And why? And what are the results? I've monkeyed around w/ the rules a lot, for better or for worse. Honestly, though, I could not stomach this game if I could not mod it. I'll hold off on spouting out all my changes until I hear what others are doing. Plus its late and I'm about to pass out. Probably won't touch a computer til sunday as I'm going out of town way too early tomorrow. Hope I get a good response.
Announcement
Collapse
No announcement yet.
What Kind of Changes Do You Make When You Mod?
Collapse
X
-
All I've done is increase minimum tech time to 8 turns and maximum to 60. Increased tech cost by 10%.
Much, very more interesting game. The ages actually last for a while (at higher levels).(\__/)
(='.'=)
(")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.
-
Here's a list of mods from my current mod:
CITIZENS
Tax collectors - Give 3 gold, require Currency
Scientists - Give 3 science, require Invention
COMBAT EXPERIENCE
Conscript 2
Regular 3
Veteran 4
Elite 6
GENERAL SETTINGS
Barbarian unit = Archer
Barbarian advanced unit = Horseman
Barbarian sea unit = Privateer
Minimum research time = 3 turns
Money resource from goodie huts = Gold
RESOURCES
Horses give +1 shield and +1 commerce
TERRAIN
Jungles also have Game and Incense
Plains also have Game
Flood Plains also have Game
Tundra turns into Grassland with global warming
UNITS
All naval units except Galley have +1 movement and are double strength
Swordsmen etc. upgrade to Marine (doesn't work with 1.17 patch)
Longbowmen upgrade to Marine
WORLD SIZES
Tiny: Min distance = 14, optimum cities = 16, science = 80
Small: Min distance = 16, optimum cities = 20, science = 100
Standard: Min distance = 18, optimum cities = 24, science = 120
Large: Min distance = 20, optimum cities = 32, science = 160
Huge: Min distance = 24, optimum cities = 40, science = 200None, Sedentary, Roving, Restless, Raging ... damn, is that all? Where's the "massive waves of barbarians that can wipe out your civilisation" setting?
Comment
-
World Sizes: Increased Optimal Number of Cities by 50%
Difficulty Level: Attack bonus against Barbarians:
Chieftan: 300; Warlord 100; all others: zero (I play at Regent)
Units: fighter-type aircraft defense upgrades to allow offensive air superiority missions. bombard strengths also increased (citizens & buildings now defend with 16).
(A/D; Bombard/RoF)
Fighter: 4/4 2/1
Stealth fighter: 0/0 8/2
F-15: 8/8 6/2
Jet fighter: 8/7 4/1 (7 to make F-15 slightly stronger)
Chance to Intercept air Missions: 66% (changed from 50%)
World sizes: (increased Tech Rate by 50% to counteract increased AI tech trading in 1.17).
Also...
Tech Trading: Minimum Research Time: 6 (from 4)
Comment
-
Tax collectors renamed "Merchants" and produce 2 coins. Come with currency.
Scientists produce 2 beakers. Come with education.
All units have twice more hitpoints
All bombard units have twice their rate of fire
Swordsmen-like upgrade to riflemen (to do it with 1.17, you have to make your swordsmen upgrade to legionaries and legionaries upgrade as immortals, and then immortals upgrade to riflemen).
Longbowmen upgrade to riflemen
Frigates, privateers and Man-o-wars upgrade to destroyers
Ironclads upgrade to battleships.
Cavalry upgrade to Tank. (as you see it, I don't like having tons of useless units in my production list)
Galleys have 4 moves; Caravels have 6; Frigates, Galleons, Man-o-wars and Privateers have 8; ironclads and subs have 10; Carriers and nuclear subs have 12; Every more modern sea unit has 15.
French are white, Barbs are pink, English are red, Romans are orange.
Added some city-names.
Airports produce + 50% gold."I have been reading up on the universe and have come to the conclusion that the universe is a good thing." -- Dissident
"I never had the need to have a boner." -- Dissident
"I have never cut off my penis when I was upset over a girl." -- Dis
Comment
-
Originally posted by star mouse
WORLD SIZES
Tiny: Min distance = 14, optimum cities = 16, science = 80
Small: Min distance = 16, optimum cities = 20, science = 100
Standard: Min distance = 18, optimum cities = 24, science = 120
Large: Min distance = 20, optimum cities = 32, science = 160
Huge: Min distance = 24, optimum cities = 40, science = 200"Please don't go. The drones need you. They look up to you." No they don't! They're just nerve stapled.
i like ibble blibble
Comment
-
Changes?? Too many to mention them all.
Everything related to Espionage (Small Wonder, advance, missions) is reduced by a third. Espionage still is hardly worth it!
Manhattan Project edited so that no one can make it until the game is almost over - just change Required Advance and the like to "Integrated Defense".
Theory of Evolution Edited down a bit as we have no choice of what Advance we get from it.
Every unit's values changed as soon as gunpowder comes in, and knights become 5.2.2. Civ III's values for units after Ancient times are far too low. Naval units increase in speed and strength; bombardment eliminated for pre-ironclads.
Resources, esp. iron and coal, edited up so they are rare but not insanely rare.
Other stuff too. Firaxis' mod looked slapped together, and there remain far too few units and too few techs.
Comment
-
Originally posted by star mouse
Swordsmen etc. upgrade to Marine (doesn't work with 1.17 patch)
DominaeAnd her eyes have all the seeming of a demon's that is dreaming...
Comment
-
In the v.1.17f, UUs are in the upgrade path. For example, tank upgraded pre-patch to modern armor ; now it upgrades to german Panzer and Panzer upgrades to Modern armor. About Swordsmen : in the 1.17f, swordsmen upgrade to legions, and legions upgrade to immortals, which upgrade to nil. This way, if you are the Persians and want to upgrade a warrior to immortal, the cmp will see you can´t have either swordsmen nor legions, then it will upgrade to immortal. In the editor, you have to make immortals upgradable to marines to have swordsmen or legions upgradable to marines too."I have been reading up on the universe and have come to the conclusion that the universe is a good thing." -- Dissident
"I never had the need to have a boner." -- Dissident
"I have never cut off my penis when I was upset over a girl." -- Dis
Comment
-
Uhm, lemme think. Of the top of my head:
-doubled the number of max. cities
-reduce corruption flag to barracks and a couple of others
-turn most of the small wonders into forbidden palaces (corruption wise)
-turn the Iroqious into the Dutch
-put Espionage after Literature (reducing relevant costs)
-cavalry now upgrade to tanks
-took the victorious army prerequisite from the Heroic Epic
Bound to be some more, but I can't remember.
RobertA strategy guide? Yeah, it's what used to be called the manual.
Comment
-
Hmm,
My own MOD (see link below post) has list & resons for EVERY chage I made.
But I didn't touch any thing related to corruption, techs rate or similar.
Since there is no GOOD solution jet.
If don't know how to fix something for GOOD, don't try to fix it.
You can make new problems.
Like: get quick ships --> air unit become slow (max range of 8 in editor)
Comment
-
Increased ship movement. I left the galley the weenie it is, but gave the rest +1 (wooden) or +2 (modern) movement.
Gave the privateer some balls - 3/2/6. It can sink wooden ships, but is still helpless against more modern ones. Basically a weaker, faster frigate. This is my default barbarian ship, as well - I must actually care about where they are. Those conscript galleys in the default are not even worth avoiding.
Increased optimal city #s by about 25% and added "reduces corruption" flag to police station. I like to play on a modified MarlaMap, reducing corruption is a must. (I also changed almost all tundra on that map to mountain, which eliminated about 100 AI towns from the game - turns took too long, otherwise. Besides, a metropolitan greenland just doesn't sit well with me...)
Increased disapperance rate for some resources, including horses.The first President of the first Apolyton Democracy Game (CivII, that is)
The gift of speech is given to many,
intelligence to few.
Comment
-
Changed terrain values for jungle
Added new strategic resources (copper, lumber)
Added new techs (stoneworking, Alchemy)
Rearranged existing techs into "lines of research"
Added new units including some UU's
Completely changed unit stats (except warrior)
Increased hp for veteran and elite units
Added resource requirements for some Great Wonders, some naval vessels
Use Snoopys terrain graphics, variety of new flcs from a number of sources (including my own).
Probably other things I've forgotten about.
Gee! Its like a whole different game!
We need seperate human-only games for MP/PBEM that dont include the over-simplifications required to have a good AI
If any man be thirsty, let him come unto me and drink. Vampire 7:37
Just one old soldiers opinion. E Tenebris Lux. Pax quaeritur bello.
Comment
Comment