Romualdas
Chieftain
Hi everyone!
First of all Im to say - I like this place! Really much info over here.
I read some treads (unsure I ever find enough time to read all of them) and find that my ideas some where corresponding with other members ideas and its pleasure for me.
The work Im to present is not so complex like some projects here, but I think real lovers will appreciate it at its true value. So lets the story begins.
As many people as many vision. There is no chance to make a game that satisfied everyone in its any aspect. This great game is not exception. Im stand the position, that game of such a kind must be realistic and historically correct. So main idea of all the changes were made in mod is realism.
The first way of changes touch costs factor, of units, buildings, production everything I can see.
The second step was the units balance. I find that classical parameters table can be called anyway but not balanced so all the units parameters were reworked.
Then time for terrain types came.
Then tech tree was changed a bit to make it more real.
After that Civilizations parameters, Government types, general settings and difficulty settings undergo some changes.
But general changes happen only when patch 1.21f was released.
I was visited by thought to imitate population loss during the war.
The only way for it was to make the units cost people. Sounds crazy arent it? Yes it was crazy idea but only at the first look. If we will follow it deeper and pay attention to military science history its not so crazy like looks.
The main decision is to separate units in two classes.
First class is draft units, which cost population, and the second class is mercenary which cost no population.
The units of draft class are very cheap to produce have not so high characteristics but have up to double hit points number in comparison with units of mercenary class. It makes those units very hardy. This option gave unexpected, but pleasant side effect it make infantry more powerful then fast units as cavalry or tanks when attacked enemy infantry inside fortifications or towns.
The units of mercenary class cost up to twice then draft unit, have less or no additional hit points at all depending of they branch, but have better parameters.
If you are interested to get more information follow this link:
http://www.ideal-games.com/forum/topic.asp?TOPIC_ID=88
If you prefer to explore civ3mod.bic instead of reading description you can download it right here:
Version 2.0
http://civ3.ideal-games.com/files/civ3.exe
Version 3.0
(with more then ten new units)
http://civ3.ideal-games.com/files/3.0.exe
Installation instructions are in readme.doc inside archive.
Thank you for attention!
First of all Im to say - I like this place! Really much info over here.
I read some treads (unsure I ever find enough time to read all of them) and find that my ideas some where corresponding with other members ideas and its pleasure for me.
The work Im to present is not so complex like some projects here, but I think real lovers will appreciate it at its true value. So lets the story begins.
As many people as many vision. There is no chance to make a game that satisfied everyone in its any aspect. This great game is not exception. Im stand the position, that game of such a kind must be realistic and historically correct. So main idea of all the changes were made in mod is realism.
The first way of changes touch costs factor, of units, buildings, production everything I can see.
The second step was the units balance. I find that classical parameters table can be called anyway but not balanced so all the units parameters were reworked.
Then time for terrain types came.
Then tech tree was changed a bit to make it more real.
After that Civilizations parameters, Government types, general settings and difficulty settings undergo some changes.
But general changes happen only when patch 1.21f was released.
I was visited by thought to imitate population loss during the war.
The only way for it was to make the units cost people. Sounds crazy arent it? Yes it was crazy idea but only at the first look. If we will follow it deeper and pay attention to military science history its not so crazy like looks.
The main decision is to separate units in two classes.
First class is draft units, which cost population, and the second class is mercenary which cost no population.
The units of draft class are very cheap to produce have not so high characteristics but have up to double hit points number in comparison with units of mercenary class. It makes those units very hardy. This option gave unexpected, but pleasant side effect it make infantry more powerful then fast units as cavalry or tanks when attacked enemy infantry inside fortifications or towns.
The units of mercenary class cost up to twice then draft unit, have less or no additional hit points at all depending of they branch, but have better parameters.
If you are interested to get more information follow this link:
http://www.ideal-games.com/forum/topic.asp?TOPIC_ID=88
If you prefer to explore civ3mod.bic instead of reading description you can download it right here:
Version 2.0
http://civ3.ideal-games.com/files/civ3.exe
Version 3.0
(with more then ten new units)
http://civ3.ideal-games.com/files/3.0.exe
Installation instructions are in readme.doc inside archive.
Thank you for attention!