"Hitpower" mod (new unit A/D only)

How well does this mod readjust the ages?

  • Still not enough difference

    Votes: 0 0.0%
  • Just about right

    Votes: 1 33.3%
  • Too much!!!

    Votes: 2 66.7%

  • Total voters
    3
  • Poll closed .

Grey Knight

Old hacker
Joined
Feb 11, 2002
Messages
281
Location
On the road in Chicago IL
I've done the "multiply the A/D values by age" thing, but with a slight twist. Since the A/(A+D) calculation results in a diminshing rate of returns for a constant D and increase A, I used a logrithmic scale to increase the A/D values. Hopefully this should give a consistent "age edge". The scale goes from 2x in the ancient age, to 4x in early industrial, to 8x in modern

A quick overview of the new values:

Code:
Unit               New A   New D

Warrior              2       2
Swordsman            7       5

Spearman             2       4
Pikeman              3       8
Musketman            6      12
Rifleman            16      24
Infantry            28      46
Mech Infantry       84     125

Archer               4       2
Longbowman          11       3

Marine              49      36
Paratrooper         39      52

Chariot              4       2
Horseman             5       2
Knight              11       8
Cavalry             22      11
Tank                97      49
Modern Armor       167     111

Galley               2       2
Caravel              3       6
Galleon              4       7
Frigate              7       7
Privateer            7       4
Man-O-War           11       7
Ironclad            16      16
Transport            5      21
Destroyer           63      42
Submarine           45      23
Carrier              6      45
Battleship         102      68
Nuclear Submarine   64      32
AEGIS Cruiser      110      92

Fighter             23      11
Bomber               0      11
Helicopter           0      13
Jet Fighter         64      32
F-15                64      32

Comments welcome!

FWIW, this is from a chat session off 'poly:

[Soren_Johnson_Firaxis] having said that*, the later age units in Civ3 ARE less powerful than they are in Civ2. This was a design decision based on the resource system. We didn't want the game to be totally hopeless if you were unable to build the newest type of unit because you don't have resource X

*"That" was that hitpower simply multiplied the A/D value by the hitpower value, so A=10 and HP=2 was the same as A=20 HP=1

Cheers,
Shawn
 
This looks like something I wanted to do a while ago, but didn't have the time... Great work!

I am going to give this mod a try right after I finish a map that I am working on...

Only two areas jump out for me, if your looking for a little feedback(I will provide more relevant data after playing through a game)-

1 - I am alittle concerned about the similar attack values for swordsmen, Knight, and Longbowmen vs. the def values for the pikemen. It seems as though the pikemen should be stonger defensivly against the knight(currently 11v8), slightly weaker vs. swordsmen(7v8) and significantly weaker vs. longbowmen(11v8)... Can't really maek a specific suggestino here since it would affect the rest of the table, but one of the problems that the originalgame values didn't seem to take into account is range of attack(def)

2 - The other area of concern is the naval table. A modern day miltary transport should be able to take out a caravel with no problem(even in the sense that it could outrun the caravel if the battle were going bad to come back and fight again another day). currently it looks like its an even match(5v6). I would make a higher separation between era's with the dividing line being ironclad/transport. Ironclads should be the battleships of their day(but they should become so obsolete that EVEN the AI should recognise it. ... the current game keeps ironclads by the tens all the way into the modernage... I personnally can't wait to see if you addressed the movement issues in the game modern vs. oldworld...


Thanks for the very cool looking mod

I enjoy fighting it out in the early years , so I will see if I can give you some sim-world experience related feedback.
 
Thanks for the comments Craterus22. I just got around to starting a game with this mod (real life intruded, darn it!), and it would seem that some of the in-era unit values are out of balance now. Swordsmen are just a tad too strong! I haven't gotten to middle ages yet, so have yet to experience the knight / longbow vs. pike problem. By the numbers, 8 / 3 * 4 is 10.67, so 11 for knight is not really out of balance. I just did a quick check with the calculator, and the pikemen looses less than 2% more often (48.9% down from 50.6%).

The main goal was to check balance between the ages, but it is interesting seeing what +1 does for the swordsmen. Keep the comments coming!

Cheers,
Shawn
 
Back
Top Bottom