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MOD: Patch suggestion MOD
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If anybody cares, version downloadable from www.civ3.com site is updated to v1.1 (same as here on Apolyton)
It only has different name: "Player1 MOD"
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Player 1, since you have been in contact with Firaxis, do you know if they are considering actually implementing any of this in the patch?
Or does the fact that they have put it out as a MOD pretty much say that they consider your changes interesting but not worth implementing in the official version? (Otherwise, why would they put a MOD on their site that will be no different than the un-modded version in a couple of weeks?)
PS. I reduced the movement of the ironclad by 1 and made it available with Industrialization, and I'm loving it!
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Originally posted by alexman
Player 1, since you have been in contact with Firaxis, do you know if they are considering actually implementing any of this in the patch?
Or does the fact that they have put it out as a MOD pretty much say that they consider your changes interesting but not worth implementing in the official version? (Otherwise, why would they put a MOD on their site that will be no different than the un-modded version in a couple of weeks?)
PS. I reduced the movement of the ironclad by 1 and made it available with Industrialization, and I'm loving it!
But they did said that they like the MOD.
Main reson why this is first MOD on official site is that Firaxis doesn't know a good way to make custom MODs with lots of files easy to install.
That prevented them from posting MODs like Korns blitz or Balancer.
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Looks very interesting. I think I might try this one. I've been hesitant to try mods because:
a) I'm fairly happy with how the game works, but admit there is room for improvement. That's why I like your mod. I like your mentality of minimal changes to the greatest power.
b) Some are so complex, they are tough to start with. Maybe I'm a bit lazy, but I can read your descriptions & gain an instant understanding of how it would improve the game. (i.e. I am not as eager to judge against).
Keep up the good work.
One thing I was 50-50 on is the increased stats for the ground units (musketeer, rifleman, infantry). I like the decreased cost of the musketman, but am not yet fully convinced of the need for upping them. Perhaps, it's the way I play, using musketmen already for a desparate offensive. Upping them also has the ripple effect & I like the balance...Last edited by chiefpaco; April 11, 2002, 23:32.
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New version of MOD is out!
Download from first page of this thread.
Changes in ver 1.11
Cost of Steal Tech and Propaganda spying missions is HALVED.
This makes those missions more usefull, but not abusive (like in Civ2).
That way Steal Tech could be usefull mission in early stage of game, but not always because of argessive tech trading in 1.17 patch. Still it would be worth if you are in war with everybody. Also, since mission cost DOESN'T depend from tech commercial price, sometimes it's still better to buy those techs.
Propaganda becomes more viable option, but it still fails often against culturaly superior civilizations (as it should). Democracy immunity becomes more important.
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Originally posted by player1
That way Steal Tech could be usefull mission in early stage of game, but not always because of argessive tech trading in 1.17 patch."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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Sounds like good changes in 1.11. Also noticed a tweak or 2 of yours that made it into patch 1.21! Good work!
I just finished my first game using your 1.1. Good game, I won as the Zulu with a space race in 1730 after researching Robotics on Emporer, 1.17f. I made only 1 overall change to your mod before starting:
- changed the musketman, musketeer, rifleman, & infantry back to their old a/d/m. I liked their balance before. However, I kept the reduced cost you included for the musketman & it turned out well.
Here's some comments from my game, & basically, I enjoyed it:
- Modern tanks are better balanced. Didn't think I'd get to test them until England decalred war on me late. Some great battles by tanks & mech infantry. Well balanced. Looked like we built both equally.
- Researching more modern techs in different trees was also awesome! Extended the game past the first 7-8 techs of the modern age. It still was a race to the SS parts as I had severe competition from China (about 1/2 my size but still powerful). Trying to figure out why France, the same size as me, did not seem interested (but it happens in other games too).
- Built the cure for cancer & longevity for the 1st time because it was the first time I've ever researched Genetics. Good. Still maybe not perfect because the SS victory is pretty close at hand. Basically, most of my games in the modern era result in the 1st civ to get all the SS techs win the next turn. Not my fav part of the game, but at least you've made it better.
- There were few 'legacy' units available. Good work.
- No one researched amphibious assault or advanced flight. Not sure why. I didn't get to test Paratroopers & Marines then.
- Used some jet fighters in bombing missions. Seemed good.
- Not sure if wealth is a bit overpowered in the modern era. Some cities can really churn out gold (I had 1 with the Iron works & nuclear plant).
- Liked the taxmen & scientist changes. Adds strategy to the early game when a double-beaker scientist really adds up.
1 thing I am still concerned about with the game in general, is the speed of research that correlates to the difficulty level. I maybe will try to increase the research rates by the proportion of the AI bonus so that the game still later on higher difficulty levels. As it is now, I finished the Space race in 1730. Increasing the rate should also give units (especially the ancient ones) a longer lifespan. i.e. I won't be hitting Chivalry before building a horseman.
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Some thing about incoming Firaxis 1.21 patch.
I'll make new version of my MOD.
But first, I need to play standard 1.21 game to see which of my chages have become unnessesary
After that I'll probably make 1.21 version of this MOD.
Especialy since I haven't seen any unit stats balance tweaks in 1.21 readme.
On the other hand, maybe they aren't mentoned in readme.
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Now I'll give your mod really a try. In fact, I will play my first 1.21 game with your 'patch suggestions'."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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Finished my first game with v1.21/PS 1.2. Regent, space victory in 1998. The additional tech requirements for spaceship parts made the modern era more interesting (although still boring), and I actually researched the entire tech tree for the first time. IMO, increasing the costs of SS parts would also enhance gameplay - maybe by a factor of 1.5, so that the AI still tries to build them. Overall, I enjoyed your mod very much.
P.S.: It's especially nice not to have longbowmen and the Strategic Missile Defense in the build menu at the same time."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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Still using your mod for 1.21. Good work. Love the fix that Firaxis made the tech tree look good while using Mods as scenarios.
1 question. How do you use Bowmen, strategically? I just wondered if most people build bowmen rather than spearmen, cause that's what I do. I wondered if it would be right to somehow take spearmen out of the Babylonian AI's queue. In my last game, I saw Babylon invade with Bowmen & spearmen & I thought it was a bit strange...
Know what I mean? Or do people build spearmen too cause they upgrade to pikemen?
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