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King
- Joined
- Aug 20, 2002
- Messages
- 728
What is this mod?
The AI in CIV is not a very smart tactician, and it is easily taken advantage of by the human player. In fact, fighting the AI is probably the easiest way for the human player to get ahead of the AI despite its production bonuses. This is a mod for the epic game of CIV 3 Conquests that aims to help out the AI by changing two areas of combat where the computer is completely clueless: Armies and Bombardment. Armies have been made more easily available and weaker, so that the computer players build them and use them, and they are not afraid to attack the human player's armies. All land bombardment units have been reworked as regular units with high attack, and low defense and movement (it can't be too bad, this is how CIV 2 did it). I believe that this removes two aspects of combat that are exploitable by the human, and replaces them with elements that the AI can use well. In all, it makes war more dangerous for the player.
Download and Installation
The AI Combat Assist Mod makes no changes to graphics or sound, so it is very fast and easy to download and install (only one 30KB file). Download the file from the end of this post, and place it in the Civilization III\Conquests\Scenarios folder. Then start up Conquests, select Civ-Content, and pick the AI Combat Assist Mod from the list. All the options for a regular epic game are available.
Documentation
This is my first mod, which is one of the reasons I chose not to mess with anything besides the main QE file. The main drawback of this is that the civilopedia does not reflect the changes in the mod. So here they are:
Additions:
Warlord Leadership: Small wonder, requires Polytheism, costs 60 shields, allows the city to build armies. It does not require a victorious army. Armies cost 60 shields each, and you must have 4 cities for each army.
Honorable Leadership: Small wonder, requires Chivalry, costs 90 shields, same effects as Warlord Leadership.
National Leadership: Small wonder, requires Fascism, costs 120 shields, same effects as Warlord Leadership.
Timber: Strategic resource, required for catapults and trebuchets. It is visible from the beginning of the game and appears in forests and jungles. It can be exhausted and reappear elsewhere. It uses the graphic for sugar (just because it looks like a leafy plant), and the bonus resource sugar has been removed.
Changes:
Armies: Cost 60 shields and hold only 2 units. The pentagon allows them to hold 3 units. Otherwise, armies are unchanged from the normal game.
Catapult: 3/1/1, 30 shields, requires mathematics and timber. Wheeled.
Trebuchet: 5/1/1, 50 shields, requires engineering and timber. Wheeled.
Cannon: 8/2/1, 70 shields, requires metallurgy, iron, and saltpeter. Wheeled.
Hwacha: 10/2/1, 70 shields, requires metallurgy, saltpeter, and the Koreans. Wheeled.
Artillery: 13/3/1, 100 shields, requires replaceable parts. Leaves craters when pillaging.
Radar Artillery: 28/6/2, 120 shields, requires robotics and aluminum. Leaves craters when pillaging.
The Pentagon: Same as before, but now it also requires Military Tradition.
The United Nations: Same as before, but now it also gives the Improves army strength ability that used to belong to the military academy.
Military Academy and Sugar are removed from the game.
Testing/Feedback
Ive tested the mod, and it works. The AI builds, loads, and fights with and against armies. It builds the changed units and uses them, depending on the techs and resources it has available. The AI still isnt a tactical genius, but when you see a SOD of infantry and artillery with a few armies on top enter your territory, you should be frightened!
Id very much like any comments or suggestions about this. Its real easy to download and play, so try it out. Everything in it is listed above, so even if you dont want to play a whole epic game, let me know if anything sounds dumb. If anybody likes this mod, Id be willing to go a bit further and make or find graphics for the new wonders and resource and write the new civilopedia entries. I was also thinking of making a similar enhancement to naval combat by adding some fighting ships to the ancient and medieval eras. So, any criticism is welcome.
The Download
http://www.civfanatics.net/uploads7/AICombatAssistMod.zip
The AI in CIV is not a very smart tactician, and it is easily taken advantage of by the human player. In fact, fighting the AI is probably the easiest way for the human player to get ahead of the AI despite its production bonuses. This is a mod for the epic game of CIV 3 Conquests that aims to help out the AI by changing two areas of combat where the computer is completely clueless: Armies and Bombardment. Armies have been made more easily available and weaker, so that the computer players build them and use them, and they are not afraid to attack the human player's armies. All land bombardment units have been reworked as regular units with high attack, and low defense and movement (it can't be too bad, this is how CIV 2 did it). I believe that this removes two aspects of combat that are exploitable by the human, and replaces them with elements that the AI can use well. In all, it makes war more dangerous for the player.
Download and Installation
The AI Combat Assist Mod makes no changes to graphics or sound, so it is very fast and easy to download and install (only one 30KB file). Download the file from the end of this post, and place it in the Civilization III\Conquests\Scenarios folder. Then start up Conquests, select Civ-Content, and pick the AI Combat Assist Mod from the list. All the options for a regular epic game are available.
Documentation
This is my first mod, which is one of the reasons I chose not to mess with anything besides the main QE file. The main drawback of this is that the civilopedia does not reflect the changes in the mod. So here they are:
Additions:
Warlord Leadership: Small wonder, requires Polytheism, costs 60 shields, allows the city to build armies. It does not require a victorious army. Armies cost 60 shields each, and you must have 4 cities for each army.
Honorable Leadership: Small wonder, requires Chivalry, costs 90 shields, same effects as Warlord Leadership.
National Leadership: Small wonder, requires Fascism, costs 120 shields, same effects as Warlord Leadership.
Timber: Strategic resource, required for catapults and trebuchets. It is visible from the beginning of the game and appears in forests and jungles. It can be exhausted and reappear elsewhere. It uses the graphic for sugar (just because it looks like a leafy plant), and the bonus resource sugar has been removed.
Changes:
Armies: Cost 60 shields and hold only 2 units. The pentagon allows them to hold 3 units. Otherwise, armies are unchanged from the normal game.
Catapult: 3/1/1, 30 shields, requires mathematics and timber. Wheeled.
Trebuchet: 5/1/1, 50 shields, requires engineering and timber. Wheeled.
Cannon: 8/2/1, 70 shields, requires metallurgy, iron, and saltpeter. Wheeled.
Hwacha: 10/2/1, 70 shields, requires metallurgy, saltpeter, and the Koreans. Wheeled.
Artillery: 13/3/1, 100 shields, requires replaceable parts. Leaves craters when pillaging.
Radar Artillery: 28/6/2, 120 shields, requires robotics and aluminum. Leaves craters when pillaging.
The Pentagon: Same as before, but now it also requires Military Tradition.
The United Nations: Same as before, but now it also gives the Improves army strength ability that used to belong to the military academy.
Military Academy and Sugar are removed from the game.
Testing/Feedback
Ive tested the mod, and it works. The AI builds, loads, and fights with and against armies. It builds the changed units and uses them, depending on the techs and resources it has available. The AI still isnt a tactical genius, but when you see a SOD of infantry and artillery with a few armies on top enter your territory, you should be frightened!
Id very much like any comments or suggestions about this. Its real easy to download and play, so try it out. Everything in it is listed above, so even if you dont want to play a whole epic game, let me know if anything sounds dumb. If anybody likes this mod, Id be willing to go a bit further and make or find graphics for the new wonders and resource and write the new civilopedia entries. I was also thinking of making a similar enhancement to naval combat by adding some fighting ships to the ancient and medieval eras. So, any criticism is welcome.
The Download
http://www.civfanatics.net/uploads7/AICombatAssistMod.zip