Double Your Pleasure

ok, well first thing, the techboxes are the original and not the ones made by elucidus which are smaller. but it does look like they are misaligned as well.

try it with the tech boxes that came with the mod and see what that does.

thanks
 
Maybe instead of Vikings they could be called Norse and include all the Scandinavian countries, Iceland, Norway, Sweden, Finland …

Ah, Finland

Finland Finland Finland
the country where I want to be
bunting hiking or camping
or watching tv
Finland Finland Finland
is the country for me

yes so near to Russia
so far from japan
quite a long way from cairo
lots of miles from Vietnam

Finland Finland Finland
the country where I want to be
eating breakfast or dinner
or snack lunch in the mall
Finland Finland Finland
Finland has it all

Your so sadly neglected
and often ignored
a poor second to Belgium
when going abroad

Finland Finland Finland
the country where I want to be
with your mountains so lofty
your treetops so tall
Finland Finland Finland
Finland has it all

Finland Finland Finland
the country where I want to be
with your mountains so lofty
your treetops so tall
Finland Finland Finland
Finland has it all
Finland has it all
 
Originally posted by Kal-el
Issues still on the table:
1) Improvement and Unit Costs – are they too low? How much more should they be?
I haven't played enough to comment on this. There's a lot to build. Perhaps the Forge is a bit powerful, it it is also expensive.

2) Tech Costs – same Question.
It felt OK to me, but then again I played on Regent. There's a lot to research and it took me a long time to pass into the second era. Oh btw - it seemed like I had to research it all to get out of that era. I probably just took it in an inappropriate order.

3) Additional Resource – Besides the resources I listed above, what other resources would you like to see in the mod?
Be careful with adding a lot of luxury resources, they could imbalance the game. They certainly have to be balanced with the improvement(s) that use them to provide happiness, e.g. requiring three resources instead of two to make a jump in happiness.

4) Federal Republic Icon
The flag with 12 stars sounds good to me.
5) Additional Civs –
I am thinking:
-Spanish
-Vikings
-Celts
-Incans
-Mayans
-Carthaginians
-Nubians
-Koreans
-Mongols
-Ottomans – the Empire not the furniture

Definitely Vikings, not Norse.
Danes ofc (just kidding :p ) though fimp did do one. He might not feel good about copying it, though (check the thread - it also gives a bit of our history as a world power).

- I would like to change the name of the French to the Franks, and change their leader from Joan of Arc, who doesn’t fit in with the rest of the Civs leaders, to Charlemagne, the first great Frankish/French king.

No idea, really, I don't know enough about that part of French history.

On the extra scientists and taxpeople from the other posts, I'm a bit concerned about the ability of the game to handle more than one scientist type and of the ability of the governer to deal with these. Other than that, it's a good idea.

And another idea: In order to use the HP ability systematically without overusing it, you could consider adding an extra HP at each shift in era. Thus, all units researched in the third era gets 2 extra HP. Just a thought.

Btw, what's your relation to Finland?
 
Originally posted by Kal-el
ok, well first thing, the techboxes are the original and not the ones made by elucidus which are smaller. but it does look like they are misaligned as well.

try it with the tech boxes that came with the mod and see what that does.

Ok, I did...and now see what they look like :p
 

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Those were with ecludius' techboxes. They are more in line, kind of, but there are alot of partial boxes. *shrug* :aargh3:

(Firaxis) :spank: (Us Mod-Type Peoples)
 
that is most disheartening. :(

Nightstorm,

it looks like you are not playing v.0.2. You industrial science is missing the city planning tech and your entertainers are still attached to the Drama tech. Not that that should effect the advisor screen.

I'll tell you what it looks like to me. It looks like the game is just using the wrong sized boxes for the techs. i.e. when it should be using a large box it is using the small box. I will take a look it may be as simple as reordering the tech boxes in the tech box image file.

RobO,

no relation, just like the song, I have a Danish connection myself, Viking blood runs through the Jensen veins. I am also Chinese, Irish, Scottish, German, Belgian and French.

Actually that whole post about the Norse name change was just a segue into yet another Monty Python bit.

those guys are some funny bastards.

No there not,

yes they are,

no there not,

they are!
 
I vote for the flag with 12 silver stars, that sounds cool. I like the Fascism symbol, but maybe an eagle with 2 swords crossed behind it would be better. Just my opinion. ;)

As for civs, I'd like to see the Spaniards, the Carthaginians, and the Vikings, Norse, whatever....maybe some Confederates ? :cool:

Anyways, keep up the good work. I'm not real editor literate, but I'd be glad to help with some civilopedia entries if you could use an extra hand.


Happy 4/20 everyone! :D :D
 
Ah - patching isn't supposed to be painless, I guess - Not to fear though, with a bit of work well get everything back to normal in no time, hopefully
//Release manager makes mental note to cancel Christmas for all Firaxis employees//

Anyway, about balancing:
Originally Posted by Kal-El
Which brings up a question, do people think there is too much time spent in despotism to start the game? I think it is historically accurate that you don’t get the higher forms of govt. til sometime between 500 BC and 1 AD, but it is fun?
I think it's a good premise, but I would like to hear some opinions from people who've played to 1700 - 1800 AD or further. If this doesn't seriously cripple gameplay in the later ages, it definitely gets a big :goodjob: from me.
That brings up another question, do people want more citizens? Here are my thoughts, open for discussion:
Oh yes, definitely, though I share RobO's concerns about the AI not being able to handle it - Let's test it though.
1) Improvement and Unit Costs – are they too low? How much more should they be?
There are a lot of Productivity Increasing improvements available, so It might be a good idea to increase the costs of some of the later Units/Improvements/Wonders - but which ones and how much - I haven't got a clue yet :crazyeye:
Additional Resource – Besides the resources I listed above, what other resources would you like to see in the mod?
Jeez... are there any more types of resources in the world :D ..

oh yeah, Hemp would.....oh, nevermind

About Additional Civs

All your suggestions are good - I'd Personally like to add Etruscans and Hittites to the list, but names are really (somewhat) unimportant - my main concern is: Is it possible to come up with civ's that are significantly different from the ones already in the game?

Of course the Danes are a must in any selfrespecting Civ3 mod - I suggest the Couch Potato as a Unique Unit, and The Little Mermaid as Leader :rolleyes:

I agree on the point of Jeanne D'arc - I never understood what she was doing as leader (yes yes, she's mighty pretty and all, but still..) - and If you decide to change to Charlemagne, then I guess Franks would be more correct. Other alternatives would be Louis XIV or good old Napoleon.
Ottomans – the Empire not the furniture

LOL
but on the serious side, I'd love to see them in the mod

I think that covers all 4 of your topics..... (ok, I'm indifferent about the Federal Republic :p )
Originally posted by RobO And another idea: In order to use the HP ability systematically without overusing it, you could consider adding an extra HP at each shift in era. Thus, all units researched in the third era gets 2 extra HP. Just a thought.
Not a bad idea for a general rule - unless of course this could bring us to a situation where Elite Spearmen can kick Regular Tanks' butt on an everyday basis.

....Oh and Kal-El - Thanks for the wonderful recital of Finland - Now who want's to do Eric The Half-A-Bee for tomorrow? ;)

(...and will that be the full hour argument or just the five minutes?)
 
As afar as the HP go, I think I have it pretty well figured out. I was working on it last night while I was in class :p

the basic idea is that there is a gradual addition of hp through the ages. so that middle ancient units may have a +1 while late ancient and early middle will have a +2. More powerful early middle may have a +3 while some middle middle will have +3 or +4 with late middle having +4, early industrial could have +4 or +5, etc. Modern armor ends up with +8 and the Mobile Infantry jump to +10. Warrior's obviously get no bonus.
 
thanks, i was having a hard time figuering out how the whole +HP thing works.
 
Instead of Vikings should they be called Scandinavians, or just Danish? I don't like using the term Vikings for a Civ, or am I just being unedumacted here?

I think they should be commercial/expansionist the Viking Raider can be their unique unit. Who is great historical leader? I will have to do some research, or maybe somebody could do the research for me. Maybe somebody who lives in that neck of the woods. ;)

Of course now we will need leaderhead animatins for each of the new civs. :rolleyes: I prefer that over static images, don't you?
 
Kal-el,

Quote:

3) Additional Resource – Besides the resources I listed above, what other resources would you like to see in the mod?

_______________________________________________-


Since we can have a lot of Resources now, why don’t you make it that you actually need resources to build things. That way trade in resources will become vital.
i.e. Lumber - for all wood ships. Not just tireme.
Stone - Pyramids, Palace, Aqueducts .......

get my idea? Let the resources become absolutely critical for success.
 
Kal-el,

I know you have your tech tree worked out, but the patch replaces the science advisor (SciAdv) screens and the techboxes screens. They added a smaller techbox for the ancient age, probably for the others as well, but this will mess up your SciAdv screens if someone installs the patch over your mod. Also I am not sure how the program will handle the old techboxes.pcx it may not like it too much. I was thinking of redoing the techboxes file for this new version. What do you think?
 
Originally posted by Kal-el
that is most disheartening. :(

Nightstorm,

it looks like you are not playing v.0.2. You industrial science is missing the city planning tech and your entertainers are still attached to the Drama tech. Not that that should effect the advisor screen.

Actually, it looks that way with v0.1 and v0.2. And, some boxes are even missing (like fussion for example - pics and writing is there but there is no physical tech box).

Originally posted by Elucidus
I know you have your tech tree worked out, but the patch replaces the science advisor (SciAdv) screens and the techboxes screens. They added a smaller techbox for the ancient age, probably for the others as well, but this will mess up your SciAdv screens if someone installs the patch over your mod. Also I am not sure how the program will handle the old techboxes.pcx it may not like it too much. I was thinking of redoing the techboxes file for this new version. What do you think?

Me thinks this is something to work on. I believe they will need completely re-rendered, as I have re-installed your files and they still look the same.

Originally posted by Elucidus
I am told, however, that as a scenario the lines look fine. So maybe you could try it that way.

Um, Negative...as a scenario it still looks the same.

God, I am beginning to hate Firaxis and their piece of crap v1.21f patch!!! :sniper: :mad:
 
Hi All :)

Been playing 0.2 of the mod with the 1.21f

I dont know if this is a result of the patch or not, but the land mine & the airbase wont move out of the citys they have been built in, allthough the movment indicate shows that they should be able to move. ( did not try the sea mine).

Also tried to build the arc de triomphe, but the game crashes at the piont where the says it is completed.

:(
 
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