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MOD: Patch suggestion MOD

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  • As for Stealth Fighter, yes they do look scary, but switchig off that ability makes them look useless, and a little bit unrealistic (why jet fighter can bombard lethal, and why similar use, since both are used for tactical bombard, stealth fighter can't).


    But there is a good strategy to prevent sinking of Carriers.

    MAKE STACKS!

    Lots of Destroyters (or Battleships) stacked with Carrier.

    So every time different (and fresh HP) unit will be bombed.

    And lethal fighters are only good agianst units with 1 or 2 HPs (since they are not good bombers).

    Worked for me.

    Also try using Stealth Bombers with maximum range of 8.
    Stealth FIghters can't touch those Carriers if you are 8 tiles away.


    P.S.
    On the other hand, what about using Stealth unit for precision bombard?
    Also no way to defend.
    Right?
    Last edited by player1; May 14, 2002, 05:05.

    Comment


    • Originally posted by player1
      The problem with Naval movment is that you CAN'T increase air movment (max of 8 points in editor), so that way you get quick ships and slow bombers.
      ...but air units have infinite movement too, if you count re-basing. I think making ships have a road bonus is very similar to how the air units work: long range movement when not engaging in battles, shorter range in a turn when battle occurs.

      Comment


      • Originally posted by alexman
        ...but air units have infinite movement too, if you count re-basing. I think making ships have a road bonus is very similar to how the air units work: long range movement when not engaging in battles, shorter range in a turn when battle occurs.
        i think exactly the same...

        Comment


        • player1,

          i accept your arguments about stealth fighters.

          but why double bombing capability of jet fighter?

          Comment


          • Hmm, I was thinking about ROF of modern air units and come to fiolowing chages:

            NEW VERSION of MOD is here!


            Changes in ver 1.27

            ROF for F-15, Jet Fighter and Stealth Fighter is lowered back to 2. Since these units already have some lethal bombard capability, increase in ROF is no longer necessary (and it discouraged use of Cruise Missiles).

            Battleship gets cost of 220 shileds (was 200) to make Destroyers a more viable option.

            Comment


            • Originally posted by player1
              ROF for F-15, Jet Fighter and Stealth Fighter is lowered back to 2. Since these units already have some lethal bombard capability, increase in ROF is no longer necessary (and it discouraged use of Cruise Missiles).
              I agree with these changes thank you.
              ...and it's likely ok that f-15 and stealth fighter has same bombing abilities and that's double of the (non-jet) fighter's...

              ...but (non-jet) fighter and jetfighter has same bombing abilities also.
              isn't it strange?

              Comment


              • Jetfighter should be inbetween fighter and f-15/stealthfighter IMO.

                Comment


                • Originally posted by kettyo
                  Jetfighter should be inbetween fighter and f-15/stealthfighter IMO.
                  Sorry it's my stupidity.
                  Jetfighter has lethal bombing while fighter hasn't so i didn't say anything.

                  Comment


                  • Actually Fighter HAS lethal SEA bombing (but NOT land), since it was used often in WW2 with similar role.

                    But I would probably not lower it in any way since anything less then bombard rate of 2, and ROF of 2 is as powerfull as Catapult.

                    And even against naval units Jets have range advantage (range of 6), so if you have only basic Fighters, enemy can use Bombers form Carriers with no problem.

                    So Jets are indeed better tactical bombers (range and lethal land).

                    Comment


                    • Combinations of files

                      I like your file. Is there a way to use your bic file with an existing map? (In another bic file)?

                      Comment


                      • There is a workaround:

                        1) Make backup copy of civ3mod.bic file
                        2) Copy & rename patch_sugestion.bic file to civ3mod.bic
                        3) Then load a map
                        4) Turn off "use default rules" flag in editor for that map (that way civ3mod.bic rules will be saved in map BIC file)
                        5) Save the map (maybe with new name if you like)
                        6) Now you can restore original civ3mod.bic
                        7) And new saved map will have this MODs rules

                        Warning:
                        If that map had custom rules on its own (for ex. more expensive setters), they would be deleted this way.

                        Comment


                        • News:
                          version 1.27 is posted at www.civ3.com
                          (aka Player1 Mod)

                          Comment


                          • Commercial trait

                            Player1, thanks for your great work.

                            I was wondering if there was anything you could do to improve the commercial trait. I think it is generally accepted that this is the worst of the civilization traits. I think it was intended to reduce corruption in a civilization. It was not very strong to begin with, and is now less powerful now that the patches has reduced corruption for everyone.

                            I'm not sure what should be done, or could be done since I haven't written my own mode, but I think an improvement should be made to provide better balance.

                            Perhaps Marketplaces and Banks should be cheaper for these civs. If the trait had a larger effect on corruption, that would be good too. Or maybe they get the wall street small wonder cheaper.
                            If only I was King...

                            Comment


                            • Unfortunately you can't change effects of Civ traits.

                              Comment


                              • The civilopedia says about 'the colossus' it's expansionistic and religious wonder.
                                Though it's also set to 'commercial'.
                                Maybe you should fix this (either in civilopedia or editor).

                                It's also present in standard 1.21

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