Enhanced Artillery Mod

Lucky Dragon

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Version 1.9 is here!!!

See the 2nd and 3rd posts in this thread for a detailed description of the changes in this mod. Questions, comments and suggestions are encouraged. Let me know what you think!
:cool:

[ptw]
Version 1.9 for Play the World <CLICK HERE>

[civ3]
Version 1.9 for Civilization III <CLICK HERE>

Known Issues:
  • [civ3] Era-specific graphics for armies, leaders and explorers don't display on the advisor screens or on the city screen. In-game graphics work just fine however. This is due to the fact that the era-specific information is hard-coded in Civilization III. :rolleyes:
  • [ptw] In the civilopedia for version 1.9, it states that 5 customs posts are required to build the Federal Tax Bureau, but it actually requires 10.
  • [ptw] barbarians should have gotten longboats for their sea unit, but I forgot to add that in.
  • [ptw] The Federal Tax Bureau doesn't show in the city screen after construction, even though its bonuses are in effect. (Stealth tax auditors? Yikes!!!) :lol:
Click the link at the bottom of this post to download a patch to correct the aforementioned Play the World Edition issues, as well as a couple of additional minor corrections to the civilopedia. To install the patch, simply unzip it into your Play the World Scenarios folder.

[ptw]
Patch 1.9.1 for Play the World Edition <CLICK HERE>
 
ArtilleryMod
Version 1.9
<<For a complete list of changes in this version, please refer to the "changes.txt" file>>

This mod is primarily an attempt to encourge more extensive use of artillery and naval units by making them more powerful and useful. Many of the changes in the current version are also designed to reduce corruption, making large empires more efficient. There are, however a few other minor (and not-so minor) tweaks to gameplay, including two entirely new units. Below is a complete list of the changes I've made.
Your comments and suggestions are welcome! If you have opinions or ideas, feel free to contact me. My
email address is BrookeAWheeler@netscape.net

Credits
[][][][][][][][][][][][][][][][][]
  • A big "Thank You" to the following folks for units or other graphics that I borrowed for this project: Dark Sheer at Civfanatics -- crossbowman unit animations SpincruS (Civfanatics) -- crossbowman build queue icon
    Kal-el (Civfanatics) -- longboat unit animations; Marble, Pearls and Oasis resource icons; (I acquired the extra resource icons from GIDustin's resource pack at Civfanatics.)
    Ecipse (Civfanatics) -- crossbowman civilopedia graphics.
    Kestrel18 (Civfanatics) -- ideas for the crossbowman civilopedia description.
    Christopher Smith (The Templar on CivFanatics) -- Space Race Mod graphics & 'pedia entries
    Ukas (Civfanatics) -- modern era War Memorial graphics.
    Civfanatics GOTM Staff -- resource icon bonus "blips"
    Kinboat (Civfanatics) -- Industrial era explorer unit animations.
    GIDustin, pdescobar and Kal-el (Civfanatics) -- for helping me get the additional luxury icons to display properly in the city view.
    Balou (Civfanatics) -- for his modern infantry unit animations and 'pedia icons for same, used in the Civ3 edition as the Commando unit.
  • Kudos to Andrej Damjanovic, whose Player1 Mod got me thinking about this in the first place. I also borrowed his ideas for Marines/Paratroopers and modern armored units and artillery re: the "Wheeled" attribute.
  • Thanks to RebelX210 on Civfanatics for posting that list of improved German city names.
  • A big "thumbs-up" to hbdragon88 at Civfanatics for an improved Chinese city list and all his work on bringing the vanilla Civ3 version of this mod up-to-date. (And helping to maintain it thereafter!)
[][][][][][][][][][][][][][][][][]

Units
  • All land units now have the airlift flag set. (I never understood why you weren't allowed to airlift workers and artillery)
  • most fast land units have the blitz ability, (with the notable exception of Tanks and chariots) so be sure to station plenty of defenders in your cities. (I recommend at least two per city)
  • All modern combat ships require iron to build. This makes it a critical resource right through to the end of the game.
  • All units with missile weapons or firearms now have the Zone of Control feature enabled so they can take potshots at passing enemies.
  • All armored vehicles and all artillery are "wheeled" so they can't move onto mountain or jungle squares that don't have roads. This makes paratroopers more useful. (i.e., drop onto a mountain square that contains the only road across that mountain range, and pillage the road, severing your opponent's empire until he can get another road pushed through.)
  • In previous versions, I had disabled the actual upgrade ability for wooden ships, so that while they disappeared from the build box when new technology became available, you couldn't actually upgrade them. HOWEVER, it seems that Firaxis has changed the way this works, and HBDragon88 reported that while you couldn't upgrade these units INDIVIDUALLY, they could be moved into cities with barracks and upgraded en-masse by hitting SHIFT-U. This was a major exploit, so I have broken the upgrade path to prevent it. This means that the Man-O-War and galleon can still be built later, but that's preferable to letting people upgrade them to transports and ironclads!
  • Most units with the bombard ability are lethal vs. land and sea units. This was always a sore point for me with Civ3, as most of the casualties in real-world wars are from artillery and bombs rather than infantry assults.
  • Some of the more advanced sailing ships can be built earlier, making them much more useful.
  • Updated the German city names: added new ones and corrected the spelling on existing ones.
  • Removed "The Mumbles" from the English city name list and added a number of new ones. They needed a longer city list too.
  • Destroyers and cruisers have "all terrain as roads" enabled, so Magellan's Voyage really gives these ship types a big boost, which can allow you to run circles around your opponents' navies in the later game--or vice versa if they built it instead of you!
  • The Beta Tester mod in Play the World gave me an idea. I changed coastal movement to 2, sea movement to 2 and ocean movement to 3. I then made the following changes to naval units:
    - Galley: ignores coastal penalties. Galleys can't go far from the shore. The movement penalties
    should give the AI some incentive to (finally) upgrade their transports. I'm sick and tired of seeing battleships escorting galleys in modern times.
    - Caravel/Longboat: ignore coastal and sea movement penalties. Same reasoning as with the galley, but caravels and longboats are more seaworthy, so no sea movement penalty.
    - Galleon/Privateer/Frigate/Man-O-War/Destroyer/AEGIS: ignore coastal, sea and ocean penalties. No penalties for these ships. They are capable of ocean travel, but not so large that they can't navigate coastal waters easily.
    - Ironclad: like the USS Monitor, these ships are not very seaworthy, so they don't ignore the movement penalty on the ocean. You CAN cross the ocean with them, but it will be slow.
    - Transport/Carrier/Nuclear Sub/Sub/Battleship: ignore ocean and sea penalties. These ships need deeper water to operate efficiently. In coastal waters, they have to move more slowly to avoid running aground on reefs or shoals.
    These should improve naval warfare considerably.
  • Here's another idea I borrowed from the Beta Tester Mod in PtW: Armies now impart a hit-point bonus of 2 to the units in them and their capacity has been increased to 4. (5 after you build the Pentagon.) I also removed the "victorious army" flag from the Military Academy.

<<For the complete list of changes to unit stats and abilities, see the included Excel spreadsheet.>>

Wonders of the World
  • The Great Wall now puts city walls in all cities on the same continent, in addition to everything else. It still goes obsolete when Metallurgy is discovered, but it's now actually useful while it lasts.
  • Leonardo's Workshop now doubles research in the city where it's built, in addition to its other qualities. Again, this is a lot more useful, especially if you miss out on Copernicus or Newton later on.
  • Longevity can now be built once sanitation is disovered. This makes it more useful, as you're just starting to build hospitals and can probably use the population boost at this point. I also lowered the build cost so it would be in line with other industrial-age wonders.
  • Cure for Cancer now gives 6 culture per turn instead of two and makes 2 unhappy people in each city content rather than only 1. The extra happiness really comes in handy late in the game.
  • SETI program now requires satellites to build, but gives two free techs, which can really help in the space race.

Other Gameplay Issues

Corruption
I adjusted the 'optimum number of cities' as follows to reduce corruption to a more manageable level:
Code:
Map Size	Old/New
-----------------------
Tiny		12/15
Small		14/17
Standard	16/20
Large		24/32
Huge		32/40

I initially upped the stock values by 50% for each map size, but found that it unbalanced the game, especially on the larger map sizes. This will (hopefully) take a bite out of the corruption without it being too big of a bite. YMMV. Give me feedback on this one--let me know what YOU think. (With the corruption reducing improvements in this version, I may have to change these settings back to their original values: your input on this subject is welcome.)

Espionage
The following espionage missions have been reduced in price as follows:

Code:
Mission		Cost Factor (Old/New)
-------------------------------------
Investigate City	       10/5
Steal Technology	       10/7
Steal Plans		       10/7
Initiate Propaganda	      100/50
Expose Enemy Spy	       80/50

In addition, propaganda can be initiated by diplomats. This allows players to actually get a bit of use out of it before the democracies start popping up like mushrooms after a rain and it's no longer usable. These values seem to work a bit better in practice, I'm happy to say.

Golden Age
I increased the length from 20 to 25 turns. I'd really like to change it so a civilization can have two instead of only one, but this was the best I could do.

Hurry/Draft Penalty
I reduced it from 20 turns to 10. This seems more reasonable to me. (10 turns is still a LONG time.)

Citizen Value
Now if you hurry a project, each population point is worth 30 shields.

Forest Value
Cutting down a forest now adds 20 shields to your build box instead of just 10.


Future Improvements
  • I've added four new buildings (see changes.txt for complete details), but decided to scrap the idea of limiting them based on civilization attributes. I tried to set this up, but the editor doesn't have a way to do this directly, and I ran into too many problems trying to get around this limitation.
  • For version 2.0, no new features will be added. What I want to do instead is adjust the exisiting features where necessary to make the mod more balanced. Play-testing is currently underway to evaluate gameplay and identify problems that may need to be addressed.
 
Version 1.9.1
[ptw]:
  • Changed the barbarian sea unit to longboat, as it should have been before.
  • Corrected a problem that caused the Federal Tax Bureau not to show on the city screen. It was working properly, but its icon would not display in the list of buildings once it was complete.
  • Corrected the civilopedia entry for the Federal Tax Bureau: it stated that 5 customs posts were required to build this small wonder, but it requires 10.
  • Corrected various other inaccuracies and typos in the civilopedia.
  • Revised the Unit Stats spreadsheet to correct a couple of minor inaccuracies.
  • Reordered the units so they appear in a more logical order in the build box.
Version 1.9
[civ3]/[ptw]:
  • Added two new luxury resources (marble and rare woods) and two new bonus resources (pearls and oases). Pearls appear with map making and marble appears with construction, but the other two are available right from the start. Also, be aware that the new luxury resources can deplete!
  • Added four new buildings: War Memorial, Customs Post, Tomb of the Unknown Soldier, and Federal Tax Bureau.
    War Memorial: Tech=Polytheism, resistance to propaganda, maint=0, build cost=20 (or 10 if your civ is militaristic.) Culture per turn=1. An inexpensive way to get some culture in far-flung, corrupt cities. Much cheaper than building a temple, and helps to prevent a flip from occuring due to propaganda.
    Customs Post: Tech=the Republic, recudes corruption, requires a harbor in the city (coastal installation) maint=1, build cost=50 (less if your civ is commercial or industrious.) Culture per turn=0. This should help make those far flung naval bases a little less of a liability.
    Tomb of the Unknown Soldier (Small Wonder): Tech=Nationalism, maint=1, build cost=200, (militaristic and religious attributes.) Culture per turn=6, reduces war weariness in city where built, requires a victorious army and 5 War memorials to build. Nice culture producing wonder, which is its main purpose.
    Federal Tax Bureau (Small Wonder): Tech=Democracy, maint=3, build cost=300, (Industrious and Scientific attributes.) Culture per turn=2, acts as an additional capitol to reduce corruption, +1 trade in every square in the city already producing 1 [ptw], or +50% tax output [civ3], requires at least 10 customs posts to build. This should make it easier to have larger empires without crippling corruption: nice for those long PBEM games on huge maps.
  • Added a new unit (Longboat) for commercial civs. Tech=Map Making, A/D/M=2/1/4, hidden nationality, transports 1 unit, can sail on coastal and sea squares with no penalties. Given the additional penalties for galleys in this mod, this should give commercial civs a much needed boost, as otherwise this trait is pretty weak.
  • Added "blips" to the luxury/strat/bonus resource icons so the player can see what bonuses they impart at a glance. Green=food, Blue=Shields (Production) and Yellow=Commerce (Gold). The number of blips indicates the bonus. If you prefer not to have these, email me and I'll send you a version without them.
  • In previous versions, I had disabled the actual upgrade ability for wooden ships, so that while they disappeared from the build box when new technology became available, you couldn't actually upgrade them. HOWEVER, it seems that Firaxis has changed the way this works, and HBDragon reported that while he couldn't upgrade these units INDIVIDUALLY, he could just move them all into cities with harbors, hit SHIFT-U for a mass upgrade, and they would upgrade anyway. Accordingly, I have broken the upgrade path to prevent this exploit. This means that the Man-O-War and galleon can still be built later, but that's preferable to letting people upgrade them to transports and ironclads!
  • Upped the build cost of the carrier to 400 shields.
  • Aluminum now becomes visible with advanced flight instead of rocketry.
  • Explorers now have a new look! When you transition to the Industrial Age, they are issued a comfortable khaki uniform, complete with a pith hat, a shirt that matches your civ's color, and a pistol to replace their rapier. They also now have the "detect invisible" ability, so they can spot those pesky commandos, in case someone else beats you to replaceable parts. (The AIs generally make a beeline for this tech.) Last but not least, I gave them a defense of 4. It's not much, but it at least gives them a chance to retreat instead of just getting destroyed.
  • Expansionist civs (America, Russia, Zululand, Iroquois, and England in Civ3 plus Mongolia, Scandinavia, and Arabia in PtW) now get a special settler that only costs ONE population point to build. The production cost is the same (30 shields) but this still makes it easier for these civilizations to EXPAND. This should put the expansionist trait more on a level with some of the others. Like the scout unit they get, this advantage will be useful only at the beginning of the game, but unlike the scout, it can be depended on to give them an edge, as they won't have to depend on finding enough goody huts or some other random factor to make it pay off. (Of course, since these settlers cost only one pop. point to build, it means they also contribute only one pop. point when joined to an existing city: You can't get something for nothing.)
[ptw]:
  • Renamed Persian Immortals to Immortal (signular) for consistency.
  • Spain can now build Conquistadores with the discovery of astronomy, instead of having to wait for navigation. Also gave them detect invisible to match Explorers.
  • Added blitz to the Gallic Swordsman... seems I somehow missed this one in the previous version. Also lowered the build cost to 40 shields, as I didn't feel that the one exta move didn't really warrant such a high build cost.
  • Changed Greece from Commercial/Scientific to Militaristic/Scientific, and the Vikings from Expansionist/Militaristic to Expasionist/Commercial. Vikings were great explorers and had a vast trade network, streching east to Constantinople and Russia, south to the Mediterranian, and even west across the Atlantic to North America. However, aside from the fact that they also raided extensively along the coasts of France, England, and Ireland, they weren't as systematically "warlike" as the Greeks under Alexander, who, after all, conquered Persia, Egypt and a large chunk of India, and spread their language and customs over much of the Mediterranian world. (Besides, this lets the Vikings build Longboats. What kind of game would it be if VIKINGS didn't get to build LONGBOATS?!?!?)
  • Significant changes to the Guerilla. This unit has been renamed to "Commando" and is now invisible and can see invisibile. The cost has been increased to 100 shields and it now has a +1 hit point bonus as well, to better represent its status as an "elite" unit.
  • Korea's Hwach'a can now be built once gunpowder has been discovered, meaning they no longer have to wait for metallurgy. the Hwach'a doesn't use a lot of metal like a cannon does, so why make them wait? Besides, Korea kind of got screwed on their unique unit, so this should help a bit. Also, I added airlift (as it should have been before.)
  • more corrections to the civilopedia (fixed a few typos...)
[civ3]:
  • Added "blitz" ability to the worker (so they can pillage twice) to match the PtW edition.
  • Crossbowmen and Longbowmen now upgrade to cavalry, just like in the PtW edition. That way players still have an offensive unit once they've upgraded.
  • Musketmen now require only saltpeter to build.
  • Added the "Offense" AI strategy flag to riflemen, and they now require saltpeter to build, as they should have before.
  • Removed the "Offense" AI strategy flag from infantry, as now players have commandos to fill that role.
  • Radar Artillery requires iron to build, as it should have before.
  • Added Zone of Control to Ironclad, as it should have been before.
  • Lowered submarine build cost to 80, as it should have been before.
  • Changed AEGIS Cruiser's Bombard Strength/Range/RoF from 4/3/2 to 5/3/3 and added the "Naval Missile Transport" AI strategy flag as it should have been before.
  • Changed the moves/turn for the nuclear sub from 4 to 6, as it should have been before.
  • Helicopters now require aluminum to build.
  • Added the "Air Bombard" AI strategy to the Fighter and Jet Fighter.
  • Changed the stealth fighter's stats from 8/4/1/8 to 6/6/1/8 as they should have been before.
  • Removed the Lethal Sea bombard ability from the stealth bomber, as it should have been before.
  • Added a new unit: The Commando becomes available with replaceable parts, has an A/D/M of 6/1/1, is invisible and can see invisibile, and has all terrain as roads. The build cost for this unit is 100 shields and it has a +1 hit point bonus as well, to represent its status as an "elite" unit. Cavalry and Cossacks upgrade to this now instead of infantry.
  • Barbarians now get longboats instead of galleys, which should make things a bit more interesting.
  • Major civilopedia overhaul. It should be pretty accurate now, and all the Play the World stuff has been removed.
Version 1.8
[ptw]:
  • Nuclear Submarine now requires iron to build, as it should have before.
  • Scandinavian Berserkir now replaces Medieval Infantry for the Vikings, instead of crossbowmen. This makes more sense to me: they are now available with Feudalism, which puts them closer to their actual historical period. They also require iron to build now, which also seems a little more realistic.
  • I have doubled the build cost for the battleship. It now costs 400 shields. This should prevent the AI from building so many of them. They had been building battleships almost exclusively, which was unbalancing gameplay. These are big ships and SHOULD be expensive.
  • Fixed the AEGIS cruiser so missiles could be unloaded from it. Also added the "Naval Missile Transport" AI flag.
  • More corrections to the civilopedia.
  • Reduced the attack for War Elephants from 5 to 4, as I thought they were a little too powerful. However, by way of compensation, they now ignore movement penalties for forest and jungle, since elephants have very little trouble navigating this terrain in real life.
  • Keshiks now ignore movement penalties for mountains AND hills. It didn't seem to make as much sense otherwise.
  • F-15 now has Bomb/Range/RoF of 5/0/2 (was 4/0/2)
  • Enabled bombardment on the privateer and diabled upgrade, as it should have been before.
  • Corrected various typos in the Unit Changes spreadsheet.
  • Added an improved (more city names, corrected spelling) city list for the Chinese supplied to me by hbdragon88.
[civ3]:
  • Added in the needed information to intergrate Chirstopher Smith's Space Race Mod v4
  • Removed Hidden Nationality from the Nuclear and regular Submarines, because there will only be single-player in the vanilla and the AI players cheat. Specifically, they always know where all your units are even if they're "invisible" and when the Hidden Nationality flag is set, they seem determined to sink any sub the moment it leaves port. This way your subs will have a somewhat-better life expectancy. I have reported this irritating "feature" to Firaxis, but they don't seem inclined to fix it.
  • Most changes in the the 1.8 PTW version
  • Did not remove "treat all terrain as roads" on scout because the Civ3 Edit does not have the "ignore penalities" flag
  • hbdragon88 added his city list for the Chinese, with correct spellings and more cities.
  • Added the updated German and English city lists.
  • Civilopedia.txt and PediaIcons.txt contains entries for the crossbowman and the Christopher Smith's Space Age modpack. Just make sure that the civilopedia and pediaicons are backed up before overwriting them.
  • Please be aware that pediaicons.txt does not have the PtW entries so if you have PtW and have downloaded the vanilla version (which you should not have done) you WILL overwrite the entries to the new units, improvements, and wonder linkings in pediaicons.txt
Version 1.7
[ptw]:
  • Corrected a problem with the crossbowman that would crash the game. (I needed to move some sound files so that the game could find them.)
  • Scandinavia no longer gets to build crossbowmen. Instead they build berserks. I had to do this so the upgrade path from archers to crossbowmen/longbowmen/
    berserks would work properly. The upgrade path is now:
    Archer --> Berserk/Crossbowman --> Cavalry (Or equivalent)
  • Added airlift capability to all of the kings.
  • Corrected various typos in the civilopedia.
 
I try to add new unit and buildings. It doesn't work. Changaing existing stuff does. Please help me..

michel
 
First, you need a copy of Gramphos' MultiTool program. Get it here . This will let you add units and buildings to your heart's content. You should also check out the (very useful) tips and tutorial section of the forums here , where you will find detailed instructions on how to do all sorts of neat stuff.

:cooool:
Enjoy!
 
Thanks. I give here my own mods...

1) raise all UU efficiency, except hoplite and immortals. With immortals i was ALWAYS able to bash opponents at early middle ages (in a pangean world..). For panzers, i don't know. At this era, AI was too weak for me (with modified emperor)

jaguar: move 3
legion: move 2
mounted warrior: attack4
us: betters marines, not f16 etc.

I want to create extra pionner unit for industrious civ (like civ2 engineer, available with combustion (for explosives?, dynamite was in 1800s).

For commercial, let's give them extra UU (same for all... i give them immortals).

Better scout for expansionnist (no pillage! all move as road means you can move into other civs cultural borders

I lower cost of workers to 0 (1 shield) and settlers to 10 for a little bit faster expansion. Ans 2 gold = 1 shield. I shoudlk raise it, beacause the AI is unable to pay to hurry...

I lower cost of granary, marketplaces, etc (20 LESS shields for all non-military buildings, 80 or less).

Because of that, i give scientific to all other AI and 12 extra workers at first.. They can't join in the city !!!

Do you have other ways to raise AI efficiency, w/o lowering you (2 born content, not less; i dislike riots!)

comments ?
 
1) raise all UU efficiency, except hoplite and immortals. With immortals i was ALWAYS able to bash opponents at early middle ages (in a pangean world..). For panzers, i don't know. At this era, AI was too weak for me (with modified emperor)
Most of the unique units are already pretty decent. In the unmodified version of Civ, for example the Jaguar Warrior essentially gave the Aztecs scouts even though they were not expansionist, due to its 2 moves/turn. Legionaries are also kick-@ss units, and I don't think they need to get any more powerful than they are. I do think that giving the Americans improved marines might be a good idea though... I'll have to think on how to implement this. Another option for the Americans might be a settler that moves 2 instead of 1 like everybody else's.
I want to create extra pionner unit for industrious civ (like civ2 engineer, available with combustion (for explosives?, dynamite was in 1800s).
Unfortunately, there's no way to alter the work-rate of workers for just one-civ: any changes affect ALL civs, so there's really no point in a special unit.
:(
For commercial, let's give them extra UU (same for all... i give them immortals).
If I did something like this, it wouldn't be a combat unit, though... maybe a better boat than everyone else so they can explore earlier, or maybe a small wonder that only commercial civs can build that lets them establish trade routes across the ocean earlier?
Better scout for expansionnist (no pillage! all move as road means you can move into other civs cultural borders
I've already improved the scout considerably. Have you tried playing with one of the expansionist civs yet? While I was testing the mod, I did a couple of times myself and it gives a big advantage because the three movment points regardless of terrain let me explore my entire continent rapidly and get most of the goodie huts, which in turn advanced me very quickly technologically. I'm afraid if I made them even faster, it would put the non-commercial civs at too much of a disadvantage early in the game.
Do you have other ways to raise AI efficiency, w/o lowering you (2 born content, not less; i dislike riots!)
Sorry, there's no way that I know of to do this... I think it's hard-coded into the game.
:(
 
Lucky Dragon, the improvements in your mod are great. I've incorporated a lot of them into my game. Thanks.
 
Response to RebelX210:

Thanks for taking the time to download the mod and try it out. It's nice to know that you found it useful. Since you stated that you included some of the features and left out others, which ones did you find most/least useful and what would you recommend that I change?

Again, thanks for the feedback!

P.S.: Found your post RE: additional German city-names. This always annoyed me too when I played as Germany, so I added your list into the mod. Also added Rommel to the list of names for great leaders. (I'll be sure and put a credit into the readme file on the next release of this mod!)
 
your scout is good. I just say to remove pillage! It's too much a good unit in early game: you can forbid opponents horses or iron and invade them easily with offensive ancient units.

expansionnists are kings! Good at ancients times, good for conquest at early middle ages/late antiquity...

I was ALWAYS best civ after mid-middle ages that way... It's the reason I want to raise AI efficiency in late game...
 
Trepanier, you are so right. Thanks for the tip. This should have occured to me when I was originally working on the scout, but I don't use them that way myself... I usually build 3-4 of 'em and send them out exploring, then don't build any more. I'll remove the pillage ability on the next release of the mod.

:crazyeye:

EDIT: after further consideration, I decided to leave the pillage on the scout. You can always remove it from your copy if you want, though... :cool:
 
Originally posted by Lucky Dragon
Response to RebelX210:

Thanks for taking the time to download the mod and try it out. It's nice to know that you found it useful. Since you stated that you included some of the features and left out others, which ones did you find most/least useful and what would you recommend that I change?

Again, thanks for the feedback!

My favorite feature is the lethal bombardment capability. It had always bothered me that artillery couldn't kill a 1-hp warrior. I definitely gave all land units the airlift flag. Requiring iron for modern ships made sense to me, so I'm using that too, as well as marking all artillery and armored vehicles as wheeled. Basically I didn't use the Crossbowman or the new buildings. The changes to the Great Wonders effects is a big plus--in my own game I also change Newton's University to function like the Great Library, made obsolete by the Scientific Method.

P.S.: Found your post RE: additional German city-names. This always annoyed me too when I played as Germany, so I added your list into the mod. Also added Rommel to the list of names for great leaders. (I'll be sure and put a credit into the readme file on the next release of this mod!)

Thank you. Glad you liked it.
 
hmm alot of those mods makes alot of sense, definetly gonna add those to my civ3 :)

Thanks alot for some nicely thought changes to the units and gameplay!

Looking forward to the new version.
 
You said in your description of changes that a cruise missle could't leave the continent. I'd just like to point out the fact that it can be loaded on to a regular transport ship.
 
You said in your description of changes that a cruise missle could't leave the continent. I'd just like to point out the fact that it can be loaded on to a regular transport ship.
So noted... I'll factor that in for the revised version of the mod I'm working on. Thanks for the tip.
 
Here's my 2c - very god looking mod there! Several very sensble things have been added, such as blitzing for all and heavier artillery (damn right on the artillery is where battles are fought and won)
 
That is a very nice update for the ships & artillery units!
 
Originally posted by Lucky Dragon

Credits
[][][][][][][][][][][][][][][][][]

* Many thanks to Dark Sheer at Civfanatics (http://www.civfanatics.com/) for use of his crossbowman
graphics for this mod.

* Kudos to Andrej Damjanovic, whose Player1 Mod got me thinking about this in the first place. I also
borrowed his ideas for Marines/Paratroopers and modern armored units and artillery re: the "Wheeled"
attribute

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Thanks!
 
I know it's been awhile since I posted updates to this, but I've been busy... sorry! At any rate, I've been tweaking this mod as I go along and finally got it updated for PtW, so here you go. Enjoy!
Also, don't forget that your suggestions are welcome!
 
* All modern combat ships require iron to build. This makes it a critical resource right throughto the end of the game.

Why would this be? Iron was very important in the ancient ages but it started to become obsolete as aluminum and rubber became harder and lighter than iron tools or armor.

Frigates now upgrade to Men-o-War.

This doesn't make sense. The Man-O-war replaces the frigate, so instead of allowing them to upgrade to man-o-wars, frigates should be removed from the build list for England.

Also why won't you provide support and update for the vanilla Civ 3, just PTW? When I read that I had a sudden flash of Microsoft and their ways of making you upgrade to the lastest version ;)
 
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