Napoleon Mod

ozza000

Emperor
Joined
Feb 14, 2004
Messages
263
Location
England
Hello there this is my Napoleon Mod, it changes the way Napoleon plays slightly in a way I think is for the better.

Please download both files at the bottom of this post. Both are required if you want aligned technology screens rather than a totally messed up one :) . So its your choice really.

Extract zip files to X:\Program Files\Infogrames Interactive\Civilization III\Conquests.
X represents the letter of your hard drive.

Please note that this will delete current Napoleon Files, it is therefore advised that you back up these files first, as they cannot be recovered without re-installing Civilization : Conquests.

Also you do not need the first version of the mod, to run this version. The zip file has everything of the first version and more.


List of changes for version 3.01 :-

- Gave Helsinki to the Swedish.

- Updated Helsinki (Swedish were quite advanced at the time).

- Gave Sweden slightly more units at the start of the game as they shouldn't have been so weak.

- Gave some Swedish cities slightly more culture at the beginning, as again they shouldn't have the least culture of all the civs.

- Linked Norrsundet and Helsinki by road.



List of changes for the third version :-

- Leiria renamed to Coimbra & Lagos to Faro as these cities were apparently more important cities at the time.

- Gave Warsaw to Prussia, as after looking into the wars in more details I came across that Warsaw never belonged to Austria.

- Added 6 Small Wonders Sandhurst (British), Ecole Polytechnique (French), Kremlin (Russian), Stiftsbrief (Austrian), Brandenburg Gate (Prussian), Suleiman Mosque (Ottoman) which provide the Elite Infantry Units. Each costs 200 shields, and uses the Military Academy splash, as I am not so good at art on the game.

- Elite Units cannot be built anymore.

- Had to slightly tweak the units the guards upgrade to, so that you can always upgrade any guards weaker than your own (if you capture their wonder) to your own guard. This does come at a cost of gold however.

- Added French, British, Prussian, Ottoman, Russian and Austrian capitol, however it is only required for the guard units, it plays no other part, and gives no bonuses. The resource doesn't even need a picture. It is located in each of the respective countries capitals, except for Russia, where it is located in Moscow to add to the realism of the Kremlin being in Moscow (I know some of the others weren't in the capital, its just the places where they were, don't exist on the map) to enable them to build their small wonder when they have researched Advanced Tactics.

List of changes for the second version :-

- A number of cities added to the map, where many islands were left bare. A total of 19 cities added.
1 Spanish
1 French
5 to the Kingdom of Naples
1 Portuguese
2 British
1 Dutch
1 Danish
1 Swedish
1 Austrian
1 Russian
4 Ottoman.

- Added Garde Grenadier and K.K. Grenadier units as Prussian and Austrian elite soldiers. Both come available with advanced
tactics.

- Eliminated war weariness from the Republic government, I did this as ww cripples the French A.I. If you wish to play France
yourself, and fancy more of a challenge, you may want to put the ww back on The Republic government.

- Re-balanced all units attack and defence values, to attempt to make the mod more realistic.

- Re-balanced the amount of units each civ has.

- Made the VP limit 180,000, as I felt 150,000 was slightly low. After testing I found 180,000 to be a more realistic value.

- Slight changes in script to change opening screen data to go with the changes made in the mod otherwise the two would not
have linked.


Below are the changes for the first version:-

- Made Barbarian units better, gave them upgrades.
Basic Barbarian: Musketman
Advanced Barbarian: Cavalry
Sea Barbarian Unit: Troop Transport
- Cuirassier cost lowered to 105 to balance it in with other Cavalry. As Hussar costs 110 shields, and Sipahi 100. Therefore this should cost in between the two.
- Gave Sweden the Seafaring trait.
- Trebled the cost of each Napoleon era tech to slow down tech pace as there is more turns now (read below).
- Doubled the amount of turns by making there be a turn every month
instead of every 2 months. Now 192 turns.
- Made VP limit 150,000 due to there being more turns.
- Changed the domination limit to needing 66% of land and 66% of population
to win, like in the epic game.
- Gave countries more workers. Now they have the following:
Portugal - 1
Spain - 6
France - 5
Kingdom of Naples - 3
Netherlands - 1
Britain - 5
Prussia - 6
Austria - 8
Ottoman Empire - 4
Russia - 11 (Only one I didn't change, think this is enough already)
Sweden - 3
Denmark - 1
- Upgraded Sweden's cities
- Downgraded Portugal's cities.
- Upgraded the Dutch's only city.
- Worker Jobs are made longer to complete due to there being more
turns.
- Slight changes in script to change opening screen data to go with the changes made in the mod otherwise the two would not have linked.


Hope you enjoy the mod, Ozza.
 

Attachments

ozza000 said:
25 people have downloaded it, yet no comments, has anyone got anything to say about it???

I'm the 26th.
I think it's an excellent mod of a mod, obviously, there is nothing mind-blowing like 100s of new Prussian soldiers, or a :scan: army, but by far you've vastly improved the playability.
One thing...
Improve the directions, mate. Or perhaps... Make directions?
It's very confusing because of how you structured your RAR archive, as to what should go where.
 
cheers, well its hard for any mod to make the a.i. use armies, let and out use them well. I might add a read me if it is that hard to get your way around on what to do.
 
I have finally made a second version of this Napoleon mod, which is a vast improvement over the first version.

Extract zip files to X:\Program Files\Infogrames Interactive\Civilization III\Conquests.
X represents the letter of your hard drive.

Please note that this will delete current Napoleon Files, it is therefore advised that you back up these files first, as they cannot be recovered without re-installing Civilization : Conquests.

Also you do not need the first version of the mod, to run this version. The zip file has everything of the first version and more.


List of changes for the second version :-

- A number of cities added to the map, where many islands were left bare. A total of 19 cities added.
1 Spanish
1 French
5 to the Kingdom of Naples
1 Portuguese
2 British
1 Dutch
1 Danish
1 Swedish
1 Austrian
1 Russian
4 Ottoman.

- Added Garde Grenadier and K.K. Grenadier units as Prussian and Austrian elite soldiers. Both come available with advanced
tactics.

- Eliminated war weariness from the Republic government, I did this as ww cripples the French A.I. If you wish to play France
yourself, and fancy more of a challenge, you may want to put the ww back on The Republic government.

- Re-balanced all units attack and defence values, to attempt to make the mod more realistic.

- Re-balanced the amount of units each civ has.

- Made the VP limit 180,000, as I felt 150,000 was slightly low. After testing I found 180,000 to be a more realistic value.

- Slight changes in script to change opening screen data to go with the changes made in the mod otherwise the two would not
have linked.


Hope you enjoy the mod Ozza.

Some screenshots of the new cities are also attached below.
 

Attachments

  • Civ Napoleon Mod 1.JPG
    Civ Napoleon Mod 1.JPG
    208 KB · Views: 2,571
  • Civ Napoleon Mod 2.JPG
    Civ Napoleon Mod 2.JPG
    186 KB · Views: 2,003
Hmm, looks promising. I will probably try it out this weekend. Have to finish my epic game with Germany first.
 
One thing I changed in my own Nap Mod was to add a resource called "Capitol" and placed it in all the European capitols. I then made a wonder that would produce Guard units every few turns and could only be built with the capitol resource in city radius. This fixed the unrealistic problem of the AI (and players for that matter) only producing guard units.
 
davbenbak said:
One thing I changed in my own Nap Mod was to add a resource called "Capitol" and placed it in all the European capitols. I then made a wonder that would produce Guard units every few turns and could only be built with the capitol resource in city radius. This fixed the unrealistic problem of the AI (and players for that matter) only producing guard units.

Hmm, lol not all human players just build guards, in fact I find cavalry still very useful, even when I can build guards. Guards are not as useful if you are fighting on a number of fronts, due to their lack of pace, however I agree in slow wars they are very useful. That is why I have tried in my mod to make the AI want to build cavalry as well and they do, just they build lots of guards as well. Only thing I've heard of a solution like yours is that the AI does not always build the small wonder, which means they end up in trouble in the late game, as guards are very useful defence units.
 
You have to flag all the the wonder attributes so that all the civs will build it. Also, each civ has their own small wonder (Sandherst, Ecole Polytechnic, Kremlin etc.)
 
So am I allowed to use your idea Davbenbak in my mod, I will give you credit for it. I will put it in the next version if I am allowed, as after trying it a few times, it does seem to work very well.
 
Yes, of course you can use my idea! I would like to think that any of us who post on this forum do so purely to help others enjoy this great game. If you would like to see how it works, go the the completed scenario forum and read the "Modified Napoleonic War Scenario" thread. I posted a download there. I'm too lazy to add the link but it's probably on the 2nd or 3rd page by now.
 
Another thing I did was add a wonder called "The Bulletin" to replicate several steps (propaganda, price controls, secret police, etc.) that Napoleon used to combat war weariness.
 
A new version of the mod will be up very soon on the first post of this thread. @davbenbak - I explored with using a wonder like The Bulletin and takin ww off of the Rebublic, however ww still crippled the ai France, and it did not help much in stopping them self destruct. I may consider it for a future version, when I have more time to play about with it. However for now, I will not include it as no governments in my mod currently have ww.

EDIT: The new version is now up for downloading. What does everybody think about it, I think I may play as Prussia on it in a proper game :) .
 
the game begins in 1800 and it surprises me that noone knows the napoleonic history well enough to notice that this conquest scenario is incorrect. Finland belonged to Sweden in the year of 1800! i was hoping this mod would do something about it, but I guess I was hoping for too much
 
Hmmm your right Nachos, Finland did belong to Russia in the year 1800. After reading more into this, I have learned that Finland didn't belong to Russia until 1805. On the map Finland consists of only Helsinki, so very soon (I'm busy doing coursework, I'll probably do it immediately after for you) I'll release version 3.01 with this minor change done, because your not hoping for to much at all. Thanks anyway Nachos for help.

Be back with new version hopefully later tonight. Also another thing I have noticed, more people are downloading the text and map files than the art files. This should not happen as you need both ideally. It will still run without the art files, except the technology screen in Napoleon era will be totally messed up without the art files, so I don't want people complaining about that, just because they haven't downloaded all the files. So please download both.

Ozza
 
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