View Full Version : New modpack idea


Furry Spatula
Aug 27, 2002, 03:06 AM
Well as many of you may have seen, i had a bit of trouble with my terrorist unit. The idea of anti-terror units came up, so i think i may make a compilation of terrorist, geurilla, commandos, and special forces units, along with additions to other units.

I will be using other peoples units in this modpack so I will need to get their permission to include them as i am inept with all kinds of art. However, here are my ideas

This modpack will only effect the industrial era and the modern times. I am thinking of 3 kinds of terrorist units. The first being a guerilla, folled by the terrorist, and the modern terrorist. I'm thinking that the first one should be avaliable with nationalism. The second one with the flight and the last one with rocketry.

Now for the anti terror units. The first one will be around with espionage, it will be a stong offensive unit with a low defense and only one movement point. I will then make amphibius warfar a prereq for advanced flight and rename it andvanced tactics, this is where the second commando will come in. This commando will detect invisible, have radar and treat all terrain as roads. the final commando will become avaliable with synthetic fibers to coincide with bullet proof vests etc.

now some more indepth unit descriptions or stats

terror:
Geurilla - nationality
Hidden nationality
5/1/1

Terrorist - flight
hidden nationality, invisible
7/2/1

Modern Terrorist - rocketry
hidden nationality, invisible, bombard
11/3/2

anti-terror:
Operative - espionage
7/4/1

Commando - advanced tactics
Invisible, detect invisible, all terain as roads, airdrop
10/4/1

Modern Commando - synthetic fibers
invisible, detect invisible, radar, all terain as roads, airdrop, bombard
15/5/1

Also, there will be Infantry MkII and tanks MkII which will be able to detect invisible with advanced tactics. This will be the same as the respective units, but will cost 10 to 20 shields more, and may have an increased attack point or 2, (that remains to be seen and if it is implemented, the shield cost will be raised)

I am unsure on the unit stats, i thought up these numbers just now and didn't put too much thought into it. I dont know how the AI will react or what the shield costs should be, however I will do some testing.

So if someone wants to make some civilipedia enteries for these units it will be apreciated, also, can someone tell me how to add to the civilopedia, what file is the civilopedia loacted in?

Also, I need a unit made for the modern terrorist. If someone can make a hand held rocket launcher, a bazooka. The rocket man from C&C would be a good unit for this. I am in the process of contacting people for the rest of the units, and upon confirmation of permission to use their units I will update this post and tell you which animations i plan on using.

And one final note, This will take quite a while to do as I am busy right now, I have to completely tear out all the grass and moss in my backyard, install some drainage system to it, and replant the grass. Needless to say it isn't a quick task, however, when i have spare time I will work on this modpack.

But any feed back is appreciated, if it is constructive critisism that is.

Also, what are good bombard strengths to give the modern terrorist, and the modern commando? Also, will stealth work with ground units? Can i give a commando or terrorist the ability to attack a specific building?

One last thing. These terrorists will be able to take over cities without a decleration of war, therefore should i up the defence of the existing defenders. Perhaps the attackers too, or should i just lower the damage of the terrorist units?

kemal69
Aug 27, 2002, 03:13 AM
Heh, good to see something good is coming of the terrorists are taking over my cities thread. :)

Have you considerted just giving the terrorists a negative hp bonus. this would mean that they are easier to kill to a point. their defense is still as good but they take less hists (sorry to state the obvious) but I think this would be realistic.

btw all the text files for civilopedia etc are in this folder:

\Civilization III\Text

don't forget to backup the files before you start exploring :) Then you can maximise your damage :rolleyes:

Furry Spatula
Aug 27, 2002, 03:21 AM
how can you give a specific unit a HP penalty? Can you flag them as conscripts? Because if i can give them an HP penalty it will be much easier to stop them from taking over cities, but they still will cause havoc on units. ugh its time to go to bed :sleep:

kemal69
Aug 27, 2002, 03:28 AM
You can do it in the editor. When you set the stats etc there's a HP Bonus box, you can set it to a negative... will just reduce all levels by whatever you set. I wouldn't go beyond 1 though. I think otherwise your regular's will have no hp's at all...

hagen
Aug 27, 2002, 05:25 AM
Not a bad idea.

Just a question. Can you flag a unit "invisible" in the editor? If not, it can be done by making units with no graphic, isn't it? Well in that case human players can't see these units, but the AI will spot them without any difficulty. It gets the info not trough the monitor i mean.

So, how is it?

kemal69
Aug 27, 2002, 05:29 AM
There is an invisible tag in the editor... There's some contention as to how much the AI cheats on this. but the tag is definitely there

Furry Spatula
Aug 27, 2002, 01:03 PM
The AI doesn't know where your invisible units are. Atleast from my experience. I was at war with the aztecs. I moved two terrorists right next to one of their cities and they did nothing to it. While they were attacking my cavalry as much as they could, even with infantry from thier cities when they ran out of cavalry of their own.