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  • Originally posted by lockstep
    Regarding the grenadier, do whatever keeps the AI's from using partisans as their main offensive units in the early industrial age (it was annoying like hell for me). If offensive riflemen do the trick, then drop grenadiers.
    korn,

    i agree with lockstep about that.
    anyways when you keep grenadiers i would also add a modern era grenadier unit (an offensive non-wheeled infantry unit) which could be called as "combat enginners" or something like that.
    best would be that this unit fights best in hard and urban terrain while basically sucks on open field, but this is civ3 not panzer/peoples general unfortunately.

    Comment


    • ok anyways about the partisans

      here is what i'm doing to them

      they will be offensive and artillary AI
      1.1.4 40 shields 1 pop though i have yet to decide on their exact bombard damage i am still considering that, but they will have a bombard range of 2...but their bombard will be leathal to land units
      they will also be invisable and i will try them with hidden nationality
      also they will have -4 to their hitpoints, so a regular partisan will have 2 hitpoints, and an elite will only have 8

      special forces/commandos will be about the same
      they will be 16.8.5 invisable, see invisable, -4 hitpoints, blitz, amphibious, and airdrop with a range of 8

      basically they are a partisans worst nightmare

      status: ok i added all of the new stuff last night and did some editing of things i know i'm not going to change, but i still have to decide on somethings

      no promises because my girlfriend's uncle died today, but it should be out tommorrow, i'm tired and i'm not going to make any changes tonight
      Last edited by korn469; April 27, 2002, 23:32.

      Comment


      • status: ok i'm working on the readme, which i will post in an hour or so, and then i will post an artless beta8 tommorrow after i make a few last minute corrections and have a final rundown of things

        Comment


        • __________________________

          Blitz Mod 1.06beta8 Readme
          __________________________

          Changes to Units

          Non-combat Units
          Settler 0.0.1 50/3 (wheeled) {Colonist}
          Colonist 0.0.2 60/3 Navigation
          Worker 0.0.1 10/1 {Engineer}
          Engineer 0.0.1 20/1 (all terrain as roads)
          Scout 0.0.3 10 (invisable) {Explorer}
          Explorer 0.0.6 20 (invisable) 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 1.3.1 20 {Spearman}
          Impi 1.2.2 20 {Hoplite}
          Chariot 1.1.2 10 (wheeled) {Mounted Warrior} horses
          War Chariot 1.1.3 10 (wheeled) {Rider} horses
          Swordsman 3.2.1 30 {Grenadier} iron
          Immortals 4.2.1 30 {Swordsman} iron
          Legionary 3.2.1 30 (+3 hit points) {Immortals} iron
          Horseman 2.1.2 30 {Rider} horses
          Mounted Warrior 3.1.2 30 {Horseman} horses
          Catapult 0.1.1 4[2]1 20 (wheeled) {Cannon} iron

          Middle Age Land Units
          Pikeman 2.3.1 30 {Musketeer} none
          Longbowman 5.1.1 40 {Grenadier}
          Knight 4.3.2 60 {Coassack} horses, iron
          Rider 4.3.3 60 {Knight} horses, iron
          Samurai 4.4.2 60 {Rider} iron
          War Elephant 4.3.2 60 {Samurai}
          Musketman 3.4.1 40 {Rifleman} saltpeter
          Musketeer 4.4.1 40 {Musketman} saltpeter
          Cavalry 6.3.3 80 {Panzer} horses, saltpeter
          Cossack 7.4.3 80 {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 1.1.4 14[4]2 40/1 (invisable, hidden nationality, -4 hitpoints) Replaceable Parts
          Marine 15.10.2 100/1 (amphibious unit) rubber
          Tank 20.10.3 100/1 (blitz, wheeled) {Modern Armor} oil, iron
          Panzer 20.10.4 100/1 (blitz, wheeled) {Tank} oil, iron
          Paratrooper 12.12.2 [8] 110/1 (airdrop) oil, rubber
          Special Forces 16.8.5 [8] 120 (airdrop, amphibious, invisable, see invisable, blitz, -4 hitpoints) Amphibious Warfare
          Artillary 0.1.2 16[5]2 80 {Radar Artillary} iron

          Modern Land Units
          Modern Infantry 14.18.2 110/1 (blitz) rubber
          Mech Infantry 16.24.4 120/1 (blitz, wheeled) oil, iron, rubber
          Modern Armor 32.16.4 120/1 (blitz, wheeled) oil, iron, rubber
          Radar Artillary 0.1.3 20[6]2 120 (blitz, radar, wheeled) oil, aluminum
          Cruise Missile 0.0.1 15[8]5 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
          Galley 0.1.2 10|1 (sink in sea, sink in ocean) {Caravel} NONE
          War Galley 2.2.3 30 (sink in sea, sink in ocean) {Sloop} Map Making

          Middle Age Naval Units
          Caravel 1.1.4 40|2 {Galleon} Astronomy
          Sloop 3.3.5 4[4]1 40 {Frigate} Astronomy
          Frigate 6.5.2 8[4]1 60 (all terrain as roads, blitz) {Ironclad} Magnetism saltpeter, iron
          Man-O-War 8.6.2 8[4]1 60 (all terrain as roads, blitz) {Frigate} Magnetism saltpeter, iron
          Galleon 1.2.5 50|4 {Transport} Magnetism
          Privateer 4.2.7 50 (hidden nationality, zoc) {Commerce Raider} Navigation saltpeter, iron

          Industrial Era Naval Units
          Ironclad 10.9.3 10[5]1 90 (all terrain as roads, blitz) {Destroyer} Steel iron, coal
          Transport 0.6.3 100|8 (all terrain as roads) Mass Production oil
          Destroyer 12.15.5 12[5]1 110 (can see submarines, zoc, all terrain as roads, blitz) {Aegis Cruiser} Mass Production iron, oil
          Battleship 25.20.4 16[6]2 200|1 (can carry tactical missiles, carry foot units only, all terrain as roads, blitz) Mass Production iron, oil, coal
          Carrier 0.12.4 200|5 (radar, doesn't carry bombers, all terrain as road) Advanced Flight oil, rubber
          Submarine 16.6.4 110 (can see submarines, zoc, all terrain as roads, blitz) Mass Production oil
          Commerce Raider 15.12.15 130 (hidden nationality, zoc) Mass Production iron, oil

          Modern Naval Units
          Aegis Cruiser 16.24.5 12[5]1 160|3 (can see submarines, radar, can carry tactical missiles, carry foot units only, all terrain as roads, blitz) aluminum, uranium
          Nuclear Submarine 10.14.4 150|3 (can see submarines, can carry tactical missiles, all terrain as roads, blitz) aluminum, uranium

          Industrial Era Air Units
          Fighter 5.5.2 12[4]6 100 (blitz, leathal sea) {F-15} oil, rubber
          Bomber 0.2.2 10[8]8 120 (blitz, foot soldier) {Jet Bomber} oil, rubber
          Helicopter 0.2.3 0[0]6 100 (can see submarines/invisable units) oil, rubber

          Modern Air Units
          Jet Fighter 15.15.3 15[5]8 150 (blitz, radar, leath sea) oil, aluminum
          F-15 18.18.3 15[5]8 150 (blitz, radar, precision strike, leathal sea) {Jet Fighter} oil, aluminum
          Jet Bomber 0.6.3 18[8]8 180 (blitz, radar) oil, aluminum Rocketry
          Stealth Fighter 0.6.3 18[4]8 150 (blitz, radar, stealth, foot soldier) oil, aluminum, uranium
          Stealth Bomber 0.3.3 20[8]8 300 (blitz, radar, stealth, foot soldier) oil, aluminum, uranium

          Armies
          Army -.-.1 100|2 (army, blitz, pillage)
          Modern Army -.-.1 130|4 (army, blitz, pillage) Radio
          __________________________

          Changes to Combat Experiance
          Conscript 4hp 25% retreat
          Regular 6hp 50% retreat
          Veteran 9hp 60% retreat
          Elite 12hp 75% retreat
          __________________________

          Changes to Terrain
          *All terrain defensive bonuses set to 0% except in jungles, forrest, hills, and mountains
          *Jungle changed to 1.1.0
          *Mountains changed to 0.2.0
          *Tundra changed to 0.1.0
          __________________________

          General Settings Changes
          *Chance of Rioting is now 25%
          *Worker value in shields is now 25
          *Turn Penalty for Each Hurry Sacrifice is now 20
          *Turn Penalty for Each Drafted Citizen is now 30
          *Future Tech Cost now 500
          *Minimum Research Time now 1 turn
          *Maximum Research Time now 48 turns
          *Cities Needed to Support an Army now 2
          *Chance to Intercept Enemy Air Missions now 90%
          *Chance to Intercept Enemy Stealth Missions now 5%
          *Fortification Defense Bonus now 35%
          *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 War Galley
          __________________________

          Changes to Citizens
          *Scientist now provides 3 research and comes with Education
          *Tax Collector now provides 3 taxes and comes with Currency
          __________________________

          Changes to Difficulty Level

          Cheiftain
          Cost factor 30
          Number of Citizens born content 5
          Attack bonus vs. Barbarians 1000%

          Warlord
          Number of Citizens born content 3
          Attack bonus vs. Barbarians 50%
          Percentage of optimal cities 100%

          Regent
          Number of Citizens born content 2
          Attack bonus vs. Barbarians 0%
          Percentage of optimal cities 100%

          Monarch
          Number of Citizens born content 1
          Attack bonus vs. Barbarians 0%
          Percentage of optimal cities 100%

          Emperor
          Number of defensive land units 8
          Number of offensive land units 4
          Number of start unit type one 1
          Number of start unit type two 2
          Number of Citizens born content 0
          Addition Free Support 16
          Bonus for each city 4
          Max government transition time 2
          Cost factor 6
          AI to AI trade rate 160
          Attack bonus vs. Barbarians 0%
          Percentage of optimal cities 90%

          Deity
          Number of defensive land units 10
          Number of offensive land units 6
          Number of start unit type one 2
          Number of start unit type two 4
          Number of Citizens born content 0
          Addition Free Support 20
          Bonus for each city 5
          Max government transition time 1
          Cost factor 5
          AI to AI trade rate 180
          Attack bonus vs. Barbarians 0%
          Percentage of optimal cities 75%
          __________________________

          Changes to Diplomats and Spies
          *Build an Embassy cost 15
          *Investigate City cost 5
          *Steal Technology cost 8
          *Steal World Map cost 1
          *Plant Spy cost 45
          *Steal Plans cost 5
          *Initiate Propaganda cost 60
          *Sabotage Production cost 8
          *Expose Enemy Mole cost 60
          __________________________

          Changes to World Sizes

          Tiny
          Optimal Cities 12
          Tech Rate 75
          Starting Distance 9

          Small
          Optimal cities 14
          Tech Rate 115
          Starting Distance 12

          Standard
          Optimal cities 20
          Tech Rate 150
          Starting Distance 18

          Large
          Optimal cities 28
          Tech Rate 215
          Starting Distance 24

          Huge
          Optimal cities 36
          Tech Rate 280
          Starting Distance 32 (editor max)
          __________________________

          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
          1 worker rate
          forced labor
          0 assimilation
          rampant corruption
          regular spies

          Monarchy
          2 police
          2/3/4 1 support
          2 draft
          low war weariness
          2 worker rate
          paid labor
          1 assimilation
          nuisance corruption
          regular spies

          Communism
          3 police
          4/5/6 2 support
          3 draft
          tile penalty
          no war weariness
          3 worker rate
          paid labor
          3 assimilation
          communal corruption
          elite spies
          immune to investigate city
          no building upkeep

          Republic
          0 police
          2/2/2 2 support
          1 draft
          high war weariness
          trade bonus
          2 worker rate
          paid labor
          2 assimilation
          problematic corruption
          regular spies

          Democracy
          0 police
          1/2/3 2 support
          1 draft
          high war weariness
          trade bonus
          3 worker rate
          paid labor
          4 assimilation
          minimal corruption
          regular spies
          immune to propaganda

          Fascism
          4 police
          10 free 2/3/4 2 support
          3 draft
          no war weariness
          trade bonus
          2 worker rate
          forced labor
          0 assimilation
          problematic corruption
          regular spies
          immune to tech steal
          __________________________

          Changes to Culture

          In awe of
          Culture Ratio 3:1
          Chance of Successful Propaganda: 60%
          Initial Resistance Chance: 20%
          Continued Resistance Chance: 15%

          Admirers of
          Culture Ratio 2:1
          Chance of Successful Propaganda: 50%
          Initial Resistance Chance: 35%
          Continued Resistance Chance: 30%

          Impressed with
          Culture Ratio 5:4
          Chance of Successful Propaganda: 40%
          Initial Resistance Chance: 50%
          Continued Resistance Chance: 45%

          On par with
          Culture Ratio 4:5
          Chance of Successful Propaganda: 30%
          Initial Resistance Chance: 60%
          Continued Resistance Chance: 55%

          Unimpressed by
          Culture Ratio 1:2
          Chance of Successful Propaganda: 20%
          Initial Resistance Chance: 70%
          Continued Resistance Chance: 65%

          Dismissive of
          Culture Ratio 1:3
          Chance of Successful Propaganda: 10%
          Initial Resistance Chance: 85%
          Continued Resistance Chance: 80%

          Disdainful of
          Culture Ratio 1:10
          Chance of Successful Propaganda: 1%
          Initial Resistance Chance: 100%
          Continued Resistance Chance: 95%
          __________________________

          Changes to Improvements and Wonders

          Improvements
          Capital
          Palace 100/1/0 Center of Empire, +1 Happy

          Happiness
          Temple 60/1/1 +1 Happy (Religious)
          Colosseum 120/2/2 +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 240/0/4 +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, +50% Luxury Output 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
          *Naval Base 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 80/1/1 +50% Research Output (Scientific) Writing
          University 200/3/3 +50% Research Output [Library] (Scientific)
          *Public School 200/1/2 +50% Research Output
          Research Lab 240/0/4 +50% Research Output [University] (Scientific)

          Corruption
          Courthouse 80/0/1 Reduces Corruption
          *Newspaper 120/0/2 Reduces Corruption, Resistant to Propaganda [Library] Printing Press
          Police Station 180/0/2 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
          *Amphitheater 80/3/1 Literature
          *Opera 160/6/2 Music Theory
          *Museum 240/9/4 [Theater] Atomic Theory
          __________________________

          Wonders
          Happiness
          Hanging Gardens 300/0/4 3 happy, 1 happy in all cities {Ind} Polytheism
          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 900/0/4 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 1200/0/3 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 500/0/6 [2x University] doubles research output {Sci}
          Theory of Evolution 600/0/5 +2 free advances {Sci}
          SETI Program 1200/0/6 [3x University] doubles research output {Sci, Exp}
          Apollo Program 500/0/2 build spaceship parts {Sci, Ind} Aluminum

          Corruption
          Forbidden Palace 150/0/1 reduces corruption {Exp, Rel}

          Growth
          Longevity 1200/0/4 [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 expires with Nationalism {Ind, Rel}
          Shakespeare's Theater 400/0/16 [2x Theater] 2 happy, +50% Luxury Output
          United Nations 1200/0/15 Allows diplomatic victory {Exp, Com}
          __________________________

          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
          __________________________

          Changes to Civs

          Rome: Militaristic, Commercial
          Government Preference: Fascism, Democracy
          4 AG
          Offensive, Naval, Air, Workers, Wealth, Trade

          Egypt: Industrious, Religious
          Government Preference: Communism, NONE
          2 AG
          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
          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
          Naval, Growth, Production, Science, Explore, Culture

          China: Militaristic, Industrious
          Government Preference: Communism, Democracy
          5 AG
          Offensive, Workers, Naval, Air, Growth, Production

          America: Industrious, Expansionistic
          Government Preference: Democracy, Fascism
          4 AG
          Workers, Naval, 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
          Wokers, Growth, 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
          Workers, Growth, 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, Naval, Air, Growth, Explore

          Iroquois: Expansionistic, Religious
          Government Preference: Democracy, Fascism
          3 AG
          Naval, Growth, Happiness, Explore, Culture

          English: Expansionistic, Commercial
          Government Preference: Democracy, Communism
          3 AG
          Workers, Naval, Growth, Production, Wealth, Trade
          __________________________

          Changes to Resources

          *All strategic resources set to have a disapperance rate of 900
          *Oil can now be in plains
          *Game can now be in jungle
          __________________________

          Changes to Technology

          *Moved Map Trading from Map Making to Navigation
          *Moved Communication trading from Writing to Magnetism
          *Moved Mutual Protection Pacts from Nationalism to Espionage
          *Moved appearance of Aluminum to Mass Production
          *Moved appearance of Uranium to Atomic Theory
          *Advanced Flight is now a required tech
          __________________________
          Last edited by korn469; May 1, 2002, 16:19.

          Comment


          • I won't comment on matters of taste (like Obelisks ), but noticed a few glitches/problems (maybe they're only in the readme):
            • War chariots should upgrade to knights as in v1.21f.
            • To smooth ot things, the no. of optimal cities should be 16 for a small map (tiny = 12, normal = 20).
            • The tech rates have changed generally in v1.21f - e.g. the rate for a standard map is 240 now. You may want to re-check your changes.
            • The defense bonus for the palace should be dropped because of its weird effects.
            • The prereq for museums should be Communism (an optional tech) instead of Atomic Theory, as we already happened to agree.
            • The combination of a pop cost of 1 for industrial/modern land units with a higher draft penalty may cause massive AI self destruction. Unless you have tested this feature heavily, I suggest to drop it.
            • Due to the vastly (about 100%) increased costs of spaceship parts, the AI may never actually go for a space victory (player1 reported this effect for a 150% increase). I don't have a clue what to do about this one at the moment - the modern age needs a general overhaul IMO.
            I really like the idea to get rid of defense bonuses for 'normal' terrain. In fact, I was going to suggest it for beta8.1.

            P.S.: Communism with unit support costs of 2, but no building upkeep? This could be ... interesting
            "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

            Comment


            • lockstep

              as you have noticed there is still glitches in the readme that i am sorting out, i just got really tired last night and i thought i had most of the major things corrected in it, but obviously i missed a few things

              War chariots should upgrade to knights as in v1.21f
              chariots are 1.1.2 10
              war chariots are 1.1.3 10
              horsemen are 2.1.2 30

              so either the egyptians should be able to build both horsemen and war chariots, or war chariots should upgrade to horsemen, because while war chariots are useful for their cost i'm not sure if the egyptians are better off without horsemen

              To smooth ot things, the no. of optimal cities should be 16 for a small map (tiny = 12, normal = 20)
              ok sounds good

              The tech rates have changed generally in v1.21f - e.g. the rate for a standard map is 240 now. You may want to re-check your changes
              i skipped the entire tech section last night because i haven't edited tech rates yet and i have only glanced at their changes

              The defense bonus for the palace should be dropped because of its weird effects
              it has been, this is something i missed in the readme (thanks for pointing that out )...the palace now provides +1 happiness...which is vitally important on harder levels (look at the difficulty level changes)

              The prereq for museums should be Communism (an optional tech) instead of Atomic Theory, as we already happened to agree
              i'm torn about this, i certainly agree in principle about attaching culture buildings to optional techs, yet communism already provides police stations and the communist form of government while atomic theory provides nothing, so spreading out things in the tech tree to have fewer filler techs is competing with that and i'm not sure yet which one to go with

              The combination of a pop cost of 1 for industrial/modern land units with a higher draft penalty may cause massive AI self destruction. Unless you have tested this feature heavily, I suggest to drop it
              first thing the draft penalty is less than what it was in the 1.17f patch, secondly if you draft a 1 population unit it still only costs 1 population, so you are basically trading your shields for unhappiness, in my test games a 20 turn draft penalty seemed weak for the benefit it gave you, however if they have changed the mechanics of drafting i will change this

              Due to the vastly (about 100%) increased costs of spaceship parts, the AI may never actually go for a space victory (player1 reported this effect for a 150% increase). I don't have a clue what to do about this one at the moment
              did player1 change the civ's build priorities? solo reported in one of his test games that the AI seemed to be more likely to build the spaceship than in 1.17f if it had the production

              I really like the idea to get rid of defense bonuses for 'normal' terrain
              good
              plus i also made fortifying 10% stronger, to counterbalance this

              Communism with unit support costs of 2, but no building upkeep
              communism should be a strange government to play right now, it has high flat corruption and the tile penalty, yet it also has paid labor, no building upkeep, and elite spies, along with good police, no war weariness and the best support in the game i am hoping that is a balanced and useful form of government

              as you notice anything else point them out to me so i can correct them tonight

              Comment


              • Originally posted by korn469
                chariots are 1.1.2 10
                war chariots are 1.1.3 10
                horsemen are 2.1.2 30

                while war chariots are useful for their cost i'm not sure if the egyptians are better off without horsemen
                And that's why war chariots should directly upgrade to knights (skipping horsemen).

                i certainly agree in principle about attaching culture buildings to optional techs, yet communism already provides police stations and the communist form of government while atomic theory provides nothing, so spreading out things in the tech tree to have fewer filler techs is competing with that and i'm not sure yet which one to go with
                While fewer filler techs are the way to go, atomic theory has nothing to do with museums IMO ... but I'll have to leave the decision to you.

                BTW, a sugestion to get rid of another filler tech: Make the Hanging Gardens available with Polytheism instead of Monarchy.

                first thing the draft penalty is less than what it was in the 1.17f patch, secondly if you draft a 1 population unit it still only costs 1 population, so you are basically trading your shields for unhappiness
                I agree with your reasoning, but am still afraid that the AI can't cope with this feature.

                did player1 change the civ's build priorities? solo reported in one of his test games that the AI seemed to be more likely to build the spaceship than in 1.17f if it had the production
                player1 didn't mention any change in that regard. OTOH, his tests were done under v1.17f, so things may be different now.

                as you notice anything else point them out to me so i can correct them tonight
                I'm perusing the readme right now. BTW, could you give the details of cultural levels, including the new one 'on par with'?
                "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

                Comment


                • BTW, I noticed that you're going the same way as player1 regarding lethal bombardment: Yes, but only for fighters etc., and only lethal sea bombardment.

                  ...

                  'In korn469 and player1 we trust.'
                  "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

                  Comment


                  • Some other possible errors:
                    • Cossacks really have +1 attack compared to Cavalry?
                    • The 1000% attack bonus vs. barbarians at Chieftain is a typo, isn't it?
                    • Public Schools (late-game science buildings) shouldn't produce culture (like the Research lab).
                    Minor suggestion: Make Colonists/Engineers only slightly costlier than Settlers/Workers (that is, 60/20 shields), and give them a defense value of 1 so they can't be captured.

                    No comments on playbalance at the moment - I want to actually try out beta 8.
                    "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

                    Comment


                    • And that's why war chariots should directly upgrade to knights (skipping horsemen)
                      all i can say is D'oh!
                      i thought you meant they didn't need horsemen, sorry about the miscommunication

                      BTW, could you give the details of cultural levels, including the new one 'on par with'?
                      yes i'll put those up soon, i was too tired to do it last night


                      BTW, a sugestion to get rid of another filler tech: Make the Hanging Gardens available with Polytheism instead of Monarchy
                      good idea

                      Cossacks really have +1 attack compared to Cavalry?
                      yes

                      The 1000% attack bonus vs. barbarians at Chieftain is a typo, isn't it?
                      nope, chieftan is going to be a training wheels level in my mod, you should always win at it, while diety should be so hard that most players lose consistantly

                      Public Schools (late-game science buildings) shouldn't produce culture (like the Research lab)
                      i was thinking of the reason it had culture was because of political socialization...basically what you learn in school helps shape your out look on politics, world affairs, etc.
                      but i'm flexable on this, if you want it out we can kill it

                      Make Colonists/Engineers only slightly costlier than Settlers/Workers (that is, 60/20 shields), and give them a defense value of 1 so they can't be captured
                      ok no problem about the cheaper cost, but why do you want to make them uncapturable? i don't mind having it that way but i was just wondering what you were thinking

                      Comment


                      • Originally posted by korn469
                        ok no problem about the cheaper cost, but why do you want to make them uncapturable? i don't mind having it that way but i was just wondering what you were thinking
                        To make the upgrade more worthwile. If I have to invest more shields for colonists and workers, then I'm happy to know that no enemy will make use of them - they can 'only' kill them. OTOH, this is probably a matter of taste, and the more so because colonists haven't been important in any of my test games so far.

                        BTW, the beta8 readme is obviously a work in progress.
                        "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

                        Comment


                        • i'm not quite ready to release beta8 to the public, but those of you who are interested in testing out a pre-beta8 copy send me a private message and i will send you a copy of that when i get home tonight

                          lockstep

                          yea it is

                          ps

                          if you know of anything we've discussed in the past for beta8 that i have forgotten about please let me know, it might not be in the readme yet, or i may have forgotten about it, either way it will be a help

                          Comment


                          • Originally posted by korn469
                            lockstep

                            if you know of anything we've discussed in the past for beta8 that i have forgotten about please let me know, it might not be in the readme yet, or i may have forgotten about it, either way it will be a help
                            So far only one thing: In the first beta version of 1.06, you included changes to worker jobs. To be more specific, you increased the expense for building railroads and clearing pollution somewhat (from 12/24 in the original version of Civ3 to 15/30) and reduced the expense for building fortresses drastically (from 16 to 6). The change to fortresses was a very interesting idea 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

                            Comment


                            • Another issue occured to me. Quite some time ago, I suggested to include the 'preliminary discovery of strategic ressources'. This feature was (IIRC) at first included in Plutarck's Long Winded Changes mod and was also part of Vel's noname mod. In these mods, every strategic ressource became available somewhat earlier on the tech tree (e.g. Iron with Bronze Working, Saltpeter with Invention). The reasonings were as follows:
                              • Gameplay: Possibility to a) trade the ressource without giving away a crucial tech b) plan ahead wars with a limited (i.e. ressource-driven) object.
                              • Realism: The idea that a certain natural phenomenon is indeed a valuable ressource normally arises somewhat before the ressoure is actually useful.
                              To be honest, I'm still not sure if this feature is a definite improvement to the basic game or just a matter of taste. After all, if you don't have access to a certain ressource, workarounds (e.g. units that don't require this ressource) are often available. HOWEVER, things may be different for aluminium and uranium, which are required for a space victory. Maybe it's just me, but if I don't own these ressources, I want to know this fact before the modern age, so I have the option to forge some long-term alliances to get them by force. In the LWC mod, aluminium became visible with Mass Production and uranium became visible with Atomic Theory, i.e. both in the late industrial age. This is appropriate IMO, and you may want to adopt it for the blitz mod.

                              P.S.: It would also allow for the separation of Atomic Theory and Museums.
                              "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

                              Comment


                              • Well, I don't have enough time to give a thorough reply, but I do have a few things to say.

                                First off, great job.

                                Secondly, do you realize that a battleship will be able to move 75 spaces in one turn? For the units that have the 'count all terrain as roads' ability should have their movement rate lessened. Maybe you just overlooked this, I don't know. As a matter of preference I think you should move the galley to map making, and add in the outrigger (or coracle) as the starting out naval unit. The outrigger would be 0.0.1 10|1 (sink in sea, sink in ocean). Then make the galley become available at map making and be 0.0.2 20|1 (sink in sea, sink in ocean). However, this might make it a be redundant. Either way, though, the war galley should be 0.0.1 30 (sink in sea, sink in ocean, count all terrain as road). This will stop the war galley from making an attack (if winning) and then being able to still move. The same goes for the rest of the ships but some balancing issues will have to be taken care of. I think making ocean squares cost two movement will help prevent early game expansion, but have no ill effects on modern age naval units because of there 'count all terrain as roads' attribute. Basically, make it harder for transporting boats to cross the ocean by increasing the movement cost for ocean, keep it the same movement pace for 'war boats' by giving them the 'count all terrain as roads' attribute, and lower (balance) the movement points of certain units that have the 'count all terrain as roads' atrribute.

                                Barbarians should have a little bit weaker of units, IMO. Here a few possible combos: war charriot/swordsmen - horsement/swordsmen - horsemen/immortals -
                                mounted warrior/immortals

                                Lockstep, I think that idea for resources is a good 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.

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