naval power mod for ptw - based on 'patch suggestion mod'

kettyo

Seeker of Reality
Joined
Mar 6, 2002
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662
Location
Budapest, Hungary
NAVAL POWER MOD by Kettyo for Civilization III - Play The World Expansion by Firaxis Games Inc.
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ver. 1.22


I've created another conservative mod (without new units,buildings,civs etc.) based on player1's superb patch suggestion for ptw.

To install: copy the two .bix files to the 'scenario' folder of your 'civ3ptw' directory. Then simply choose load scenario at the main screen and choose one of my modfiles.

To play the mod with generated map load 'navalpowermod.bix'.

You can play this mod on Earth too with all ptw civs in the game and correct starting locations!
Kal-el's 140×140 Earth map ver. 1.0 was used and i've added some more resources.
You cannot build cities on tundra to avoid settling Greenland and Northern Siberia by the AI.
When you would like to play on Earth load 'navalpowermod_earth.bix'.

See ps_readme.txt and ps_ptw_readme.txt for player1's changes on standard 1.14f ptw rules.

These are the changes i have made on 1.13 version of player1's mod:


-air units changes
fighter has attack of 6 and defense of 4
bomber and helicopter have defense of 3
jet fighter and f-15 have attack of 12 and defense of 8
stealthfighter has no lethal bombing, has a rof of 3, bombing strenght of 4, and costs 14
sam missile battery improvement provides 12 air power

(modified fighter-fighter aerial battle odds to encourage fighter sweeps and fighter-bomber raids. now an intercepting fighter has 3:2 odds to hit an intruding same-class fighter)

(stealthfighter is actually a bomber the way it's implemented in the game (real stealthfighters can also shoot down air units) so i took lethal bombing ability from them and increased their bombing power instead)


-following units have detect subs and radar ability
fighter,jet fighter,f-15,carrier

(In real world there are specific anti-sub planes like the Nimrod of the US Navy, in Civ3 there aren't such planes.
I gave sub-seeing ability to fighters because only these planes can actually sink a (damaged) sub)

(Carrier's ability represents helicopter patrols around the carrier not a cutting-edge sonar)


-other changes to naval units
nukesub: carries 2 missiles (incl. nuclear), costs 14
cruiser: carries 2 cruise missiles, costs 18
carrier: carries 8 planes,costs 30
(the graphic shows nimitz class so be really huge)
battleship: carries 1 cruise missile


-ground artillery units get defense values to be counter-bombardable and could be bombed by planes and missiles (though they can't be captured anymore)
catapult: 1 defense
cannon & hwach'a: 1 defense
artillery: 1 defense
radar artillery: 2 defense


-imported alexman's settings for optimal number of cities (world sizes tab)
and percentage of optimal cities (difficulty levels tab)
(to encourage the AI to capture cities not raze them)


-corruption levels of different governments have been modified to balance them out
democracy corruption increased by two (to problematic)
republic corruption increased by one (to problematic)
monarchy corruption decreased by one (to nuisance)


-no bonus against barbarians at all difficulty levels


-added more city and leader names (bonaparte's cities and gnome's leaders)



Happy civing and thanks for any feedbacks.


version 1.00 uploaded on 19.12.2002
version 1.01 uploaded on 20.12.2002
version 1.10 uploaded on 30.12.2002
version 1.11 uploaded on 05.01.2003
version 1.2 uploaded on 08.01.2003
version 1.21 uploaded on 10.01.2003
version 1.22 uploaded on 13.01.2003


Download naval power mod v1.22 !
 
How does the AI handle your changes?
Does it use ships to bombard with Cruise Missiles?
Does it use fighters for air superiority now that they are such good bombard units?

I really like your artillery defense idea. Maybe now the human player will build some cannons instead of relying on capturing them from the AI.
 
I see you changed the cruise missile to be a foot unit.
Does that mean it can be transported by helicopters now?
I would imagine so...
 
Originally posted by alexman
How does the AI handle your changes?
Does it use ships to bombard with Cruise Missiles?
Does it use fighters for air superiority now that they are such good bombard units?

They definitely use sea-based cruise missiles.
Player1 said AI units can only use one strategy at a time.
So it's possible that they won't attack normally or bombard (naval power strategy) while still having missiles on board (naval missile transport strategy). But i don't know. It still have to be tested more to decide. Now i don't have much time to play.

They use air superiority just like before.
Just for curiousity i gave fighter-class planes equal attack and defense values and AI used interception with these bad odds too.

Originally posted by alexman
I really like your artillery defense idea.

I'm really happy about that. :)
 
Originally posted by alexman
I see you changed the cruise missile to be a foot unit.
Does that mean it can be transported by helicopters now?
I would imagine so...

Yes you're right. But i didn't even think about that :D . It's just a side-effect.

I gave foot unit setting to cruise missile to make cruiser and battleship only able to carry this missile (they have 'transport foot units only' setting beside 'transport only tactical missiles') and not nukes. Only nukesub can carry nuclear missile (but it can carry cruise missile as well).
 
New version 1.01 is now downloadable from the top of topic !

Corrected a bug.
Hwach'a didn't have defense value.
Now it has defense of 1.
 
New version 1.10 is now downloadable from the top of topic !

-monarchy and republic governments have their corruption levels inverted
now monarchy has nuisance corruption and republic has problematic
(this change was made to make more AI civs use monarchy in medieval era)

-catapult also got defense of 1
 
New version 1.11 is now downloadable from the top of topic !

-american city list changed some

-increased corruption of monarchy back to problematic (almost every AI chose monarchy over republic)

-imported alexman's settings for optimal number of cities (world sizes tab)
and percentage of optimal cities (difficulty levels tab)
(to encourage the AI to capture cities not raze them)

-added the possibility to play on Earth with all ptw civs and correct starting
 
New version 1.2 is now downloadable from the top of topic !

exchanged the Earth map to Kal-el's 140×140 map
added some critical resources
cities cannot be built on tundra
(this map is much smaller than Marla's so game is more fluid and enjoyable with this one)
 
New version 1.21 is now downloadable from the top of topic !

updated to 'patch suggestion for ptw' ver. 1.13
 
New version 1.22 is now downloadable from the top of topic !

-decreased corruption level of monarchy to nuisance

-increased corruption level of democracy to problematic

-barbarian activity in earth version set to roaming

-restored original defense odds of bomber and helicopter
for this reason aerial stats have been reworked:
fighter has 6 attack and 4 defense
jet fighter and f-15 have 12 attack and 8 defense
bomber and helicopter have 3 defense
sam missile battery improvement provides 12 air power
 
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