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  • Originally posted by korn469
    so how does this sound, instead of calling them theaters, call them amphitheater which has strong greek and roman overtones

    the only critism i can think of is that ampitheaters, operas, and musuems are too isolated to western culture, but that is a general problem of civ3 that somebody else can fix!
    For this very reason, I'd call building no. 1 just 'theater'. (Yes, some of the veteran blitz mod players will possibly mistake it for the old medieval 'theater', but that's not as confusing as the outrigger/galley/war galley issue. )
    "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


    • Originally posted by korn469
      i would love to have the SMAC infantry gets +25% when attacking cities rule in civ3, especially if all special abilities like that carried over to armies
      We can always hope for a next patch.

      *modern worker(engineer), the name says it all
      Sounds good (as I said before), but it needs to be tested if the 'doubles work rate (for workers)' flag would also apply to upgrades of workers.
      "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


      • CIVILIZATION3 caused an invalid page fault in
        module CIVILIZATION3.EXE at 016f:00403036.
        Registers:
        EAX=00000000 CS=016f EIP=00403036 EFLGS=00010206
        EBX=005cb848 SS=0177 ESP=00abf3ac EBP=01570eb0
        ECX=005d5e40 DS=0177 ESI=005d5e40 FS=2bb7
        EDX=00000313 ES=0177 EDI=00000000 GS=0000
        Bytes at CS:EIP:
        8b 80 3c 01 00 00 83 c1 58 8b 50 04 52 e8 e8 d8
        Stack dump:
        00000000 004063e3 00000000 005a3c40 005ce988 005d4ab4 0000002f 00000000 0058bf02 005cb848 005121fd 0b881710 00abf528 005993bb ffffffff 004191ce
        ok doing some play testing and when i went to build the war galley here is the crash i got...

        which is virtually identical to the last crash i got, which leads me to think that the war galley is causing the crash, but everything in the editor looked fine, so i think somehow the .bic file got corrupted, so let me try something else and see if i can fix it

        EDIT: it looks like i am going to have to rebuild the blitz mod's .bic file, going all the way back to beta7.0 because i deleted beta7.3 yesterday, so i'll post that later tonight
        Last edited by korn469; March 14, 2002, 21:34.

        Comment


        • micokeman

          do you have a harbor at the other side of your empire for it to connect to? if you don't then you need to build one

          but if you have the great lighthouse and are using it to cross seas, then you don't actually have a sea route, because in civ3 (iirc) you need astronomy to have a sea route across seas, and magnetism or navigation either one to cross oceans

          Thanks for the reply. It makes sense now, bummer though! Thought I could get all those luxuries early on!

          I dowen;oaded the latest build and the game crashed when trying to load the old game. No worries, I'll start over, but when I get to the year 2130 BC the game crashes. Anyone else have a problem?

          I love the mod so far though! Thanks a heaps!

          Comment


          • Originally posted by korn469
            ok doing some play testing and when i went to build the war galley here is the crash i got...
            The problem might be that we don't have a "war galley" folder under the art/units folder of civ3...

            Comment


            • Originally posted by korn469
              modern infantry --> light infantry?
              korn,

              I think marines and paratroopers also fall into the light infantry category.


              Originally posted by korn469

              ok so here is the list of possible units to add to the blitz mod

              *sloop, a warship that comes with astronomy that is weaker than a frigates and sinks in oceans
              *special forces, a guerrilla unit (either invisable or hidden nationality) that cost alot of shields but no pop and is amphibious plus can airdrop and is primarily made to fight partisans
              *commerce raider, a moder version of the privateer, historically something like one of the german pocket battleships
              *modern infantry, a unit that falls between infantry and mech infantry and is draftable
              *supersonic bomber, a moder version of the bomber that doesn't have stealth
              *modern worker(engineer), the name says it all
              ___________________________________

              these are more debatable ideas

              *spy plane/AWACS, currently impossible to do properly with the editor, but a super recon plane
              *assault carrier/amphibious task force, currently impossible to do properly with the editor, but something like the USS Tarawa, that carries helicopets, harriers, and lots of marines
              *SAM, currently impossible to do properly with the editor, but a ground based unit that could move with modern forces to give them some airprotection
              *attack helicoper, unsure about this one, but if i did implement it it would go with the assault carrier

              please if you have any ideas for other units please suggest them
              Main problem with recon plane is that you can recon once in each turn. I don't think they'll fix this in a patch. So consider giving fighters,jet fighters, and f-15-s see subs ability for some realism.

              What about the air missile idea?

              Don't You think it'd fit in also a "combat engineers" unit, on the same basis as the grenadiers, just with modern-day stats (also could upgrade)?

              Comment


              • ok here is beta7.5

                all that's changed is the crash bug is fixed, and kettyo was right about it's cause
                Attached Files

                Comment


                • Dan Magaha (Firaxis) wrote on another thread that there'll be an option for units to be destroyable/undestroyable through bombardment/bombing in the future editor.

                  Let's hope so...

                  Comment


                  • kettyo

                    could you please point me to that thread?

                    even if they do include it, i am rather skeptical of it

                    Comment


                    • What about my WW2 period question (look at my last reply), you didn't say anything about that.
                      What is Zoc?
                      The British special unit (man-o-war) is useless. It comes and is replaced by the ironclad before you can build one and sail it to your enemy, yet alone use it properly. Could you either extend the gap between the two, make it easier to build, give ships more movement or change the special unit to something like "British Destroyer" (Britain has always been a Naval Power), "Spitfire" (as long as you extend the WW2 early flight period) , "Red Devils" (infamous British paratroopers, be sure to give them a red beret) or "Royal Marines" (these are best known for their role in WW2 when they were known as Commandos. However they are probably still the best known and specialised Marine force in the world.)

                      Cheers mate
                      Don't have a cow man!

                      Comment


                      • Tridotan1

                        What about my WW2 period question (look at my last reply), you didn't say anything about that.
                        What is Zoc?
                        well i'll see what i can do to extend it some...but even in real life airpower advanced fairly quickly, but i will try to make it take long to get from prop driven aircraft to jets

                        zoc stands for zone of control, basically in civ3 it means as a one passes by an enemy unit with zoc it takes 1hp in damage

                        The British special unit (man-o-war) is useless. It comes and is replaced by the ironclad before you can build one and sail it to your enemy, yet alone use it properly. Could you either extend the gap between the two, make it easier to build, give ships more movement or change the special unit to something like "British Destroyer" (Britain has always been a Naval Power)
                        hmmm well we could move ironclads to electricity without too many unexpected problems, and that would increase the sail age somewhat

                        how does that sound to everyone?

                        also fascism still seems a little too powerful, i'm going to cut it's free units to 10 from 15

                        Comment


                        • how does that sound to everyone?
                          That sounds fine to me, but I'm not sure if that will really solve much. The English UU is weak and needs to be changed. Possibly a specialized infantry unit that could move 3 instead of 2...a Red Coat? This unit would be able to retreat against older (i.e. Cavalry) unit that could move 2 and also stop modern day (i.e. tanks) from being able to retreat. In my opinion, this would be a very nice unit.

                          Concerning the names of the newly added units: I, too, think the prefix of "modern" on every new unit is quite lame. How about for the modern day armies you go back to one of your old unit names "Generals". Or "Skilled Armies" or "Trained Armies"? Basically something along those lines. And for the newly added infantry unit...I like this idea a lot and I think "Light Infantry" is a sufficient enough name for them. For "Advanced Artillery" why not go old school and change the name to "Howitzer"? Instead of having the "Modern Armor" as one just one unit split it up into two units: "Heavy Armor" and "Light Armor" (change the names as you please)...the stats for these units could be as follows:

                          Current "Tank" stats: 20.10.3 10|1 zoc, wheeled, blitz
                          Current "Modern Armor" stats: 32.16.4 12|1 zoc, wheeled, blitz
                          My proposal:
                          Split the "Modern Armor" up into two units
                          "Heavy Armor" stats: 33.18.3 13|1 zoc, wheeled, blitz
                          "Light Armor" stats: 27.14.4 11|1 zoc, blitz

                          Basically this gives a little more variety with combined arms and such.

                          Some other comments:

                          I think that you should lower the max research rate from 50 to 48. While this may seem like a small decrease in the number, it could play a huge role in the game. Lets say that for the first 6 techs you discover you had to research them all the way through 50 turns. If that number were changed to 48 then you would have saved 12 turns of researching. Not only does it save you 12 turns of researching but it also gives the Civ it's techs faster, which in turn indirectly decreases research times (researching goes faster). It may seem as if I'm discredint my argument but those facts are the basis of my argument. If that Civ had to research all 50 turns then it would be going through the tech tree very slowly and would be researching techs in unhistorically correct times (i.e. republic in 1000ad). Yes, researching goes a lot faster now because of "tech whoring" but in the early part of the game that is partially solved. Not to mention that isolated Civs are put at a huge disadvantage with the current technology system. I think a 48 turn cap would balance things out a little more.

                          Now it's known that going the "money" route instead of the "researching" route is more efficient (as long as you have Civ neighbors). Well, to counteract this how about lower the cost of the University, Research Lab, and Public School each by 2. Then increase the cost of the Marketplace, Bank, and Stock Exchange by 2 (yes I know you already increased the Stoch Exchange cost once before). Hopefully the different costs will make investing in science more appealing.

                          An idea for early naval units situation (just an idea! ) would be to give Map Making another prereq of Construction. Then make the outrigger the opening naval unit with zero reqs (0.1.1 1c 1t sink in seas, oceans), have the outrigger upgrade to galley (req Map Making 0.2.2 3c 2t sink in seas, oceans), and also add the wargalley unit in too (req Map Making 2.2.3 4c sink in seas, oceans). In doing that, though, a few other changes would have to be made for balance. Drop the 2 Harbor req for the Great Lighthouse and lower the cost of Harbors from 8 to 6. Now for my reasoning behind all of the madness...This still prevents too much naval expansion early on (even more IMO) yet keeps everything balanced (again even more IMO). The outrigger will be extremely useless in the expansion aspect of it all, but will still be able to serve it's purpose of transporting a Settler in case of being in a jungle/mountain area. The galley still won't be able to expand much with it's limited movement rate, but will still serve it's purpose of transporting more units to a little bit farther away places. The wargalley will be able to explore the most out of the 3 early units, but because of it's high cost you won't want to lose one of these units while being in a sea/ocean square. Therefore, trying to explore with these units will be a risk, but the wargalley will still be able to serve it's purpose (and very effectively I'd like to add) of destroying naval transports.

                          so how does this sound, instead of calling them theaters, call them amphitheater which has strong greek and roman overtones

                          then like you said make it come with literature which would make it a worthwhile tech once more
                          and making it required for the opera (which is another good idea) which would keep the same stats as the old theater...also operas seems to be more present in other cultures than what theaters are, and it overlaps less in function
                          I like that a lot more than the current way. Also, I'd go with the name amphitheatre...it sounds cooler to me and has more flavor than theatre.

                          For all of your new unit ideas there are most likely graphics already made for similar units at Civ Fanatics.

                          BtW, nice! 45 downloads on a beta version within two days...not too bad.

                          Oh yeah, what it is with you always putting off the terrain changes I suggest. I thought you liked the ideas of giving mountains a 2 bonus shield to start off with and giving jungle 1 shield right away?
                          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


                          • I'm not sure if anyone else has noticed this, but when at least one Civ out of two has map trading capabilities maps may be traded. Meaning that even if you don't haven't researched Navigation you can still trade maps with another Civ that has researched Navigation. I wonder if this was the same principle before, yet, with Map Trading being the tech? I'm, also, not sure if communications with other Civs acts in the same way. Even though, this isn't that big of a deal it still isn't exactly how I pictured for it to be.
                            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


                            • Greetings there!

                              I love your mod =D

                              While scanning this I wonder if "Modern Army" might not be called "Task Force" or something like that. Might be a naval term though.

                              Where we come to the question if fleets ("armies on sea") might be interesting...

                              Oh, if that has been brought up... sorry, I simply skipped 10 pages of this thread

                              Benjamin
                              Still waiting for a Master of Magic II... or a mod
                              SQL> SELECT * FROM users
                              2: WHERE knowledge > 0;

                              No rows selected!

                              Comment


                              • techwins
                                a short set of responces, since i'm heading out the door

                                The English UU is weak and needs to be changed. Possibly a specialized infantry unit that could move 3 instead of 2...a Red Coat?
                                well if we were going to give them a new CSU, since historically they have been masters of the sea, we could give them a new battleship unit, and call it a Dreadnought (as in the HMS Dreadnought)

                                while that wouldn't be quite historical it would probably be better historically than a redcoat unit

                                however, i would prefer a longer time frame for the sailing ships era, so that frigates (and Men-o-War) would be more useful, so i'll mess around with this and see what we can improve on

                                also like Tridotan1 alluded to, if you research flight as the last required tech in the industrial era and you re a scientific civ, you discover flight and rocketry on the same turn, this happened to me last night

                                the names sound fine, and i'll use something along those lines, though i don't think i am going to add in light armor and heavy armor units, and i want to be cautious about adding any new units at all, because i don't want to have any superfluous units...everything needs a role to fill so that all units show up in a player's arsenal

                                damn...i need to leave but i'll be back in a little while

                                one last comment...i didn't purposely forget the terrain changes, i just didn't write them in the list of upcoming changes, and all you need to say is YOU FORGOT THE TERRAIN CHANGES

                                anyways

                                upcoming changes

                                jungle goes to 1.1.0
                                mountains go to 0.2.0
                                fascism free units goes to 10 from 15

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