View Full Version : More like Real Life
Leprechaun Dec 15, 2003, 09:33 PM I've made a lot of changes to the mod. Some general rules changes- longer golden age, increased chance to intercept with fighters.
I've used no new graphics, so all new units and buildings are using old graphics (done to reduce download size, and easier on me).
I made all of the wonders of the world better (mostly increased culture, some increased/added happiness, changed from buildings on continent to all buildings).
A lot of the unique units have been changed. America now gest F-15 and F-22 (replaces stealth fighter), Russia gets mounted cossack and infantry cossack (replaces rifleman), England now gets English Longbowman and the Man of War, many other changes too.
Added new units to all civs- Jeep comes with motorized transport, weaker than tank, but faster and treats all as roads. Modern Infantry- has paradrop and amphibious assault.
Moved many city improvements around (mass transit comes with motorized transport), space race redone- I think no tech allows two components.
Several new city improvements- Public Radio Station, Printing Press, Public School, High School, Theater, Concert Hall, and Steel Mill.
Most techs now give you something when you research them.
I think all changes are in civilopedia (except units- they are listed, but with links to old entries).
Please give me feedback, I put this together over a couple days. The goal is to make it more like real life and to have the unique units better reflect that country. I want to make playing each civ a unique experience.
The files:
http://www.civfanatics.net/uploads6/RealCivModNoUnits.zip
put the text files in your Civ3 text folder. (back up civilopedia and pediaicons first)
Put the Bic file in your scenarios folder.
http://www.civfanatics.net/uploads6/RealCivUnits1.zip
http://www.civfanatics.net/uploads6/RealCivUnits2.zip
http://www.civfanatics.net/uploads6/RealCivUnits3.zip
http://www.civfanatics.net/uploads6/RealCivUnits4.zip
unzip these files and place them in your units folder. If you'd rather not download them, you can open the Bic and figure out what needs to be added and just copy the unit folders changing the names of the folder and the .ini file inside the folder.
Leprechaun Dec 16, 2003, 07:20 PM I was thinking about making archers have a bombard ability. If not for all units than maybe for the english longbowman (and lower its stats back down). I don't think it'd be a good idea for the gun units to have bombard because that would be every single unit for the last 2.5 eras. So any comments/ ideas on giving archers bombard ability?
Ok another idea I had, since I'm about to go to sleep I can't do this now, but I was thinking of making each civ have a chain of unique units- for example the greeks would have better spearmen and pikemen, the french would get better musketmen, riflemen, and infantry, the germans better tanks and modern armor, etc...
Any opinions on these two ideas or other ways to improve the mod would be greatly apreciated.
Ankka Dec 17, 2003, 12:40 PM Looks like good work, and that idea on the chain of better UU's isn't bad either. :)
Leprechaun Dec 17, 2003, 04:37 PM I just started playing civ 3 again recently (hoping I get conquests for christmas) and so I threw this mod together. After I saw the DYP I thought about stopping this. I've decided instead of making it more realistic (DYP I think does a good job and I have no way of matching that...) I'll just turn this into simply my own ideas. I'm going to start work on a new version soon- probably focusing on redoing units.
Androrc Dec 17, 2003, 05:12 PM Seems like a good job you're doing there :goodjob: Anyway, England's Longbowmen were actually Welsh, not English.
Leprechaun Dec 17, 2003, 07:07 PM About the longbowman. I didn't know they were really welsh. I do remember that the english army had the best archers (at least in Europe during the medieval times). Specificaly I made this unit with the hundred years war in mind. IIRC the english used their longbowmen very effectively against the French knights.
Also, I've been thinking about extending the offensive infantry line between the swordsman and the marine/paratrooper. I just feel like there is a huge gap there.
Leprechaun Dec 19, 2003, 08:28 PM I'm adding lots of new units, so it might take a couple more days (hopefully not too long, I'm on winter break now) to get my update out.
On another note I was thinking of doing some conversions of real time strategy games to civ 3 after I finish the next update. Would I get in trouble for copyright issues with that? I'm thinking the format would be different enough that it wouldn't be an issue.
Leprechaun Dec 20, 2003, 11:41 PM I've attached my unit list, because it is too long to post here. This list is for my version currently in testing.
New units added- Attack Chopper, Advanced Chopper, Light Musketman, Light Rifleman, Jeep, Modern Infantry, Special Forces
All Civs now have 2-4 unique units kind of based on their historical armies
Some civs have a chain of units (Hoplite- Greek Pikeman or Iroquois Musketman- Iroquois Rifleman)
Other Civs have an era in which they dominate (Germans, Americans)
Many unit names are just placeholders. If you have any suggestions don't hold back. If you would like to help test say so. If it seems unbalanced, it might be- I am just now starting testing.
Androrc Dec 21, 2003, 05:21 AM Originally posted by Leprechaun
On another note I was thinking of doing some conversions of real time strategy games to civ 3 after I finish the next update. Would I get in trouble for copyright issues with that? I'm thinking the format would be different enough that it wouldn't be an issue.
I don't think there would be any copyright problems...I've seem some mods(TAM and MEM) use AOE/AOK images for units...
EDIT: Since you're doing a Steel Mill improvement, I think you could delete the factory and do other improvements like this, for example, Textile Mill, etc. ;)
EDIT 2: Also, on the archer bombard ability, I think you could give it defensive bombard(bombard range is 0, and archers on the stack bombard the attacking unit).
Leprechaun Dec 21, 2003, 10:28 AM On the bombard range 0 for archers. I will add that before I release the next update. I'm thinking for archers it will be 1 less than their attack with a ROF of 1 and lethal for land units. Gun powder units will also get a bombard range of 0, though with different rates of fire (late industrial maybe with 2, modern age with 3).
About the buildings. I like that idea. I just want to get these units done first. It will make it possible to have a huge boost in production in those cities if they build all of the mills, but if thats an issue I'll put the percentage at 25% instead of 50% like it is now for factories.
I'm looking for graphics for my units. I need chariot graphics for Egypt, a U-boat (I thought I saw one somewhere), Light Musketeer for France, Iroquois Musketman (have one for Iroquois Rifleman), Armored Elephant (or any other elephant), Immortals (I thought I saw one somewhere). If you have any ideas for these graphics tell me.
Androrc Dec 21, 2003, 03:42 PM U-Boat: http://www.paris.web66.com/civ3/u_boatok.zip
True Immortal: http://www.civfanatics.net/uploads4/Immortal.zip
Hope I've helped you ;)
Yuurei Dec 22, 2003, 01:16 AM Is this C3C compatible?
Yuurei.
.
.
.
Androrc Dec 22, 2003, 01:48 AM I've thought of some names for the industries(the ones that require luxury resources could give +1 happy face, the ones that require strategic resources could give production):
Coat Factory(Requires Furs)
Iron Smith
Lumber Mill
Oil Refinery
Winery
If you want to add new natural resources, you could also add:
Bronze Foundry(Requires Copper+Tin)
Cigar Factor
Cotton Textile Mill
Sugar Refinery
Wool Textile Mill
Leprechaun Dec 22, 2003, 02:18 AM Yuurei- I don't have C3C yet, so it probably isn't compatible. If I get C3C for Christmas, then I will try to get a version out for C3C as soon as I can.
Androc- You're being a big help. I will be adding some new buildings soon. Hopefully I'll get this update done (more like version 1.0) soon.
Androrc Dec 22, 2003, 05:34 AM Thanks :)
By the way, about the chain UUs, I think for Babylon, instead of using a mounted archer, a chariot archer would be better. I think they didn't mount horses, though I think it would be OK in middle ages, since the chariot was completely obsolete by then. Also, I think you could rename the longbowman to crossbowman since only england really used longbowmen. Most of the world then used either composite bows on horses or crossbows. Also, I think it would be nice to give England some UU for Ancient Age Archer. Even though it didn't exist then, I think it would be cool to complete the 'set'. But England also needs some more naval UUs to show it's predominance in the seas in the XVIII-XIX centuries. Perhaps an Ironclad UU would do it.
Leprechaun Dec 22, 2003, 07:56 PM For Babylon, I think I decided to use mounted archers based on the "Neo-Babylonian" period or the Chaldeans with Nebuchadnezzer II as their king. You're probably right though, that was not the peak of the Babylonians. That would have been under Hamurabi (Hamurabi's Code, Hagning Gardens), which is sometimes refered to as the Old Babylonian Period. I had not been able to find information on their military during that time which is why I chose the mounted archers.
As for England, their real dominance in the seas, I feel came before iron clads (I believe were invented in America, or atleast first used). To fix this, I think I might move Iron Clads to Industrialization, and add new naval units in navigation, and some in steam power.
Androrc Dec 22, 2003, 08:37 PM About England, even though the peak of it's dominance of the seas was at the first half of the XIX century I think it still pretty much controlled the seas during the ironclads. Maybe the last of the chain of UUs should be Ironclads, and even though US first used(or invented) the ironclads, I think England pretty much controlled the seas until WWI.
As for Babylon, I don't know much about the neo-babylonian period...You could just give it both the UU chariot archer and UU mounted archer.
Also, are you thinking of adding new wonders?
Leprechaun Dec 22, 2003, 11:43 PM I found one of my history textbooks with information about the Babylonians. It agrees with the stuff I've been reading online. Basically there were two periods where the Babylonian civilization was powerful. First time was under Hammurabi. This was in 1790 B.C. He is famous for the Code of Hammurabi. He also improved irrigation and formed a well trained army. By 1400 B.C. the Hittites were in control of the region (I'm not sure when Babylon lost power). The Hittites came from Asia Minor and were able to make iron weapons. By 1200 B.C. Hittite power was declining and by 1100 B.C. The Assyrians were gaining power. In 612 B.C., the Babylonians once again rose up and defeated the Assyrians. This was under Nebuchadnezzar and it was under him that the Hanging Gardens were built.
Ok, so the point of all that- The Babylonians under Hammerabi were definatly important, but the height of Babylonian power seems to come under Neduchadnezzar. This is after horsebackriding was developed and so the chariots were being phased out of use. So I am definatly keeping in the mounted archers. I am going to include another unique unit, though I am debating between an archer and a chariot replacement.
Edit: About England, rather than giving them an iron clad unique unit, I was thinking that their last unique unit (given with steam power) would be as good as, if not slightly better (probably faster) than an iron clad. This would still give them an advantage during that period.
And I may add new Wonders and small wonders. I'm just trying to get through adding units and city improvements.
Androrc Dec 23, 2003, 05:33 AM Yes, I think you're right...By the way, a wooden steam ship would be great...It's a thing that's definetly lacking in civ3, and it played a good part in XIX century...
Leprechaun Dec 23, 2003, 03:52 PM Ok, so along with Navigation I'm thinking of adding the Carrack (http://www.greatgridlock.net/Sqrigg/carrack.html). It will have a transport and warship version. With steam power will be the Cutter. This is because when steam power was first developed it was not useable effectively in oceangoing vessels. Also the cutter is a ship that I think should be represented. The Cutter will probably not have higher transport or attack/defense values than previous ships, but will have faster movement. I'm going to have to rework all ship stats, so I'll get to that latter.
Along with the Ironclad, I think I'll add a steamship that comes with industrialization and has an increased transport capacity.
Leprechaun Dec 23, 2003, 04:05 PM Ok, here is the list of the ships. The format is: name a/d/m bombard/range/ROF tech required.
Galley 1/1/3 transport 2 Map Making
Caravel 1/2/3 transport 3 Astronomy
Carrack 2/2/3 transport 5 Navigation
War Carrack 2/2/3 (2/1/2) Navigation
Frigate 3/3/4 (3/1/2) Magnetism
Galleon 2/3/4 transport 5 Magnetism
Privateer 3/2/4 Magnetism
Cutter 2/3/5 transport 5 Steam Power
War Cutter 3/3/5 (3/1/2) Steam Power
Ironclad 4/4/4 (4/1/2) Industrialization
Steamship 2/3/4 transport 6 Industrialization
Transport 1/4/5 transport 8 Combustion
Destroyer 12/8/5 (8/1/2) Combustion
Carrier 1/8/4 transport 4 Mass Production
Submarine 8/4/3 Mass Production
Battleship 18/12/5 (12/2/2) Mass Production
Nuclear Submarine 8/4/4 Fission
AEGIS Cruiser 12/10/5 (8/2/3) Robotics
edit: changed some bombard values
edit: unrelated, where do you chage the upgrade cost for units? I've got my infantry upgrading to modern infantry (not mech), but the cost is 0.
Leprechaun Dec 24, 2003, 09:23 PM Ok units are done (I think) and so are improvements (no new wonders or small wonders, at least in this version). I'd like to post it for people to download, but where can I upload a file larger that 3mb? I could break it down, but that would mean a lot of files for all the units. So any suggestions?
Oh and the improvements I've added: Public School, High School, Printing Press, Steel Mill(Iron and Coal), Public Radio Station, Concert Hall, Theater, Oil Refinery(Oil), Iron Smith(Iron), Leather Workshop(Furs), Uranium Enrichment Plant(Uranium), Vineyard(Wines), Textile Mill(Dyes), Silk Mill(Silk), Aluminum Mill(Aluminum), Jewlery Factory(Gems and Ivory), and Fishery.
If it requires a strategic resource it adds to production (some have different amounts), if it requires a luxury it adds to happiness (most 2, except for Jewlery Factory- that adds 4). The fishery is available at the begining and is to make cities on the ocean better. This is because early cities only really thrived if they were on a river or by the ocean. It adds one food in all sea and ocean squares. I'm testing to see if it stacks with the harbor.
Androrc Dec 28, 2003, 12:26 PM I like pretty much the new improvements and ships :D
By the way, can't you use geocities or something like that for free host? Perhaps they have more than 3mb of useable space...Also, I'm not sure, but I think the Apolyton civ site hosts files too...
Leprechaun Dec 29, 2003, 02:08 AM I did get C3C and several of the changes are similar to what I was trying to do. So, I will be putting off making a C3C mod until I've played it some. I will also not be doing any more major updates to this, if someone else would like to change it more and post it, thats fine by me.
The mod is 32 mb (99% of that is unit stuff) so it is too big to upload to Apolyton (they have a limit of 5). If anybody does want this e-mail me and I'll either e-mail it to you (probably in pieces), find somewhere to upload it, or upload it here in pieces.
Lachlan Dec 29, 2003, 11:19 AM Ask to Thunderfall :)
|
|