratio, which I'm hoping will just be enough to massage them down to still disappearing and reappearing a reasonable amount of time, without being too stable.

      I personally saw the pleasantness of the moving around, as it certainly adds more urgency to things. At one time I had 3 sources of Iron, yet soon after I had only 1 source of iron, which I was already trading away! I believed I ended up cancelling that route, but I'm thinking it may have ticked off the Chinese (whom I was trading it too).

      I also managed to tick off the entire world when I made peace with the Greeks, whom I got the entire world to declare war upon - just a middle link in a line of bad decisions, leaving me widely detested. But much like Microsoft and Bill Gate's, I'm left with all my bridges burned but with such a large resource and territory advantage - as well as a reasonable lead in technology (due mostly to unsavory political maneuvering, well-timed devastating invasions leading to the extinction of my greatest rivals/neighbors, and heavy funding to research and development) - that my new enemys (all of whom were my allies to various degrees in past times, turned enemys by my often ruthless opportunism as much as my political gaffes and lack of consideration of world opinion) can do nothing to stop me, and are too afraid (and too weak) to explicitly state their displeasure of me.

      They may insult the memory of the War Charioteers and Horsemen that died in the service of "The Peerless Golden Age Army of Egyptian" history (the topic of so many legends, originally formed by but a comparitively few great men who overcame great odds to ensure Egypt's future as the grandest nation ever imagined) with their self-righteous ingratitude, shake their fists as my Peerless Cavalry cut down the infidels who seek the death and enslavement of us all, curse me as I utilize captured and refurbished artillery against the enemys who sought to use them to destroy this peerless land, and constantly nay-say our new Utensils of Defense (tentively refered to as "Tanks" and "Aeroplanes") - but make no two ways about it, when their so-called "Empires" are brought under the Enlightened Rule by The New Golden Age Army, these blasphemers will hang their heads in disgrace for but a few moments before becoming the kind of filthy mindless sycophants who dirty our streets, seek to steal our hard-owned gold, and all the while can speak only good of The Enlightened Rule.

      No matter, they will serve us through life (whether they intend to or not) and perhaps one day their children will see the light of truth and join us brothers and sisters of Eternal Egypt.


      But I wanted to leave Egypt's warlike past behind, I really did. I may be King, but I'm no despot. And as a sign of this I made a formal rival - the Greeks - my friends, only to have them invade my lands. After the quick destruction of their empire and the dubious peace deal that angered the rest of the world, I formed a full Democracy! Oh how we prospered...for a while. But as reperation for my past snubbing of my allies, and to gain back territory that had turned traitor after the war, I agreed to war the Greeks one final time. 2 completely decisive battles later the Greeks were down to but 1 city, ready to fall, when suddenly riots filled the streets in protest! How could these fools not see wisdom in this decision to rid the world of such a lying traitor?

      Clearly, common Egyptians are not capable of ruling such a grand empire, so I have been forced to reinstate the Enlightened Rule and declare that this shall be a new Golden Age for Egypt, which shall see our homeland become united and impenetrable, leading to the fall of the primordial enemies of global welfare!


      ...good god, I've become a warmongering despot without actually wanting to. Hmm...kind of makes one consider the infamous figures of history in a less deified/putrified light.



      Anyway, thus is one major problem with Civ3: It doesn't prompt you about doing something that'll offend another civ, leaving you guessing as to what does and does not violate treatys, leading to all kinds of problems presented by ill-explained game mechanics. *sigh*

      But hey, it's actually quite fun. I think I'll go finish that game now *WEG*.
      Better to be wise for a second than stupid for an entire lifetime.

      Creator of the LWC Mod for Civ3.

      Comment


      • Ummm I just thought id add something that i have not come across while reading the various threads. (yet)

        I think "Geology" should be added to the tech tree, in each age.


        "Geology" (ancient and medieval) (iron)
        "Advanced Geology" (medieval) (saltpeter)
        "Mining/Ore Deposits" (industrial) (coal, oil)
        "Metallogenesis/Ore Deposit Modeling" (modern) (aluminum, uranium)

        this could allow the strategic resouces of that age to become visible on the map.

        ie researching bronze working and or iron working would be
        useless before learning geology.

        anyways its an idea. do whatever you want with it.

        Comment


        • Hello,

          I noticed that the upgrades for several units were messed up in
          the latest edition (Swordsman upgrading to Legionary,
          Legionary to Immortal, and other such anomalies).

          Also, if you want to make air units more effective against naval
          units despite the gap in defense strength between naval
          units and land units, simply double the attack and defense
          strengths of land units (plus double all bombardment strengths
          and bombardment defenses).

          Comment


          • LWC Unit list?

            After getting bored with Civ 3 in a shockingly short span of months (compared to previous Civs), I decided to install LWC yesterday. So far, I'm very impressed! It's given the game new life for me, and I hope Firaxis takes notice of this and other mods as they consider future patches/expansions.

            Has anyone developed a simple list of all the units and their LWC-modified stats (Attack/Defense/Move etc.)? I'll make one myself if no one has, I figred I'd ask before I do the legwork.

            Also, a minor bug that I bet someone has already reported (haven't read every single post yet): When the game congratulates me on a new advance, the graphic it shows is always wrong (so far; I'm still in Ancient times).

            Once again, great job Plutarck!
            "I never apologize, Lisa. I'm sorry, but that's just the way I am." - Homer Simpson

            Comment


            • ERP5 released!

              ANNOUNCEMENT! ERP5 has been released! Download it below, which is linked from the first page (or will be in a minute).

              From the changelog:

              -NEW VERSION: Long Winded Changes, Early Release Preview 5 (ERP5). Changes the bonus resources provided by most resources (all changes are increases), tweaked the disappearance probability on Horses and Iron to make them 'move' less, changed Fruit to Bananas, fixed all the building bugs (including not being able to build some, and the coastal defense installations), minorly tweaked some unit costs, tinkered with a few naval unit abilitys (added Blitz to some...), and a few more minor changes.

              The file is now called "LWC Mod ERP5.bic" to avoid confusing people. Load it as a Scenario to play with the changes. You must start a new game to see the changes, you can't just change the file name and load a saved game.

              This version is a reccommended update for all users, and will not break (or effect) any old saved games. You will however need to reinstall the addon packs (like extra unit animations and non-labeled resource file), though those addon packs have not changed for this version.

              NOTE: When unzipping the mod remember to OVERWRITE all the files it asks you about, or the mod may not install properly!


              I'll get to the other replys as soon as I get the chance.

              Got work in a few hours and have a few other things I have to attend to, so it'll probably have to wait till tommarrow.
              Better to be wise for a second than stupid for an entire lifetime.

              Creator of the LWC Mod for Civ3.

              Comment


              • LWC ERP5 RELEASED!

                ###############################################
                ##################################################
                DOWNLOAD HERE ##################################



                Enjoy, and let me know what you think!

                Oh, and be sure to read the first post in this thread, too, as I've updated it.


                Version ERP1 removed after 98 downloads.
                Version ERP2 removed after 182 downloads.
                Version ERP3 removed after 530 downloads.
                Version ERP4 removed after 365 downloads.

                (Instructions: Click the link, and when it pops up as "attachment" just rename it to anything that ends in ".zip". It should then download just fine.)

                Download the mod here:
                Attached Files
                Better to be wise for a second than stupid for an entire lifetime.

                Creator of the LWC Mod for Civ3.

                Comment


                • good job

                  wow! you are generating lwc versions like hell. i did not even have a chance to play erp4 (still playing on extra huge map (250x250) with 6 other civs and i got as far as 1200 ad ...
                  not much time for playing the game ...

                  bug again: good job! keep on going ...
                  don't go chasing waterfalls

                  Comment


                  • When unzipping, it's telling me that the file is either damaged or corrupted. If I go on, It is "eternally" unzipping, and even the ctrl+alt+sup can't stop that...

                    Am I the only one?
                    Oh... well... isn't this the place where I should write something funny and original?

                    Comment


                    • no probs with the zip

                      Originally posted by dix2der
                      When unzipping, it's telling me that the file is either damaged or corrupted. If I go on, It is "eternally" unzipping, and even the ctrl+alt+sup can't stop that...

                      Am I the only one?
                      i have checked the zip file and had no trouble unzipping it. i am using winzip8.1. maybe it helps to download the file a second time.
                      don't go chasing waterfalls

                      Comment


                      • gniiiiii!!!!

                        Thx cyberguide but I downloaded it three times and tried winzip 8.1, winrar and winace; and always the same answer: the file is not a valid zip file

                        Someone can tell me the size of the unpacked mod? I could ask a friend to d/l it, unzip it, and then send it to me
                        Oh... well... isn't this the place where I should write something funny and original?

                        Comment


                        • I've figured out my problem. Curiously, when I download from apolyton, it doesn't complete the d/l (I remarked that the mod had a 290-300 size instead of 304), but the d/l on civfanatics was okay. Perhaps a question of connection, which is better for me on the second site than on the first.
                          Oh... well... isn't this the place where I should write something funny and original?

                          Comment


                          • I am impressed. Amazing amount of work.

                            An idea about artillery. I like being able to capture it, but in history when the artillery was about to be captured, often the men would 'spike' the cannon, making it worthless. Could this be modeled in. Say, 3 out of 4 attempts to capture the unit is destroyed? I havn't started trying to do any mods myself on Civ3, so I don't have much of an idea of what is possible yet.
                            If you're interested in participating in the first Civ 5 Community Game then please visit: http://www.weplayciv.com/forums/forum.php

                            Comment


                            • well, i'm enjoying this new release

                              one thing though... as much as i love the modified effects of the pyramid... 1 culture per city on that continent? this strikes me as somewhat overpowered, at least in the games i play. assuming most of your play happens on one continent (that's the way all my games have gone so far), ten turns after you found a city, it expands. no matter what. don't get me wrong, it's a lot of fun this way but it doesn't feel quite right. i don't suppose you can do fractional culture, though...
                              it's just my opinion. can you dig it?

                              Comment


                              • Aye that could be a problem on a continental or pangea map, but I play on archipelago so I rarely see it acting too powerfully. (psst great thing about archipelagos is that usually you can crawl from island to island with coracles or galleys) Maybe you could alter the affects for continent and pangea maps, but I don't think its a big problem. My main reason for posting...

                                Can you create resource affinity? Like for however many turns your civ has been linked (road to city) to a resource (within your cultural perimeters) then you develop more worth for it as far as exporting and say if its a bonus resource and you hold it long enough it generates an extra happy face? Because I figure after a long time your just do damn great at producing whatever it is that it's the friggin best you know? I noticed this problem when all of a sudden egypt (who I have been having military problems with [every frickin time they are on the map] ...someone needs to work on that) cancels my deal of grapes to them to import germany's who only found grapes like last friggin turn man. I mean I am FRANCE (Joan is cute) and I have had grapes in my possession since I linked grapes to my capital like 3 turns into the game. It's now 1000 A.D. more or less and for some reason germany is capable of creating wine that is just as good as mine....Say What?! My people are happy, no evil defector went over and told germany how to make wine like me! So can you develop affinities like that? PLEASE? or else maybe civ-specific cultural tech that simply gives you a small bonus with certain resources? Germany can have brewing and jump all over friggin grain and hops for all I care but I, Joan [shes cute], lord of france, should not have my export business cut off because those fat beer-monkeys just found grapes, took enough time to stop insulting greece, and learned how to become gourmet wine-makers in one turn. Why isn't beer in the game anyway? Man seriously beer is popular and it doesn't cost half as much as wine, so where is it? I bet it's older than wine too (I bet someone will post and correct me on that) but I know it's very old and it ought to be in the game.

                                -End Rant

                                P.S. I got Flight before egypt did and blew them to friggin smithereens, with Rome providing ground support, for that act.
                                Huh?

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