View Full Version : ADM Modification
jwill Jan 12, 2003, 08:40 PM Hi, I'm the new kid here.
I spent yesterday making a whole new edit in the "civ3mod.bic" file, and every unit's values are different. If you want to see it, e-mail me at jwillie194@netscape.net and I'll send it in an attachment.
Here's some of the many changes:
- All foot units have a movement of 2.
- All mounted units (except for the Rider, Cossack, War Elephant, and Samurai, if you would call the last two mounted) have a movement of 4.
- All naval units have movements of 5, 6, or 7.
- The English Man-o-War has a higher attack than the frigate but a slower movement.
- The War Elephant is (realistically) a LOT stronger than other knight level units, but moves a little slower (3 to be exact)
- The lowest attack in the game is 1, and the highest is 60.
E-mail me if you want it!
Beamup Jan 12, 2003, 08:48 PM Originally posted by jwill
- All foot units have a movement of 2.
Do you realize what a HUGE change to game balance this is? Retreat will now never occur (since ALL units are now "fast"), and the fundamental dynamics of warfare drastically change.
(edited to remove odd-sounding word choice)
dojoboy Jan 12, 2003, 09:10 PM Forgive Beamup, but sometimes we forget our manners around here. ;)
Welcome jwill! :)
Concerning your mod changes, I'm a bit too conservative to make such alterations. There are a few things I'm interested in doing once we get the editor, but nothing along the lines of what you offer. If you don't mind telling, what is your reasoning behind making all the land units offensive in regards to movement? Are you a warmongerer at heart? ;)
DiamondzAndGunz Jan 12, 2003, 09:14 PM Just a few things to say here.
- All foot units have a movement of 2.
As said by Beamup, this really isn't a good idea. I agree, they could move a lil faster, but the problem can be solved other ways (land transports, etc.)
- All mounted units (except for the Rider, Cossack, War Elephant, and Samurai, if you would call the last two mounted) have a movement of 4.
This, of course, was done to balance after adding a 2 move to all foot units, correct? Anyway, I probably wouldn't go as far as doubling them... Mounted units may have traveled faster in battle, but took just as long in travel. You can't just ride at top speed all day and night with the animals, they get awefully tired. Gotta stop to feed them, etc. I woulda kept it at 3 or so.
- All naval units have movements of 5, 6, or 7.
Yep, I definately agree that they should have increased movement. On the other hand, having all units with at least 5 movement is pretty bad. A galley with 5 movement? Can basicly explore the whole world before navigation/metallurgy. I would think a better idea is to give most units "treat all terrain as roads" and then also allow them to blitz. That could spice up naval action a bit.
- The English Man-o-War has a higher attack than the frigate but a slower movement.
Now, why would you go and do that? The Man-o-War already sucks as it is, why would you go and lower it's movement? I would just keep the movement, and increase the attack.
- The lowest attack in the game is 1, and the highest is 60.
60? Woah. What about defense? Surely you've also balanced the defense. Otherwise, it would just become all to easy...
Just some constructive criticism... Plz don't take it personally.
Moving on, this reminds me that I was gonna make a mod based on the PTW beta testers mod. Of course, some of the changes won't be possible... (ignore terrain penalties n such) But, I really loved some of those changes, and I'd think it would be fun. Some of the things I mentioned above in response to your changes were in that mod, so I can't really take credit for most of em.
and BTW, welcome to CFC!
jwill Jan 12, 2003, 09:26 PM Actually, I think there's a seperate flag determining if the units withdraw from combat or not. Also, since I've changed EVERYTHING, the Man-O-War has an attack of 10 instead of the frigate's attack of 8 (my modified one). The defense is balanced, most units have the same offense and defense, because i thought the old values didn't make a lot of sense.
There's good reason behind the Man-O-War's slow movement; I read in the description of the frigate that it was slower than the "light, fast frigate". The only reason all the infantry move "2" now is because I thought that time went too quickly for them to only move once per turn. You should see how much faster your workers will work and you can settle!
jwill Jan 12, 2003, 09:29 PM The read me's attached; it's a list of all the changed units.
Be aware that the Worker and Settler have movements of 2 instead of one.
jwill Jan 12, 2003, 09:39 PM I know this my third post in the last five minutes, but I put a little bit of thought into it..and yes, it does go against the withdraw from combat attribute. Whoops..if I get time, I'll edit one and make it that the foot units have a movement of one.
DiamondzAndGunz Jan 12, 2003, 09:47 PM Actually, I think there's a seperate flag determining if the units withdraw from combat or not.
Whether this is true or not (can't check now), a unit will NOT retreat if fighting another FAST unit. The game considers any unit with 2 or more movement fast.
Also, since I've changed EVERYTHING, the Man-O-War has an attack of 10 instead of the frigate's attack of 8 (my modified one). The defense is balanced, most units have the same offense and defense, because i thought the old values didn't make a lot of sense.
I would increase the Man-O-War to 11 or 12 or so, but 10 might do. I would still recommend keeping the movement, though. I strongly recommend against giving galleys 5 movement. This way, players even without the GL can explore other continents, unbalancing several things.
Having same attack/defence for most units doesn't really make sense. I mean, let's take tanks for example. They're great at offense in real life, no doubt. But they're lousy defenders if they have to defend against other tanks and such. Infantry, on the other hand, are built for it. If you've ever played any of those war games (can't remember off the top of my head), you might get the idea.
You should see how much faster your workers will work and you can settle!
That might be nice, but not really too realistic... Especially in the ancient age, and times before motorized vehicles. I've added an "Engineer" unit to my game (it's in the unit library, somewhere), which has 3 movement, I believe, and settlers and workers upgrade to it. It does the tasks of both, and only takes 1 pop point. I think this would be a better solution to their slow movement, but if you don't wanna go adding units n such, I guess your idea's ok.
EDIT: Yeah, I was writing up this post as you posted that last one. You can just edit a previous post instead of having to post 3-in-a-row to add 1-line information, btw.
jwill Jan 13, 2003, 01:42 PM I think I'll do this: I'll make a version with the same movement as usual, and put the new values in. Maybe I can get a little more assitance: Besides people with bows and arrows as well as tanks, who else has poor defense? I want to make this as realistic as possible.
DiamondzAndGunz Jan 13, 2003, 05:09 PM Well, the game as it is has the values in pretty good ratio's, except for several units here and there. If you basicly follow what the game has done already, you could make it just about even.
After modding the attack/def values, we can talk about other changes. ;)
jwill Jan 13, 2003, 08:50 PM Excuse me for being late to post..I had a war with Russia and they needed to give me all their land :king:
Any examples of "several units here and there"? I dropped the Modern Armor's defense to 35 (previously 60), the tank's defense to 20 (previously 45), slowed down the galley to a movement of 4, and dropped the Mech Infantry's attack to 35 (compared to 54).
DiamondzAndGunz Jan 13, 2003, 09:00 PM Well, Musketmen could be fairly balanced in attack/defense (3/4/1), unlike in the game (2/4/1), especially for their cost. Also, some of the underpowered UU's (F-15, Man-O-War, Cossack) could use a bit of re-balancing as well. The Marines and Paratroopers could (based on the default values) use some modifications on their stats, making them a bit more useful into the modern era. On the other hand, Modern Armor has a bit too high of a defense in the game, so it could use a bit of a reduction. That's basicly it for now.
jwill Jan 13, 2003, 09:14 PM If you ask me, the musketman should be a huge step above the pikeman, considering the fact that guns are much better than pikes. Then tanks should be a huge step from gunpowder. The rifle (Rifleman), replaceable parts rifle (Infantry), and then the machine gun (Marine) should all evolve into a stronger weapon. That explains the rifleman's 16, the infantry's 20, and the marine's 24 (which I changed to 26).
War elephants should be a lot better than knights, since getting hit by a sword isn't as bad as getting hit by an elephant's head..Samurai shouldn't move as fast as horses, unless there's historical proof that they were quick. Can anybody figure out what was so special about the Russian Cossack? If there's some advantage that they had, I could advance them with it.
DiamondzAndGunz Jan 13, 2003, 09:41 PM If you ask me, the musketman should be a huge step above the pikeman, considering the fact that guns are much better than pikes.
Yep, that's why it needs an extra attack point or so. The gunpowder technology wasn't too advanced/accurate back then, so increasing it too much would be pretty inaccurate.
Then tanks should be a huge step from gunpowder.
Yes, they should, but only in terms of offense. Tanks are suited for offense, and not defense, and are fairly vulnerable to infantry.
The rifle (Rifleman), replaceable parts rifle (Infantry), and then the machine gun (Marine) should all evolve into a stronger weapon. That explains the rifleman's 16, the infantry's 20, and the marine's 24 (which I changed to 26).
Mech infantry is basicly a combination of all advancements in weapon technology. It incorporates a vehicle the infantry can ride it, upgrades to their weapons, and all sorts of other upgrades in tech. The marine, on the other hand, is specially suited for amphibious assaults, so they generally aren't as defensive as infantry, but definately should be more on offense.
War elephants should be a lot better than knights, since getting hit by a sword isn't as bad as getting hit by an elephant's head..
But elephants are also slower/more vulnerable. There was some battle (don't remember, read it somewhere around here...), the horsemen rode under and around the elephants and such, and stabbed them from underneath. This scared the elephants as well, and made them stampede. True, they did then kill a lot of the horsemen, but they killed equally as many of their own men. So it would be fair to say that keeping elephants equal with knights is a good idea.
Samurai shouldn't move as fast as horses, unless there's historical proof that they were quick.
Once again, traveling via horse/foot in large groups is about equal in terms of time, and I bet they were pretty fast in battle. However, they quite frequently rode horses in battle as well (remember reading that somewhere as well...)
Can anybody figure out what was so special about the Russian Cossack? If there's some advantage that they had, I could advance them with it.
Supposedly, they wore some better, heavier armor. But I can't really back that up in any way.
jwill Jan 14, 2003, 07:08 PM That's all really interesting..I know the guns in th middle ages were inaccurate; just play Age of Empires. Well, I'll fix a few things here and there. The thing is, I am a teenager and I have to go to school and do a whole bunch of projects..so expect something good concerning this whole mod in the near future..I'll only change the movements back by request though, since I don't want to spend so much time doing it if no one's going to use it.
DiamondzAndGunz Jan 14, 2003, 07:25 PM Yep, I'm pretty much a full-time high school student as well, and I have played Age of Empires, Age of Kings, and Age of Conquerers. ;)
I might be interested in the mod, depending on how things turn out.
Sid Jan 15, 2003, 04:36 PM Keep up the good work, jwill. As others have written, Firaxis have put a lot of thought into game balance. We'll always be restricted by the Attack-Defend-Movement numbers, when a more complex algorithym might enhance historical accuracy. For example, the Cossacks that you mentioned. They are tough clan-organised fighters, on hardy ponies, wielding lances. They are excellent against other calvary, but not so good against formed infantry (although devastating to a retreating army, as Napoleon discovered in 1813). The game needs a further dimension so that certain units have advantages against other unit types -- this could be accomplished by changes to the random modifier in combat.
In the meantime, mods such as yours provide novelty and fun to experience Civ3 in different ways, so I'll have a go at it when you post your final version in one of these threads.
Txurce Jan 15, 2003, 04:49 PM You may notice that on Firaxis' own description of the various UUs, they acknowledge that the traits are sometimes the opposite of the historical reality. The Immortal is a prime example. Their focus is clearly more on gameplay than on historical accuracy. Given all this, I couldn't agree more with Sid's point that the prime goal of mods is fun... however the modder chooses to define it.
Beamup Jan 15, 2003, 05:09 PM To paraphrase something often said about another game, Civ3 is a (pseudo-) historical strategy game - in reverse order. That is, gameplay takes priority over being strategic takes priority over historical accuracy. So, in particular, historical accuracy gets sacrificed on the altar of improving gameplay - IMO a good way of doing things.
jwill Jan 15, 2003, 07:00 PM The random fights are the most annoying things in the game. Take modern armor, for example. When attacking a city with an infantry fortified on it, it has a good chance of losing, and it makes almost no sense. Even in an early version of my mod, a whole army of three got destroyed by one infantry unit (60 vs 20 in my case, I got really mad). The random seed needs to change, and the A/D needs to change too. I can do one of the two, but that's to be done later, because I have a lot of academic related work at the moment.
jwill Jan 15, 2003, 08:24 PM I'm actually going to work on the intended traits now - not the actual editing. When I'm done I'll post the read me.
DiamondzAndGunz Jan 15, 2003, 08:40 PM Originally posted by jwill
. When attacking a city with an infantry fortified on it, it has a good chance of losing, and it makes almost no sense.
It does make some sense. After all, Infantry are specificly designed to hold the terrain. Therefore, they are basicly anti-tank in the modern age. Even modern armor most likely still have the same types of weaknesses as earlier tanks, although they are much better in all aspects. Heavier armor in the front, lighter in back, and still gotta watch out for mines and such... Either way, it really shouldn't be a problem, unless you still see spearmen beating tanks... :rolleyes: :D
jwill Jan 15, 2003, 08:41 PM Alright, it's done. The attachment is the new read-me of the values.
DiamondzAndGunz Jan 15, 2003, 08:50 PM Ok, some of these are better, but I still have some issues.
There's a HUGE jump from Pikemen to Musketmen. Ouch. Lower the musketman attack by lots, and the defense, maybe a point or two. Otherwise, knights n such will be useless! I still don't really like your choice with the war elephant, but i can get over that.
Another thing: lower the attack of Infantry. They aren't really an attack unit... as mentioned, they are for defense n such.
AEGIS Cruiser: lower the attack, possible the defense. battleships are the biggest attacking ship, and should stay that way. AEGIS Cruisers aren't meant to replace battleships, just supplement them.
And lower the defense of privateers a lil.. don't want them to be too hard to get rid of....
Rest looks pretty good.
jwill Jan 15, 2003, 09:39 PM If I lower the musketman by too much, they won't be too good against war elephants. I tried to give War Elephants their advantage, and therefore had to stretch the gap. It's hard to determine it all correctly..I want musketmen to be very effective. I can possibly put the musketman at 6 or 7 and leave the musketeer at 8, if that all works out. In Age of Empires, the War Elephant does a lot more damage than a hand cannoneer (24 to 17, 22 for Janissaries, my favorite unit in that game by the way), so I think it can stay as it is.
How about this... the musketman has an A/D of 6/6, the musketeer 8/6, the rifleman 12/16, and the infantry 16/20. The AEGIS Cruiser can hold 24(20)/20.
DiamondzAndGunz Jan 15, 2003, 09:56 PM Ok. I know what you're saying about musketmen n all, they do need to have a bigger purpose than in Civ 3 (really underpowered for the price...). But then, we do want to leave some room for regular knights as well. You could raise knights to 5/4, and elephants to 6/4 or 7/4.
Other than that, haven't found any other problems.
jwill Jan 16, 2003, 02:01 PM Here we go: These are the knight level units: (Attack/Defense/Movement)
Knight - 06.04.03
Rider - 06.03.04
War Elephant - 08.04.02
Samurai - 06.06.02
jwill Jan 20, 2003, 08:34 PM I need some help..If the knight has an attack of 6, he'll blow through pikeman too easily. But if I put the pikeman's defense too high, swordsmen, immortals, and legionaries wouldn't stand a chance to them. I need some good values for them. Also, I need an ADM for the Legionary that's different than the Immortals.
DiamondzAndGunz Jan 20, 2003, 10:31 PM Swordsmen, immortals, legionaries SHOULDN'T stand a chance against them. Pikemen are there to stop swordsmen, and make way for more powerful units. Make the pikemen 2/5. Make swordsmen 3/2, Immortals 5/2, Legionaires 3/4. You could do a little tweaking of this, but this is the best balance I could think of at the moment.
jwill Jan 21, 2003, 02:05 PM Works for me :)
Grey Randall Jan 22, 2003, 07:54 AM Somehow, I get the feeling I'm going to be pouring through all of my Osprey books once the editor is available. While I was using the PC editor, I made mods to terrain and a few worker jobs, etc, but haven't fiddled with military units as of yet... there are a few things I would like to change though. I'd toyed with the idea of making variations on the knight unit, even the horseman. considering the differences in mounted warfare depending on historical discoveries and advances... Stirrup use in warfare as opposed to not, standard knight versus Hospitaler, Teutonic, etc. Immortal opposed to/compared to say Janisaries. A longbowman compared to say an Aran crossbowman, or perhaps an Asian/Steppe mounted bowman.
jwill Jan 22, 2003, 01:39 PM I'd love to make new units, but until the editor comes out, I'll just have to deal with the edit for now.
jwill Feb 09, 2003, 08:35 PM Is it sensible to give the Cruise Missle a higher bombardment than the Radar Artillery, or should it be the other way around since Cruise Missles come first?
DiamondzAndGunz Feb 09, 2003, 08:45 PM I'm not sure. I guess it could be justified, since they are one time use only. One of the major things you should increase with cruise missiles, though, is their range. Give them a pretty large range, to make it more realistic, and make em more useful.
Good to see that you're still doing this.
jwill Feb 10, 2003, 01:42 PM Nice to see you're still informed! :lol:
I still have it in mind, don't worry. I haven't got to the actual movement changes yet..
I did, however, increase the operational range and the capacity of the helicopter. I was watching (from 1 to 4). Tell me if it seems better at 3 or 2..I think two is best.
jwill Feb 10, 2003, 04:55 PM I finished a release of this. I changed the planes as well, but I didn't finished all the changes in the read me (some say "+ " without the number).
heikeott Feb 10, 2003, 05:47 PM Errm, and you made these changes with 1.21 so they will work with the Civ III 1.21g on our macs, right? :D
jwill Feb 10, 2003, 08:46 PM Yep, I have 1.21g myself. Just replace it (keep the original!) with the other civ3mod.bic file, and start a new game.
There may be things I need to change, so before you start a game, you should look in the Civilopedia at all the units (before you start a game, on the Tribe Select screen, click "Description", then that civ's unique unit link, then one of the alphabetic letters to get to the unit list.)
jwill Feb 11, 2003, 07:01 PM Here's the finished ADM.
jwill Feb 12, 2003, 02:14 PM I might have to lower some values...if you think about it, defensive bonuses get to be ridiculously high when defense values are so high. For example, has anyone tried destroying a mech infantry with a 135% defensive bonus? (fortified, on a metropolis, on grassland) That's a defense of over 100, which is like a warrior trying to get rid of a modern armor. I may have to lower the AD's (attack and defenses) of Industrial Age and Modern Age units. For some help, I need a defense that doesn't go too high when it's multiplied.
For example, 50 is too high. I need a capacity for defense in the game so things don't go too high. 18 is what it used to be and it is too low. What about 30 or 40? Of course, I'd lower the attack ratings respectively.
I found a calculator where I can type in values, so I'll use it to help me find the right values to fit in. It'll take a lot of number crunching, but I'll do it! :crazyeye:
jwill Feb 12, 2003, 06:59 PM I've figured out a new value set for some units that needed changing. I'll repost the mod later.
jwill Feb 12, 2003, 07:35 PM I finished it. Here's the new one for download.
DiamondzAndGunz Feb 12, 2003, 07:43 PM Ok. I'll try that one out, as soon as I finish up the GOTM. Stupid hard emperor level...
jwill Feb 13, 2003, 01:41 PM Emporer level, huh? I can't say much..I'm still a sad little chieftain. I have to try warlord once again..one day..
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