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MOD: korn's Blitz Mod x2

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  • MOD: korn's Blitz Mod x2

    I appologize for the long wait between the last version of the Blitz mod and this version. However, hopefully my schedule will allow for me to keep this version on track. This new version of the Blitz mod isn't as expansive as the last one, so for now it is kind of a Blitz mod light, but in time I hope to add in everything this version is missing plus much more. It is currently in beta and I make no guarantees on it's stability, but it should work as a scenario file and I created it with 1.29f. Good luck, and report any problems you encounter. I am going to go slow for now but hopefully we can make some progress. The next thing on my to do list is to add in the building changes back in.

    Enjoy!

    __________________________
    Blitz Mod x2 beta1 Readme
    __________________________

    Changes to Units

    Non-combat Units
    Settler 0.0.1 50/3 (wheeled) {Colonist}
    Colonist 0.0.2 60/3 Navigation
    Worker 0.0.1 10/1 {Engineer}
    Engineer 0.0.1 20/1 (all terrain as roads) Steam Power
    Scout 0.0.3 10 (invisable) {Explorer}
    Explorer 0.0.6 20 (invisable) Astronomy

    Ancient Land Units
    Warrior 1.1.1 10 {Legionary}
    Jaguar Warrior 1.1.2 10 {Warrior}
    Archer 2.1.1 20 {Longbowman}
    Bowman 2.2.1 20 {Archer}
    Spearman 1.2.1 20 {Pikeman}
    Hoplite 1.3.1 20 {Spearman}
    Impi 1.2.2 20 {Hoplite}
    Chariot 1.1.2 10 (wheeled) {Mounted Warrior} horses
    War Chariot 1.1.3 10 (wheeled) {War Elephant} horses
    Swordsman 3.2.1 30 {Grenadier} iron
    Immortals 4.2.1 30 {Swordsman} iron
    Legionary 3.2.1 30 (+3 hit points) {Immortals} iron
    Horseman 2.1.2 30 {War Elephant} horses
    Mounted Warrior 3.1.2 30 {Horseman} horses
    Catapult 0.1.1 4[2]1 20 (wheeled) {Cannon} iron

    Middle Age Land Units
    Pikeman 2.3.1 30 {Musketeer}
    Longbowman 5.1.1 40 {Grenadier}
    Knight 4.3.2 60 {Coassack} horses, iron
    Rider 4.3.3 60 {Knight} horses, iron
    Samurai 4.4.2 60 {Rider} iron
    War Elephant 4.3.2 60 {Samurai}
    Musketman 3.4.1 40 {Rifleman} saltpeter
    Musketeer 4.4.1 40 {Musketman} saltpeter
    Cavalry 6.3.3 80 {Panzer} horses, saltpeter
    Cossack 7.4.3 80 {Cavalry} horses, saltpeter
    Cannon 0.1.1 8[4]1 40 (wheeled) {Artillary} saltpeter, iron

    Industrial Era Land Units
    Grenadier 8.4.1 60/1 {Marines} Nationalism
    Rifleman 6.8.1 60/1 {Infantry}
    Infantry 10.12.2 80/1 {Modern Infantry} rubber
    Partisan 1.1.4 12[4]2 40/1 (invisable, hidden nationality, -4 hitpoints) Replaceable Parts
    Marine 15.10.2 100/1 (amphibious unit) rubber
    Tank 20.10.3 100/1 (blitz, wheeled) {Modern Armor} oil, iron
    Panzer 20.10.4 100/1 (blitz, wheeled) {Tank} oil, iron
    Paratrooper 12.12.2 [8] 110/1 (airdrop) oil, rubber
    Special Forces 16.8.5 [8] 120 (airdrop, amphibious, invisable, see invisable, blitz, -4 hitpoints) Amphibious Warfare
    Artillary 0.1.2 16[5]2 80 {Radar Artillary} iron

    Modern Land Units
    Modern Infantry 14.18.2 110/1 (blitz)
    Mech Infantry 16.24.4 120/1 (blitz, wheeled) oil, iron, rubber
    Modern Armor 32.16.4 120/1 (blitz, wheeled) oil, iron, rubber
    Radar Artillary 0.1.3 20[6]2 120 (blitz, radar, wheeled) oil, aluminum
    Cruise Missile 0.0.1 15[8]5 60 (tactical missile, cruise missile, foot soldier, load, airlift) aluminum
    Tactical Nuke 0.0.1 0[0]8 130 aluminum, uranium
    ICBM 0.0.1 (ICBM) 250 aluminum, uranium

    Ancient Naval Units
    Galley 0.1.2 10|1 (sink in sea, sink in ocean) {Caravel} NONE
    War Galley 2.2.3 30 (sink in sea, sink in ocean) {Sloop} Map Making

    Middle Age Naval Units
    Caravel 1.1.4 40|2 {Galleon} Astronomy
    Sloop 3.3.5 4[4]1 40 {Frigate} Astronomy
    Frigate 6.5.2 8[4]1 60 (all terrain as roads, blitz) {Ironclad} Magnetism saltpeter, iron
    Man-O-War 8.6.2 8[4]1 60 (all terrain as roads, blitz) {Frigate} Magnetism saltpeter, iron
    Galleon 1.2.5 50|4 {Transport} Magnetism
    Privateer 4.2.7 50 (hidden nationality, zoc) {Commerce Raider} Navigation saltpeter, iron

    Industrial Era Naval Units
    Ironclad 10.9.3 10[5]1 90 (all terrain as roads, blitz) {Destroyer} Steel iron, coal
    Transport 0.6.3 100|8 (all terrain as roads) Mass Production oil
    Destroyer 12.15.5 12[5]1 110 (can see submarines, zoc, all terrain as roads, blitz) {Aegis Cruiser} Mass Production iron, oil
    Battleship 25.20.4 16[6]2 200|1 (can carry tactical missiles, carry foot units only, all terrain as roads, blitz) Mass Production iron, oil, coal
    Carrier 0.12.4 200|5 (radar, doesn't carry bombers, all terrain as road) Advanced Flight oil, rubber
    Submarine 16.6.4 110 (can see submarines, zoc, all terrain as roads, blitz) Mass Production oil
    Commerce Raider 15.12.14 130 (hidden nationality, zoc) Mass Production iron, oil

    Modern Naval Units
    Aegis Cruiser 16.24.5 12[5]1 160|3 (can see submarines, radar, can carry tactical missiles, carry foot units only, all terrain as roads, blitz) aluminum, uranium
    Nuclear Submarine 10.14.4 150|3 (can see submarines, can carry tactical missiles, all terrain as roads, blitz) aluminum, uranium

    Industrial Era Air Units
    Fighter 5.5.2 12[4]6 100 (blitz, leathal sea) {F-15} oil, rubber
    Bomber 0.2.2 10[8]8 120 (blitz, foot soldier) {Jet Bomber} oil, rubber
    Helicopter 0.2.3 0[0]6 100 (can see submarines/invisable units) oil, rubber

    Modern Air Units
    Jet Fighter 16.16.3 15[5]8 150 (blitz, radar, leath sea) oil, aluminum
    F-15 20.20.3 15[5]8 150 (blitz, radar, precision strike, leathal sea) {Jet Fighter} oil, aluminum
    Jet Bomber 0.6.3 18[8]8 180 (blitz, radar) oil, aluminum Rocketry
    Stealth Fighter 0.6.3 18[4]8 150 (blitz, radar, stealth, foot soldier) oil, aluminum, uranium
    Stealth Bomber 0.3.3 20[8]8 300 (blitz, radar, stealth, foot soldier) oil, aluminum, uranium

    Armies
    Army -.-.1 100|2 (army, blitz, pillage, +6 hp)
    Modern Army -.-.1 130|4 (army, blitz, pillage, +12 hp) Radio
    __________________________

    Changes to Combat Experiance
    Conscript 4hp 25% retreat
    Regular 6hp 50% retreat
    Veteran 9hp 60% retreat
    Elite 12hp 75% retreat
    __________________________

    Changes to Terrain
    *All terrain defensive bonuses set to 0% except in jungles, forrest, hills, and mountains
    *Jungle changed to 1.1.0
    *Mountains changed to 0.2.0
    *Tundra changed to 0.1.0
    __________________________

    General Settings Changes
    *Chance of Rioting is now 25%
    *Citizen value in shields is now 25
    *Turn Penalty for Each Hurry Sacrifice is now 20
    *Turn Penalty for Each Drafted Citizen is now 30
    *Future Tech Cost now 500
    *Minimum Research Time now 1 turn
    *Maximum Research Time now 48 turns
    *Cities Needed to Support an Army now 2
    *Chance to Intercept Enemy Air Missions now 95%
    *Chance to Intercept Enemy Stealth Missions now 5%
    *Fortification Defense Bonus now 35%
    *Citizen Defensive Bonus now 24
    *Building Defensive Bonus now 24
    *Basic Barbarian is now a Swordsman
    *Advanced Barbarian is now a Knight
    *Barbarian Sea Unit now War Galley
    __________________________

    Changes to Citizens
    *Scientist now provides 3 research and comes with Education
    *Tax Collector now provides 3 taxes and comes with Currency
    __________________________

    Changes to Difficulty Level

    Bonus versus Barbarians removed at Regent and above
    __________________________

    Changes to Diplomats and Spies
    *Build an Embassy cost 15
    *Investigate City cost 5
    *Steal Technology cost 8
    *Steal World Map cost 1
    *Plant Spy cost 45
    *Steal Plans cost 5
    *Initiate Propaganda cost 60
    *Sabotage Production cost 8
    *Expose Enemy Mole cost 60
    __________________________

    Changes to Resources

    *All strategic resources set to have a disapperance rate of 900
    *Oil can now be in plains
    *Game can now be in jungle
    __________________________

    Changes to Technology

    *Moved Map Trading from Map Making to Navigation
    *Moved Communication trading from Writing to Magnetism
    *Moved Mutual Protection Pacts from Nationalism to Espionage
    *Moved appearance of Aluminum to Mass Production
    *Moved appearance of Uranium to Atomic Theory
    *Advanced Flight is now a required tech
    __________________________
    Attached Files
    Last edited by korn469; July 22, 2002, 23:55.

  • #2
    saved spaced for future use

    Comment


    • #3
      Great! Thanks for the effort, as always korn.

      Comment


      • #4
        Do the expensive, wheeled Settlers fix ICS?
        The difference between industrial society and information society:
        In an industrial society you take a shower when you have come home from work.
        In an information society you take a shower before leaving for work.

        Comment


        • #5
          Great! Thanks for the effort, as always korn.
          well i hope you have as much fun with it as i have

          Do the expensive, wheeled Settlers fix ICS?
          i personally think that normal civ3 fixed ICS, but that the rate of expansion was a little too fast, and 3 pop 50 shield settlers certainly slow REX down some, but try it and tell me what you think

          Comment


          • #6
            Welcome back, korn! I think I'm going to try this new version soon.
            "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

            Comment


            • #7
              lockstep

              glad to know you are still around
              i'm looking forward to your insights again

              Comment


              • #8
                Originally posted by lockstep
                A question to Soren:

                In korn's blitz mod, some improvements were added that yielded only culture. The AI's actually chose to build some of them. How did they decide on that? Does every improvement that yields culture fall in the 'culture' category?
                Originally posted by Soren Johnson Firaxis
                At the beginning of the game, the AI preprocesses every unit/building to put them into multiple categories, such as trade, wealth, and culture. Thus, a cultural bank would be listed as both a cultural and a wealth building.
                "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

                Comment


                • #9
                  Nice to see you again Korn !

                  Comment


                  • #10
                    looks lovely Korn
                    http://monkspider.blogspot.com/

                    Comment


                    • #11
                      thanks for all the kind words guys

                      i'm still working alot but i get a few days off this week and i am going to add in the buildings then, i don't have much time to looks for bugs so if you can please report anything that doesn't seem to be working correctly

                      thanks and enjoy!

                      Comment


                      • #12
                        ah it's nice to see you back, korn. aren't you the popular one! maybe i might get back to playing civ3 again...nah probably not but i might still look at your mod every once in a while to give you some insight.
                        However, it is difficult to believe that 2 times 2 does not equal 4; does that make it true? On the other hand, is it really so difficult simply to accept everything that one has been brought up on and that has gradually struck deep roots – what is considered truth in the circle of moreover, really comforts and elevates man? Is that more difficult than to strike new paths, fighting the habitual, experiencing the insecurity of independence and the frequent wavering of one’s feelings and even one’s conscience, proceeding often without any consolation, but ever with the eternal goal of the true, the beautiful, and the good? - F.N.

                        Comment


                        • #13
                          This will go on my list of, to do stuff. Sounds great
                          "I bet Ikarus eats his own spunk..."
                          - BLACKENED from America's Army: Operations
                          Kramerman - Creator and Author of The Epic Tale of Navalon in the Civ III Stories Forum

                          Comment


                          • #14
                            Suggestion

                            Why not use the zip program to place all files in their proper folders rather then make people who use your mod create folders? Very simple to do and saves everyone from the tedious work of creating folders. Unzip the mod into all the proper folders and locations. It just seems like a lot of work for nothing new animation wise etc. Good to see you "finally" working on your mod though. Welcome back from a long time away
                            Thanks ~ Desert Fox (Real Nickname)
                            Fleet Admiral - NeoTech Games Network - Game News & Game Modding Community

                            Comment


                            • #15
                              desert dog

                              how would you do that with a normal zip? give me a step by step and i'll do that
                              afaik what you are talking about sounds like a self extracting zip file, which you are not supposed to use to distribute files unless you actually bought a copy and i haven't, and i don't want to get apolyton in trouble

                              Comment

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