dragonseed
Chieftain
- Joined
- Nov 14, 2002
- Messages
- 11
sweet!!!!!!!!!!!!!!!!!

Hello, gald you like what you have seen so far. Take her for a test drive and let us know what you think.Originally posted by delmar
This is a truly impressive mod. I haven't played much but the amount of work you've put in it speaks for itself. I read some posts in this thread and a few on the CDG forum as well, but obviously I couldn't read everything as there are many thousand posts related to this mod already. So I appologies if the following questions have been answered somewhere earlier:
The most comprehensive document at this point is the Spread Sheet that can be downloaded from the website. civ3.bernskov.com I will eventually update the readme, but that will wait until everything is "finalized".- Is there a 'user guide' that describes all the changes? Even if it is not realistic to ask for a single document to do this, I think highlighting some basics that might bite you early on if you are used to standard civ might be useful. Examples are the changes in the meaning of civ treats, lack of mining and road-building capabilities of workers, and the fact that you can't build cities on certain tiles (I hit these in the first 10 turns -- I am sure there are more in the next 100).
The Industrious workers should still work twice as fast. That is something that is hardcoded into the Industrious trait, and there is nothing that I am aware of that we could have done that would change that. I certainly didn't mean to. So the serf should be a much better unit than the standard worker. He works twice as hard and doesn't cost support. The Industrious civ starts out with a worker because its not possible to determine beginning units for each individual civ without creating a scenario.- Am I correct in thinking that the industrious workers don't work twice as fast any more? If so, isn't this a bit unbalancing (by making the industrious civs weaker)? I realize that the serf doesn't need support but it does cost a population point which is a much more serious bottleneck (especially since 1 pop needs 3 food in this mod) than the support would be. Or at least so it seems to me. On a slightly related note: why do industrious civs start with a worker instead of a serf?
That is a good idea. I think it may have been brought up before, but I would have to go through the discussion to see if there was a reason I decided against it.- Did you think about giving submarines lethal sea bombard capability? I was thinking about 5/1/4 (strength/range/rate) as bombard parameters to emulate torpedoes. I think this way they could sink unescorted cargo ships but sinking transports escorted by battleships would be a bit of a challenge (still could be done with enough submarines). I noticed that you increased the strength of submarines a lot (and other sea units quite a bit, too), so I am just wondering if you consciously chose this path over the bombardment (and if yes, why?) or you haven't though of that solution at all.
The CDG forums might be a better place to chat. But as you can see you will get a response here as well.- Is there a better place to ask these questions? I was thinking about posting in the CDG forum, but first I would need to sign up (yet another forum...) and second it doesn't seem as lively as CivFanatics. So I chose CivFanatics for this post.![]()
Don't you worry, I would find something for you to do.Originally posted by Isak
If we could, I'd be unemployed soon, wouldn't I![]()
Heh, it requires multiple days of study just to get started.Originally posted by Kal-el
Hello, gald you like what you have seen so far. Take her for a test drive and let us know what you think.![]()
They do. I just didn't realize that it takes 6 turns now to build a road, so I thought the 3 turns that my industrious worker spent on it was the "normal" case.The Industrious workers should still work twice as fast.
Good point. On the other hand, what do you guys do with the worker at the very beginning? It seems it can't do anything useful until you research The Wheel. So maybe there shouldn't be a worker to start with at all.The Industrious civ starts out with a worker because its not possible to determine beginning units for each individual civ without creating a scenario.
Well, I would be interested in any such reason (as to why high attack value for submarines is a better idea than high rate, lethal sea bombaredment) so if you happen to come across any, please let me know.That is a good idea. I think it may have been brought up before, but I would have to go through the discussion to see if there was a reason I decided against it.
There is a spreadsheet already made for that very purpose. You can find it at the DyP website.Originally posted by The Troquelet
I have scanned through the BIC file, copying stats into a Clarisworks file so I can have a cheat sheet instead of having to hunt through the civpedia. I really like how all the foot unit chains [archer, warrior, spearman, marine] merge together so no unit ever has a dead end. I think I found some errors in the file however [I'm only up to Carrier, haven't looked at air units yet]:
The Musketeer Upgrade Chain was broken, it will be fixed in the next release. The musketeer is supposed to become available at the same time as the Arquebusier and upgrade to the Grenadier. The Arquebusier is supposed to upgrade to the Musketman.1. The French Musketeer. Is it a replacement for the Arquebusier or for the Musketman??
The Mobile Infantry is Amphibious.2. All units after Arquebusier are amphibious - and so are Marine and Specops, which merge with the Spearman chain - but not Grunt and MobInf??
The Ironclad is meant to not have ATAR to help restrict it to coastal tiles.3. Galleons and all units after them treat all terrain as roads. But the Ironclad and the Nuclear Submarine do not have this ability??