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  • #16
    Originally posted by SanPellegrino
    I deleted the galley (and made lighthouse come later) because I hate to have all civs contact and a complete world map in the ancient age.
    My approach to this was to increase the cost of ocean and sea travel to galleys to 2. In addition, I made it so that you can't trade maps or contact till Navigation.
    Seemingly Benign
    Download Watercolor Terrain - New Conquests Watercolor Terrain

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    • #17
      My mods

      3 new civs--Incas, Scots, Ethiopians with UUs & text.

      Culture group changes--U.S. is European, Spain is Mediterranean, Egypt is Middle Eastern.

      The Military Academy needs only 5 barracks, not a victorious army, since Heroic Epic has the same requirement, and the 5 barrack requirement condition is the one stated in the manual.



      New world size, gigantic--220x220, all 27 civs, replaces small.

      Additional citynames and leaders.

      Hwacha has lethal bombardment. (I'm thinking of changing this further, I'm running a poll about lethal bombardment in PTW to get feedback on this)

      Possible future change: There are 3 militant expansionists: Zulus, Vikings, Mongols. There are 3 religious militants: Aztecs, Celts, Japanese. There are only 15 possible attribute combos. With the max 31 civs, each possible paiing should have 2 civs, and one pairing will have 3. Thus, 1 of the above civs mentioned needs its attributes changed. I just haven't figured out which one yet.

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      • #18
        27? I thought there were only 24 -- or did you add a few?
        No, I did not steal that from somebody on Something Awful.

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        • #19
          Your favorite modifications
          A though one.

          Probably all listed at link below (my own MOD).

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          • #20
            Re: My mods

            Originally posted by HolyWarrior
            (...)The Military Academy needs only 5 barracks, not a victorious army, since Heroic Epic has the same requirement, and the 5 barrack requirement condition is the one stated in the manual.(..)
            How do you do that???
            Former President, Vice-president and Foreign Minister of the Apolyton Civ2-Democracy Games as 123john321

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            • #21
              Originally posted by The Mad Monk
              27? I thought there were only 24 -- or did you add a few?
              It's possible to have 31.
              Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
              Then why call him God? - Epicurus

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              • #22
                re: my mod

                Mad Monk, as I stated, I added three new civs. All of these have UUs and animations. I also added them into the civopedia. These three are available as downloads in the mods section, made by persons much more talented than I. I could add four more to make it 31, but I don't have the tools to make animated leaderheads or UUs or any of that. So 27 it is for now.

                123john321, just go into the PTW editor. Select your mod, and click customize rules. Select the improvement/wonders tab. On the left side, under required advanced, you will see improvement/ wonder. In the example above of the Military Academy, I selected barracks. You now have an option to set the number. Set it to 5, and deselect the Requires Victorious Army condition.
                Also, you should change the civopedia entry to reflect this.

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                • #23
                  Changes to Basic rules:

                  units moving on roads now move 4 tiles instead of 3
                  Wealth gives a better return on your investment and rushing either with gold or poulation has been inhanced.
                  Corruption set at 80% of default.

                  Wonders:

                  Heroic Epic: added the Militaristic attribute to it, and also made it reduce War Weariness.

                  Commercial Dock: Increases Food and Commerce of water tiles by 1.

                  Units:

                  Horseman: 3.1.2
                  Archer: 2(2).1.1
                  War Chariot: 2.1.2
                  Mounted Warrior: 3.2.2
                  Pikeman: 2.3.1
                  Longbow: 4(3).2.1
                  Musketmen: 3(4).4.1
                  Musketeer: 4(4).4.1
                  Rifleman: 5(6).6.1
                  Cavalry: 6(6).3.3
                  Sapahi: 7(6).3.3, 80 shields
                  Cossack: 6(6).4.3
                  Tank: 16(12).8.2, All terrain as Roads
                  Panzer:16(12).8.3, All terrain as Roads
                  MI: 12(12).18.3, All terrain as Roads
                  MA: 24(12).16.3, All Terrrain as Roads
                  Infantry: 8(8).10.1
                  Paratrooper:10(8).12.2, ignores rough terrain penalties, 100 Shields
                  Marines: 12(8).10.1
                  Guerilla 8(8).8.1, all terrain as roads
                  Frigate:4(4).3.4
                  Ironclad:6(6).6.4
                  Destroyer: 12(8)10.6
                  Carrier: 1.12.6, carries 6 air units
                  Battleship: 18(16).14.5
                  Submarine: 10.5.4, zoc attack
                  Nuclear Sub: 14.12.6, zoc attack, carries 4 tactical missles
                  Cruise Missle: flagged as a tactical missle, increased ROF


                  In addition midieval units have 2 HP bonus, industrial 4, and modern 6
                  * 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.

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                  • #24
                    Re: re: my mod

                    Originally posted by HolyWarrior
                    (...)123john321, just go into the PTW editor.(..)
                    Don't have PTW...
                    Former President, Vice-president and Foreign Minister of the Apolyton Civ2-Democracy Games as 123john321

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                    • #25
                      I like the AU mod (see strategy forum), as it changes a few things, while staying close to the original rules. A few I like:

                      - Infantry 8/10/1, as it provides an alternative for cavalry while waiting for tanks.
                      - Military Academy available at MTradition, to encourage the builder at heart and to get the AI to build more armies.
                      - Zero range bombard for Archers and Longbowmen.

                      --Kon--
                      Get your science News at Konquest Online!

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                      • #26
                        Re: Re: re: my mod

                        Originally posted by 123john321
                        Don't have PTW...
                        You don't need it for that.

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                        • #27
                          Mad Bomber:

                          when you flagged the Cruise Missles as Tactical Nukes did you change any AI settings and if so, did the AI behave as you expected (i.e. it did not launch a nuclear attack on you)? I am thinking of making that mod since I prefer Cruises Missiles to act like in Civ2.
                          A true ally stabs you in the front.

                          Secretary General of the U.N. & IV Emperor of the Glory of War PTWDG | VIII Consul of Apolyton PTW ISDG | GoWman in Stormia CIVDG | Lurker Troll Extraordinaire C3C ISDG Final | V Gran Huevote Team Latin Lover | Webmaster Master Zen Online | CivELO (3°)

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                          • #28
                            Ragui:

                            I also have crusie missles flagged as immobile, and have Destroyers, Cruisers, Battleships and Subs able to use them.
                            I keep the Cruise missle flag, which allows the game engine to read it as a cruise missle attack, and not a nuklear attack. With this mod the ships with a transport tactical missle ability and airfields are able to use it. The AI will only launch these from Cities however.
                            * 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


                            • #29
                              My "favorite" changes... I've made quite a few, but to keep it short:

                              No exchanging maps until Astronomy, no exchanging communications until Navigation.

                              Changed move costs: Sea = 2, Ocean = 3 and no "wheeled" units.
                              Flagged Galleys as "wheeled".
                              Doubled the movement points for ALL ships up through Iron Clad.
                              Flagged every ship above Iron Clad to treat all terrain as roads.

                              Note that I usually play on a 170x170 map.
                              "Stuie has the right idea" - Japher
                              "I trust Stuie and all involved." - SlowwHand
                              "Stuie is right...." - Guynemer

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                              • #30
                                I just made a test scenario with the new Cruise Missile attributes and it works like a charm.

                                What difference does it make to have naval units "treat all terrain as roads"?
                                A true ally stabs you in the front.

                                Secretary General of the U.N. & IV Emperor of the Glory of War PTWDG | VIII Consul of Apolyton PTW ISDG | GoWman in Stormia CIVDG | Lurker Troll Extraordinaire C3C ISDG Final | V Gran Huevote Team Latin Lover | Webmaster Master Zen Online | CivELO (3°)

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