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MOD: korn's Blitz Mod

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  • I just installed and started playing with 1.05c this weekend (regent, Babylonians, 8 civ, large, continental), and think it's a great improvement. I confess to not having read the entire thread, so forgive me if I repeat what others have said. With that out of the way, on to the comments.

    Doubling unit hitpoints helps tremendously to eliminate some of the screwy results that so flaw the box-stock combat system. Excellent, simple idea. Great work. I do get the trail, but only early in the game. By about 1000 BC, no more trails.

    The new buildings are a welcome addition. Gives me more stuff to build.

    I think fascism is too powerful. It's like democracy without war-weariness. If there's a penalty to it, I don't see it. Certainly the AI civs all switched as soon as possible. I'm not quite sure how to balance it, but I'll think about it and give my suggestions if any thing occurrs to me.

    Thanks for your work.
    Last edited by Cypselus; December 17, 2001, 19:18.

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    • i'm working on 1.06 right now and it will be out later tonight, early in the morning

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      • Originally posted by korn469
        well right now i'm stuck on rebalancing conventional combat units i tried going from scratch last night but that didn't turn out exactly how i wanted it to, but i think i might have came to a conclusion

        double all of the stats of ancient units (except warriors)
        so a chariot would be 2-2-4 for example

        then multiply attack defense stats of middle age units by 2.5
        musketman 5-10-2 for example

        triple industrial age units
        tank 48-24-6

        then modern units either 3.5 or 4 times as great
        modern armor either 84-42-8 or 96-48-8

        i haven't decided completely on that

        i'm thinking about ditching generals and just allowing the military academy to be built without any units and let it the pentagon (add increase chance of leaders appearing for it) and battlefield medicine all increase army size

        make nukes slightly cheaper

        i've been trying to build a SAM unit but i haven't got it to work yet

        and that is about all i have been playing around with so far
        but the building ideas sound good




        this is a great improvement.

        I like it very much... that will be intersting.
        Socrates: "Good is That at which all things aim, If one knows what the good is, one will always do what is good." Brian: "Romanes eunt domus"
        GW 2013: "and juistin bieber is gay with me and we have 10 kids we live in u.s.a in the white house with obama"

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        • ok that is twice now i've lost an entire thread, and the first time i lost my entire readme that i had spent the whole night working on!

          anyways here is the beta to play around with, you will need to create a partisan file (paratroop flic) and a colonist file (explorer flic) only play with it if you want to be a lab rat, i finished everything except for changing the buildings, i will work on finishing up v1.06 when i wake up, but this is for those with little patience (people like me)

          this should work if you create the unit folders correctly, but tell me if you encounter any problems
          Last edited by korn469; December 21, 2001, 15:18.

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          • korn,

            Regarding raising unit a/d stats, you may wish to look at Moraelin's exponential mod. It looks interesting, and I'm going to try it out myself. Rather than giving multipliers to the current stats, it exponentially progresses them per age. Read the thread for full details, as it seems quite interesting. I'd be interested in comparing his stat tweaks with yours (in actual gameplay.)

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            • WARNING!

              the beta will crash if you play china, india, aztecs, or england because of the new colors i assigned them, i have already fixed this though

              ajbera

              i took a quick look at his mod, nothing in depth, i try to look over as many mods as possible, and the only thing i worry about is if there is a 99 attack/defense limit (so that would mean a mech infantry wouldn't get the proper defensive bonuses)

              however i went with the following system

              i multiplied all ancient and middle age units attack and defense vaules by 2 except for warriors
              i multiplied all industrial and modern era units attack and defense by 2.5

              so what this means is that a cavalry unit that used to be 6.3.3 is now 12.6.3 and a rifleman unit that used to be 4.6.1 is now 10.15.1, plus all units after rifleman in the industrial and modern era move one faster, so an infantry unit is 15.25.2

              i'm working on buildings now

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              • I have some more ideas again.

                --Governments--

                -Communism- should have free units of 6/8/12. The draft limit should be set at 5 and the military police limit should be set at 7.

                -Confederation-Despite what I said previously I think Confederation is just a little bit more potent than Despotism. Confederation should have free units be 1/2/3.

                -Facism-The military police limit should be set at 5.

                -Monarchy-Currently in the game I'm playing out of 16 civs, including myself, everybody has a Republic with nobody having a Monarchy. Monarchy should have a draft limit of 3 and a military police limit of 4. The free units should be 4/6/8.

                Hopefully these changes will balance out governments more, so that a variety of governments will be being played during a game.

                --Expansion--

                I doubt I am the only one who feels this way but expansion is just way too easy. Since there has been a modern settler added to the mod it gave me an idea. Now this may not work but it's worth a shot (I will try it out soon because I don't have the time right now).

                -Settlers should cost 4 and have a pop reduction of 3 for the ancient age.
                -A new settler (colonist?) should come along sometime in the Industrial era and should have a cost of 8 but only have a pop reduction of 2. The new settler should make the old settler obsolete and not available for building.

                Also, if this is possible, I'm not sure, expansionists Civs should have all settlers cost one less.

                Hopefully these changes will slow down the rate of expansion just a bit, however, I know that this is not the "ultimate" solution for excessive expansion capabilities.
                However, it is difficult to believe that 2 times 2 does not equal 4; does that make it true? On the other hand, is it really so difficult simply to accept everything that one has been brought up on and that has gradually struck deep roots – what is considered truth in the circle of moreover, really comforts and elevates man? Is that more difficult than to strike new paths, fighting the habitual, experiencing the insecurity of independence and the frequent wavering of one’s feelings and even one’s conscience, proceeding often without any consolation, but ever with the eternal goal of the true, the beautiful, and the good? - F.N.

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                • here is the second blitz beta, it is about 90% done, i will try to update the civilopedia and include all of the files with it on sunday, enjoy till then

                  some of the changes are

                  *added colonist founds cities, cost 80/2 moves 2
                  *increased settler pop cost to 3
                  *palace adds 25% defense bonus
                  *Multiplied unit strength by 2 for ancient and middle ages units and 2.5 for industrial and modern units
                  *Changed experiance levels to the following
                  conscript 4
                  regular 6
                  veteran 9
                  elite 12

                  plus much much more!

                  ps please report any crashes, because it should be fairly crash free, also you need to add a file for both colonist and partisan or the game will crash
                  Last edited by korn469; January 7, 2002, 15:13.

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                  • I haven't started to play the v1.06beta, yet, but in order for people to use the new items, such as the Colonist, won't they have to have an updated version of Pediacons?
                    However, it is difficult to believe that 2 times 2 does not equal 4; does that make it true? On the other hand, is it really so difficult simply to accept everything that one has been brought up on and that has gradually struck deep roots – what is considered truth in the circle of moreover, really comforts and elevates man? Is that more difficult than to strike new paths, fighting the habitual, experiencing the insecurity of independence and the frequent wavering of one’s feelings and even one’s conscience, proceeding often without any consolation, but ever with the eternal goal of the true, the beautiful, and the good? - F.N.

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                    • Great mod! Especially with patch!

                      I am saying again you did a great job on mod v1.05c. I finally have been able to get the game to quit crashing running with the patch. Downloaded for a 3rd time and it works great. This is the first game I have been able to play to modern times. Always crashed at Industrial ages over and over. (Which is why I was acting like a freaking jerk complaining like crazy, sorry!)
                      I think your mod is the best around looking forward to your update when "completed". (I am not into beta testing, I think we are doing that for Firaxis right now ) Just thought it is good to compliment the mod makers to keep you motivated! By the way, you rated the game a 8.5. If you play with your mod yes I agree, without your mod I think Civ 3 rates around a 7 on a scale of 1-10. Too many problems unless you modify the bic file for sure! Peace and THANKS!

                      Desert Dog
                      Thanks ~ Desert Fox (Real Nickname)
                      Fleet Admiral - NeoTech Games Network - Game News & Game Modding Community

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                      • Retracting statement on no problems!

                        I spoke way to soon! I was just playing civ 3 given the pick a new research option to enter modern times. No matter what tech I pick the game fatally crashes. Is anyone else having problems with the game crashing at this point in the game? I have YET to finish one single game. It was crashing at Industrial ages. now it crashes at moderm times. Playing on a 230x230 map, Korn's Blitz mod 1.05c, Modified greeks with different color, added extra tech to start, changed forest to 20 shields, AI default at Chieftain. I changed nothing else (I am a lamer I know ) Is the problem that large maps crash or changing colors HELP? I posted in this thread because I am using Korns great mod. Thanks!

                        Desert Dog
                        Thanks ~ Desert Fox (Real Nickname)
                        Fleet Admiral - NeoTech Games Network - Game News & Game Modding Community

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                        • You should check your save file first. I read on a seperate thread that the game will crash if your save file exceeds 8024k. This was using Marlas modified earth map where the AI just builds too many cities (extra huge map) by the modern age. Probably not possible to exceed this on your standard huge map but who knows?

                          If that aint it I cant help you... Ive never gotten beyond 1600ad or so on ANY GAME for various non bug reasons.

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                          • Korn, I was playing v1.06beta last night and twice the game crashed on me. The first time it was around 825bc. The second time, in a new game, the game again crashed on me around 825bc. On both games I was playing on a Standard Map and 8 Civs. Nothing peculiar was going on, either, when the game decided to crash. The first time I had just got done building a city and about five seconds later the game crashed. The third time the game crashed about 2 minutes after I got done building a city. That is about the only corralation between the two crashes. However, I did make a few changes to the Mod before I played. Yes, I did create the Colonist file and Partisan file (Partisan was already in place, though).

                            Outside of the game crashing I really like the changes you made to the Mod. The AI seems to expand a lot less, which is fantastic in my opinion. Not to mention it is very hard for me to expand, then again I did change the shield cost of the Settler from 3 to 4. I think a 4 shield cost for a Settler is a bit too much, so I'll most likely stay with the original 3 shield cost. I noticed you made the Settler a wheeled unit. IIRC, when a unit is 'wheeled' it can't move through hills and mountains without a road being in place. Well, when I was playing my Settler was able to move through hills; I haven't tried moving the Settler through mountains, though. Maybe 'wheeled' just means you can't move through mountains, and I'm wrong on this one.
                            However, it is difficult to believe that 2 times 2 does not equal 4; does that make it true? On the other hand, is it really so difficult simply to accept everything that one has been brought up on and that has gradually struck deep roots – what is considered truth in the circle of moreover, really comforts and elevates man? Is that more difficult than to strike new paths, fighting the habitual, experiencing the insecurity of independence and the frequent wavering of one’s feelings and even one’s conscience, proceeding often without any consolation, but ever with the eternal goal of the true, the beautiful, and the good? - F.N.

                            Comment


                            • Good call on adding some defense to the palace. I'm not having any trouble with the mod in its current version.

                              Desert Dog, I assume you've got the 1.16f patch from Firaxis too? That supposedly included a fix for the too many cities problem. If the problem were your civ colour, change to shields from forests, or AI default, it should have shown up long before you got to the industrial age. Do you have an autosave you can post from right before where it crashes?

                              TechWins, hills are fair game for wheeled units, just not mountains or jungle.
                              ---------Glossy
                              "De maximus ni curat lex"--The law does not apply to giants.

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                              • I was playing a different game, but this time the game crashed on me at 1910bc. I'll try v1.06beta without the changes I made and see if it will still crash on me.
                                However, it is difficult to believe that 2 times 2 does not equal 4; does that make it true? On the other hand, is it really so difficult simply to accept everything that one has been brought up on and that has gradually struck deep roots – what is considered truth in the circle of moreover, really comforts and elevates man? Is that more difficult than to strike new paths, fighting the habitual, experiencing the insecurity of independence and the frequent wavering of one’s feelings and even one’s conscience, proceeding often without any consolation, but ever with the eternal goal of the true, the beautiful, and the good? - F.N.

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