korn's Blitz Mod

korn469

Warlord
Joined
Aug 27, 2001
Messages
190
The readme won't fit into this space, so it is further down the thread (around post 60)

To install the Blitz mod you will need to do the following

1) Back up your original civ3mod.bic file and download the Blitzmod zip
2) Unzip the civ3mod.bic file from the Blitz mod zip into your civ3 directory
3) Open up the Text folder in your civ3 directory and back up your Civilopedia.txt, your PediaIcons.txt, and your Version.txt
4) Unzip the Blitz mod Civilopedia.txt, PediaIcons.txt, and version.txt into your civ3/Text folder
5) Open up your art folder then open up the units folder in the art folder and back up your version of the units_32.pcx file
6) Unzip the Blitz mod units_32.pcx file into your civ3/art/units folder
7) You will need to create unit folders in your civ3/art/unit directory for the following units, Outrigger, Colonist, Grenadier, Partisan, and Modern Army
8) If you have a high speed internet connection, you can download the contents of these folders from http://profiles.yahoo.com/blitz_mod they are in the briefcase if not please follow the instruction below

To create the correct flic files here is a step by step guide

1) Goto your main Civ3 directory
2) From there open the Art file
3) From there open the Units File
4) From there create the following folders
-->Colonist
-->Colonist Modern Times
-->Grenadier
-->Modern Army Ancient Times
-->Modern Army Industrial Ages
-->Modern Army Middle Ages
-->Modern Army Modern Times
-->Outrigger
-->Partisan

5) Staying in the Units File copy all of the files in each folder in the following order
-->All of the files in the Settler folder to the Colonist Folder
-->All of the files in the Settler Modern Times folder to the Colonist Modern Times folder
-->All of the files in the Rifleman folder to the Grenadier folder
-->All of the files in the Army Ancient Times folder to the Modern Army Ancient Times Folder
-->All of the files in the Army Industrial Times folder to the Modern Army Industrial Ages folder
-->All of the files in the Army Middle Ages folder to the Modern Army Middle Ages Folder
-->All of the files in the Army Modern Times folder to the Modern Army Modern Times Folder
-->All of the files in the Galley folder to the Outrigger folder
-->All of the files in the Marine folder to the Partisan folder

6) Once you have done that then rename the .ini files in each folder like so (keep the same spaces as i do)
-->Rename settler.ini to colonist.ini
-->Rename settler modern times.ini to colonist modern times.ini
-->Rename rifleman.ini to grenadier.ini
-->Rename army ancient times.ini to modern army ancient times.ini
-->Rename army industrial times.ini to modern army industrial ages.ini
-->Rename army middle ages.ini to modern army middle ages.ini
-->Rename army modern times.ini to modern army modern times.ini
-->Rename galley.ini to outrigger.ini
-->Rename marine.ini to partisan.ini

7) After that play, have fun, and report any bugs!

the readme is on the second page, it is too big to fit into here

if you encounter any problems or bugs or if you have suggestions please let me know...i will continue to update this mod with the intentions of making it the best play balance mod for civ3

v1.06beta7.3 is is Civ3 1.17f compatable, if you don't have the beta7.3 then i highly recommend you upgrade because you are missing many of the files
 

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Any chance there is a list of your fixes, currently, without reading the history? i.e.

v1.05bc

(Total List of Changes)

I would be interested in seeing that also...
 
This mod hopefully improves Civ3, especially on the combat side
_______________________
v1.05bc
Updates
*Fixed a problem with upgrading units (1.05c)
*Factories now require a Mill, and the Mill does not become obsolete (1.05c)
*Newspaper no longer provide any culture, but now they increase resistance to propaganda in addition to reducing corruption (1.05c)
*Obelisk stats are now 60/1/1 (1.05c)
*The Pyramids now cost 300 with the same effect (1.05c)
*Generals now function as armies, but upgrade to armies and can build armies, this was done to allow the AI to use them effectively (1.05c)
*Work Around for too many Police Stations/U.N. buildings (1.05b)
*Decreased Modern Armor stats to 24.12.4 (1.05b)
*Doubled Hit Points and Rate of Fire for all units
*Doubled Population and Building Defense to Bombard
*Incorporated Sevorak's More City Names Mod
*Added New Government Confederation
*Increased Tech cost of all Industrial and Modern Era Advances by 10%
*Added General Unit
_______________________

Building Changes
*Mothballed the Movie Theater, Propaganda Ministry, and Classless Society because Government Specific buildings are beyond the scope of the editor
*Added four building and three wonders to allow savegame compatability while adding new buildings and wonders
*Added the following buildings: the Forum, the Mill, Port Facility, Theater, Laboratory, Museum, and Stock Exchange
*Decreased culture of all standard Civ3 buildings (except the palace) by 1
*Removed all negative culture modifiers except from the Manhatten Project
*Forum stats are 60/1/2 (NONE)
*Mill stats are 160/2/0 +25% Production (Engineering) {replaced by power plants}
*Newspaper stats are now 120/2/2 Reduces Corruption (Printing Press)
*Port Facility stats are 60/1/0 Veteran Sea Units, Militaristic (Astronomy)
*Theater stats are 140/2/4 (Free Artistry) [Forum]
*Laboratory stats are 180/3/1 +50% Research Output (Scientific Method) [University]
*Museum stats are 200/4/6 (Atomic Theory) [Theater]
*Stock Exchange stats are 180/4/0 +50% Tax Ouput, Commercial (The Corporation) [Bank]
*Removed Veteran Sea Unitsand Militaristic ability from Harbor
*Increased Airport's upkeep to 3
*Increased Bank's upkeep to 3
*Increased Factory's upkeep to 4
*Increased Hydro Plant's upkeep to 4
*Increased Manufactoring Plant's upkeep to 5
*Increased Mass Transit's upkeep to 3
*Increased Nuclear Plant's cost and upkeep to 180/4
*Increased Coal Plant's upkeep to 4
*Increased Research Lab's cost to 200 and upkeep to 4 [Laboratory]
*Decreased Solar Plant's cost to 320, increased upkeep to 4
*Increased University's upkeep to 3, removed the one unhappy citizen
_______________________

Unit Changes
*Added General Unit, 0.1.1, cost 160, build armies, Horseback Riding
*Added Pillage ability to armies
*Decreased Ironclad movement to 6
*Decreased Transport movement to 8
*Decreased Submarine movement to 8
*Decreased Nuclear Submarine movement to 9
*Decreased Battleship movement to 10
*Decreased Aircraft Carrier movement to 10
*Decreased Destroyer movement to 11
*Decreased Aegis Cruiser movement to 12
_______________________

Government Changes
Confederation
*Rate Cap 7
*Worker Rate 2
*Assimilation Chance 1%
*Draft Limit 2
*Military Police Limit 1
*Corrpution and Waste: Communal
*War Weariness: Low
*Cannot Hurry
*Resistant Modifier vs.: Same as Despotism
*Support 3/3/3 cost 1
*No Prerequisite
Changes to Republic
*support 1/1/1 cost 1
*War weariness increased to high
Changes to Monarchy
*War weariness increased to low
Changes to Communism
*support changed to 4/6/8 cost 1
*Draft limit 4
*Military Police Limit 6
Changes to Fascism
*support 4/5/6 cost 2
Changes to Democracy
*support 1/2/3 cost 2
_______________________


v1.04b
Updates
*Fixed the "Please Wait" hand caused by modifying the specialist citizen
*Fixed an Illegal Opperation Error caused by switching to Fascism in the original v1.04
_______________________


v1.03
Updates
*Added four new buildings, Newspaper, Movie Theater, Propaganda Ministry, Classless Society
*Added one new unit, the Partisan
*Reduced time to build a fortress by half to 8
*Increased Tech Rate slightly on all map sizes
*Cities needed to support an army decreased from 3 to 2
*Fixed a few small bugs
_______________________

Building Changes
*Newpaper cost 120, upkeep 2, +50% research output, reduces corrpution, requires Printing Press
*Movie Theater cost 200, 2 upkeep, replaces colosseum, makes 3 citizens happy, +50% tax output, +6 culture, requires Electronics and Democracy
*Propaganda Ministry cost 160, 2 upkeep, replaces colosseum, makes 3 citizens happy, resistant to propaganda, requires The Corporation and Fascism
*Classless Society cost 200, 2 upkeep, replaces colosseum, makes 3 citizens happy, +50% researcch output, +4 culture, requires Replacable Parts and Communism
*Police Stations now require courthouses before being built
*University now makes one citizen unhappy
*Great Library now requires two Libraries before being built
*The Oracle now requires two Temples before being built
*Sistine Chapel now requires two Cathedrals before being built
*Newton's University now requires two Universities before being built
*Cure for Cancer now requires three Research Labs before being built
*Longevity now requires three Hospitals before being built
*SETI Program now requires three Universities before being built
*Nuclear Plant now causes -2 culture
*Increased cost of all space ship parts by 50%
*Increased cost of SDI to 800, reduced its culture to 0
*Reduced cost of Forbidden Palace to 200
_______________________

Government Changes
*Changes to Anarchy
Assimilation rate is now 0
Now Requires Maintenance
Unit support now 2/4/6 cost 1
Rate Cap now 5
Propaganda Modifier vs. all other governments is -25
Immune to establish Embassy
Spies and Diplomats are both Conscript
War Weariness is now low
*Changes to Despotism
Assimilation rate is now 0
Rate cap is now 8
Propaganda Modifer vs. Fascism is now -20
*Changes to Monarchy
Assimilation rate is now 1
Rate cap is now 9
Propaganda modifer vs. Fascism is now -10
*Changes to Republic
Rate cap is now 9
*Changes to Communism
Assimilation Rate is now 3
Propaganda modifer vs. Fascism is now -5
Draft Rate is now 4
Support is now 3/6/10
*Changes to Democracy
Assimilation Rate is now 4
Propaganda modifer vs. Fascism is now 10
*Changes to Fascism
All Propaganda modifers are reduced by 5
Corruption is now Nuisance
_______________________

Unit Changes
*Partisan stats are 2(8[1]1).2.2 counts as a foot soldier, hidden nationality, treats all terrain like roads cost 20 and 1 pop
*Army now costs 120
*Cruise missile stats now 0.0.1 10[3]4 costs 60
*Galley now costs 20
*Caravel now costs 30
*Frigate now costs 50
*Privateer now costs 40
*Galleon now costs 50
*Ironclad now cost 70
_______________________


v1.02
Updates
*Added New Government Fascism
*Renamed Pharaoh's Cartouche to Obelisk
*Obelisk now correctly shows up in the city screen and Civilipedia
*Tax Collector requires Code of Laws
*Fixed a number of small bugs
_______________________

Government Changes
Fascism
*Rate Cap 10
*Worker Rate 2
*Assimilation Chance 0%
*Draft Limit 4
*Military Police Limit 4
*Corrpution and Waste Minimal
*Standard Trade Bonus
*War Weariness: None
*Forced Labor
*Resistant Modifier vs.:
Anarchy: -5
Despotism: 0
Monarchy: 10
Communism: 20
Republic: 15
Democracy: 20
Fascism: 0
*Diplomats and Spies are regular
*Immune to Steal Technology
*Support Cost 1
*Town/City/Metropolis 2/4/8
*Propaganda Modifier vs.:
Anarchy: 40
Despotism: 35
Monarchy: 35
Communism: 40
Republic: 35
Democracy: 30
Fascism: 0

*changed the assimilation chance in democracy to 5%
*changed the support rate in democracy and republic to 0/1/2
*changed the spies in communism to elite
*added immunity to investigate city for communism
*changed Germany and Japan to prefer Fascism

_______________________

Ground Unit Changes
*Knight cost reduced to 60
*Samurai cost reduced to 60
*Rider cost reduced to 60
*War Elephant cost reduced to 60
*Longbowman cost reduced to 30
*Musketman cost reduced to 40
*Musketeer cost reduced to 40
*Rifleman cost reduced to 60
*Infantry movement increased to 2
*Marine movement increased to 2
*Tank movement increased to 3
*Panzer movement increased to 4
*Mech Infantry movement increased to 4
*Modern Armor movement increased to 4
*Artillary stats now 1(12).1.2
*Radar Artillary stats now 1.(16).1.3

Army Changes
*Army cost reduced from 400 to 150
*Cities needed to support an army decreased from 4 to 3
*Added Blitz ability to armies
*Army transport capacity reduced to 2
*Military Academy now allows bigger armies in addition to build armies without leader

Naval Unit Changes
*Frigate movement increased to 6
*Man-o-War movement increased to 6
*Privateer movement increased to 6
*Galleon movement increased to 5
*Ironclad movement increased to 8
*Transport movement increased to 10 transport capacity reduced to 5
*Submarine movement increased to 10
*Destroyer movement increased to 15
*Battleship movement increased to 14, removed cruise missile transport ability
*Carrier movement increased to 14
*Nuclear sub movement increased to 12
*Aegis Cruise movement increased to 15, reclassifed AI as a naval missile transport

Air Unit Changes
*Cruise missiles now appear to be able to sink ships
*Cruise missile stats now 0.0.1 12[2]4 cost 60
_______________________


v1.01
Updates
*Changed the name of Pharaoh's Sunboat to Pharaoh's Cartouche, it's name should appear correctly now
*Increased chance to intercept stealth mission to 9%
*Reset The Manhatten Project back to Great Wonder status, but left its updated stats unchanged
*Various small bug fixes

Air Unit Changes
*Cruise Missile stats now 0.0.1 15[3]4 cost 60
*Fighter stats now 5.4.2 8[1]6 with Blitz
*Bomber stats now 0.3.2 10[3]8 with Blitz
*Jet Fighter stats now 10.8.3 10[2]8 with Blitz and Radar, cost 120
*F-15 stats now 10.8.3 12[3]8 with Blitz and Radar, cost 120
*Stealth Fighter stats now 0.2.3 13[2]8 with Blitz and Radar
*Stealth Bomber stats now 0.1.3 14[4]8 with Blitz and Radar

Naval Unit Changes
*Destroy movement increased to 10
*Submarine movement increased to 7
*Transport movement increased to 7
*Carrier movement increased to 10
*Nuclear submarine movement increased to 8, can now carry cruise missiles in addition to tactical nukes
*Battleship movement increased to 10, can now carry 1 cruise missile
*Aegis Cruiser stats now 14(8).12.10 bombard range decreased to 1, can now carry 2 cruise missiles

Ground Unit Changes
*Paratrooper movement increased to 2
_______________________


v1.0
Citizen Changes
*Entertainers now require Ceremonial Burial
*Tax Collecters now generate 2 taxes, requires currency
*Scientists now generate 2 research, require mathematics
_______________________

Building and Wonder Changes
*SAM missile battery now costs 100, added bombard defense of 8
*Police Stations now cost 120, added resistance reduces corruption
*The Pyramids now put a Pharoah's Sunboat in every city on the continant, stats changed to +2 culture instead of +4
*Pharoah's Sunboat cost 80, gives +2 culture, requires the Pyramids for building
*Manhatten Project is now a small wonder
*Mahatten Project stats changed to enables nukes for that civ, -2 culture, causes 1 unhappy citizen in every city, cost 500
*Factory, Manufactoring Plant, Coal Plant, Offshore Platform, Nuclear Plant now causes -1 culture
*Solar Plant now costs 360
_______________________

General Settings Changes
*Chance to intercept air mission now 90%
*Chance to intercept stealth mission now 7%
_______________________

General Unit Changes
*All civs can now build every general unit
*Swordmen now upgrade to riflemen
*Longbowmen now upgrade to riflemen
*Cavalry now upgrade to tanks
*Frigates now upgrade to ironclads
*Privateers now upgrade to destroyers
*Ironclads now upgrade tp destroyers
*Destroyers now upgrade to Aegis Crusiers

Air Unit Changes
*Fighters stats now 5.4.2 6[1]6 with Blitz
*Bomber stats now 0.3.2 10[4]8 with Blitz
*Jet fighter stats now 10.8.3 12[1]8 with Blitz and Radar, cost 120
*F-15 stats now 10.8.3 14[2]8 with Blitz and Radar, cost 120
*Stealth fighter stats now 0.3.3 15[2]8 with Blitz and Radar
*Stealth Bomber stats now 0.1.3 16[4]8 with Blitz and Radar
*Cruise Missile stats now 0.0.1 18[4]5 cost 50
*Helicopters stats now 0.2.2 6 and can see subs

Naval Unit Changes
*Caravel can now only carry two units, speed increased to 4
*Privateer stats now 2.1.5, exerts a zone of control, costs 50
*Frigate stats now 3(2).3.5
*Man-O-War stats now 4.(3).3.5
*Ironclad stats now 5(4).5.6
*Transport stats now 1.5.6 can now only carry 6 units, cost 90
*Destroyer speed increased to 8, can see subs, cost 100
*Battleship stats now 21(10).15.8
*Carrier stats now 1.10.8 can carry five aircraft cost 200
*Submarine stats now 10.4.6 cost 90
*Nuclear Submarine stats now 6.8.7 can transport 3 tactical nukes, cost 150
*Aegis Cruiser stats now 14(7).12.8

Ground Unit Changes
*Paratrooper stats now 10.8.1 paradrop range is 8, cost 110
*Marine stats now 12.7.1
*Mech Infantry stats now 12.18.3 with Blitz, cost 120
*Radar Artillary stats now 0.0.2 16[3]2 with Blitz

Nuclear Weapon Changes
*Tactical Nukes now cost 150
*ICBMs now cost 300
_______________________


if you encounter any problems or bugs or if you have suggestions please let me know...i will continue to update this mod with the intentions of making it the best modern era combat mod out!

please follow the install instructions included with the zip
 
Thanks Korn...I've really enjoyed using the previous versions of your mods...the increased ship speeds and te improved privateer are the most obvious benefits of running your mod file!
 
kittenOFchaos

well i am glad you are enjoying playing with it :)
hopefully the patch will give me a little more things to play with in the editor so i can make this mode even better
 
*Doubled Hit Points and Rate of Fire for all units

a quick question, with the Rate of Fire are we talking about the bombardment bit here or are we talking ALL UNITS.

if so was this to ensure that combat doesn't take longer with the increased hitpoints? if so how did you do that, and also an idea would be to increse the unit healing speed as well, since it has more HP to heal
 
This mod looks way too good to skip! I had been thinking of making one, but most of my ideas are already in yours, so there´s no need.

One suggestion I can think of would be to add a technical university as an industrial-age improvement. It would increase science significantly, and also production, but with no cultural bonus.

Another suggestion would be for transport improvements, and any others that improve the ability to communicate with distant cities, to decrease corruption.
 
thanx...

also... you increased the hit points... do you ever get any problems from the increased graphics... I tried this (gave elites a base of 6) and when I did, and the unit moved... it would leave a little trail of pixels behind... from the top of the hit point graphic... I have a pretty hefty system... so it isnt that... just wondering...

RoY
 
also... you increased the hit points... do you ever get any problems from the increased graphics... I tried this (gave elites a base of 6) and when I did, and the unit moved... it would leave a little trail of pixels behind... from the top of the hit point graphic... I have a pretty hefty system... so it isnt that... just wondering...

I've noticed that same thing.

Endureth
 
also... you increased the hit points... do you ever get any problems from the increased graphics... I tried this (gave elites a base of 6) and when I did, and the unit moved... it would leave a little trail of pixels behind... from the top of the hit point graphic... I have a pretty hefty system... so it isnt that... just wondering...

yea it seems that everyone is encountering this, while annoying i think its goodpoints (better combat results) outweight the bad (stupid little trails of pixals)

a quick question, with the Rate of Fire are we talking about the bombardment bit here or are we talking ALL UNITS.

just the bombard units, otherwise by doubling the hitpoints without doubling the rate of fire then bombard units would only be half as effective

and the healing rate should double as well (i tested it and that is what seemed to have happened)

seeing as the patch will be out soon does anyone have a v1.06 wishlist?
 
Very nice, good changes and good Wonders. Really original!:king:
 
A couple things.. I keep getting a crash during industrial or modern ages when using Korn's Biltz mod and patch on a 230x230 world only 8 players. I now am playing on a 150x150 8 player world well into the modern age no crash just total imbalance as you already know. Anyone else played a game past the Industrial or modern ages on Hugh worlds with only 8 civs? I am thinking it is just the lack of proper testing to find all the bugs but who knows. :nuke:

Desert Fox :p
 
Desert Fox

what do u find to be out of balance?

i am working on v1.06 and when i release it, while it won't contain any new art it should have an icon for everything, and i don't personally want any bugs in it...crashes are harder to fix, because you have to determine which change caused the crash

also i never play on huge worlds, in fact i never play on anything bigger than standard because i only have a p2 400 with 128mb ram...i once tried to play on a huge world with 16 civs and i couldn't even make it past 1000bc because each turn was taking over two minutes to process

however

just total imbalance as you already know

i don't already know, please tell me how its totally imbalanced

anyways for anyone who is interested here is part of the upcoming changes to v1.06

Changes to Units
Settler 0.0.1 3/3 (wheeled) {Colonist}
Worker 0.0.1 1/1
Scout 0.0.1 1 (all terrain as roads) {Explorer}
Explorer 1.1.2 2 (all terrain as roads) Astronomy
Marine 30.20.2 10 (amphibious unit) rubber
Paratrooper 25.25.2 [8] 110 (airdrop) oil, rubber
Warrior 1.1.1 1 {Legionary}
Archer 4.2.1 2 {Longbowman}
Spearman 2.4.1 2 {Pikeman}
Swordsman 6.4.1 3 {Rifleman} iron
Chariot 2.2.2 2 (wheeled) {Mounted Warrior} horses
Horseman 4.2.2 3 (mounted) {Rider} horses
Pikeman 2.6.1 3 {Musketeer} none
Longbowman 8.2.1 3 {Rifleman} iron
Musketman 4.8.1 4 {Rifleman} saltpeter
Knight 8.6.2 6 (mounted) {Coassack} horses, iron
Rifleman 10.15.1 6 {Infantry}
Cavalry 12.6.3 8 (mounted) {Panzer} horses, saltpeter
Infantry 15.25.2 8 {Mech Infantry} rubber
Tank 40.20.3 10 (blitz) {Modern Armor} oil, rubber
Mech Infantry 30.45.4 12 (blitz) oil, rubber
Modern Armor 60.30.4 12 (blitz) oil, rubber, aluminum
Catapult 0.1.1 8[2]1 2 (wheeled) {Cannon}
Cannon 0.2.1 16[2]1 4 (wheeled) {Artillary} saltpeter
Artillary 0.3.2 30[5]2 8 {Radar Artillary}
Radar Artillary 0.4.3 40[7]2 12 (blitz) aluminum
Cruise Missile 0.0.1 25[8]4 6 (tactical missile, cruise missile, foot soldier, load, airlift) aluminum
Tactical Nuke 0.0.1 0[0]8 13 aluminum, uranium
ICBM 0.0.1 (ICBM) 25 Aluminum, Uranium
Galley 1.1.3 2|2 {Caravel}
Caravel 2.4.4 3|2 {Galleon}
Frigate 6.6.5 5 4[4]1 {Ironclad} iron, saltpeter
Galleon 2.4.5 5|4 {transport}
Ironclad 12.12.6 10[5]1 7 {Destroyer} iron, coal
Transport 3.5.8 10|8 oil
Carrier 3.25.10 20|5 (radar) oil
Submarine 25.10.8 9 (can see submarines) oil
Destroyer 30.20.11 15[5]1 10 (can see submarines) {Aegis Cruiser} oil
Battleship 50.35.10 25[5]2 20 oil
Aegis Cruiser 30.30.11 10[5]1 16|2 (can see submarines, radar, can carry tactical missiles, carry foot units only) aluminum, uranium
Nuclear Submarine 15.20.9 15|3 (can see submarines, can carry tactical missiles) uranium
Fighter 12.10.2 15[3]6 8 (blitz) {Jet Fighter} oil
Bomber 0.7.2 25[8]8 10 (blitz) oil
Helicopter 0.4.2 0[0]6 9 (can see submarines) oil, rubber
Jet Fighter 25.20.3 25[5]8 12 (blitz, radar) oil, aluminum
Stealth Fighter 0.5.3 35[5]8 12 (blitz, radar, stealth) oil, rubber, aluminum
Stealth Bomber 0.3.3 38[10]8 240 (blitz, radar, stealth) oil, rubber, aluminum
Army -.-.1 13|2 (army, blitz, pillage)
Jaguar Warrior 2.2.2 1 {Warrior}
Bowman 4.4.1 2 {Archer}
Hoplite 2.6.1 2 {Impi}
Impi 2.4.2 {Spearman}
Legionary 6.6.1 3 {Immortals} iron
Immortals 8.4.1 3 {Swordsman} iron
War Chariot 4.2.2 2 {Chariot} horses
Rider 8.6.3 6 (mounted) {Samurai} horses, iron
Mounted Warrior 6.2.2 3 (mounted) {Horseman} horses
Musketeer 6.8.1 4 {Musketman} saltpeter
Samurai 8.8.2 6 {War Elephant} iron
War Elephant 8.6.2 6 (mounted) {Knight}
Cossack 12.8.3 8 (mounted) {Cavalry} horses, saltpeter
Panzer 40.20.4 10 (blitz) {Tank} oil, rubber
Man-O-War 8.6.5 6[4]1 {Frigate} iron, saltpeter
F-15 25.20.3 30[8]8 120 oil, aluminum
Privateer 4.2.6 4 (hidden nationality, zoc) {Destroyer} iron, saltpeter
Partisan 8.8.4 2/1 (hidden nationality)
Colonist 0.0.2 8/2

Changes to Combat Experiance
Conscript 4
Regular 6
Veteran 9
Elite 12
 
Originally posted by korn469
Desert Fox

what do u find to be out of balance?

No the game is out of balance without your GREAT mod!! I tried playing the game without your mod to see if it would crash.

i am working on v1.06 and when i release it, while it won't contain any new art it should have an icon for everything, and i don't personally want any bugs in it...crashes are harder to fix, because you have to determine which change caused the crash

also i never play on huge worlds, in fact i never play on anything bigger than standard because i only have a p2 400 with 128mb ram...i once tried to play on a huge world with 16 civs and i couldn't even make it past 1000bc because each turn was taking over two minutes to process

however



i don't already know, please tell me how its totally imbalanced

anyways for anyone who is interested here is part of the upcoming changes to v1.06

Changes to Units
Settler 0.0.1 3/3 (wheeled) {Colonist}
Worker 0.0.1 1/1
Scout 0.0.1 1 (all terrain as roads) {Explorer}
Explorer 1.1.2 2 (all terrain as roads) Astronomy
Marine 30.20.2 10 (amphibious unit) rubber
Paratrooper 25.25.2 [8] 110 (airdrop) oil, rubber
Warrior 1.1.1 1 {Legionary}
Archer 4.2.1 2 {Longbowman}
Spearman 2.4.1 2 {Pikeman}
Swordsman 6.4.1 3 {Rifleman} iron
Chariot 2.2.2 2 (wheeled) {Mounted Warrior} horses
Horseman 4.2.2 3 (mounted) {Rider} horses
Pikeman 2.6.1 3 {Musketeer} none
Longbowman 8.2.1 3 {Rifleman} iron
Musketman 4.8.1 4 {Rifleman} saltpeter
Knight 8.6.2 6 (mounted) {Coassack} horses, iron
Rifleman 10.15.1 6 {Infantry}
Cavalry 12.6.3 8 (mounted) {Panzer} horses, saltpeter
Infantry 15.25.2 8 {Mech Infantry} rubber
Tank 40.20.3 10 (blitz) {Modern Armor} oil, rubber
Mech Infantry 30.45.4 12 (blitz) oil, rubber
Modern Armor 60.30.4 12 (blitz) oil, rubber, aluminum
Catapult 0.1.1 8[2]1 2 (wheeled) {Cannon}
Cannon 0.2.1 16[2]1 4 (wheeled) {Artillary} saltpeter
Artillary 0.3.2 30[5]2 8 {Radar Artillary}
Radar Artillary 0.4.3 40[7]2 12 (blitz) aluminum
Cruise Missile 0.0.1 25[8]4 6 (tactical missile, cruise missile, foot soldier, load, airlift) aluminum
Tactical Nuke 0.0.1 0[0]8 13 aluminum, uranium
ICBM 0.0.1 (ICBM) 25 Aluminum, Uranium
Galley 1.1.3 2|2 {Caravel}
Caravel 2.4.4 3|2 {Galleon}
Frigate 6.6.5 5 4[4]1 {Ironclad} iron, saltpeter
Galleon 2.4.5 5|4 {transport}
Ironclad 12.12.6 10[5]1 7 {Destroyer} iron, coal
Transport 3.5.8 10|8 oil
Carrier 3.25.10 20|5 (radar) oil
Submarine 25.10.8 9 (can see submarines) oil
Destroyer 30.20.11 15[5]1 10 (can see submarines) {Aegis Cruiser} oil
Battleship 50.35.10 25[5]2 20 oil
Aegis Cruiser 30.30.11 10[5]1 16|2 (can see submarines, radar, can carry tactical missiles, carry foot units only) aluminum, uranium
Nuclear Submarine 15.20.9 15|3 (can see submarines, can carry tactical missiles) uranium
Fighter 12.10.2 15[3]6 8 (blitz) {Jet Fighter} oil
Bomber 0.7.2 25[8]8 10 (blitz) oil
Helicopter 0.4.2 0[0]6 9 (can see submarines) oil, rubber
Jet Fighter 25.20.3 25[5]8 12 (blitz, radar) oil, aluminum
Stealth Fighter 0.5.3 35[5]8 12 (blitz, radar, stealth) oil, rubber, aluminum
Stealth Bomber 0.3.3 38[10]8 240 (blitz, radar, stealth) oil, rubber, aluminum
Army -.-.1 13|2 (army, blitz, pillage)
Jaguar Warrior 2.2.2 1 {Warrior}
Bowman 4.4.1 2 {Archer}
Hoplite 2.6.1 2 {Impi}
Impi 2.4.2 {Spearman}
Legionary 6.6.1 3 {Immortals} iron
Immortals 8.4.1 3 {Swordsman} iron
War Chariot 4.2.2 2 {Chariot} horses
Rider 8.6.3 6 (mounted) {Samurai} horses, iron
Mounted Warrior 6.2.2 3 (mounted) {Horseman} horses
Musketeer 6.8.1 4 {Musketman} saltpeter
Samurai 8.8.2 6 {War Elephant} iron
War Elephant 8.6.2 6 (mounted) {Knight}
Cossack 12.8.3 8 (mounted) {Cavalry} horses, saltpeter
Panzer 40.20.4 10 (blitz) {Tank} oil, rubber
Man-O-War 8.6.5 6[4]1 {Frigate} iron, saltpeter
F-15 25.20.3 30[8]8 120 oil, aluminum
Privateer 4.2.6 4 (hidden nationality, zoc) {Destroyer} iron, saltpeter
Partisan 8.8.4 2/1 (hidden nationality)
Colonist 0.0.2 8/2

Changes to Combat Experiance
Conscript 4
Regular 6
Veteran 9
Elite 12
:crazyeyes
 
Korn's Biltz mod is the best mod out there! I was saying the game (as you already know) is totally unbalanced without your great mod! I was just curious if anyone has played on large worlds with patch and your mod without a crash. I now have to try a game with your mod running under windows 2000 professional. I do know that the worker bug is one reason I was having crashes though.
You had the best ideas I think as far as mods go keep them coming, but wheeled settlers? hmm, I will check it out, I know someone making Army Corp Engineer being able to build roads etc was way out there :D I bet it will work though or you would not have tried it! Peace! :goodjob:

Desert Fox :p
 
Desert Fox

thanks for the support!
i thought that you meant i introduced new imbalance into the game, which is certainly not my aim
what is the worker bug? are you talking about how it doesn't appear in the build queue? i know what causes this, and hopefully i will enlist the help of someone with art expertise to get rid of it

the wheeled 3 pop early settlers are in place to slow down expansion, so that when the mid game comes there is still places to expand to

i am really hoping that combat in the industrial and modern eras will be much better
btw although armies have had their transport ability reduced to 2 now the military academy, the pentagon, and battlefield medicine raise army size by 1
 
the full version isn't ready yet, but here is the latest beta

note: to install the beta you will need to replace the current civ3mod.bic file with the civ3mod.bic file i included, however i strongly recommend that you make a backup of your original civ3mod.bic in case my mods crash your game

also to keep the game from crashing you will need to create two unit folders (you can find these folders in ...\Civ3\Art\Units), the partisan unit folder and the colonist unit folder, you will then need to copy all of the files from the paratrooper unit folder to the partisan unit folder, and rename paratrooper.ini to partisan.ini then you will need to copy all of the files from the explorer unit folder to the colonist unit folder and rename explorer.ini to colonist.ini
 
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