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  • MOD: Dhaeman mod

    A/D/M
    A-Attack
    D-Defense
    M-Move

    Version 1.25

    Rubber appearance rate is now 140
    Horses and iron are now both back to apperance rates of 180
    Fundamentalism
    Prerequisite is now Monotheism

    Fascism
    Assimilation chance is now 3%

    Socialism
    Prerequisite is now The Corporation
    Version 1.2



    Communism
    Rate cap is now 7

    Socialism(new government):
    Rate cap=9
    Worker rate=2
    Draft limit=1
    Military police limit=1
    Minimal corruption
    Low war weariness
    Diplomats/Spies both veterans
    1 unit per town
    2 units per city
    4 units per metropolis
    cost = 1/unit
    Requires Maintenance
    Standard trade bonus
    2% Assimilation chance


    Fascism:
    Rate cap=10
    Hurrying is now forced labor
    Spies now conscripts
    Diplomats now veterans
    Towns support 2 units
    Metropolis support 8 units
    Draft limit is 4

    Police stations and courthouses both are resistant to propaganda,reduce corruption and war wearniess
    Destroyer,Battleship 0/0/+1
    Added colonist for expansionist civs, +1 movement settler
    Removed settler for expansionist civs
    Updated civilopedia to include additions of Fascism,Fundamentalism,and Socialism (However it's not very helpful)
    Pikemen are 1/3/1 again
    Cavalry are now 7/3/2
    Armies now cost 18 shields
    Privateers are now 3/1/4
    Destroyers are now 14/10/8
    Mech Infantry now cost 150 shields and are 14/20/4
    Tanks are now 18/10/4 and cost 140 shields, Panzers are 18/10/5
    Modern armor are 26/18/5 and cost 170 shields
    Stealth Bombers are 200 shields now
    Iroclands are now 3/6/4
    Infantry now cost 100 shields
    Tactical nukes are now 22 shields
    ICBMs are now 35 shields
    Carriers are now 160 shields
    Tax collectors now generate 2 taxes
    Scientists now generate 2 science things
    Great wall now creates a wall in every city on same continent
    Added Lost Kingdom small wonder - same effects as Forbidden Palace but requires construction

    Version 1.1


    Communism:
    4 units per town
    7 units per city
    10 units per metropolis
    Spies are elite
    Rate Cap=8
    Propaganda
    Fundamentalism: +10
    Fascism: -5

    Democracy:
    Worker rate=4
    Diplomats are elite
    Resistance
    Fundamentalism: -5
    Fascism: +5
    Propaganda
    Fundamentalism: +10
    Fascism: +20

    Republic:
    Diplomats are veteran
    Rate Cap=8
    Resistance
    Fundamentalism:+10
    Fascism:+5
    Propaganda
    Fundamentalism:+15
    Fascism:+10

    Monarchy
    Rate Cap=7
    Low War Weariness
    6 units per metropolis
    Military police limit =2
    Resistance
    Fundamentalism: +5
    Fascism: +5
    Propaganda
    Fundamentalism: -5
    Fascism: -10

    Despotism
    3 free units per town
    5 free units per metropolis
    Rate Cap=5
    Spies are conscripts
    Resistance
    Fundamentalism: +5
    Fascism: +5
    Propaganda
    Fundamentalism: -10
    Fascism: -15

    Fascism (new government)
    No war weariness
    Paid Labor
    Problematic corruption
    3 units per town
    6 units per city
    9 units per metropolis
    Rate cap=8
    Draft limit=2
    Military police limit=4
    Assimilation Chance=1%
    Requires Maintenance
    Dipolmats are regular
    Spies are veteran
    Prerequisite: Nationalism
    Resistance:
    Fundamentalism,Monarchy +5
    Anarchy,Despotism,Republic -5
    Propaganda:
    Anarchy +25
    Despotism +20
    Monarchy +10
    Fundamentalism,Communism +5
    Democracy -5

    Fundamentalism (new government)
    Rate cap=6
    All units free
    Problematic corruption
    Worker Rate=2
    Assimilation Chance= 2%
    Draft Limit =1
    Military Police Limit = 2
    Requires Maintenance
    Standard Tile Penalty
    Cannot Hurry
    No war weariness
    Resistance:
    Anarchy,Monarchy,Fascism,Communism,Democracy,Repub lic,Despotism +5
    Propaganda:
    Communism +5
    Republic,Monarchy +10
    Anarchy, Despotism +15
    Prerequisite:Polytheism


    Version 1.0

    Swordsman,Legionary,Immortals -1/0/0
    Bowman +1/-1/0
    Knight,Rider,Samurai,War Elephant -10 shield
    Cavalry,Cossack +1/0/0
    Marine +3/+1/0 +10 shield
    Tank +3/+2/0 +20 shields
    Panzer +4/+3/0 +20 shields
    Paratropper 0/+3/0 +10 shield
    Modern Armor +4/+2/+1 +30 shields
    Mech Infantry +1/+5/+1 +30 shields
    Pikeman 0/+1/0 +10 shield
    Musketmen,Musketeer 0/+1/0
    Riflemen 0/+1/0 +10 shield
    Infantry 0/+1/0 +10 shield
    Battleship +2/+2/0
    AEGIS Cruiser 0/+2/0
    Helicopter 0/+2/0
    Jet Fighter,F-15 +2/0/0
    Submarine: +1/0/0
    Nuclear Submarine: +4/0/+1
    Stealth Bomber -20 shields
    Increased Resource Apperance Ratio
    Saltpepper:+25
    Coal:+10
    Attached Files
    Last edited by Dhaeman; December 10, 2001, 16:07.

  • #2
    Not sure about the governments - but the AI will tell you if they are balanced or not. If 1 is far too good, the AI Civs will all be using that government & no others.

    Panzer +4/+3/0 +20 shields
    The Panzer has already been rated one of the best units. See the "best unique unit" and "most useless unique units" thread. Raising it the same as the tank I think would be fine. Units rated the most useless are: the American F-15, Egyptian War Chariot, & English Man-O-War.

    Useless Unique Units: http://apolyton.net/forums/showthrea...threadid=33335

    Best Unique Unit: http://apolyton.net/forums/showthrea...threadid=33497

    Horsemen:+20
    Iron:+20
    Saltpepper:+25
    I need more experience for coal & rubber, but for me, Horsemen, Iron, & Saltpeter appearance ratios were fine. In fact in my current game (not using your patch) I have a surplus of iron & horses and I cannot sell them to anyone because there are so many horse & iron resources in the game. This is a random huge map. Saltpeter seems fine too... you want a limited amount so when Gunpowder is discovered fights will begin. The only people I can sell saltpeter to in my current game are the Indians & Iroquois, there are 16 civs there. However, I have noticed less resources appear on smaller maps.

    Comment


    • #3
      Hmm...

      The problem I have with the resources is that for me they all rarely seem to show up enough in huge and large maps which is mainly what I play....although after the huge one I am in right now I think I will go back to large and standard. I do have surpluses of most resources and I don't think there is much resource fighting going on so that might be a good idea to lower resources afterall.

      Comment


      • #4
        Problem!

        Anyone who has downloaded this patch there is a big problem with fascism. I said that fascism's hurry rate uses gold but it in fact uses population. Anyway...I will be changing fascism a lot and add socialism (despite its relative closeness to democracy) to round out modern age governments..
        democracy concentrates none on war but all on economy
        socialism is a little on war but mainly economy
        fascism is mainly war with a little economy
        communism supports war all the way.

        My new version of the mod will be out as soon as I finish my game to add to any of the other flaws I have found.

        And although not many seem to care about this mod, anyone who does : please post anything you see wrong. This is a lot easier when people help!

        Comment


        • #5
          I am in the process of adding theocracy and fascism myself through the editor, still fiddling the settings - I try to make Fascism something between Communism and Democracy/Republic (stat wise not morally ), and Theocracy something between either Despotism and Republic or Monarchy and Republic.

          Food for thought: I have the Fascist spies at regular, the diplomats as veteran. Nazi spies during the war were often turned quickly, and the counter espionage was not that mich better, either. The diplomats, on the other hand, comvinced the other powers to grant them their demands time and again - Sudetenland, Bohemia/Moravia, Hitler-Stalin pact. As prerequisite I use Espionage (comes from Nationalism and Industrialization). Although mass production might also be a viable option.

          I like how you counterbalance Fundamentalism by disallowing them to hurry. However, should they get a production bonus? Because the people are devoted to their belief, sacrificing their abilities to it?
          Attrition is not a strategy. Attrition is the apparent lack of strategy. - Sun Tzu

          Comment


          • #6
            Version 1.2 of Dhaeman Mod is out...try downloading it...I think it's just as good as any other mod out there and it has just the right additions, including colonists for expansionist civs and the Lost Kingdom, something resembling the Forbidden Palace, for your cities far off your own continent.

            I think the mod is nearing compleition for balance and I am hoping it will take only 2-3 more versions to fix. Please post any ideas on what needs to be changed, your help is very important!

            Comment


            • #7
              Dhaeman,

              Sorry, I'm not personally ignoring you or your mod, I'm just very wary about installing something so drastic .. i can't help but feel that it will break too many aspects of the game.

              In your experience, what ceasxes to work, what looks funny, does the AI keep up with the changes, etc etc?
              Orange and Tangerine Juice. More mellow than an orange, more orangy than a tangerine. It's alot like me, but without all the pulp.

              ~~ Shamelessly stolen from someone with talent.

              Comment


              • #8
                From my experience

                Well I realize that it does offer a lot of heavy changes in how units are balanced as well as adding the new and changed forms of government but I think it adds a lot to the game and also makes the game more sensible and more balanced. The only completed game I have played with my mod is with version 1.1 where I played a huge map with all 16 civs. I didn't see too drastic of a variance in what the computer built personally and the units you would expect to win would more often that not. There were a few cases of the pikemen slaughtering me on defense but that is why I changed them back to 1/3/1. The only thing I feel is a problem is maybe government balance, I think most of 4 modern governments are around equal but still not as balanced as I would like.......

                On top of that I just released version 1.25...I forgot to give socialism a prereq!


                Anyway, are there any changes specifcally you find too drastic that I can comment on?
                Last edited by Dhaeman; December 10, 2001, 16:08.

                Comment


                • #9
                  I'm curious about the Lost Kingdom part of your mod. I haven't downloaded it but I've considered making a similar Small Wonder.

                  Does the LK actually work as a third Palace? The reaso I ask is because in the editor there is a checkbox for Small Wonders that indicates that it acts as a second Palace. Can you confirm that the LK actually works as a third Palace?

                  Comment


                  • #10
                    I will tell you as soon as I am able to build the lost kingdom. I think it should work but I'm not too sure about it yet.

                    Comment

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