Keldath addons

I love those roman roads. The way the roads explode about the map is terrific fun. Maybe some modern version of the wonder could work for railroads eg the swiss rail network?
 
I just had a thought: there were problems over the different great walls clashing: what about making Hadrian's wall, to cover the wonder that gives walls to each city? Make it a national wonder. After all, it's not that awesome as it goes obsolete with gunpowder? Then it is complementary not competitive with the Warlords version?
 
Keldath - if you won't mind - I'll gladly help balancing a tech tree, so you could focus on compiling more mods (i.e. proposed by Mrgenie), unique units and buidings and graphics...

I can try to add and merge a lot of techs from the best (IMHO) mod for civ 3 - Rise And Rule and try to balance it :) I can propose some units and buildings too. Actually - I'd love to do it :D

May I start the work ?
 
ok i have it !
make the bazooka with 100 bonus agains tank , with no possibilaty to attack cities , and a weaknees to other units

same to the anti aircraft units
it's not making sense to have the bazzoka only in the cities waiting , they should have ability to strike , but only agains armor

glad to hear you are always moving forward , i am sure your mod will be great with it is finished
 
I was reading wikipedia about the bazooka and it seems like they are offensive weapons as well as defensive but very specialised, and not effective against some types of tanks. I imagine you could attack a city with a bazooka unit with a substantial negative.
 
bazooka not attack cities? i don't know, but, i guess when im hiding in a building and someone shoots with a bazooka into my room, i hardly doubt i'll survive that.
bazooka should have 150 against tanks on attack!imagine you'r rolling in the field with a tank devision...some guy is waiting there in the bushes...you roll by, and then he aims at you from the right back side of your tank just above your engines..or turret...most anti tanks weapons these days explode just above the vulnarable parts and are VERY effective! so I'd give him a 150attack bones against tanks..orrr....

make it very complex...tanks against infantery is normally close combat, tanks vs tanks ranged combat, bazooka vs tanks ranged combat...so..
let bazookas vs tanks attack like if they are artillery, ranged attack, with special bonus! :) im not sure how to implement this to keep the balance of the game intact...but im just trying to think together with carnivore :)
 
I imagine it would be very effective for that one round, but how many rounds could you carry? It's also very inaccurate at short range, and suicidal at close. Against a tank, that doesn't matter, but in city fighting, a person with a gun could get in close pretty easily. The economics of firing bazooka shells work beautifully versus the cost of a tank, but terribly if you are just killing a few civilians.

Also, bazooka shells just bounced off some tank armour in WW2. I am not sure that would be the case with a modern tank but bazookas have pretty much been replaced with TOW to my understanding.
 
maybe it should be left alone for the moment, and be added i a later development stage of the mod
it's a very problematic unit imo , maybe you can make it a limited unit or something ?

i think the best solotion is this
-100 vs mele unit
-100 vs mounted units
100 vs armor
no panelty vs archers
unable or with big panelty against city

like that
 
I prefer the point of mrgenie, but they are too strong..Just put 19 str in place of 20 and leave the rest and it will be fine(still pretty effective against tanks no?)..
 
hey all of you guys, hadnt had time to answer you all, but i i used all your advises,

i worked my but of to finish the version for you today - so im uploading it now -

about the bazook - i edited it before i saw carnivore suggest - so i did this

100+ against tanks

-80 to city defense
-60 against gun units
-60 against city attack

opps - just remmber i left religious victory out... oh well ill add a patch after yo guys play a little...


jollyroger - thanks fot the assistence,
id like for you to go through the tech tree and check for the structire of it and if things are need to be moved from tech to tech - especially on modern time,
also love to have more help and ideas from you and all.

check back later today for the new version!
 
So Keldath,

Exactly what is it you are uploading? Is it for 1.61 or Warlords? Does the first post reflect what is there to download? Where can we download your latest changes?

Thanks for all your hard work, btw.
 
keldath said:
hello wotan,

the next version is amra mod +5uu +dale - its for warlords, and it will be available in about 6-8 hours
on the front page

:)

HELL NICE :D

Hope no ctd :P
 
wotan, no its not for the time being.


anyway everyone:

im not sure if i will make it to post the patch today - mrgenie might do that for me, or i will tommorow, im going to work soon and uncertain if the upload will be completed by then.

so i release now a mini patch for the upcomming version (i think its the first time a ptach is released prior to the mod it self!! :) )

after you dl the new vertion,
install this mini patch too - it fixes up a minor thing.
 

Attachments

bazooka not attack cities? i don't know, but, i guess when im hiding in a building and someone shoots with a bazooka into my room, i hardly doubt i'll survive that.
bazooka should have 150 against tanks on attack!imagine you'r rolling in the field with a tank devision...some guy is waiting there in the bushes...you roll by, and then he aims at you from the right back side of your tank just above your engines..or turret...most anti tanks weapons these days explode just above the vulnarable parts and are VERY effective! so I'd give him a 150attack bones against tanks..orrr....

But the problem with the bazooka in the mod is you get them very early, and should not be considered even half as effective as say modern weapons of today.
From what I read these were put in to give a civ thats behind in tech a chance for survival against one that has tanks already. they were 20 vs armor- so when its getting attacked by a helicopter- the gunship gets its but kicked- a unit that is further down the tech tree than the bazooka. this doesn't seem logical.

Also a bazooka in WW2 was not at all long range like artillery- those guys had to get up and close to the tank and against german tanks were not that effective actually. :)

about the bazook - i edited it before i saw carnivore suggest - so i did this

100+ against tanks

-80 to city defense
-60 against gun units
-60 against city attack

Are you keeping them at str 10? (+100 against tanks making 20 ) I think +80% vs tanks is more reasonable , once again considering how early they appear. Phoenecia has a tank str 19 and would get wooped on by bazookas.

Actually 10 str +80% against tanks is all thats needed. no need for the neg against other units.
perhaps adding another unit like the bazooka for modern times with more effect vs armor, ala the tow' infantry. needing computers and composites tech.
 
i agree that a more modern bazzoka type unit like a tow infantry or if a model exists some king of rpg trooper
 
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