I replied to Rhuarc's email yesterday, but opera mail is not accepting it or something. I wrote it before catching up on the thread here and seeing what you have been doing lately.
Anyway, if you want to combine talents, that would be fine with me. I have just finished fixing what I hope is the last bug with my mod, which is far less ambitious than what you are doing. I have attached the bic, excel spreadsheet and misc. readme, which explains what is in the mod along with the spreadsheet.
I was not able to incorporate many of my best ideas due to the limitations of the editor, but I still think the mod does a lot for the game. After reading the thread here, I am sure there are things that could be refined in it.
I have added some new units to the game, re-using the original files except for the Crossbowman, which needs to be edited to correct some mistakes in it.
I need some pointers on how to add new units without having to copy all of the files from the old unit into the new folder. I read a thread about how to do this last night, but I could not follow all of the instructions.
I also don't know what user-created units are available, or how well done they are. I feel pretty good about my current unit progression at least until the Industrial age.
Civ 3 doesn't need nearly as many units as Ctp2 since you don't have as many unit types. Civ 3 is also not as long as Ctp2 (which I think is a good thing), so you don't need as many unit progressions.
I spent a lot of time on the buildings and wonders, and I also really like where the govt's are located on the tech tree now(see below).
Here is the Civiloopedia entry I wrote for Internment Camps, to address an issue brought up earlier in the thread:
^Decreases unhappy people in every city in the civ by 2.
^{Requires:} Civilization must have a Fascist government.
#DESC_BLDG_Internment_Camps
^
^
^Many nations constructed internment camps as a place to round up unwanted citizens. The U.S. placed all of its citizens of Japanese decent in the 48 states of the time into such camps following the attack on Pearl Harbor. The Nazis were the most infamous, though, ultimately deciding to exterminate all of the undesirables in its camps as a "Final Solution."
I have pasted the misc readme below, hope you don't mind, so that people can more easily comment on it. It basically lists the things that don't fit onto the spreadsheet or that you might miss on the tech tree.
-Citizen value in shields raised to 25.
-Fortify gives +50% defense.
-Raised the defense from bombardment of citizens and buildings from 8 to 12. (It was 4 before the patch. This is why bombarding devastated cities while leaving units relatively safe.)
-Walls now have a bombardment defense of 16.
-Cities grow to size 8 before needing an Aqueduct. Hopefully this will make Walls and Granaries worth building.
-Engineering enables irrigation without water.
-Hills can be irrigated.
-Mass Transit system now available with Combustion to allow you to combat population pollution earlier.
-Espionage missions except Sabotage reduced. Investigate city by 70%, all others by 50%.
-Clear Jungles takes 6 turns, clear Forest 10 turns, 15 shields harvested, build Fortress takes 8 turns instead of 16 on base terrain.
-All advances cost more.
-Writing requires Bronze Working, and Gunpowder requires Banking, for unit progression reasons.
-Espionage has taken The Republic's place in the advances chart. The Republic has been moved to Democracy's position, and Democracy to Espionage's. This allows you to conduct some diplomatic missions earlier, and places all three advances closer to their actual historical spot.
I moved Fascism to Radio, and the new City State and Theocracy gov's are available with Feudalism and Theology, respectively.
-MPP and Trade Embargo enabled by Espionage.
-Cost of the Palace reduced to 30, make that 300, shields. Firaxis is worried about cheating. Well, if you want to palace bounce, that is a tactic. I do not do it personally, because I think it is not the best way to go. And if you are going to cheat, why play the game at all?
-Cost of Armies and Forbidden Palace reduced to 300 and 200, respectively.
-Merchants require Currency and Scientists require Philosophy, and give 3 of their respective specialty.
-Numerous errors with civilization build often/never settings corrected.
-Please see the civstats spreadsheet for all the changes to buildings, wonders, terrain, resources, governments, units, and more.
-Temporarily omitted: note that Marble is a bonus resource, and thus not tradable, though it is necessary for several buildings and wonders. I did this purposely to scramble the game some. Now you may have a decision to make if you do not have any marble in your territory.
-Temporarily omitted: Copper is necessary for most modern units, and usually accompanies Oil. It is also necessary for the Colossus and Statue of Liberty. The icon is that of a copper ale stein.
-Temporarily omitted: I saw a TV program which mentioned that it took a 40-acre forest to construct a ship like the HMS Victory, so this was one of the reasons for the new Oak strategic resource. It is necessary for offensive wooden warships. Transport types do not require it so that a civ will not be land-bound if they do not happen to have it.
-Since only two new resource icons can be presently added to the game, I have had some resources share icons. Aluminum and uranium share an icon, since they are the last two resources to appear in the game, and have been plentiful in my games. They retain their old values, availabilities and uses. Also, Apples, Fruits and Dates share an icon. Each adds two food to the terrain value.
The following are from the Balancer mod, which was the foundation from which I built the Medieval mod III.
-availablity of resources tweaked:
Iron available with bronze working
saltpeter available with invention
coal available with metallurgy
Oil available with industrialization
rubber available with electricty
aluminum with mass production
Uranium with atomic theory
-Fascism now enabled by Radio.
-Medpack: Horses- no preq. (It's not like they are minerals hidden underground.)
This should help relieve the "can't trade for a resource because the guy doesn't have the
necessary tech" situation.
-added to the list of great leaders for each civilization, each civ has at least 6 now
-Recycling Center now adds 2 culture and Mass-Transit 1 culture
-power plants tweaked
Coal: 50%, Hydro: 100%, Solar: 100%, Nuclear, 150%
Rather than coal, hydro and solar all having the same production value
-factories, manufacturing plants, offshore platforms, all add -1 culture per
turn. Coal and Nuclear Plants add -2 culture per turn.
-upgraded tax collectors and scientists to collecting three each of their respective commodity
-cheaper nuclear weapons
-Added new Government "Fascism," which is the best military government in this game
-Changed Wealth shields-to-gold ratio down to 4:1 from the default 8:1.
Anyway, if you want to combine talents, that would be fine with me. I have just finished fixing what I hope is the last bug with my mod, which is far less ambitious than what you are doing. I have attached the bic, excel spreadsheet and misc. readme, which explains what is in the mod along with the spreadsheet.
I was not able to incorporate many of my best ideas due to the limitations of the editor, but I still think the mod does a lot for the game. After reading the thread here, I am sure there are things that could be refined in it.
I have added some new units to the game, re-using the original files except for the Crossbowman, which needs to be edited to correct some mistakes in it.
I need some pointers on how to add new units without having to copy all of the files from the old unit into the new folder. I read a thread about how to do this last night, but I could not follow all of the instructions.
I also don't know what user-created units are available, or how well done they are. I feel pretty good about my current unit progression at least until the Industrial age.
Civ 3 doesn't need nearly as many units as Ctp2 since you don't have as many unit types. Civ 3 is also not as long as Ctp2 (which I think is a good thing), so you don't need as many unit progressions.
I spent a lot of time on the buildings and wonders, and I also really like where the govt's are located on the tech tree now(see below).
Here is the Civiloopedia entry I wrote for Internment Camps, to address an issue brought up earlier in the thread:
^Decreases unhappy people in every city in the civ by 2.
^{Requires:} Civilization must have a Fascist government.
#DESC_BLDG_Internment_Camps
^
^
^Many nations constructed internment camps as a place to round up unwanted citizens. The U.S. placed all of its citizens of Japanese decent in the 48 states of the time into such camps following the attack on Pearl Harbor. The Nazis were the most infamous, though, ultimately deciding to exterminate all of the undesirables in its camps as a "Final Solution."
I have pasted the misc readme below, hope you don't mind, so that people can more easily comment on it. It basically lists the things that don't fit onto the spreadsheet or that you might miss on the tech tree.
-Citizen value in shields raised to 25.
-Fortify gives +50% defense.
-Raised the defense from bombardment of citizens and buildings from 8 to 12. (It was 4 before the patch. This is why bombarding devastated cities while leaving units relatively safe.)
-Walls now have a bombardment defense of 16.
-Cities grow to size 8 before needing an Aqueduct. Hopefully this will make Walls and Granaries worth building.
-Engineering enables irrigation without water.
-Hills can be irrigated.
-Mass Transit system now available with Combustion to allow you to combat population pollution earlier.
-Espionage missions except Sabotage reduced. Investigate city by 70%, all others by 50%.
-Clear Jungles takes 6 turns, clear Forest 10 turns, 15 shields harvested, build Fortress takes 8 turns instead of 16 on base terrain.
-All advances cost more.
-Writing requires Bronze Working, and Gunpowder requires Banking, for unit progression reasons.
-Espionage has taken The Republic's place in the advances chart. The Republic has been moved to Democracy's position, and Democracy to Espionage's. This allows you to conduct some diplomatic missions earlier, and places all three advances closer to their actual historical spot.
I moved Fascism to Radio, and the new City State and Theocracy gov's are available with Feudalism and Theology, respectively.
-MPP and Trade Embargo enabled by Espionage.
-Cost of the Palace reduced to 30, make that 300, shields. Firaxis is worried about cheating. Well, if you want to palace bounce, that is a tactic. I do not do it personally, because I think it is not the best way to go. And if you are going to cheat, why play the game at all?
-Cost of Armies and Forbidden Palace reduced to 300 and 200, respectively.
-Merchants require Currency and Scientists require Philosophy, and give 3 of their respective specialty.
-Numerous errors with civilization build often/never settings corrected.
-Please see the civstats spreadsheet for all the changes to buildings, wonders, terrain, resources, governments, units, and more.
-Temporarily omitted: note that Marble is a bonus resource, and thus not tradable, though it is necessary for several buildings and wonders. I did this purposely to scramble the game some. Now you may have a decision to make if you do not have any marble in your territory.
-Temporarily omitted: Copper is necessary for most modern units, and usually accompanies Oil. It is also necessary for the Colossus and Statue of Liberty. The icon is that of a copper ale stein.
-Temporarily omitted: I saw a TV program which mentioned that it took a 40-acre forest to construct a ship like the HMS Victory, so this was one of the reasons for the new Oak strategic resource. It is necessary for offensive wooden warships. Transport types do not require it so that a civ will not be land-bound if they do not happen to have it.
-Since only two new resource icons can be presently added to the game, I have had some resources share icons. Aluminum and uranium share an icon, since they are the last two resources to appear in the game, and have been plentiful in my games. They retain their old values, availabilities and uses. Also, Apples, Fruits and Dates share an icon. Each adds two food to the terrain value.
The following are from the Balancer mod, which was the foundation from which I built the Medieval mod III.
-availablity of resources tweaked:
Iron available with bronze working
saltpeter available with invention
coal available with metallurgy
Oil available with industrialization
rubber available with electricty
aluminum with mass production
Uranium with atomic theory
-Fascism now enabled by Radio.
-Medpack: Horses- no preq. (It's not like they are minerals hidden underground.)
This should help relieve the "can't trade for a resource because the guy doesn't have the
necessary tech" situation.
-added to the list of great leaders for each civilization, each civ has at least 6 now
-Recycling Center now adds 2 culture and Mass-Transit 1 culture
-power plants tweaked
Coal: 50%, Hydro: 100%, Solar: 100%, Nuclear, 150%
Rather than coal, hydro and solar all having the same production value
-factories, manufacturing plants, offshore platforms, all add -1 culture per
turn. Coal and Nuclear Plants add -2 culture per turn.
-upgraded tax collectors and scientists to collecting three each of their respective commodity
-cheaper nuclear weapons
-Added new Government "Fascism," which is the best military government in this game
-Changed Wealth shields-to-gold ratio down to 4:1 from the default 8:1.
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