Originally posted by LouLong
TAM (strange since it was in PTW) and MEM (but for unit copyright issues I believe) are not in.
I haven't heard of AU mod or Firepower mods before.
Here is a run down if you are interested:
Very minor changes from 2.0 but put on new thread to have PTW version as well.
PTW changes listed at bottom of this post under PTW.
Note that in 1.29 version upgrade chains exist for chains that now go up to guerilla and have not been modified from PTW standard.
(only changes for 1.29 Civ3 are fixing a possible cossack problem and increasing operational range of F-15 to 7. I'm pretty sure that horsemen upgrade as intended in this version)
1.29 Civ3 Changes[/i] not PTW[/i]
Changes from the unmodded version 1.29:
Summary:
Ancient times:
Catapult (4).0.1 range 1 rof 1 but turned on lethal for catapult, to try and make them more appealing.
Middle Ages
Longbowman 4.1.1 -->
(6.1.1)
Pikeman 1.3.1 -->
(1.5.1)
Musketman 2.4.1 -->
(3.6.1)+1hp
Musketeer 3.4.1 -->
(4.6.1)+1hp
Knight 4.3.2 -->
(6.5.2)+1
War Elephant 4.3.2 -->
(6.5.2)+1
Samurai 4.4.2 -->
(6.6.2)+1
Rider 4.3.3 -->
(6.5.3)+1
Cannon (8).0.1 r1rof1 -->
((12).0.1 r2 rof2 lethal)
Caravel 1.2.3-->
(2(1).3.3 range 1 rof 1)
Galleon 1.2.4-->
(2(2).3.4 rg 1 rof 1)(they got cannons: they can bombard)
Privateer 2.1.3-->
(4(2).2.5 range 1 rof 2)+1 (speed was essential to pirates, they often lived because they could run faster)
Frigate 2(2).2.4 range 1 ROF2-->
(4(3).3.4 rg 1 rof 2)+1
MoW 3(3).2.4 r1ROF2-->
(6(6).4.4 rg 1 rof 2)+2 (Britain ruled the seas with these, and many could stand up to an ironclad...this is a much better unit now)
Cavalry 6.3.3-->
(12.6.3)+1
Cossack 6.4.3-->
(12.8.3)+1
(Both units are essentially industrial types, hence the change in multiplier, yet not hp)
Industrial
Rifleman 4.6.1-->
(8.12.1)+1
Infantry 6.10.1-->
(12.20.1)+2
Marine 8.6.1-->
(16.12.1)+2
Paratroop 6.8.1-->
(12.16.1)+1 (NOTE: this may not be enough for the paras, it all depends on if we think of these as modern or industrial units)
Tank 16.8.2-->
(32.16.2)+2
Panzer 16.8.3-->
(32.16.3)+2
Artillery (12).0.1 r2rof2-->
((24).0.1 rg 3 rof 3)
Transport 1.4.5-->
(2.10.5)+2
Carrier 1.8.4-->
(2.20.5 carries 6)+2 (these are pre-modern and should be more stout)
Ironclad 4(4).4.4 r1 ROF 2-->
(8(8).8.4 r1 rof 2)+1
Destroyer 12(6).8.5 r1rof2-->
(30(15).20.6 r2 rof 2)+2 (and see invis for sub hunting)
Battleship 18(8).12.5 r2rof2-->
(45(30).30.5 r3 rof 3)+3 Carries 2 missiles
Sub 8.4.3-->
(20.10.3)+1
Fighter 4(2).2 r4rof1-->
(8(4).4 r4 rof 1)
Bomber 0(8).2 r6rof3-->
(0(20).3 r6 rof 3)
Helicopter -->
0.2 r6 carry 3 +1hp
Modern
Mech Inf 12.18.2-->
(30.45.2)+3
Modern Armor 24.16.3-->
(60.40.3)+3
Cruise Missile 16.0.1 r2rof 3-->
(40.0.1 r4 rof 4 lethal due to missile)
Radar artillery 16.0.2 r2rof2-->
(40.0.2 r4 rof 4)
AEGIS 12(4).10.5 r2rof2-->
(35(20).25.7 r3 rof 4)+3 carries 4 missiles (This unit represents all modern capital ships, and modern ships are fast)
Jet Fighter 8(2).4 r6rof1-->
(20(10).10 r6 rof 2)
F-15 8(4).4 r7rof2-->
(20(15).10 r6 rof 3)
Stealth Fighter 0(4).0 r6rof2-->
(0(15).0 r8 rof 2)
Stealth Bomber 0(8).0 r8rof3-->
(0(40).0 r8 rof 4)
Nuke sub 8.4.4 carry 1 nuke-->
(25.20.6)+3 can carry 6 missiles
Nuclear subs are fast if they need to be, and one missile and slow as hell was just worthless. Also needed a boost in deadliness to cover the fast attack variant.
ICBM's can re-base
Every land unit can be airlifted Also tac-nukes and cruise missiles can be airlifted.
Lethal Sea Bombardment between ships
Made
Impi able to upgrade to
pikemen, gave Greeks pikemen and hoplites upgrade to pikes.
Explorers are now tied to Monotheism to make them worth more while the map is dark
think missionaries if it helps to justify it.
Privateers are tied to
Astronomy (
WARNING, like caravels, they will sink in ocean until the restriction is lifted
I hope it lifts like it should
watch for inconsistencies). It was pirates that caused governments to start making warships by the age of sail (okay, maybe not, but it sounds good, eh?)
Swordsmen upgrade to
Longbowmen. This is the closest thing I could think of to be a viable upgrade. Yes, this removes any defensive capacity, but lets face it, you werent really using them for defense were you? This also affects
Legionaries and
Immortals.
Longbowmen also have been given the ability to upgrade to
Riflemen.
VARIANT A: Cavalry upgrade to paratroops
VARIANT B: Cavalry upgrade to tanks/panzers.
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PTW Changes:
Play the World units have been modified to be equivalent to Original Civ3 units (using same modifiers etc) however the Conquistador was tough
since there was no equivalent unit before.
Gallic Swordsman and
Numidian Infantry not modified due to being Ancient. However, gave pikemen to Carthage and allowed upgrade.
Conquistador 3.2.2 all roads
-->(5.3.2 all roads, no HP bonus)
Berserk 6.2.1
-->(9.3.1)
Sipahi
(16.6.3) +1
Keshik
(6.3.2) +1
Ansar Warrior
(6.3.3) +1
HwaCha
((18).0.1 r1 rof2)
Medieval Infantry
(6.3.1)
Guerilla
(12.12.1) +2
VARIANT A: Cavalry to Paratroopers
VARIANT B: Cavalry to Panzers/Tanks
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After you download the file, copy/rename your original civ3mod(or Civ3x) file and replace it with this file. This will start all of your new civ games with the mod in place.
Or, save it as civ3mod.bic(Civ3x.bix) in your scenarios folder and use the Load Scenario option(this is recommended).
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Also, check later on in this thread for updated versions. Please use the most recent version as prior ones may include bugs.
Leo also has made a couple of variants; one allows Cav to upgrade to Paratroopers; another allows Cav to upgrade to Tanks. He has both Civ3 and PtW versions.