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  • 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?
    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.
    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


    • 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.
      glad you approve

      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.
      ok i'll look into that and see how it works

      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.
      ok i'm going with that for now, though if there is need i might add in another unit (call it a Light Armored Vehicle or something) later that isn't wheeled, and is airliftable

      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

      Comment


      • 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 proposed 2/4/6/2 for fascism, 2/4/6 1 for communism. As I already said, IMO support rates of 3 are too unbalancing. Anyway, just finish beta7 so I can do some playtesting.

        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?
        No, I'm happy with a maximum worker rate of 3.

        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
        You're right. I completely forgot about the effects of wealth.

        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
        I built some newspapers at first and sold them later (for a 'clean' test setup). IIRC, they decreased corruption further, but only by a very small amount, compared to courthouses. This needs some additional testing.

        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%
        A suggestion: There are so many other ways to make the upper levels harder. Why not stick with a percentage of optimal cities of 100%?

        well everyone one little victory for the blitz mod, firaxis added blitz to armies in the regular version of civ
        They also added the ability to upgrade to civ-specific units.

        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

        Comment


        • 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

          __________________________

          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.

          Comment


          • 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
            _____________________________________
            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, Trade
            Last edited by korn469; February 25, 2002, 08:10.

            Comment


            • __________________________

              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
              __________________________

              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}
              __________________________

              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 nothing
              Last edited by korn469; February 18, 2002, 05:41.

              Comment


              • __________________________

                Changes to Combat Experiance
                Conscript 4
                Regular 6
                Veteran 9
                Elite 12
                __________________________

                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
                __________________________

                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
                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%
                __________________________

                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
                __________________________

                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
                __________________________

                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.

                Comment


                • 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.

                  Comment


                  • techwins,

                    beta7 isn't available yet,

                    though if you look at the edit times in my last couple of posts, you'll see that i have been hammering away at the bic and i'm close...somewhere between 30 minutes to two hours

                    Comment


                    • here it is
                      Attached Files
                      Last edited by korn469; February 25, 2002, 20:12.

                      Comment


                      • a few changes put off for now

                        Changes to Civilizations
                        *Implemented Sevorak's More City Names Mod
                        *Changed colors for many civs
                        __________________________
                        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%
                        ______________________________

                        Comment


                        • 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
                          IMO, the correct folder name should be 'Modern Army Industrial Ages', like the correspondent folders for settler, worker, leader and army. I don't know if Civ3 would crash otherwise, though.
                          "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


                          • 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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                            • lockstep

                              thanks for catching that i've corrected it (both the readme and the install text) thankfully all of the mistakes were in the readme and not the actual bic

                              so are you having fun with it? what are your first impressions?

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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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