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MOD: Patch suggestion MOD

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  • Hi player1!

    Would you mind explaining why the recent changes as shown in your post above? This was not mentioned in the first page of this thread.

    I have modded my game to reflect your suggestions (as shown on the first page), with a little of my modifications here and there. Basically, my Fighters and Jets have Lethal Sea Bombard by carrying torpedos, Bombers has no Lethal Bombard because carpet bombing was the way they used to hit anything and they don't carpet-bomb the sea, Stealth Fighter and F-15 has Lethal Land and Sea Bombard due to advanced electronics and fly lower than Stealth Bombers, and Stealth Bomber has only Lethal Sea Bombard to give advantage to the Stealth Fighter. Something like the S.Bomber flies too high to really hit units that accurately.

    Any comments on that? Thanks for this great thread! Unfortunately, I can't use your .bic file coz I play on my notebook and I can't get that to work thru LAN to my PC, and of all things, my Civ3 CD is missing.

    BTW, any comments on increasing the transport capacity of a nucSub to 3? Seems pretty lame bringing only one, and in RL, nucSubs carry 16 Nukes (IIRC) per sub...

    Comment


    • They are not yet implemented.
      They are proposal.

      They will be implemented when I say: "New version is OUT!"

      Bascily changed bombard of ships a little bit lower and Jets bombard a little bit higher, plus original price of Stl. Bomber.
      (I think you could find some extra discussion in PtW version thread)

      I used no lethal for Bomber and Stl.Bomber (carpet OR flying high)
      Lethal sea for Fighters (torpedos).
      And leathal all for Jets, f-15 and Stl. Fighter (ROCKETS and electronic)


      As for Nuc. Subs I haven't planned changes.

      The limit is there to "glorify" ICBMs use.

      P.S.
      I'll make changes is few days.

      Comment


      • But ICBMs ARE terrible, and nucSubs ARE feared because they can kill several cities. I know you are familiar with all this stuff.

        Anyway, thanks for answering my question. I'll be looking forward to your next "update". I'm playing Civ3, not PTW, btw.

        Thank you!

        Comment


        • But ICBMs ARE terrible, and nucSubs ARE feared because they can kill several cities. I know you are familiar with all this stuff.
          But they are less terrible when enemy gets Integrated Defense.
          (and tac. nukes ignore integ. defense)

          Comment


          • Version 1.41 is OUT!

            Comments to changes in v1.41

            Spy experience was changed to Veteran for all non-communist governments and to Elite for Communist government. That way, I've increased success chances for spying missions, which are by default low. Note that Diplomat experience is still Regular, so you'll have good reason to use Spy instead of Diplomat for Steal Tech mission.

            Also Steal World Map mission is added to Diplomats. World Map is most useful in ancient era anyway.

            ROF for Battleship and AEGIS Cruiser is changed back to 2. With ROF of 3, they were really powerful, especially Battleship, which could be as good as bomber, and also an assault ship. Still in order to make Battleship more then "slightly better then Destroyer", it gets bombard strength of 10. AEGIS Cruiser also gets higher bombard strength of 6 too. Since Battleship is not good as before it gets price reduced to 220 (still more then original price of 200 shields).

            Some planes get a little bit higher bombard rating. Jet Fighters get bombard rating of 4 (was 3), and F-15 and Stl. Fighter get bombard rating of 6 (was 4). This is mostly done to make these units more balanced compared to other naval and air units.

            Stl. Bomber cost changed back to 240, since it IS worth that much. But, in order to make it balanced with Stl. Fighter, Stl. Fighter gets new price of 160 shields. Costly, but anything cheaper would make use of Stl. Bomber meaningless since Stl. Fighter has lethal bombard abilities.

            Comment


            • Wow, cool! Thanks! Gotta solve my player and Civ start position problems first tho, but I'll be putting that in my "Custom scenario with rules from the post of Player1 of Apolyton.net"

              Happy Holidays, Civ-vers!

              Comment


              • Originally posted by player1


                But they are less terrible when enemy gets Integrated Defense.
                (and tac. nukes ignore integ. defense)

                SDI defends against all nuclear attacks not just ICBM's
                * A true libertarian is an anarchist in denial.
                * If brute force isn't working you are not using enough.
                * The difference between Genius and stupidity is that Genius has a limit.
                * There are Lies, Damned Lies, and The Republican Party.

                Comment


                • Not sure about that.
                  (I've seen the opposite reports in these forums)

                  Comment


                  • Version 1.42 is OUT!

                    Comments to changes in v1.42

                    Musketmen attack lowered to original value of 2 (but they still keep price of 50). With attack of 3, human player had big advantage against AI since he could nicely use Musketmen for attacks on open ground, while AI couldn't since Musketmen had no offense AI flag. On the other hand, giving Musketmen offense AI flag would not work well too, since in that case AI would also use them for suicidal attacks on cities (while there are many better and cheaper units for that, like Longbowmen).

                    But, even in that case, French Musketeer will keep its attack of 4, since with lower attack, it would just not be good offense unit.

                    Cossaks get their defense lowered back to 4. Testing showed that defense of 5 makes them too much powerful, since it makes them almost as good in defense as in attack.

                    Frigates get increased bombard strength to 3, while Man-O-War gets bombard strength of 4. This is all done in order to complement their increased attack ratings in last version. This should prove not unbalancing since these units still have poor defense. Since that change made Frigates even more better then Privateers, Privateers get their cost lowered to 50 shields.

                    In last version I've gone too far with limiting bombard strength of Battleship and AEGIS Cruiser. For that reason, they get slightly higher bombard ratings. Bombard rating of 12 for Battleship and 8 for AEGIS Cruiser.

                    Fighters get lethal land bombard added. Fighters were used for tactical bombing mission after all, and since they have pretty low bombard rating, this change will not be unbalanced.

                    Major changes for Longevity Wonder. Since it just doesn't give proper benefits in modern age, I made it available with Sanitation (industrial age) and removed all happiness bonuses. Now it could give some good benefits, especially after Hospitals are built.

                    Comment


                    • Version 1.43 is OUT!

                      Comments to changes in v1.43

                      Observation showed that AI, despite having airlift flag, was unable to airlift Cruise Missiles. So to fix this imbalance I removed airlift flag from Cruise Missiles.

                      Knight to Cavalry upgrade looks pretty cheap considering it's benefits (+50% to offense and movement for just 10-20gp). And its devastating if done early in rennaissance age. To make this a little bit more balanced I increased cost of Cavalry to 90 shields. Despite higher cost of Cavalry, Cossaks will keep their cost of 80 shields, since their higher defense is not much impressive on its own.

                      Also, after some consideration, I think that Great Wall does not need to give free walls anymore (it already gives defense bonus to walled cities). So I removed that ability.

                      Comment


                      • Version 1.44 is out!

                        Comments to changes in v1.44

                        Foot Unit flag added to Scout, Explorer, Leader and King units, in order to make them transferable by helicopters. Since these units already got Airlift ability before, there is no good reason to prevent their transport by helicopters (it even makes some interesting strategies for king units).

                        Comment


                        • small news item:
                          version of this MOD at www.civ3.com is also updated to reflect all recent changes done in this forum (current v1.44)

                          Comment


                          • Version 1.45 is out!

                            Just minor changes:

                            Since Bombers in this MOD have operational range of 8, it seamed strange to leave Tactical Nukes with shorter range of 6. That's why I now increased bombard range of Tactical Nukes to 8 tiles.

                            I also fixed inconsistency of having Helicopters with longer range then Jet Fighters by putting operational range of Helicopters back to 6 tiles. Paratroopers still have airdrop range of 8, since they are carried by long range aircrafts, not helicopters.

                            Comment


                            • Your a fool why are you doing this,you do this for the AI.Who cares if he has an army of obsolete units that is his weakness and us players should take advantage of that.

                              Comment


                              • Conquests version of Patch Suggestion MOD has been released.

                                Link:

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