View Full Version : SpecOps mod, based on Moraelin Exponential mod


s3d
Dec 28, 2001, 10:37 AM
This incorporated into _Aliens legacy_ mod.
For update look into _MOD: Alien Legacy_ thread.
There will not be updates in this thread.




In version 1.2 I added "fast mod" as option - in this mod all ancient advances twice more cheap. Assasin and raider now more cheap, and more easy to research. Also most of spy/diplomacy mission more cheap.

mod attached to the next messages, to files SOv1x2mod1.zip
SOv1x2mod2.zip, unzip them into CIV3 folder and run SOcopy.bat, answer yes to question.

Here is details:

For fast mode only (fastSOciv3mod.bic) :

Bronze_Working 2 was 3
Masonry 2 was 4
_Alphabet 2 was 5
Wheel 2 was 4
Warrior_Code 2 was 3
Iron_Working 3 was 6
Writing 4 was 8
Mysticism 2 was 4
Mathematics 4 was 8
Philosophy 3 was 6
Code_of_Laws 5 was 10
Literature 5 was 10
Map_Making 6 was 12
Horseback_Riding 3 was 5
Polytheism 6 was 12
Currency 8 was 16
Republic 14 was 28
Monarchy 12 was 24
Construction 10 was 20

SpecOps Mod. v1.2
(SOciv3mod.bic)

Based on Moraelin Exponential mod, with some chages (small stat changes, cruise missile tweaks, blitz for army, faster naval units, stronger artillery)
and new units :
Raider, Assasin, Spetsnaz, with hidden nationality, giving ability to conduct Covert Ops during peace time.
Swiss Guard, middle age defensive unit and
Moden Frigate

unzip file into your civ3 folder and run SOcopy.bat from there.

-----------------------------------
Changes in V1.2

Diplomacy/Spy mission reduced twice in cost :

Investigate_City
Steal_Technology
Steal_Plans
Initiate_Propaganda
Sabotage_Production
Expose_Enemy_Mole


new units :


Swiss Guard
require monoteism
iron
shield 5
can see any unit
3.5.1 zone of control
upgrade to Marine

Modern Frigate (thanks to Dark Sheer) :)
require robotics
aluminium
uranium
iron
shield 11
18.12.8
16.1.2
radar, see subs, carry 1 cruise missile

modifications :

Assasin and Spetsnaz now cant be seen by common unit if in their own territory (like submarine)
scout, Marine, Radar artillery and Modern armor can see any unit
Modern Armor have radar

Assasin require feudalism
Worker could be airlifted
Raider now require Wheel instead of polyteism
Destroyer upgrade to modern frigate

Assasin now
5.1.1
shield 10
rest stats the same

Longbowmen
shield 5
5.2.1 zone of control
bombard
3.1.2

Bowmen
shield 3
3.3.1 zone of control

Marine
24.20.1 zone of control
can see any unit
rest stats the same


Pikeman
shield 3
rest stats the same


AEGIS cruiser now
zone of controll
shield 18
24.16.7
bombard
16.2.2
carry 3 cruise missiles

------------------------------------
Changes in V1.1:
upgrade bugs fixed, Prevateer can bombard.

scout now upgrade to Raider

Assasin now 4.1.1 and cost 12 shields

Rider now
shield 8
8.4.3 zone of control
-------------------------------------------------------------------------------
All changes here :

Corruption reduced twice (?)

Bonuses vs Barbarian now : 250 200 150 100 50
--------------------------------------------------------------------------------
Units:


Army have blitz ability

Worker can be now airlifted

Raider replace chariot
recuire wheel, horses
wheeled
hidden nationality
shield 5
2.1.2
upgrade to Assasin

Assasin
recuire teology, iron,
shield 10
5.1.1
hidden nationality
invisible
treat all terrain as road
upgrade to spetsnaz


Spetsnaz replace Paratrooper (recuirement same)
No zone of control
shield 15
16.8.1 range 6
hidden nationality
invisible
treat all terrain as road
airdrop


Other units:
Attack.Defence.Movement
if there is bombarment
Strength.Range.Rate of Fire
Not mentioned parameters/units not changed.

---------------
Marine
shield 10 zone of control
can see any unit
24.20.1

Archer
shield 2 zone of control
2.2.1

Swordsmen
shield 4
4.2.1
upgrade to Musketman

Pikeman
shield 3
2.4.1
upgrade to Musketman

Longbowmen
shield 5
5.2.1 zone of control
bombard
3.1.2
upgrade to Musketman

Musketman
shield 6
4.8.1

Knight
shield 8
8.3.2 zone of control

rifleman
shield 8
7.16.1 zone of control

Cavalry
shield 10
16.5.3 zone of control
upgrade to marine

infantry
shield 10
14.32.1
bombard
6.1.1

tank
shield 12
32.14.2 zone of control
bombard
12.1.1

mech infantry
shield 12
24.48.2 zone of control
bombard
12.1.1

moder armor
shield 15
64.24.3 zone of control
bombard
16.1.1

catapult
shield 2 zone of control
bombard
6.1.1

cannon
shield 4 zone of control
bombard
12.2.1 well, cannon have longer range then catapult :)

artillery
shield 8 zone of control
bombard
24.3.2

radar artillery
shield 12 zone of control
can see any unit
bombard
48.3.2

cruise missile
shield 6 range 6
bombard
24.6.3
could be carried by submarine, nuclear submarine, battleship, AEGIS

frigate
shield 11
4.4.4
bombard
10.1.1
upgrade to ironclade

ironclade
shield 12
8.8.4 zone of control
bombard
10.1.2
upgrade to destroyer

transport
shield 15
1.8.7 zone of control, carry 8 units

Carrier
shield 18
1.8.6 carry 6 units

submarine
shield 12
12.4.6
carry 1 cruise missile

destroyer
shield 14
16.8.7
bombard
16.1.2
upgrade to modern frigate
battleship
shield 23
32.16.5
bombaard
32.2.2
carry 5 cruise missiles

AEGIS cruiser
shield 18
24.16.7
bombard
16.2.2
carry 3 cruise missiles

Nuclear submarine
shield 14
16.8.5
carry 3 cruise missiles or tactical nukes

fighter
shield 10
16.8.1 range 6
bombard
8.0.1

bomber
shield 15
0.8.1 range 8
bombard
32.0.3

jet fighter
shield 12
32.16.1 range 8
bombard
16.0.1

stealth fighter
shield 16
16.8.1 range 8
bombard
16.0.2

stealth bomber
shield 24
0.8.1 range 8
bombard
48.0.3

Bowmen
shield 3 zone of control
3.3.1

Immortals
shield 4
5.3.1
upgrade to musketman

Legionary
shield 4
4.4.1
upgrade to musketman

Rider
shield 8
8.4.3 zone of control


musketeer
shield 6
6.8.1 zone of control

samurai
shield 8
8.4.2 zone of control

War Elephant
shield 8
8.3.2 zone of control

Cossak
shield 10
24.5.3 zone of control
upgrade to marine

Panzer
shield 12
32.14.3
bombard
12.1.1

Man-O-War
shield 9
6.4.4
bombard
10.1.2

F-15
shield 12
32.16.1
bombard
16.0.2

Privateer
shield 6
4.2.3 zone of control
bombard
8.1.1
upgrade to ironclad

Optimizer
Dec 29, 2001, 06:45 AM
I have read that the AI is really aggressive against all "hidden nationality" units no matter of treaties.

I wonder whether these units could be given the Sub flag too, so they become invisible to most units. In Civ 2 that worked for non-attack units. In that case, you would of corse need to give the "see sub" ability to some conventional units.

s3d
Dec 29, 2001, 08:36 AM
It is and that is right IMO. hidden nationality units are very dangerous. You can take poorly protected city with them, not mentioning resource disraption...I'll try to chek that thing about sub's, but shouldnt sub be sea unit ?

s3d
Jan 04, 2002, 02:20 PM
I have finished assasin unit at last, it will be in the next version. It is also available now as separate download on this forum.
About submarine ability - I've tested it and it is quite useless, because you can see _any_ unit in your own territory...

Ohwell
Jan 04, 2002, 02:29 PM
Looking good! There is one problem I see though, the marine stats are WAY to high. Marines, with 8/6/1, are easily a match against mech inf, but only on amphibious assault. Otherwise they are normal attack. They get an attack bonus for amphoibiois assault. I understand you might not know this, and thought they were useless otherwise, but they are good the way they were.

Sure, it isn't in the manual, but I have tested, with 20 marines on 20 mech inf. 10 attacked amphibious, only 2 died. The rest on shore attacking land to land, only 3 survived:( . So they are balanced enough/

Otherwise it is a cool mod!

s3d
Jan 04, 2002, 02:37 PM
Wow, didn't know about this amphibious attack thing ! The way marine is now to be able take out spetsnaz easily. I'm afraid if I'd downgrade marine spetsnaz would be too strong until mech infantry arrived. From the gripping hand if I'll downgrade spetsnaz I would have to add another SpecOps unit for modern age...Mobile Infantry anyone ? :scan:

Optimizer
Jan 04, 2002, 03:30 PM
So Subs are always visible in your territory - well, you could always give this ability to guerrillas so they can ambush enemies within your borders or in no man's land.

Do Marines really get an attack bonus? Why doesn't the Civilopedia or the manual say anything? Bad Firaxis!

Ohwell, could you set up that test, or did you do it in-game?

Ohwell
Jan 04, 2002, 03:36 PM
I did it in game. The first time it was on accident, in a nuclear war. I sent 8 marines to capture poitiers, and did so with flying colors against mech inf. I was very confused. Then i decided I would test it, the units were mostly veteran vs veteran, so the rank wasn't really a factor. So you might want to try this test yourself, and see if you get the same nice results:D

Edit- I was once attacked in the same game by the Japanese by marines, and the same results happened pretty much- the marines captured a couple of my cities, but once they landed they did diddly squat. It is quite realistic, marines capture the beachhead, but defensive and offensive units are sent ashore to do the land combat.

NOTE TO CREATOR- DOn't change the attack value of the maraines, I just noticed that all the attack values for all units were changed:) sorry. It is good as it is.

bohaeberle
Jan 05, 2002, 07:34 AM
S3D, I playtested the mod on small on average worlds -- both times the games locked up at the end of turns around 400 BC.

Other mod I tried had similar problems -- locked up. Perhaps Firaxis has suggestions on changes to avoid -- otherwise, more bugs to correct.

Hoping you have suggestions,

Bo Haeberle

s3d
Jan 05, 2002, 09:49 AM
Well, I'm looking into it... What difficalty level were you using ? I tested only warlord and regent...May be AI looping out on offensive-defensive units, which werent in the original version...

s3d
Jan 07, 2002, 03:24 PM
first part
(also included original immoratls.ini)
cruise missile loading bug fixed

s3d
Jan 07, 2002, 03:35 PM
second part