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MOD: The BALANCER

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  • I didn't catch that before. Thanks and very good points. I am glad it is 25% each, that makes much more sense. Thanks again, Korn.
    Yours in gaming,
    ~Luc

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    • It seems the second tier of specialists (Accountant, Scientist, and Comedian) all came along the path to Democracy. I have changed this to alow for more variety. Especially since the Comedian is so powerful.

      Accountant requires Econoics
      Scientist requires physics
      Comedian changed to Musician and requires Free Artistry

      Investor added and gives +3 Taxes; requires Rocketry
      Researcher still gives +3 Science; still requires Computers
      Comedian added and gives +3 Happiness; requires Smart Weapons

      I will post the new file soon.
      Last edited by Elucidus; March 2, 2002, 18:10.
      Yours in gaming,
      ~Luc

      Comment


      • Haven't been able to connect over the weekend. I found a work around to adding techs causing the science advisor to freak out. For details go here.

        I hope to add quite a few techs, now. Although, I wonder if now that I did this, how long will Firaxis take to get out the new editor. Probably tomorrow.
        Yours in gaming,
        ~Luc

        Comment


        • I am just wondering if work is still being done on this mod? I mean is it still being play balanced and all of that? THanks a lot! I already like this mod a lot!
          DO, OR DO NOT, THERE IS NO TRY - Yoda
          EAGLES MAY SOAR, BUT... WEASLES DON'T GET SUCKED INTO JET ENGINES - Unknown
          AMBITION IS A POOR EXSCUSE FOR PEOPLE WHO ARE TOO STUPID TO BE LAZY - Unknown

          Comment


          • Rhuarc, eluc has been kind enough to take over the making of the MOD, since we have not heard from monk in a while now, eluc helped with the previous versions.

            and hes doing a great job.

            Comment


            • Thanks Synth. Rhuarc, I am still working on balancing, but mostly, at this point I focused on enhancements. Also I am always open to suggestions, balncing or otherwise. If you have any, please share.

              I cannot put as much time as I would like to the project, but hopefully I'll be able to keep it moving.

              The way I am working this mod is if you see the number increase (from 2.0 to 2.01) it means it has been enhanced. If you see a letter increase (A to B) there was something changed (balanced) or fixed.

              So when I went from 2.0A to 2.01B, it meant both enhancements and changes were done. I do this so that you can tell what has been done. If there is a major update it may jump a few numbers and the letter will reset. Hope this helps. And I hope I can get to apolyton while I am at home, for some reason I keep[ having problems, you could always check the web site or CivFanatics for an update. The website will always get the update first though. Talk at you later.
              Yours in gaming,
              ~Luc

              Comment


              • If you need someone to help you out with something just let me know. I'd be glad to help you out with the website, posting updates to the site or anything like that. I have done web programming in the past and would love to get back into it. Just let me know if you want some help!
                DO, OR DO NOT, THERE IS NO TRY - Yoda
                EAGLES MAY SOAR, BUT... WEASLES DON'T GET SUCKED INTO JET ENGINES - Unknown
                AMBITION IS A POOR EXSCUSE FOR PEOPLE WHO ARE TOO STUPID TO BE LAZY - Unknown

                Comment


                • Careful what you volunteer for, I just may take you up on that.

                  As you can tell, by my horrible web-site, I cannot do HTML. If you are serious send me an email and we can figure out what exactly goes on.
                  Yours in gaming,
                  ~Luc

                  Comment


                  • With the ability to add techs I would like to look into having a unique unit for each civ for each Era. They would have to be in the same flavor as the original one. For instance, the jaguar warior is fast, if nothing else. They could have a faster version of a middle ages unit. This would keep within the same basic principal, but allow the races to be more competative. What do you guys think? And who should get what, and what should the modifications be? Any ideas?
                    Yours in gaming,
                    ~Luc

                    Comment


                    • Something I had been looking at is changing the terrain model and bonus resources model. I thought x5 would be a good starter and adjust from there. I started out by taking all of the terrain values for food and shields (not gold) and multiplying by 5. That was going to be my base. There are a couple of problems with this model:

                      - The base city tile is not changed it still gives the default amount

                      - The bonus grassland shield still gives only one shield

                      - and the big kicker, the despotism penalty isn't much of a penalty anymore, now cities grow way way too quickly at the beginning. It stabilizes later, but right off the bat it is a major balancing issue. I'll look into it and let you know.
                      Yours in gaming,
                      ~Luc

                      Comment


                      • I have to apologize. I got home and found out that the construction going on next door cut my phone-line. No phone line no DSL or dial-up. It is supposed to be fixed no later than 6pm CST. I will post some updates then.
                        Yours in gaming,
                        ~Luc

                        Comment


                        • Hi guys, I have been catching up on the thread.
                          I remember seeing a blurb about the 1.17 patch where they said that gov-specific buildings should now stop working when you change gov's.

                          Comment


                          • I must have missed that. Ahh well. I've been working on 3.0 right now. I've been trying to incorporate your tech tree from the med mod 2, like we talked about when this whole thing started. I hope it is still okay that I use it.

                            So far I have condensed 2 Med Mod Eras into 1 Civ3 Era. I have not compromised the chain of techs, although I don't remember exactly how it played out in CTP2. I have completed the first two Civ3 Eras with only changing one item's prerequisite. The biggest thing is the inability to include a lot of stuff, like slavery. For now it is still on the tech tree. I have also included all of the unit and building icons that will exist on the tech tree.

                            There are a couple of issues. One, governments don't have an icon, that is why the default setup gives them as their own tech. I was thinking of puting the gov't name next to the tech name on the tree, as a solution, but it may be too long. Also I need to figure out which techs need to be prerequisite to the next age. Right now they all are.

                            Here is a link to the site. In the news there is mention of the tech tree I am talking about. Click the link and check it out. Let me know if you have any suggestions.


                            EDIT: I need to change the tech icons also.
                            Last edited by Elucidus; March 7, 2002, 22:16.
                            Yours in gaming,
                            ~Luc

                            Comment


                            • ACK !!??

                              well, I think I have a corrupted civ3 exe or something, I got about 3/4 of the way thru, and then it crashed, and everything was going so well too, so I started a new game, again, about 3/4 of the way thru, crash........

                              Im not doing anything at the time this happens, its not even on my turn.
                              anyhow, I uninstalled it, and am going to wait for a few days, let the reg clear really good, then give it another try.

                              (I already removed the reg files I know of associated with civ3)

                              Comment


                              • Synth,

                                Do you still have a copy of the save file? It may be related to the mod, I'd like to clear any problems up.

                                Wesw,
                                From what I've heard the buildings dissappear but their effects are still around. Then again, I haven't tested this myself.
                                Yours in gaming,
                                ~Luc

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