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#441 |
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Chieftain
Join Date: Nov 2002
Posts: 41
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Naval Units
Tet, I have been fooling around for a while with the latest version in the modern era and have just a couple thoughts on how you jacked up the cost of creating naval vessles.
I like the idea of making certain naval ships such as carriers, battleships and nuclear subs more costly and time intensive to build. However I wonder if the rate might be a bit too high. Playing as the Romans, and currently as the most productive and successfull civ in my game, it takes around 110 turns to build a battleship with my best city...I think there might be room to tweak these numbers a bit. I think that with a city above 30 population should be able to crank out a battleship in somewhere around half that time...if not sooner. Also, I believe that the Transport ships should not be held to the higher production costs like the other vessles simply because the Higgins boats (on which the transports assume to be based) were cheap and very quickly produced in the late 30s and 40s....just some thoughts. |
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#442 |
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Chieftain
Join Date: Dec 2002
Posts: 8
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Teturkhan chat with Kryten and Steph about multi-unit... I'm sure they'll help you... well they are the master of multi0unit
![]() On a side note not all unit must be multi-unit... Keep up the good work and get your mod out!!!
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#443 | |
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Chieftain
Join Date: Nov 2001
Location: Texas
Posts: 92
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No Multi
Quote:
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All that is necessary for the triumph of evil is that good men do nothing. Edmund Burke Just because you're paranoid doesn't mean that They are not out to get you. |
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#444 |
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What's a title for
Join Date: Feb 2002
Posts: 106
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I'd have to concur with naval vessels being too costly...really, should it take 110 "years" for a city to produce a battleship?
![]() Also, I'd LOVE to find a way to make CIV results not so dependant on the starting position. Civs that start in grassland near pigs (e.g.) are unstoppable...and i've only 1 in 20 times been able to overcome such a starting pos when it was against me. |
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#445 |
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Game Developer
Join Date: Dec 2001
Location: Canada
Posts: 1,105
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Ship Costs
1. You are able to make more money in this mod which can be used to hurry the production of a unit rather than wait for the city to complete building it.
2. If you’re an authoritarian state you are able to hurry production with minimal cost in lives. In reality there are only a few battleships, carriers etc built in the world and I do believe the mod reflects this more accurately than the original that comes with the game. Furthermore, these units are really “beefed” up. One carrier cruising off your coasts in this mod can be down right bloody scary when considering the amount of aircraft it can carry. ![]() In the end I realize everyone has their own preferences, my suggestion would be to go to the editor and apply a percentage drop in all naval unit costs – this should remedy the situation and make the mod more to your liking.
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TETurkhan Maps & Mods - Latest News TETurkhan Strategy Thread - Discuss Strategies TETurkhan Stories & Tales - Zion Ambition Last edited by TETurkhan; Feb 05, 2003 at 11:41 AM. |
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#446 |
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What's a title for
Join Date: Feb 2002
Posts: 106
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Hmmm...not quite sure I agree with a few being built in the world. In US History of about 60 years, i'm sure we have produced about 40+ carriers during that period. I think you'd be hard pressed to do the same in the game
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#447 |
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Prince
Join Date: Nov 2002
Posts: 456
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I don't think carriers are that rare
The newest of the US Nimitz carriers is the USS Harry S Truman CVN 75 this means a total of 75 carriers in US history At the start of WW II the newest carrier was the USS Hornet CV 8 Using simple mathematics you can konclude that the US has built a total of around 67 carriers have been active in US since the second world war |
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#448 | |
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Civ3 Modding Archivist
Join Date: Nov 2001
Location: The lone and level sands
Posts: 8,461
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Quote:
Also, what about helicopter carriers?? -Oz
__________________
"God of our fathers, known of old -- Lord of our far-flung battle line -- Beneath whose awful hand we hold Dominion over palm and pine -- Lord God of Hosts, be with us yet, Lest we forget -- lest we forget!" May you be at peace, General 666
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#449 |
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Prince
Join Date: Nov 2002
Posts: 456
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As far as I know this is larger carriers if you include all carriers built by the US I think its somewhere over 100
The last US carrier Built by the US in WW II was the Midway class where the last one is (as far as I remember) the Frankin Delano Roosevelt CV 42 from this number all the way to the Harry S Truman its actually purely super carriers |
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#450 |
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Game Developer
Join Date: Dec 2001
Location: Canada
Posts: 1,105
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Correction
My mistake, in saying a few battleships I meant "fewer" than what the game allows... Can't let anything slide past you guys
Here is a link for Carriers etc that I referred to in creation of this mod http://www.chinfo.navy.mil/navpalib/.../cv-list1.html The US has built 76 total aircraft carriers but keep in mind these were not all operational at one time... but over the course of history... Currently there are 13 active carriers in the US Navy... I believe this is obtainable in the mod if you’re a super power like the States.
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TETurkhan Maps & Mods - Latest News TETurkhan Strategy Thread - Discuss Strategies TETurkhan Stories & Tales - Zion Ambition Last edited by TETurkhan; Feb 05, 2003 at 07:28 PM. |
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#451 | |
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Chieftain
Join Date: Nov 2001
Location: Texas
Posts: 92
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Re: Correction
Quote:
On a separate note I mentioned elsewhere that the Sun Tzu wonder might be too powerful. I was in error. What I was seeing was Knights Hospitaler or some such. Their huge hit point attribute is....scary. I have played two games with TET 1.70 and neither got past the early Renaissiance because an army of Knights H overran the world, or at least too much of it. What is the experience of other players in the matter?
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All that is necessary for the triumph of evil is that good men do nothing. Edmund Burke Just because you're paranoid doesn't mean that They are not out to get you. |
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#452 |
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Chieftain
Join Date: Jan 2003
Posts: 11
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Documentation?
So, here's my question... is there any sort of manual for this mod?
This thing's like a totally different game. EVERYTHING plays differently. I'd like to read up on the changes and new units, etc, if possible. (Can't dive into the game cause of school.) |
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#453 |
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anarchist revolutionary
Join Date: Apr 2002
Location: www.civ3duelzone.com
Posts: 6,069
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@WaSaBi WaRRioR:
The best place to see the changes is in the editor. It is the definitive place to find everything. |
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#454 | |
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Prince
Join Date: Nov 2002
Posts: 456
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Re: Re: Correction
Quote:
Here is a short list of CV's built by the US Lexington 2 ships Yorktown 3 ships Essex (Short hull) 12 ships (Long hull) 16 ships Midway 3 Ships Forrestal 4 Ships Kitty Hawk 3 ships JFK 1 ship Enterprise 1 Ship Nimitz 8 ships In all 53 fleet carriers and something like 12-15 CVE/CVL out of a total of 76 (some scrapped during construction) The reason for actually using the old WW I dreadnoughts at all was the need for large transportable guns not for actual naval engagements The japanese navy demonstrated quite clearly that the old (and new for that matter) battleships where quite obsolete and that resources spent on battleships was wasted |
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#455 |
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Chieftain
Join Date: Nov 2002
Posts: 30
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Americans?
Tet,
First of all great job at version 1.70. I have been playing it and I absolutely LOVE the map. I do have a question: Will version 2.0 allow you to play as the Americans? That would be the only negative thing I could say about 1.70. Thanks man. |
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#456 | |
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Civ3 Modding Archivist
Join Date: Nov 2001
Location: The lone and level sands
Posts: 8,461
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Re: Re: Correction
Quote:
-Oz
__________________
"God of our fathers, known of old -- Lord of our far-flung battle line -- Beneath whose awful hand we hold Dominion over palm and pine -- Lord God of Hosts, be with us yet, Lest we forget -- lest we forget!" May you be at peace, General 666
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#457 |
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Game Developer
Join Date: Dec 2001
Location: Canada
Posts: 1,105
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Americans
Yes the Americans will be in 2.0 just as they are in the current Mod (I think
) but only in the random map version (there are 3: 1- historical city version, 2- world map start locations only version, 3-random map version....Americans will be in the world map & random map versions but not the historical one - sorry... I wanted to recreate the age of exploration and colonization which is hard to do with Americans already on the mainland... In the future I am hoping to do a version called "American Destiny" which will start from around 1492 - to modern times...
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TETurkhan Maps & Mods - Latest News TETurkhan Strategy Thread - Discuss Strategies TETurkhan Stories & Tales - Zion Ambition |
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#458 |
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Chieftain
Join Date: Nov 2002
Posts: 30
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Americans continued........
So are you saying that in version 2.0 the Americans will be in the Real Starting Positions World Map and the random map? And that they won't be in the World Map with Cities.... Am i getting this right?
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#459 |
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Game Developer
Join Date: Dec 2001
Location: Canada
Posts: 1,105
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Reply to SportsNinja
Yes, that is correct the City/Historical version will not have the Americans but the other two versions of the mod will.
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TETurkhan Maps & Mods - Latest News TETurkhan Strategy Thread - Discuss Strategies TETurkhan Stories & Tales - Zion Ambition |
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#460 |
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Chieftain
Join Date: Nov 2002
Posts: 30
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Allrighty, sounds good to me
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