ADM Modification

I'm actually going to work on the intended traits now - not the actual editing. When I'm done I'll post the read me.
 
Originally posted by jwill
. When attacking a city with an infantry fortified on it, it has a good chance of losing, and it makes almost no sense.

It does make some sense. After all, Infantry are specificly designed to hold the terrain. Therefore, they are basicly anti-tank in the modern age. Even modern armor most likely still have the same types of weaknesses as earlier tanks, although they are much better in all aspects. Heavier armor in the front, lighter in back, and still gotta watch out for mines and such... Either way, it really shouldn't be a problem, unless you still see spearmen beating tanks... :rolleyes: :D
 
Ok, some of these are better, but I still have some issues.

There's a HUGE jump from Pikemen to Musketmen. Ouch. Lower the musketman attack by lots, and the defense, maybe a point or two. Otherwise, knights n such will be useless! I still don't really like your choice with the war elephant, but i can get over that.

Another thing: lower the attack of Infantry. They aren't really an attack unit... as mentioned, they are for defense n such.

AEGIS Cruiser: lower the attack, possible the defense. battleships are the biggest attacking ship, and should stay that way. AEGIS Cruisers aren't meant to replace battleships, just supplement them.

And lower the defense of privateers a lil.. don't want them to be too hard to get rid of....

Rest looks pretty good.
 
If I lower the musketman by too much, they won't be too good against war elephants. I tried to give War Elephants their advantage, and therefore had to stretch the gap. It's hard to determine it all correctly..I want musketmen to be very effective. I can possibly put the musketman at 6 or 7 and leave the musketeer at 8, if that all works out. In Age of Empires, the War Elephant does a lot more damage than a hand cannoneer (24 to 17, 22 for Janissaries, my favorite unit in that game by the way), so I think it can stay as it is.

How about this... the musketman has an A/D of 6/6, the musketeer 8/6, the rifleman 12/16, and the infantry 16/20. The AEGIS Cruiser can hold 24(20)/20.
 
Ok. I know what you're saying about musketmen n all, they do need to have a bigger purpose than in Civ 3 (really underpowered for the price...). But then, we do want to leave some room for regular knights as well. You could raise knights to 5/4, and elephants to 6/4 or 7/4.

Other than that, haven't found any other problems.
 
Here we go: These are the knight level units: (Attack/Defense/Movement)

Knight - 06.04.03
Rider - 06.03.04
War Elephant - 08.04.02
Samurai - 06.06.02
 
I need some help..If the knight has an attack of 6, he'll blow through pikeman too easily. But if I put the pikeman's defense too high, swordsmen, immortals, and legionaries wouldn't stand a chance to them. I need some good values for them. Also, I need an ADM for the Legionary that's different than the Immortals.
 
Swordsmen, immortals, legionaries SHOULDN'T stand a chance against them. Pikemen are there to stop swordsmen, and make way for more powerful units. Make the pikemen 2/5. Make swordsmen 3/2, Immortals 5/2, Legionaires 3/4. You could do a little tweaking of this, but this is the best balance I could think of at the moment.
 
Somehow, I get the feeling I'm going to be pouring through all of my Osprey books once the editor is available. While I was using the PC editor, I made mods to terrain and a few worker jobs, etc, but haven't fiddled with military units as of yet... there are a few things I would like to change though. I'd toyed with the idea of making variations on the knight unit, even the horseman. considering the differences in mounted warfare depending on historical discoveries and advances... Stirrup use in warfare as opposed to not, standard knight versus Hospitaler, Teutonic, etc. Immortal opposed to/compared to say Janisaries. A longbowman compared to say an Aran crossbowman, or perhaps an Asian/Steppe mounted bowman.
 
I'd love to make new units, but until the editor comes out, I'll just have to deal with the edit for now.
 
Is it sensible to give the Cruise Missle a higher bombardment than the Radar Artillery, or should it be the other way around since Cruise Missles come first?
 
I'm not sure. I guess it could be justified, since they are one time use only. One of the major things you should increase with cruise missiles, though, is their range. Give them a pretty large range, to make it more realistic, and make em more useful.

Good to see that you're still doing this.
 
Nice to see you're still informed! :lol:

I still have it in mind, don't worry. I haven't got to the actual movement changes yet..

I did, however, increase the operational range and the capacity of the helicopter. I was watching (from 1 to 4). Tell me if it seems better at 3 or 2..I think two is best.
 
I finished a release of this. I changed the planes as well, but I didn't finished all the changes in the read me (some say "+ " without the number).
 
Errm, and you made these changes with 1.21 so they will work with the Civ III 1.21g on our macs, right? :D
 
Yep, I have 1.21g myself. Just replace it (keep the original!) with the other civ3mod.bic file, and start a new game.

There may be things I need to change, so before you start a game, you should look in the Civilopedia at all the units (before you start a game, on the Tribe Select screen, click "Description", then that civ's unique unit link, then one of the alphabetic letters to get to the unit list.)
 
I might have to lower some values...if you think about it, defensive bonuses get to be ridiculously high when defense values are so high. For example, has anyone tried destroying a mech infantry with a 135% defensive bonus? (fortified, on a metropolis, on grassland) That's a defense of over 100, which is like a warrior trying to get rid of a modern armor. I may have to lower the AD's (attack and defenses) of Industrial Age and Modern Age units. For some help, I need a defense that doesn't go too high when it's multiplied.

For example, 50 is too high. I need a capacity for defense in the game so things don't go too high. 18 is what it used to be and it is too low. What about 30 or 40? Of course, I'd lower the attack ratings respectively.

I found a calculator where I can type in values, so I'll use it to help me find the right values to fit in. It'll take a lot of number crunching, but I'll do it! :crazyeye:
 
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