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MOD: Patch suggestion MOD
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Version 1.3 of patch suggestion MOD is out!
Compatibile with 1.29f patch.
Download from top of the thread.
Changes in ver 1.3
All things converted to 1.29f patch format.
Musketmen has now only defense AI flag selected (AI actualy doesn't need to use Musketmen at at offenese, since it has much better units for that job).
Helicopter can now transport 2 foot units.
This makes Helicopter more usefull transport unit.
Paratroopers get operational range of 8.
Since helicoptes got higher range too.
Some bugs fixed.
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I'd like to bring up the matter of more HPs for modern units again. After playtesting extensively I have found no problems with giving one more HP for each age, so +1 HP for all medieval, +2 HP for all industrial and +3 HP for all modern age units.
Further 1 more movement point for all motorized sea units (i.e. destroyer, transport, battleship, AEGIS cruiser, carrier, submarine and nuke sub) strikes a good balance between them being to slow to be useful and too fast for the bombers.
Otherwise I LOVE the changes.
One more thing: How about incorporating Sevorak's citynames mod? http://apolyton.net/forums/showthrea...5&pagenumber=1
It's only an extension of the city names, with some spellchecking. It's a great addition to the game and it removes the pain to copy all the city names after each version change.
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They are OK, but not crucial for MOD making.
They help in making scenarios, but they are not still as good as vanilla Civ2 (not changing of starting year or turn increments, no flat maps, no starting diplomacy, no objectives system).
Still many interesting things can be made with editor as it is.
P.S.
Now, I wait to see some finished scenarios to play and test.
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Originally posted by Killerdaffy
I'd like to bring up the matter of more HPs for modern units again. After playtesting extensively I have found no problems with giving one more HP for each age, so +1 HP for all medieval, +2 HP for all industrial and +3 HP for all modern age units.
Further 1 more movement point for all motorized sea units (i.e. destroyer, transport, battleship, AEGIS cruiser, carrier, submarine and nuke sub) strikes a good balance between them being to slow to be useful and too fast for the bombers.
I encourge you to make your own personal version of MOD, if you like more variable HP.
As for naval movment, there is a problem. If some Civ has Magellan Wonder, better movment plus Magellan would give pretty fast units.
And startgicly speaking, bomber should always have chance for counter attack, not drop & run of ships without penality.
(still I'll take that thing into consideration)
Otherwise I LOVE the changes.
One more thing: How about incorporating Sevorak's citynames mod? http://apolyton.net/forums/showthrea...5&pagenumber=1
It's only an extension of the city names, with some spellchecking. It's a great addition to the game and it removes the pain to copy all the city names after each version change.
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Originally posted by player1
I encourge you to make your own personal version of MOD, if you like more variable HP.
Originally posted by player1
As for naval movment, there is a problem. If some Civ has Magellan Wonder, better movment plus Magellan would give pretty fast units.
And startgicly speaking, bomber should always have chance for counter attack, not drop & run of ships without penality.
(still I'll take that thing into consideration)
Originally posted by player1
Why not ask Sevorak to make custom version of "Patch suggestion MOD" with those names included?
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Originally posted by Killerdaffy
Oh, and shouldn't Stealth fighters have the intercept ability? They are fighters after all... (Also think F-22)
They are tactical bombers.
And they don't have monted air to air comabt weapons at all.
Sthealth is their main weapon, but also main weaknes.
It makes thier dodging capabilities pretty weak compared to conventional Fighter.
P.S.
For for Civ3, now, with lethal boming included, they have actualy pretty good use.
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Originally posted by Killerdaffy
Oh, and shouldn't Stealth fighters have the intercept ability? They are fighters after all... (Also think F-22)
EDIT: player1 already gave the answer. Have to think about that one ..."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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Originally posted by player1
As for naval movment, there is a problem. If some Civ has Magellan Wonder, better movment plus Magellan would give pretty fast units."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,
My solution to the problem is to add the F-22 or the new Euro-Fighter as a new unit. I have suggested a few units that they could have added in the
(Quest for a Deeper Strategy) thread.
And no the F-15 and Jet Fighter should not upgrade to the F-117 stealth fighter. It is a misnomer to call it a fighter because it is a bomber. The F-117 designation is likely to do with it's original bureaucratic designation, not it's actual role.
D."Not the cry, but the flight of the wild duck,
leads the flock to fly and follow"
- Chinese Proverb
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ok, you are right on the F-117 and the F-22 isn't really showing in the game. This also answers the question about the upgradebility of Jet Fighter / F-15 to Stealth fighte.
@ Gen. Dragolen
I think this is not the best thread for talking about new units, since it is intentionally rather conservative and supposed to be for pretty much everybody (i.e. the official patches). If units were to be changed, though, I think the explorer should be the first to go...
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