Delta Force Mod v1.01

Did you like my Delta Force Mod?

  • I liked it but it needs improvements!

    Votes: 0 0.0%

  • Total voters
    8
>>how do you do that, i already tried that but was unsuccessful????????????????

In the editor,

Rules > Scenario Properties > Scenario > Game Options > Reveal Entire Map
 
i'm very sorry Chieftess that i've been writing in short successions i didn't know we weren't allowed to do that :sad:

please forgive me for doing that, i'm very sorry :shakehead

thanks for telling me :goodjob:
 
thanks Supa for telling me where to go to reveal the entire map :goodjob:

i'll now update the mod to v1.14 and the map entirely shown :D

thanks for feedback :lol:
 
Supa i cant find the darn reveal entire map button or thing :mad:

just curious what version of editor do you have like Vanilla, PTW, or Conquest because i have vanilla and that could be the problem :confused:

thanks and i would love for someone to tell me some other way of showing the entire map :borg:
 
Hi Blackbird,

I probably won't try your mod (reasons follow below), but I know how frustrating it is to wait for feedback (and not getting much of it), so I thought I'd tell you my impressions of this thread so far.

First, don't be too frustrated if not many people try the mod. The problem is that there are lots of mods around - I currently count about 170 on my hard drive, and that's gameplay mods only, i.e. graphic mods and maps are excluded. That's just too much to try all of them, even if I wanted to. So I only actually play mods that catch my interest in a special way, that "stick out" from the rest somehow.

I think your mod has the potential to "stick out", as you implemented an interesting idea - you cannot buiild anything, so you have to be very careful not to lose too many units. That's an interesting change of gameplay that has the potential to attract players. However it is a little difficult to find out which specialities your mod has, because that iformation is hidden in several postings and in very long sentences (which I tend to lose track of while reading).

I suggest to make the "specialties" of your mod as easily accessible for a casual reader as possible. Think about it in a way that many readers will glimpse over the first post of your thread, but only for a second or two. In this second you have to give the reader as much information as possible to catch his interest. You can do this by providing clearly ordered, important information in (preferably) clear, short sentences.

On a side note, I also suggest that you reduce your use of exclamation and question marks. ;) I hope I'm not insulting, I don't intend to. It's just that these heaps of exclamation marks look ... mh, less "professionally", at least for me. Of course that may be only me, and I realize that it's a prejudice. But I think that the impression that you (as a mod maker) give will actually influence how eager people will be to test your mod, and people generally are reluctant to test mods that seem "sloppy", "unprofessional" or "not thought out". Again, I hope I didn't insult you here, I'm not sure how to carry across what exactly I mean and unfortunately English is not my first language, so I sometimes have difficulties to express myself. :(

So, to sum it up: I suggest a clearer, better presentation of your mod. Look at how other mod makers designed the first posts in their threads, there are many good examples.


Finally, to the mod itself: As I said, the idea of "limited units" sounds very interesting. However I do have other mods on my "playlist", and there are mainly two reasons why your mod will not rank high enough on this list to actually try it.

One is the setting "America vs. Russia". It somehow reminds me to settings that were very common during the times of the cold war: A few "good" high-tech Americans against an abundance of "evil" Russian hordes. I'm not saying that you actually recreated one of those, it's just that your scenario reminds me to them, and I was never very fond of them. That's personal preference of course, other's mileage may (and will) vary.

The other reason is your map. *If* I play something like "US vs. Russia", I'd like to do it on a historical map, or on a map that is "special" in some other way that catches my attention. Your map did not catch my attention, I don't know what's special about it, why you did it this way and how it facilitates the gameplay you have in mind. You obviously *did* put some thought in it (e.g. into the placement of the capital, although I don't fully understand why the capital is not marked as a capital, and why it is placed on a remote island).

However, both of these reasons are personal preferences, so I *do* think that your mod has the potential to attract players. You also seem very eager to get feedback and to learn from it. That's always a good sign. :)

And, just to say it again, please don't get the impression that I want to paternalize you. After all, you actually completed a mod with an interesting idea, and I didn't, all that I have to show is some unfinished plans and ideas. I honestly admire anyone who has the standing power to design and actually complete a mod.
 
Blackbird_SR-71 said:
Supa i cant find the darn reveal entire map button or thing :mad:

just curious what version of editor do you have like Vanilla, PTW, or Conquest because i have vanilla and that could be the problem :confused:

You're right about the editor version being the problem. The "Map explored" flag was introduced with PTW (as far as I know). It's under "Scenario -> Scenario Properties". I don't know a way to reveal the map in vanilla Civ3. However I have no experience with this, so there might be a workaround that I'm not aware of.
 
thank you very much for the information Psyringe i really mean it :goodjob:

your post tought me a lot about how average Civ3 gameplayers like mods and their overall tastes :) (although your tastes but roughly around other gamers taste too, most likely)

thanks for all the info Psyringe :D

P.S. thanks for resuring my idea about the CivEditor :thumbsup:
 
i've made up my mind and i'm going to start work on the final version of this mod called Delta Force v2.00 :D

these are some edits i'm probably but not guarrentying that they will be in the new version and i may add more edits :lol:

EDIT: New world map probably Earth Huge Map
EDIT: More civs and cities
EDIT: Probably more units for you and also more variaty for both sides
EDIT: Add a couple of battleship units
EDIT: Add back laborers and specialist and stop rioting without removing them
EDIT: Enemy units no longer Elites and bonuses just regular and no bonus but many more of them :D
EDIT: Add more units :king:

I hope you like these changes and probably be released at least at the end of the month because of studies and a business i'm running during summer vacation :cool:
 
after thinking about it i have made the decision of not servicing this mod and creating a final version :(

this will give me more time to develop a new mod that will take up much time otherwise so the time is not wasted ;)

the new mod's release date is still not sure of so but expecting to finish it by the end of summer :eek:

sorry for the problems :king:
 
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