francoImpaler
i fixed the problem with upgrading units, sorry about that! (you have to select which units they upgrade to and then click an upgrade box)
although not clicking on the upgrade box allows units to disappear from the build queue (which is what i want), but it prevents you from upgrading them (which i am ambivilent about, both sides has pros and cons), so any thoughts about the significance of this (especially from all of those who opposed upgrading units to begin with)?
also i made a few quick changes based on the feed back
*factory now requires mill, and does not become obsolete
*obelisk are now 60/1/1
*pyramids now cost 300 (IRL i saw on a documentry about the great walls that the original span of great wall cost 12 times as much to build as the pyramids)
*generals now function as armies, but upgrade to armies and can build armies, this was done to allow the AI to use them effectively (before they didn't have an AI at all, because they can't use leader AI unless they have both build armies and hurry improvements)
tech wins the blitz ability is the game, where are you having problems with it? tanks, modern armor, panzers, mech infantry, fighters, bombers, jet fighters, F-15s, stealth fighters, stealth bombers, and armies (including generals) should have it
also i need to update the civilopedia, i haven't had the time to do this (busy with finals, holidays, and just life) and i don't plan on making any more changes to the blitz mod until the patch comes out which should be sometime this week (unless they delay it)...if anyone wants to help me with the civilopedia i would appreciate the help very much, if not i will work on it as time allows
one other thing i am only able to play about one or two quick games to play test each new version because of time constraints, and i encourage everyone to playtest as much as possible, and to provide as much feedback as you can
however to have a measuring stick to go by i encourage everyone to playtest at least one game on each of the Apolyton Challenges, that would give us a control group to see how the changes to the blitz mod effect the game compared to the regular civ3mod rules
Apolyton Tournament #1
Apolyton Tournament #2
keep the feedback coming guys!
i want this to be the best possible Mod for civ3
i fixed the problem with upgrading units, sorry about that! (you have to select which units they upgrade to and then click an upgrade box)
although not clicking on the upgrade box allows units to disappear from the build queue (which is what i want), but it prevents you from upgrading them (which i am ambivilent about, both sides has pros and cons), so any thoughts about the significance of this (especially from all of those who opposed upgrading units to begin with)?
also i made a few quick changes based on the feed back
*factory now requires mill, and does not become obsolete
*obelisk are now 60/1/1
*pyramids now cost 300 (IRL i saw on a documentry about the great walls that the original span of great wall cost 12 times as much to build as the pyramids)
*generals now function as armies, but upgrade to armies and can build armies, this was done to allow the AI to use them effectively (before they didn't have an AI at all, because they can't use leader AI unless they have both build armies and hurry improvements)
tech wins the blitz ability is the game, where are you having problems with it? tanks, modern armor, panzers, mech infantry, fighters, bombers, jet fighters, F-15s, stealth fighters, stealth bombers, and armies (including generals) should have it
also i need to update the civilopedia, i haven't had the time to do this (busy with finals, holidays, and just life) and i don't plan on making any more changes to the blitz mod until the patch comes out which should be sometime this week (unless they delay it)...if anyone wants to help me with the civilopedia i would appreciate the help very much, if not i will work on it as time allows
one other thing i am only able to play about one or two quick games to play test each new version because of time constraints, and i encourage everyone to playtest as much as possible, and to provide as much feedback as you can
however to have a measuring stick to go by i encourage everyone to playtest at least one game on each of the Apolyton Challenges, that would give us a control group to see how the changes to the blitz mod effect the game compared to the regular civ3mod rules
Apolyton Tournament #1
Apolyton Tournament #2
keep the feedback coming guys!
i want this to be the best possible Mod for civ3
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