View Full Version : Ultimod - The Ultimate Mod


MazterJo
Jan 01, 2002, 06:54 AM
Hey People, The Ultimod is here. Ive been working on it for 2 weeks now so it should be ok. New countries have been added to balance out the entire world on the map, like there is an Australia now as well as Spain n Arabia. It is more of a modern mod wit new units like the terrorists n spec ops but there is still the gradual change in units. Also say good bye to the standard barbarians as there are now militants n mercernaries.

Ultimod Pack 0.3
Created by MazterJo

Civilopedia Updated!!

***NEW CIVILIZATIONS***
(complete wit heros n town names)

Italy (Militaristic, Commercial)
Isreal (Scientific, Religious)
Arabia (Militaristic, Religious)
Australia (Industious, Scientific)
Spain (Expansionist, Commercial)
Nigeria (Militaristic, Expansionist)

*India is now Expansionist & Religious (to balance things up)


Each Civ is also grouped into one of three main powers - Land, Air and Sea
Each power has it's own type of unit.

All Land Civs get MML
All Air Civs get F-15
All Sea Civs get Modern Frigate

Italy ------ Land
Egypt ------ Sea
Greece ----- Land
Isreal ----- Land
Germany ---- Land
Russia ----- Air
China ------ Air
America ---- Air
Japan ------ Sea
France ----- Land
India ------ Air
Arabia ----- Land
Australia -- Land
Nigeria ---- Land
Spain ------ Sea
England ---- Sea

***NEW GOVERNMENTS***

Fascism (No Mod is complete without this type of government)

***NEW UNIQUE UNITS***

All the different civs still get only ONE unique unit
*** changed because people complained botu them. (former arab su was terrorist n former
isreali su was prophet guess people din like them)

Italy ------ Legionary
Egypt ------ War Chariot
Greece ----- Hoplite
Isreal ----- Jag Warriors
Germany ---- Panzer
Russia ----- Cossack
China ------ Rider
America ---- Red Indian (Mounted Warrior)
Japan ------ Samurai
France ----- Musketeer
India ------ War Elephant
Arabia ----- Immortals
Australia -- Mounted Warrior
Nigeria ---- Impi
Spain ------ Man O War
England ---- Longbowman


***NEW UNITS***

MML
The Land Version of the Nuclear Sub..
Able to carry 2 Tactical Nukes on board..
But it has no attack n defense so it has to defended..
Best Bombarment Power and Range..

Modern Frigate
Similar to the Destroyer with less power and comes way before..
so sea civs get a bonus in the ocean..
Powerful but without bombardment capabilities..

Mercenery
The land version of the privateer..
hidden nationality flag..
weak attack n defense..

Terrorist
Extra special unit..
hidden nationality + bombard capabilities..
way stronger than the mercenery..
For Arabia, Nigeria, China & Egypt Civs

Special Ops Unit
They can move well in all terrain..
radar capabilities used as surveilance..
powerful attack but very weak attack..
good when combined with other units..

Militants
A few civs have these militants..
they can be drafted by these civs..
very cheap.. can almost be created instantly but the cost one pop..
For Italy, Greece, Germany, Russia, America, Japan, Australia & Spain Civs

Prophet
see below..
For Isreal, France, India & England Civs

***NEW STUFF***

Settlers now have 2 movement..
since they take two pop they shuld get twicw more movement than workers..

Removed Militant Barbarian Tribes - Caused Game Crash

ALWAYS OPEN FOR SUGGESTION N IMPROVEMENT

Thanks to Dark Sheer that made the Modern Frigate.. its the best piece of art i have in my mod pack..:king:

MazterJo
Jan 01, 2002, 07:01 AM
What's Coming Up.

Alcatraz Wonder

I'm thinking of adding The Maximum Security Prison - Alcatraz as a new wonder.

Costs 1 Maintenance -3 Culture 1 Production
Reduces War Weariness(in all cities)
Reduces Corruption(in all cities)
Near Water (Alcatraz after all is on an island)
Jail Breaks can occur (similar to meltdown wit nuclear plants)
Makes one happy person unhappy

But i need the wonder splash screen and all. So it'll that me sum time.

Please tell mi what you all will like to see in this modpack.
:king:

MazterJo
Jan 01, 2002, 07:04 AM
The Ultimod is back online but may have a bug in it. I'm currently working on Vesion 1, no more betas. Check below for when the next version will be out and the new things that will be added.
Thanks to all for their support and patience. :)

Make sure you guys download both the first and second part of the mod pack.

Check below for the files

MazterJo
Jan 01, 2002, 07:14 AM
Does anyone know how to change the colors of the units in the game? or can anyone help mi make them? Like in my mod the Spec Ops Unit is the same one as the paratroopers. I'd like to change the colour of the paratroopers suit from white to black for the Spec Ops Unit so that there can be a significant look in apperance even though they move the same way.

Also I am going to make a website for the mod pack where all the changes will be posted but since i jus got back to skool it'll take sum time.

Keep your suggestions coming. Thanx

s3d
Jan 01, 2002, 08:36 AM
I'm making animation for Assasin now - black painted immortal.
You can do the same with Paratrooper. Download Paint shop pro and ANimation shop trail version. Unpac flc file with FLICster utility from this forum. Load it into Ani shop, copy sequential img's to paintshop, in Paintshop make it Grayscale (Color menu), make it color back by loading palette provided by FLICster, add blue band somethere (blue is civ-specific color in palette) , change background and shdow colors back by floodfill, and copy img bact to animation file. After that save it with option - Customize< choose palette (from FLICster)>, nearest color, 255 colors, and FLICster them bak into one file. If there are problem with palette ask in forum. :egypt:

CentralAzN
Jan 01, 2002, 12:00 PM
arab special unit, terrorist???? stupid idiot.

daithos
Jan 02, 2002, 05:43 AM
I like the idea of the arab special unit being a terrorist, at least its true to life.....

MazterJo
Jan 02, 2002, 08:54 AM
Well ya.. Who else can i assign the terrorist as an SU to.. but although the terrorists can be built onli by the arabs... the militant which is a close unit to the terrorists can be built by other civs so there really is no reason for the reaction. Also there is the mercenary which is also paid for governments of other civs to fight which is similar to terrorism (see)

My Mod Pack is more of a scenario based mod.. although its pretty hard to make scenarios in Civ III unless firaxis releases a patch that help's us do it. But if ya wanted to play a game against terrorists, then u jus set an opponent as the arab civ n viola u have a terrorist scenario.

I'm goin to put the subject up for debate. If u guys feel i shuld change the terrorist to some thing else let mi noe.:rolleyes:

MazterJo
Jan 02, 2002, 08:58 AM
Thanks alot s3d.. I'll try that out and post the new updated versions of the pack.. U could try out my mod pack n like evaluate it for mi.. Maybe i culd try your pack too.

Optimizer
Jan 02, 2002, 01:28 PM
Arabia gets terrorists and Israel gets anti-terrorists... very politically coloured. Give Arabia some kind of medieval mounted unit instead.

Settlers now have 2 movement..
since they take two pop they shuld get twice more movement than workers
In that case - would a battleship be dozens of times faster than a gunboat?

MazterJo
Jan 02, 2002, 04:17 PM
*blunder - Ok my mistake. Well I changed the Isreali Special Unit to the Prophet, you are rite dat was a little coloured but i meant no harm.

And about Settlers having 2 movement... Picture this... Settlers were sent out to find new lands to settle in... They must have really picked out two of the strongest people to go off and start a new colony. These two will def move twice as fast as a normal worker would have... just a thot... but when we have the battleship it shuld move in more turns than a destroyer as it is more heavily gunned and armoured so it shuld b slower... just another thot...

Thanx for the Suggestions... Keep em comin...:rolleyes:

MazterJo
Jan 02, 2002, 04:27 PM
+New Stuff Added

Isreali Special Unit is now the Prophet. A leader but costs 2 pop to build (he needs followers rite). So he his a pretty expensive unit. He also has only one movement unlike regular leaders. He also has the radar flagged so he can see further(his visions). He requires Spices(dun ask prophets need these stuff)

Americans and not the Australians no more have Warriors since the Americans now get Jaguar Warriors

+Changes from 0.1

Spec Ops come in black now and now don't look exactly like the Paratroopers.

Merceneries now need Gems not Gold as there was a problem using Gold as their Required Resource.

Modern Frigates can now see Submarines. I tink i left that out.

Modern Frigates now come after Refining and no more Electricity as there is no oil present. (but now it's too close to the Destroyer that comes after combustion, do u tink i shuld change its requirements to iron and not oil).

MMLs now have more bombardment power. (A must have for land Civs).

Militants now cost 1 shield. Down from 2. They also have the zone of control flagged. and have reasonable attack n defence but still cost 1 pop. Only Egypt, Isreal, Arabia and Nigeria can build militants but can't build Spec Ops Teams. (wonder if i shuld change tis.. i mean it increases the game's diversity)

Spec Ops Teams
Spec Ops have excellent attack and are used when one of yur units is in trouble (such as wit one bar left), the Spec Ops Team can then be deployed from any airport, n then they can attack the attackers.. (usually the win or they'll distract it) They are useless defenders so don't leave them alone..

Terrorists bombardment power has been upped 4 to 8 from 4. Terrorists have the ability to bomb towns and other units but will sacrifice themselves if they do.

The Barbarian Tribes names have been changed to Militant and Terrorist Camp names. I will not list them, coz there a quite a few of them.

+ Government Espionage Levels Changed as well as a few minor changes

Government Diplomat Spy

Anarchy Conscript Conscript (when a country is in turmoil, their diplomats will b too)
Depotism Regular Regular (regular)
Monarchy Regular Regular (regular)
Communism Regular Veteran (the communist had spy networks)
Fascism Regular Veteran (n so did the fascists)
Republic Veteran Regular (Comes wit being a republic, dun u tink)
Democracy Veteran Regular (The Democratic Powerhouse should be good at diplomatic ties)

+ Civilopedia Updated!!

Cunobelin Of Hippo
Jan 02, 2002, 04:27 PM
Since there is yet no link to download this completed modpack, I'm moving it to the general customization section. When you do have something complete and ready, PM me. :)

MazterJo
Jan 02, 2002, 04:47 PM
Here is Version 0.3...

Version 0.2 Still Beta removed after 38 downloads...
Version 0.1 Beta removed after 59 downloads...

MazterJo
Jan 02, 2002, 04:54 PM
Here is Version 0.3 (second part)...

Version 0.2 Still Beta removed after 36 downloads...
Version 0.1 Beta removed after 52 downloads...

MazterJo
Jan 02, 2002, 06:15 PM
Hope you all like the Spec Ops Unit I made for the mod. Complete with Black Parachute. I'll try and do sum more for the other Units... :king:

Here is a pic of the team doing an air drop.

s3d
Jan 03, 2002, 01:41 AM
What is this prophet thing ? Is it real leader (finish wonder in one turn) or army ? Have you playtested it - is not it too unbalancing ? Both army and radar.... And I thought that normal ancient unit 1.1.1 with radar would be unbalancing... but I may be wrong:rolleyes:

MazterJo
Jan 03, 2002, 02:37 AM
Actually i wanted to create the prophet as a unit that other units can load unto and it still will be there much like the army... but i did not want it to hurry production so i couldn't make it a leader.. so i flagged the army property but when i played it i culdn't build it.. i figured u r only allowed to build armies when you have the military academy so i moved some animation around and removed the army flag so its the same as a normal unit wit radar but it is still cost two pop and is rather weak... I'll move it's requirement from Mytiscism to Polythism to make it less ancient...

Well I haven't play tested the civ yet im still in the process of doin dat but i noe that Germany, England, Spain and France all work fine.

Thanks s3d. :king:

Sh3kel
Jan 03, 2002, 02:48 AM
WTF Israeli unit propet?!

Our Prophets were NOT war units, hell, they shouldn't even be considered a unit, just people with extraordianry talents! Give us something more likely, please!

s3d
Jan 03, 2002, 07:18 AM
Originally posted by MazterJo
Actually i wanted to create the prophet as a unit that other units can load unto and it still will be there much like the army... but i did not want it to hurry production so i couldn't make it a leader.. so i flagged the army property but when i played it i culdn't build it.. i figured u r only allowed to build armies when you have the military academy


That is strange. I think in Korn blitz mod you can build General unit (with army property) without military academy...

MazterJo
Jan 03, 2002, 08:59 AM
Originally posted by Sh3kel
WTF Israeli unit propet?!

Our Prophets were NOT war units, hell, they shouldn't even be considered a unit, just people with extraordianry talents! Give us something more likely, please!

Have you tried it out yet? The Prophet is a strong unit and adds sumthing new to the game. At the time when there were warriors and chariots, they usually had priests or prophets to give them advice and sometimes lead them into battle especially tribes. I mean look at games like Age of Empires and Cossacks, they have priests and prophets, wat's the difference? Besides the intention i had was not for the Prophets to fight but to form armies in which they lead but not fight. But as i am having a problem wit that, i decided to try sumthing else.

Besides. What Would You Suggest as the Isreali SU?

Note: I am not from any of the 16 civs i made, so there isn't any civ that has a much greater handicap than the others. I'm trying to make a mod wit "BALANCE". :rolleyes:

MazterJo
Jan 03, 2002, 09:08 AM
Well, I'll keep working on that.

But do u tink the Prophet is ok the way it is or do you tink makin it into sumthin like an army is better? and if i keep it the way it is, i tink it's best to make it obsolete by the middle ages when science became more looked upon than religion but wat unit should i change it to?

Hmmm. :confused:

I kinda like the Prophet Animation for Battle.

s3d
Jan 03, 2002, 02:30 PM
That is a really toogh question. What is clear for me is that Prophet should have either radar or army, but not both. The problem with radar is that with radar we are going fantasy route - the ancient units better then later...May be better solution would be to have ancient invisible unit (land submarine) and give prophet ability to see it. But from historical point of view most of "invisible" units - ninja, ismailits, indian toogs appeared in middle age...So may be prophet would be better off with small (2 unit) army...Later, in industral age army + radrar would be more balanced IMHO (I'm plan for unit "grandmaster" or "adviser" - 1 or 2 slot army with radar...What I'm thinkin of is "religious units" line - Sage (1.1.1 see subs) -> Templar (Knight with see sub ability) ->Free masons Grandmaster (army + radar + see sub)
of cuse there should be invisible ancient unit for Sage to be useful - may be chinese "yellow bands" rebels even though they never did any covert assasinations...

MazterJo
Jan 03, 2002, 08:35 PM
I'm still having problems wit the Prophet. I can create a buildable leader but not an army and if i make the Prophet a leader, he will be able to hurry improvements of wonders and the Isrealis will have a huge cultural bonus so i'll jus stick to makin the Prophet a srong unit. I flagged off radar too. :confused:

I finally re-edited and re-created my entire mod. So I re-posted it again. If there are any errors, bugs and crashes plz post it here.

godlearner
Jan 14, 2002, 11:23 AM
In my Biblical :egypt: mod (which I hope to post soon) I made the prophet as something combination of artilary/foot soldier which replaces the warrior for the Hebrews.

Stats:
A/D/M = 0(2)/1/1

Now what i think about it maybe it should replace the Bowmen. Hmmm ...

Beelzibub
Jan 14, 2002, 12:04 PM
Italien civ?!!
i think this is stupid!
ever heard of the Romans?
you know the ones who had that whole empire a while ago...
...ring any bells...
Italy as it is now hasnt been around all that long, and has never ever been a great world power.

blissett
Jan 15, 2002, 09:58 AM
Originally posted by Beelzibub
Italien civ?!!
i think this is stupid!
ever heard of the Romans?
you know the ones who had that whole empire a while ago...
...ring any bells...
Italy as it is now hasnt been around all that long, and has never ever been a great world power.

Please not offend Italian people.
You think we are all mafia and spaghetti?

Roman was great empery but Italy is in G7 from years...

/

MazterJo
Jan 16, 2002, 03:01 AM
godleaner: thats a brillant suggestion. but before i make changes i wanna noe y my mod is always crashin. I tink it's because I changed the civilization names. So I'm like still at work wit it.

Beelzibum: the reason y i made themItaly is pretty simple. If we have America, Australia, China, Japan and then The Romans, itz pretty stupid. They are all present day empires so I'm sticking wit the present day names.

blissett: hehe.. wats G7??

TheDS
Jan 18, 2002, 12:40 AM
It's crashing because it's a piece of crap!

Not your mod, but whoever cobbled together Civ3's editor. It is obviously not loading things in right. I had made some mods for my game, because frankly, it was stupid to see elitetanks lose to conscripted pikemen on a regular basis. The way to fix it was to change the hit points. 2, 3, 5, and 8. Each level of experience is roughly 50% stronger than the previous one. I also upped the combat values for some units, and made sure that most units upgraded.

Things were working great, until all of a sudden the game decided it didn't want to load my saved games any more. If I switch back to the original civ3mod file, it loads the saved game just fine, but then the rules are hosed. So far, I'm not getting any sensible results. I undid all th echanges I made between when it worked good and when it crapped out, and that has no effect. I've fiddled with other copies of the civ3mod file and they would work with heavy modifications, but I'd implement the last few changes to the rules, and suddenly it won't load. I undo the changes, and it still pukes.

So I think the Editor is screwing up the files, and there are still an awful lot of "hard-coded" things in the game that could be screwing things up.

DeltaForce
Jan 18, 2002, 01:21 AM
I think this Mod is really good.
Italy was in the WWII a great nation with a very great Air Force.
The new units are good 2.
This mod make CiV3 real and the Roman empire is 2 old :P

The + of the mod are:
-New Goverment
-New Units
-New Real Nations

The - of the mod are:
-Prophet does not work
-no new technologies

So thats my opinion.I say that mod is good.
I'm not so good in creating units or make maps...
Cya
Your Steven

MazterJo
Jan 18, 2002, 01:47 AM
Thanx guys for the feedback. I'm working on the updated version of the mod. I added summore units to it.

New Units being added-
Aegis Destroyer (Similar to the Aegis Cruiser but more deadly and can carry one air unit, preferably the seahawk)
Seahawk (Naval Helicopter that can spot submarines and attack them)
Nuclear Ballistic Submarine (equipped with Vertical Launch System for actual subwarfare, they can bombard land targets as well as sea ones)

I made Cruise Missle loadable so they culd be loaded to Carrier and Aegis Destroyer so they could serve as Torpedos. I tweaked most of the naval units so that naval combat can be enjoyed.

I'm tweaking the Terrorist and Spec Ops Team a lil bit.

I'm working on the Prophet. It's working fine so far.

I removed the Militant and MML. I decided against using them.

New Governments -
I'm working on a new government. Haven't decided for a name for it yet. But I want to make it similar to the Taliban rule. Ah yes Talibanization, a government relying heavily on spys and secret missions but poor on diplomacy.

Civilizations -
Hmmm... I tink they were causing my mod to crash. I'm making the mod from scratch again and i haven changed the civs yet and it seems to be working very fine. But i'm gonna try experimenting wit diff civs.

New Wonders -
Alcatraz - The Maximum Security Prison
but since i haved added new wonders yet, i'm experimenting wit this. Also i can't seem to find any suitable wonder splash screen for it.

New Techs? -
Hmmm I havent tried adding them yet, I want to get a proper mod first then maybe in later versions, i shall add more.

Suggestions?

DazednConfused
Jan 31, 2002, 09:46 AM
Sh3Kel,

I agree with you. I'm not Jewish, but I would think that the idea for "Prophet" should be absorbed into a Great Wonder for Israel, like maybe "Mosaic Law" or "Ark of the Covenant"

An Israel special unit like "Mossad Agent" would be far more appropriate.

TheDS
Feb 01, 2002, 02:29 PM
The actual difference between an AEGIS Cruiser and an AEGIS Destroyer is nothing more than the superstructure and a minor weapons-configuration change. Functionally, anyway. They are built on the same exact hull (both have the same length and width and depth), but the superstructure is lower and more 'stealthy' on the destroyer than on the cruiser, making its sailing height lower.

Well, yeah, there are other differences too, but they have so many of the same parts, and are virtually the same size as to be the same ship.

The cruiser is of course heavier and has more people, and a slightly larger weapons load. The destroyer is not a sub-hunter (not is the cruiser) like the other DDs in service. These ships are air and surface control vessels. Frigates and other subs are used to counter enemy subs.

To try to differentiate between these two nearly identical ships would be of little use in Civ3 terms. Why do we now make destroyers instead of cruisers? It's cheaper because of the smaller size and the smaller crew complement.

MazterJo
Feb 01, 2002, 09:21 PM
yeah thats true but i still want to leave the choice open to the gamers, sum mite prefer the more expensive AEGIS Destroyer which can carry an air unit, preferrably the seahawk so that the seahawk helps spot the sub, the destroyer itself doesnt so it makes the a few AEGIS destoryers, as good as a carrier battle group wit subs and cruisers. This is all in the game wise so even if the units are sumwhat similar gamers can have a wide variety of naval units. Very Good Point Though. Thanx.

Mitridate
Feb 02, 2002, 12:35 AM
Though Italy hadn't been a unified nation for centuries after the barbaric invasions, its CULTURE, arts and genius are worldwide aknowledged.
(and we didn't need weapons to do it!!!).

God
Feb 02, 2002, 02:25 PM
(former arab su was terrorist guess people din like them

You think people would like it if you called em' terrorists.

s3d
Feb 03, 2002, 04:05 AM
Originally posted by God


You think people would like it if you called em' terrorists.

At least some people don't minde it, else there wouldn't be any terrorists in real life.

TheDS
May 11, 2002, 04:53 PM
Well, just letting you know what's up with AEGIS ships. BTW, destroyers also carry helicopters. Generally the helos do the sub-hunting, and when away from carrier support, they are also good at spotting enemy ships.

Italy was NOT a strong power in WW2. I can't speak for their air force's capabilites, but the Italians's African campaign went miserably and the Germans had to bail them out. They couldn't suppress Malta, a trio of tiny islands just south of Sicily (not even on most maps) by air or sea. Italy was GIVEN a portion of France by the Germans, after they had already conquered it. Italy was chosen as the European invasion site because it was easier than trying to come in from any other direction. The Channel crossing couldn't be attempted until the middle of 1944, a year after Allied troops were already on the continent.

In almost any WW2 game, the Italians are not even included. It is always USA, UK, USSR vs Germany, Japan.

Both sides of the conflict had far more powers than just these 5. There isn't a whole lot of mentioning of the Australians, Philipinos, Chinese, Bulgarians, Italians, or French in most WW2 games. That is not to say they didn't play a significant part, or that without them, their side would surely have lost. The final results of WW2 were always in doubt, until about 1945, when German soil was finally reached and developing the atomic bomb became impossible for them. The Germans weren't even in poor spirits until Allied troops were marching in!