any thoughts on making tanks, modern armor, and possibly mech infantry non air liftable? i was thinking about doing this to encourage having a strong navy but what do u think?
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MOD: korn's Blitz Mod
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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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well everyone one little victory for the blitz mod, firaxis added blitz to armies in the regular version of civ
lockstep
This is a much better setting IMO.
IMO you should start with tech rates of 80/100/120/160/200 (adjusted for map size and no. of civs) instead of the original rates of 60/90/120/180/240 and then apply further changes.
techwins
That doesn't sound like too bad of an idea, but I'll leave that decision up to you. I do think that you should make mech infantry and (all) tanks wheeled units. For one reason and one reason alone - more strategy in combined arms.
but i'll definantly make tanks and modern armor wheeled, and most likely try mech infantry as wheeled, but i'm worried that this will hurt it as a defender more than it would hurt the other two as attackers, i'm just not sure yet
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Originally posted by korn469
lockstep here is how you proposed to make the governments
fascism
3/5/7 3 support
communism
4/5/6 2 support
i was going from memory, the worker rate was supposed to be 3 i thought about changing them then decided not too and that is where the 8 number came from, so in light of that do u still wanna bump democracy and communism up one?
ok i went back edited your save a little, first i sold all market places, banks, and stock exchanges (to get rid of any commerce bonus), then i sold all courthouses (to get rid of any corruption bonus), then i set all production to airports (because setting it to wealth artifically raised the tax amount
also two other things to note, corruption also takes away shields, and there are three corruption reducing buildings in my mod, the courthouse, the newspaper, and the police station
Chieftan: Percentage of optimal cities 100%
Warlord: Percentage of optimal cities 100%
Regent: Percentage of optimal cities 100%
Monarch: Percentage of optimal cities 90%
Emperor: Percentage of optimal cities 80%
Deity: Percentage of optimal cities 70%
well everyone one little victory for the blitz mod, firaxis added blitz to armies in the regular version of civ
One reservation regarding general settings: While the blitz mod increases tech costs - especially for the modern age -, Firaxis has decided to decrease modern age tech costs in v1.17f. I suggest to try the new settings on a standard map before making incisive changes. (Still, the tech rates for the other world sizes should be adjusted to the no. of civs IMO.)"As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW
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ok i'm downloading the patch right now and working on the mod
my goal is to have it out this weekend
ok after much consternation of naval units, here is how the blitz mod's units will look
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Non-combat Units
Settler 0.0.1 50/3 (wheeled) {Colonist}
Colonist 0.0.3 80/3 Navigation
Worker 0.0.1 10/1
Scout 0.0.1 10 (all terrain as roads) {Explorer}
Explorer 0.0.2 20 (all terrain as roads) Astronomy
Ancient Land Units
Warrior 1.1.1 10 {Legionary}
Jaguar Warrior 1.1.2 10 {Warrior}
Archer 2.1.1 20 {Longbowman}
Bowman 2.2.1 20 {Archer}
Spearman 1.2.1 20 {Pikeman}
Hoplite 2.3.1 20 {Spearman}
Impi 1.2.2 20 {Hoplite}
Chariot 1.1.2 20 (wheeled) {Mounted Warrior} horses
War Chariot 2.1.2 20 {Chariot} horses
Swordsman 3.2.1 30 {Grenadier} iron
Immortals 4.2.1 30 {Swordsman} iron
Legionary 3.3.1 30 {Immortals} iron
Horseman 2.1.2 30 (mounted) {Rider} horses
Mounted Warrior 3.1.2 30 (mounted) {Horseman} horses
Catapult 0.1.1 4[2]1 20 (wheeled) {Cannon} iron
Middle Age Land Units
Pikeman 1.3.1 30 {Musketeer} none
Longbowman 4.1.1 30 {Grenadier} iron
Knight 4.3.2 60 (mounted) {Coassack} horses, iron
Rider 4.3.3 60 (mounted) {Knight} horses, iron
Samurai 4.4.2 60 {Rider} iron
War Elephant 4.3.2 60 (mounted) {Samurai}
Musketman 3.4.1 40 {Rifleman} saltpeter
Musketeer 4.4.1 40 {Musketman} saltpeter
Cavalry 6.3.3 80 (mounted) {Panzer} horses, saltpeter
Cossack 6.4.3 80 (mounted) {Cavalry} horses, saltpeter
Cannon 0.1.1 8[4]1 40 (wheeled) {Artillary} saltpeter, iron
Industrial Era Land Units
Grenadier 8.4.1 60/1 {Marines} Nationalism
Rifleman 6.8.1 60/1 {Infantry}
Infantry 10.12.2 80/1 {Mech Infantry} rubber
Partisan 6.5.4 40/1 (hidden nationality, invisable) Replaceable Parts
Marine 15.10.2 100/1 (amphibious unit) rubber
Tank 20.10.3 100/1 (blitz) {Modern Armor} oil, iron
Panzer 20.10.4 100 (blitz) {Tank} oil, iron
Paratrooper 12.12.2 [8] 110/1 (airdrop) oil, rubber
Artillary 0.1.2 16[5]2 80 {Radar Artillary} iron
Modern Land Units
Mech Infantry 16.24.4 120/1 (blitz) oil, iron, rubber
Modern Armor 32.16.4 120/1 (blitz) oil, iron, rubber
Radar Artillary 0.1.3 20[6]2 120 (blitz, radar) oil, aluminum
Cruise Missile 0.0.1 15[8]4 60 (tactical missile, cruise missile, foot soldier, load, airlift) aluminum
Tactical Nuke 0.0.1 0[0]8 130 aluminum, uranium
ICBM 0.0.1 (ICBM) 250 aluminum, uranium
Ancient Naval Units
Outrigger 0.1.2 10|1 (sink in sea, sink in ocean) {Galley} NONE
Galley 2.2.3 30|2 {Caravel}
Middle Age Naval Units
Caravel 0.2.4 40|3 {Galleon}
Frigate 6.4.5 6[4]1 60 {Ironclad} iron, saltpeter
Man-O-War 8.4.5 8[5]1 60 {Frigate} iron, saltpeter
Galleon 0.3.5 50|4 {Transport}
Privateer 5.2.6 50 (hidden nationality, zoc) {Destroyer} iron, saltpeter
Industrial Era Naval Units
Ironclad 10.9.6 8[5]1 80 {Destroyer} iron, coal
Transport 0.8.8 90|8 oil
Destroyer 14.12.11 8[5]1 100 (can see submarines) {Aegis Cruiser} oil, iron
Battleship 30.20.10 14[6]2 200 oil, iron, coal
Carrier 0.18.10 200|5 (radar) oil, rubber
Submarine 16.6.9 100 (can see submarines, zoc) oil
Modern Naval Units
Aegis Cruiser 16.24.11 12[5]1 160|3 (can see submarines, radar, can carry tactical missiles, carry foot units only) aluminum, uranium
Nuclear Submarine 10.12.10 150|3 (can see submarines, can carry tactical missiles) aluminum, uranium
Industrial Era Air Units
Fighter 6.5.3 8[4]6 100 (blitz) {F-15} oil, rubber
Bomber 0.3.3 12[8]8 120 (blitz) oil, rubber
Helicopter 0.2.3 0[0]6 100 (can see submarines/invisable units) oil, rubber
Modern Air Units
Jet Fighter 12.10.4 12[6]8 150 (blitz, radar) oil, aluminum
F-15 12.10.4 15[8]8 150 (blitz, radar) {Jet Fighter} oil, aluminum
Stealth Fighter 0.4.4 16[6]8 150 (blitz, radar, stealth) oil, aluminum, uranium
Stealth Bomber 0.2.4 18[10]8 300 (blitz, radar, stealth) oil, aluminum, uranium
Armies
Army -.-.1 100|2 (army, blitz, pillage)
Modern Army -.-.1 130|4 (army, blitz, pillage) Radio
__________________________Last edited by korn469; February 18, 2002, 03:28.
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ok i was thinking about how to properly assign the build priorities to the various civs, and here is what i've came up with
all civs start off with a 3 aggression level, then they get three traits from each of their special abilities, if they do not have six abilities because of overlap and the AI function of their CSU is not represented I will add that in
Militaristic: +2 AG, Offensive, Naval, Air
Industrious: +0 AG, Workers, Growth, Production
Expansionistic: +1 AG, Naval, Growth, Explore
Scientific: +0 AG, Production, Science, Culture
Religious: -1 AG, Growth, Happiness, Culture
Commercial: -1 AG, Workers, Wealth, Trade
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Rome: Militaristic, Commercial
Government Preference: Fascism, Democracy
4 AG
Offensive, Naval, Air, Workers, Wealth, Trade
Egypt: Industrious, Religious
Government Preference: Communism, NONE
2 AG
Defensive, Workers, Growth, Production, Happiness, Culture
Greece: Scientific, Commercial
Government Preference: Democracy, Communism
2 AG
Workers, Production, Science, Wealth, Trade, Culture
Babylon: Scientific, Religious
Government Preference: Democracy, Communism
2 AG
Offensive, Growth, Production, Happiness, Science, Culture
Germany: Militaristic, Scientific
Government Preference: Fascism, Democracy
5 AG
Offensive, Naval, Air, Production, Science, Culture
Russia: Expansionistic, Scientific
Government Preference: Communism, NONE
4 AG
Settlers, Growth, Production, Science, Explore, Culture
China: Militaristic, Industrious
Government Preference: Communism, Democracy
5 AG
Offensive, Defensive, Workers, Naval, Air, Production
America: Industrious, Expansionistic
Government Preference: Democracy, Fascism
4 AG
Settlers, Workers, Air, Growth, Production, Explore
Japan: Militaristic, Religious
Government Preference: Fascism, Democracy
4 AG
Offensive, Naval, Air, Growth, Happiness, Culture
France: Industrious, Commercial
Government Preference: Democracy, Anarchy
2 AG
Defensive, Wokers, Production, Wealth, Trade
India: Religious, Commercial
Government Preference: Democracy, Communism
1 AG
Workers, Growth, Happiness, Wealth, Trade, Culture
Persia: Industrious, Scientific
Government Preference: Democracy, None
3 AG
Offensive, Defensive, Workers, Production, Science, Culture
Aztecs: Militaristic, Religious
Government Preference: Communism, Democracy
4 AG
Offensive, Naval, Air, Growth, Happiness, Culture
Zulu: Militaristic, Expansionistic
Government Preference: Communism, Democracy
5 AG
Offensive, Settlers, Naval, Air, Growth, Explore
Iroquois: Expansionistic, Religious
Government Preference: Democracy, Fascism
3 AG
Offensive, Settlers, Growth, Happiness, Explore, Culture
English: Expansionistic, Commercial
Government Preference: Democracy, Communism
3 AG
Settlers, Workers, Naval, Production, Wealth, TradeLast edited by korn469; February 25, 2002, 08:10.
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__________________________
Changes to Improvements and Wonders
Improvements
Capital
Palace 100/1/0 Center of Empire, +25% defense
Happiness
Temple 60/1/1 +1 Happy (Religious)
Colosseum 120/1/2 +2 Happy
Cathedral 160/2/2 +3 Happy [Temple] (Religious)
Economic
Marketplace 100/0/1 +50% Tax Output, Increases Luxury Trade (Commercial)
Bank 160/0/3 +50% Tax Output [Marketplace] (Commercial)
*Stock Exchange 200/0/4 +50% Tax Output [Bank] (Commercial) The Corporation
Trade
Harbor 80/0/1 Allows Water Trade, Increases Food in Water (Commercial, Coastal)
Air Port 160/0/2 Allows Air Trade, 1 Pollution {Oil} (Commercial)
Military
Walls 20/0/0 +50% Defense, 12 Bombard Defense (Militaristic)
Coastal Fortress 40/0/1 16 Naval Power, 12 Naval Bombard Defense {Iron, Saltpeter} (Militaristic, Coastal)
Barracks 80/0/1 Veteran Ground Units (Militaristic) Warrior Code
*Port Facility 120/0/2 Veteran Sea Units [Harbor] (Militaristic, Coastal) Astronomy
*Airforce Installation 160/0/3 Veteran Air Units {Oil} (Militaristic) Flight
Production
*Mill 160/0/2 +25% Production, Must be Near a River; Engineering
Factory 240/0/4 +50% Production, 2 Pollution {Iron}
Manufactoring Plant 320/0/5 +50% Production, 1 Pollution [Factory] {Aluminum}
Coal Plant 160/0/4 +50% Production, 3 Pollution [Factory] {Coal}
Hydro Plant 240/0/4 +50% Production, Must be Near a River [Factory] {Iron}
Solar Plant 320/0/4 +50% Production [Factory] {Rubber}
Nuclear Plant 240/0/4 +100% Production, 1 Pollution, Must be Near Water, Can Explode or Meltdown [Factory] {Uranium}
Offshore Platform 240/0/3 Increases Shields in Water, 2 Pollution (Coastal)
Research
Library 80/2/1 +50% Research Output (Scientific)
University 200/3/3 +50% Research Output [Library] (Scientific)
*Public School 200/1/2 +50% Research Output
Research Lab 240/1/4 +50% Research Output [University] (Scientific)
Corruption
Courthouse 80/0/1 Resistant to Propaganda, Reduces Corruption
*Newspaper 120/1/2 Reduces Corruption [Library] Printing Press
Police Station 160/0/2 Reduces Corruption, Reduces War Weariness [Courthouse]
Growth
Granary 60/0/1 Doubles City Growth Rate
Aqueduct 100/0/1 Allows City Size Level 2
Hospital 160/0/2 Allows City Size Level 3
Pollution
Mass Transit 200/0/3 Removes Population Pollution {Rubber}
Recycling Center 200/0/3 Removes Building Pollution
Cultural
*Forum 60/2/1
*Theater 160/4/2 Free Artistry
*Museum 240/6/4 [Theater] Atomic Theory
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Wonders
Happiness
Hanging Gardens 300/0/4 3 happy, 1 happy in all cities {Ind}
Oracle 300/0/4 [2x Temple] Doubles happiness of temples {Rel}
Sistine Chapel 600/0/6 [2x Cathedral] Doubles happiness of Cathedrals {Rel}
JS Bach's Cathedral 600/0/6 [2x Cathedral] 2 happy, 2 happy in all cities {Rel, Con}
Cure for Cancer 1000/0/8 [2x Research Lab] 6 happy, 2 happy in all cities {Sci}
Economic
Colossus 200/0/2 +1 trade in all trade producing squares {Ex, Com, Coa)
Wall Street 300/0/1 [5x Banks] Treasury Earns 5% {Com}
Trade
Great Lighthouse 300/0/2 [2x Harbor] Safe Sea Travel, +1 Ship Movement {Exp, Com, Coa}
Magellan's Voyage [2x Harbor] 400/0/3 +1 {Exp, Com, Coa}
Smith's Trading Company 600/0/3 Pays Maintenance for trade Installations {Com}
Military
Great Wall 200/0/2 Doubles combat vs. Barbs, Doubles City Defens {Mil, Ind}
Sun Tzu's Art of War 600/0/3 Barracks in every city on the continant {Mil}
Leonardo's Workshop 600/0/3 Halves upgrade cost {Mil}
Universal Suffrage 800/0/4 Reduces war weariness in all cities {Mil}
Manhattan Project 800/0/0 [2x University] Allows all civs to build Nukes, 1 unhappy in all cities {Mil, Sci, Ind} Uranium
Heroic Epic 200/0/2 Increased chance of leaders, Requires a victorious army {Mil, Rel}
Military Academy 400/0/1 Build armies without leaders {Mil}
Pentagon 400/0/1 Build larger armies, requires 4 armies, requires a victorious army {Mil}
Strategic Missile Defense 800/0/1 [5x SAM batteries] Decreased chance of missile attacks {Mil, Sci}
Intelligence Agency 400/0/1 Allows spy missions {Mil, Sci}
Battlefield Medicine 500/0/1 [5x Hosptial] Healing in enemy territory {Mil}
Production
Hoover Dam 800/0/3 gain hydro plant in every city on continent, must be near a rive {Ind}
Iron Works 400/0/1 +100% production, 4 pollution, requires coal and iron in city radius {Ind}
Research
Great Library 400/0/5 [2x Library] Gain any advances owned by two civs {Sci}
Copernicus's Observatory 400/0/4 doubles research output {Exp, Sci}
Newton's University 400/0/6 [2x University] doubles research output {Sci}
Theory of Evolution 600/0/5 +2 free advances {Sci}
SETI Program 1000/0/6 [3x University] doubles research output {Sci, Exp}
Apollo Program 500/0/2 build spaceship parts {Sci, Ind} Aluminum
Corruption
Forbidden Palace 200/0/2 reduces corruption {Exp, Rel}
Growth
Longevity 1000/0/4 [2x research Lab] city growth causes +2 pop {Sci, Exp}
Pollution
N/A
Cultural
Pyramids 300/0/4 gives an obelisk in each city on the continant {Ind, Rel}
Shakespeare's Theater 400/0/12 [2x Theater] 3 happy
United Nations 1000/0/10 Allows diplomatic victory {Exp, Com}
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Space Ship Parts
SS Thrusters 600 Aluminum
SS Engine 1200 Aluminum, Uranium
SS Docking Bay 300 Oil, Rubber
SS Cockpit 600 Aluminum
SS Fuel Cells 300 Uranium, Rubber
SS Life Support System 600 Aluminum
SS Stasis Chamber 600 Aluminum
SS Storage/Supply 300 Oil, Rubber
SS Planetary Party Lounge 300 Oil, Rubber
SS Exterior Casing 1200 Aluminum, Uranium
EDIT:
i did some play testing, and if you set the pyramids as the required building for the obelisk then you can only build one obelisk
so basically you can't use wonders to enable certain buildings
also selecting a wonder to double the happiness of a building that doesn't generate any happiness does nothingLast edited by korn469; February 18, 2002, 05:41.
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__________________________
Changes to Combat Experiance
Conscript 4
Regular 6
Veteran 9
Elite 12
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General Settings Changes
*Chance of Rioting is now 25%
*Turn Penalty for Each Hurry Sacrifice is now 20
*Turn Penalty for Each Drafted Citizen is now 20
*Future Tech Cost now 500
*Minimum Research Time now 2 turns
*Maximum Research Time now 50 turns
*Cities Needed to Support an Army now 2
*Chance to Intercept Enemy Air Missions now 90%
*Chance to Intercept Enemy Stealth Missions now 9%
*Citizen Defensive Bonus now 24
*Building Defensive Bonus now 24
*Basic Barbarian is now a Swordsman
*Advanced Barbarian is now a Knight
*Barbarian Sea Unit now Privateer
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Changes to Citizens
*Scientist now provides 3 research and comes with Education
*Tax Collector now provides 3 taxes and comes with Currency
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Changes to Difficulty Level
*Cheiftain
Number of Citizens born content 5
Attack bonus vs. Barbarians 500%
*Warlord
Attack bonus vs. Barbarians 50%
Percentage of optimal cities 100%
*Regent
Attack bonus vs. Barbarians 0%
Percentage of optimal cities 100%
*Monarch
Attack bonus vs. Barbarians 0%
Percentage of optimal cities 100%
*Emperor
Addition Free Support 10
Bonus for each city 3
Max government transition time 2
Cost factor 7
Attack bonus vs. Barbarians 0%
Percentage of optimal cities 90%
*Deity
Addition Free Support 20
Bonus for each city 5
Max government transition time 1
Cost factor 5
Percentage of optimal cities 75%
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Changes to Diplomats and Spies
*Build an Embassy cost 15
*Investigate City cost 7
*Steal Technology cost 9
*Steal World Map cost 1
*Plant Spy cost 45
*Steal Plans cost 7
*Initiate Propaganda cost 80
*Sabotage Production cost 8
*Expose Enemy Mole cost 60
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Changes to World Sizes
*Tiny
Optimal Cities 14
Tech Rate 75
Number of Civs 6
*Small
Optimal cities 16
Tech Rate 115
Number of Civs 8
*Standard
Optimal cities 20
Tech Rate 150
Number of Civs 10
*Large
Optimal cities 26
Tech Rate 225
Number of Civs 14
*Huge
Optimal cities 35
Tech Rate 300
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Changes to Governments
Anarchy
0 police
1/1/1 2 support
0 draft
tile penalty
high war weariness
1 worker rate
0 assimilation
catastrophic corruption
conscript spies
immune to build embassy
no building upkeep
Despotism
3 police
3/3/3 1 support
2 draft
tile penalty
no war weariness
70 rate cap
1 worker rate
forced labor
0 assimilation
rampant corruption
regular spies
Monarchy
2 police
2/3/4 2 support
2 draft
low war weariness
80 rate cap
2 worker rate
paid labor
1 assimilation
problematic corruption
regular spies
Communism
3 police
3/4/5 2 support
3 draft
no war weariness
no rate cap
3 worker rate
forced labor
3 assimilation
communal corruption
elite spies
immune to investigate city
Republic
0 police
2/2/2 2 support
1 draft
high war weariness
80 rate cap
trade bonus
2 worker rate
paid labor
2 assimilation
nuisance corruption
regular spies
Democracy
0 police
1/2/3 2 support
1 draft
high war weariness
no rate cap
trade bonus
3 worker rate
paid labor
4 assimilation
minimal corruption
regular spies
immune to propaganda
Fascism
4 police
4/5/6 3 support
3 draft
no war weariness
no rate cap
trade bonus
2 worker rate
forced labor
0 assimilation
problematic corruption
regular spies
immune to tech steal
__________________________Last edited by korn469; February 18, 2002, 04:45.
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Sorry, Korn, but I haven't had a chance to look over your last few posts, however, just from a glance they appear to be pretty good. Also, I noticed that you edited your "download" post (the first post in this thread) on Saturday, and I can't seem to see any changes made. So I was wondering what exactly did you edit? Did you make v1.06beta7 availabe for download, but just didn't specify that you did? If that isn't the reason, then when do you think v1.06beta7 will be available? Well, keep up the good work.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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a few changes put off for now
Changes to Civilizations
*Implemented Sevorak's More City Names Mod
*Changed colors for many civs
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Changes to Culture
*In awe of
Culture Ratio 4:1
Chance of Successful Propaganda 40%
Initial Resistance Chance 35%
Continued Resistance Chance 25%
*Admirers of
Culture Ratio 3:1
Chance of Successful Propaganda 30%
Initial Resistance Chance 45%
Continued Resistance Chance 35%
*Impressed with
Culture Ratio 2:1
Chance of Successful Propaganda 25%
Initial Resistance Chance 60%
Continued Resistance Chance 50%
______________________________
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Originally posted by korn469
To create the correct flic files here is a step by step guide
1) Goto your main Civ3 directory
2) From there open the Art file
3) From there open the Units File
4) From there create the following folders
-->Modern Army Industrial Times
5) Staying in the Units File copy all of the files in each folder in the following order
-->All of the files in the Army Industrial Times folder to the Modern Army Industrial Times folder"As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW
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So far, I've spotted two discrepancies in the readme (compared to the bic-file):- Hoplite should have an attack value of 1 (like in Civ3 v1.17);
- Panzer should cost 1 pop point (like the tank and all other industrial/modern land units in the blitz mod).
"As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW
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Before I actually start a game, I need to know what has changed compared to Civ3 v1.17. So I'm perusing the readme right now - expect some comments later today. Playtesting will probably have to wait until tomorrow.
OTOH, as beta7 has been downloaded two times until now, I guess TechWins will soon report his first impressions."As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW
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