korn's Blitz Mod

ok beta6 is up, if anyone out there is playing it, please feel free to give all of the feedback you want, because feedback is what will make this mod even better
 
Hey I am running 1.06 mod installed patch overtop of it. My units all move with a jerky kind of movement is one problem. Another is why in the world did you give the galley 50 movement points? That is way to many moves for any unit. I just started messing with it I will post any other problems I encounter. With the problems with the graphics being jerky like it is I expect a crash. I am playing on a 230x230 world with only 8 civs. I think once you go beyond 180x180 the game gets bogged down for some reason. :confused: Peace!

Desert Fox :p
 
Desert Fox

the galley having 50 movement was something i was doing to speed up the game for my playtesting, it shouldn't have been in there, sorry about that, i will have it fixed for beta 7 which should be up soon

hope you are still enjoying it :)
 
I've been playing the 1.05 version and am now in the 1500's (medieval age) and I am very pleased with the overall gameplay of this mod.

One suggestion: update the civilopedia, please. It's very hard to keep up with all the differences.

No bugs to report whatsoever.
 
Originally posted by Master of Ceremonies
I've been playing the 1.05 version and am now in the 1500's (medieval age) and I am very pleased with the overall gameplay of this mod.

One suggestion: update the civilopedia, please. It's very hard to keep up with all the differences.

No bugs to report whatsoever.

Great job but I agree with Master of Ceremonies, its hard to keep up sometimes when the Civilopedia is off :(. No bugs here either though and that is something to be happy about heh. :king:
 
Originally posted by korn469
Desert Fox

the galley having 50 movement was something i was doing to speed up the game for my playtesting, it shouldn't have been in there, sorry about that, i will have it fixed for beta 7 which should be up soon

hope you are still enjoying it :)

Hey dude of course I am enjoying your mod. I hope you did not get the wrong impression? I fixed the minor problem with your mod myself. I also freshly installed civ 3, placed your mod in folder and applied the patch. I did this by mistake but thought it should be okay.
I found one bug or something, settlers are not able to land on or cross jungle unless there is a road?
Another bug is that all of the units seem jerky when moving them now?
I am still trying to see if it will crash at the modern age. I am about 10-15 turns away. All of my games in the past crashed during industrial or modern age playing on a 230x230 map with only 8 civs total. I will let you know if anything happens. I have installed win2k professional played a game without any mods past modern age and no crash. Hoping that win98 had more problems then win2k pro does. Keep up the great work I love the colonist idea, now just change the graphical respresentation so it does not look like the explorer! :goodjob:

Desert Fox :p
 
Originally posted by korn469
ok beta6 is up, if anyone out there is playing it, please feel free to give all of the feedback you want, because feedback is what will make this mod even better

I just discovered Motorized Transportation, the only thing left was Flight. After I picked flight as next research the game crashed. I am going to uninstall Civ 3 once more. I wonder just how long we will have to wait for them to fix this overly hyped game? :cry: :confused:

Desert Fox - Depressed! :( :p
 
Originally posted by korn469
well civ3 v1.17 is coming out on friday and we've been discussing the Blitz mod over at apolyton in this thread

http://apolyton.net/forums/showthread.php?s=&threadid=34508&pagenumber=1

anyways, beta7 should be out a few days after the patch

Understand I am not blaming you for any problems I am having. It is the unstable game of course. I am looking forward to your next mod you have some good ideas. I no longer go over to Apolyton to often. Guess I will miss everything. :(

Desert Fox :p
 
__________________________

Blitz Mod 1.06beta7.2 Readme
__________________________

Changes to Units

Non-combat Units
Settler 0.0.1 50/3 (wheeled) {Colonist}
Colonist 0.0.3 80/3 Navigation
Worker 0.0.1 10/1
Scout 0.0.1 10 (all terrain as roads) {Explorer}
Explorer 0.0.2 20 (all terrain as roads) Astronomy

Ancient Land Units
Warrior 1.1.1 10 {Legionary}
Jaguar Warrior 1.1.2 10 {Warrior}
Archer 2.1.1 20 {Longbowman}
Bowman 2.2.1 20 {Archer}
Spearman 1.2.1 20 {Pikeman}
Hoplite 1.3.1 20 {Spearman}
Impi 1.2.2 20 {Hoplite}
Chariot 1.1.2 10 (wheeled) {Mounted Warrior} horses
War Chariot 2.1.2 10 {Chariot} horses
Swordsman 3.2.1 30 {Grenadier} iron
Immortals 4.2.1 30 {Swordsman} iron
Legionary 3.3.1 30 {Immortals} iron
Horseman 2.1.2 30 (mounted) {Rider} horses
Mounted Warrior 3.1.2 30 (mounted) {Horseman} horses
Catapult 0.1.1 4[2]1 20 (wheeled) {Cannon} iron

Middle Age Land Units
Pikeman 2.3.1 30 {Musketeer} none
Longbowman 5.1.1 40 {Grenadier}
Knight 4.3.2 60 (mounted) {Coassack} horses, iron
Rider 4.3.3 60 (mounted) {Knight} horses, iron
Samurai 4.4.2 60 {Rider} iron
War Elephant 4.3.2 60 (mounted) {Samurai}
Musketman 3.4.1 40 {Rifleman} saltpeter
Musketeer 4.4.1 40 {Musketman} saltpeter
Cavalry 6.3.3 80 (mounted) {Panzer} horses, saltpeter
Cossack 6.4.3 80 (mounted) {Cavalry} horses, saltpeter
Cannon 0.1.1 8[4]1 40 (wheeled) {Artillary} saltpeter, iron

Industrial Era Land Units
Grenadier 8.4.1 60/1 {Marines} Nationalism
Rifleman 6.8.1 60/1 {Infantry}
Infantry 10.12.2 80/1 {Mech Infantry} rubber
Partisan 6.5.4 40/1 (invisable) Replaceable Parts
Marine 15.10.2 100/1 (amphibious unit) rubber
Tank 20.10.3 100/1 (blitz) {Modern Armor} oil, iron
Panzer 20.10.4 100/1 (blitz) {Tank} oil, iron
Paratrooper 12.12.2 [8] 110/1 (airdrop) oil, rubber
Artillary 0.1.2 16[5]2 80 {Radar Artillary} iron

Modern Land Units
Mech Infantry 16.24.4 120/1 (blitz) oil, iron, rubber
Modern Armor 32.16.4 120/1 (blitz) oil, iron, rubber
Radar Artillary 0.1.3 20[6]2 120 (blitz, radar) oil, aluminum
Cruise Missile 0.0.1 15[8]4 60 (tactical missile, cruise missile, foot soldier, load, airlift) aluminum
Tactical Nuke 0.0.1 0[0]8 130 aluminum, uranium
ICBM 0.0.1 (ICBM) 250 aluminum, uranium

Ancient Naval Units
Outrigger 0.1.2 10|1 (sink in sea, sink in ocean) {Galley} NONE
Galley 2.2.3 30|2 {Caravel}

Middle Age Naval Units
Caravel 0.2.4 40|3 {Galleon}
Frigate 6.4.5 6[4]1 60 {Ironclad} iron, saltpeter
Man-O-War 8.4.5 8[5]1 60 {Frigate} iron, saltpeter
Galleon 0.3.5 50|4 {Transport}
Privateer 5.2.6 50 (hidden nationality, zoc) {Destroyer} iron, saltpeter

Industrial Era Naval Units
Ironclad 10.9.6 8[5]1 80 {Destroyer} iron, coal
Transport 0.8.8 90|8 oil
Destroyer 14.12.11 8[5]1 100 (can see submarines) {Aegis Cruiser} oil, iron
Battleship 30.20.10 14[6]2 200 oil, iron, coal
Carrier 0.18.10 200|5 (radar, carries foot soldiers only) oil, rubber
Submarine 16.6.9 100 (can see submarines, zoc) oil

Modern Naval Units
Aegis Cruiser 16.24.11 12[5]1 160|3 (can see submarines, radar, can carry tactical missiles, carry foot units only) aluminum, uranium
Nuclear Submarine 10.12.10 150|3 (can see submarines, can carry tactical missiles) aluminum, uranium

Industrial Era Air Units
Fighter 5.5.2 12[4]6 100 (blitz, foot soldier) {F-15} oil, rubber
Bomber 0.2.2 10[8]8 120 (blitz) oil, rubber
Helicopter 0.2.3 0[0]6 100 (can see submarines/invisable units) oil, rubber

Modern Air Units
Jet Fighter 15.15.3 15[5]8 150 (blitz, radar, foot soldier) oil, aluminum
F-15 18.18.3 15[5]8 150 (blitz, radar, precision strike, foot soldier) {Jet Fighter} oil, aluminum
Stealth Fighter 0.6.3 18[4]8 150 (blitz, radar, stealth) oil, aluminum, uranium
Stealth Bomber 0.3.3 20[8]8 300 (blitz, radar, stealth) oil, aluminum, uranium

Armies
Army -.-.1 100|2 (army, blitz, pillage)
Modern Army -.-.1 130|4 (army, blitz, pillage) Radio
__________________________

Changes to Combat Experiance
Conscript 4
Regular 6
Veteran 9
Elite 12
__________________________

General Settings Changes
*Chance of Rioting is now 25%
*Turn Penalty for Each Hurry Sacrifice is now 20
*Turn Penalty for Each Drafted Citizen is now 30
*Future Tech Cost now 500
*Minimum Research Time now 2 turns
*Maximum Research Time now 50 turns
*Cities Needed to Support an Army now 2
*Chance to Intercept Enemy Air Missions now 90%
*Chance to Intercept Enemy Stealth Missions now 9%
*Citizen Defensive Bonus now 24
*Building Defensive Bonus now 24
*Basic Barbarian is now a Swordsman
*Advanced Barbarian is now a Knight
*Barbarian Sea Unit now Privateer
__________________________

Changes to Citizens
*Scientist now provides 3 research and comes with Education
*Tax Collector now provides 3 taxes and comes with Currency
__________________________

Changes to Difficulty Level
*Cheiftain
Number of Citizens born content 5
Attack bonus vs. Barbarians 500%
*Warlord
Attack bonus vs. Barbarians 50%
Percentage of optimal cities 100%
*Regent
Attack bonus vs. Barbarians 0%
Percentage of optimal cities 100%
*Monarch
Attack bonus vs. Barbarians 0%
Percentage of optimal cities 100%
*Emperor
Addition Free Support 10
Bonus for each city 3
Max government transition time 2
Cost factor 7
Attack bonus vs. Barbarians 0%
Percentage of optimal cities 90%
*Deity
Addition Free Support 20
Bonus for each city 5
Max government transition time 1
Cost factor 5
Percentage of optimal cities 75%
__________________________

Changes to Diplomats and Spies
*Build an Embassy cost 15
*Investigate City cost 5
*Steal Technology cost 8
*Steal World Map cost 1
*Plant Spy cost 45
*Steal Plans cost 5
*Initiate Propaganda cost 60
*Sabotage Production cost 8
*Expose Enemy Mole cost 60
__________________________

Changes to World Sizes
*Tiny
Optimal Cities 12
Tech Rate 75
*Small
Optimal cities 14
Tech Rate 115
*Standard
Optimal cities 20
Tech Rate 150
*Large
Optimal cities 28
Tech Rate 215
*Huge
Optimal cities 36
Tech Rate 280
__________________________

Changes to Governments

Anarchy
0 police
1/1/1 2 support
0 draft
tile penalty
high war weariness
1 worker rate
0 assimilation
catastrophic corruption
conscript spies
immune to build embassy
no building upkeep

Despotism
3 police
3/3/3 1 support
2 draft
tile penalty
no war weariness
70 rate cap
1 worker rate
forced labor
0 assimilation
rampant corruption
regular spies

Monarchy
2 police
2/3/4 2 support
2 draft
low war weariness
80 rate cap
2 worker rate
paid labor
1 assimilation
problematic corruption
regular spies

Communism
3 police
3/4/5 2 support
3 draft
no war weariness
no rate cap
3 worker rate
forced labor
3 assimilation
communal corruption
elite spies
immune to investigate city

Republic
0 police
2/2/2 2 support
1 draft
high war weariness
80 rate cap
trade bonus
2 worker rate
paid labor
2 assimilation
nuisance corruption
regular spies

Democracy
0 police
1/2/3 2 support
1 draft
high war weariness
no rate cap
trade bonus
3 worker rate
paid labor
4 assimilation
minimal corruption
regular spies
immune to propaganda

Fascism
4 police
4/5/6 3 support
3 draft
no war weariness
no rate cap
trade bonus
2 worker rate
forced labor
0 assimilation
problematic corruption
regular spies
immune to tech steal
__________________________
 
__________________________

Changes to Improvements and Wonders

Improvements
Capital
Palace 100/1/0 Center of Empire, +25% defense

Happiness
Temple 60/1/1 +1 Happy (Religious)
Colosseum 120/2/2 +2 Happy
Cathedral 160/2/2 +3 Happy [Temple] (Religious)

Economic
Marketplace 100/0/1 +50% Tax Output, Increases Luxury Trade (Commercial)
Bank 160/0/3 +50% Tax Output [Marketplace] (Commercial)
*Stock Exchange 200/0/4 +50% Tax Output [Bank] (Commercial) The Corporation

Trade
Harbor 80/0/1 Allows Water Trade, Increases Food in Water (Commercial, Coastal)
Air Port 160/0/2 Allows Air Trade, 1 Pollution {Oil} (Commercial)

Military
Walls 20/0/0 +50% Defense, 12 Bombard Defense (Militaristic)
Coastal Fortress 40/0/1 16 Naval Power, 12 Naval Bombard Defense {Iron, Saltpeter} (Militaristic, Coastal)
Barracks 80/0/1 Veteran Ground Units (Militaristic) Warrior Code
*Port Facility 120/0/2 Veteran Sea Units [Harbor] (Militaristic, Coastal) Astronomy
*Airforce Installation 160/0/3 Veteran Air Units {Oil} (Militaristic) Flight

Production
*Mill 160/0/2 +25% Production, Must be Near a River; Engineering
Factory 240/0/4 +50% Production, 2 Pollution {Iron}
Manufactoring Plant 320/0/5 +50% Production, 1 Pollution [Factory] {Aluminum}
Coal Plant 160/0/4 +50% Production, 3 Pollution [Factory] {Coal}
Hydro Plant 240/0/4 +50% Production, Must be Near a River [Factory] {Iron}
Solar Plant 320/0/4 +50% Production [Factory] {Rubber}
Nuclear Plant 240/0/4 +100% Production, 1 Pollution, Must be Near Water, Can Explode or Meltdown [Factory] {Uranium}
Offshore Platform 240/0/3 Increases Shields in Water, 2 Pollution (Coastal)

Research
Library 80/1/1 +50% Research Output (Scientific)
University 200/3/3 +50% Research Output [Library] (Scientific)
*Public School 200/1/2 +50% Research Output
Research Lab 240/0/4 +50% Research Output [University] (Scientific)

Corruption
Courthouse 80/0/1 Reduces Corruption
*Newspaper 120/0/2 Reduces Corruption, Resistant to Propaganda [Library] Printing Press
Police Station 180/0/2 Reduces Corruption, Reduces War Weariness [Courthouse]

Growth
Granary 60/0/1 Doubles City Growth Rate
Aqueduct 100/0/1 Allows City Size Level 2
Hospital 160/0/2 Allows City Size Level 3

Pollution
Mass Transit 200/0/3 Removes Population Pollution {Rubber}
Recycling Center 200/0/3 Removes Building Pollution

Cultural
*Forum 80/3/1
*Theater 160/6/2 Free Artistry
*Museum 240/9/4 [Theater] Atomic Theory
__________________________

Wonders
Happiness
Hanging Gardens 300/0/4 3 happy, 1 happy in all cities {Ind}
Oracle 300/0/4 [2x Temple] Doubles happiness of temples {Rel}
Sistine Chapel 600/0/6 [2x Cathedral] Doubles happiness of Cathedrals {Rel}
JS Bach's Cathedral 600/0/6 [2x Cathedral] 2 happy, 2 happy in all cities {Rel, Con}
Cure for Cancer 1000/0/8 [2x Research Lab] 6 happy, 2 happy in all cities {Sci}

Economic
Colossus 200/0/2 +1 trade in all trade producing squares {Ex, Com, Coa)
Wall Street 300/0/1 [5x Banks] Treasury Earns 5% {Com}

Trade
Great Lighthouse 300/0/2 [2x Harbor] Safe Sea Travel, +1 Ship Movement {Exp, Com, Coa}
Magellan's Voyage [2x Harbor] 400/0/3 +1 {Exp, Com, Coa}
Smith's Trading Company 600/0/3 Pays Maintenance for trade Installations {Com}

Military
Great Wall 200/0/2 Doubles combat vs. Barbs, Doubles City Defens {Mil, Ind}
Sun Tzu's Art of War 600/0/3 Barracks in every city on the continant {Mil}
Leonardo's Workshop 600/0/3 Halves upgrade cost {Mil}
Universal Suffrage 800/0/4 Reduces war weariness in all cities {Mil}
Manhattan Project 800/0/0 [2x University] Allows all civs to build Nukes, 1 unhappy in all cities {Mil, Sci, Ind} Uranium
Heroic Epic 200/0/2 Increased chance of leaders, Requires a victorious army {Mil, Rel}
Military Academy 400/0/1 Build armies without leaders {Mil}
Pentagon 400/0/1 Build larger armies, requires 4 armies, requires a victorious army {Mil}
Strategic Missile Defense 800/0/1 [5x SAM batteries] Decreased chance of missile attacks {Mil, Sci}
Intelligence Agency 400/0/1 Allows spy missions {Mil, Sci}
Battlefield Medicine 500/0/1 [5x Hosptial] Healing in enemy territory {Mil}

Production
Hoover Dam 800/0/3 gain hydro plant in every city on continent, must be near a rive {Ind}
Iron Works 400/0/1 +100% production, 4 pollution, requires coal and iron in city radius {Ind}

Research
Great Library 400/0/5 [2x Library] Gain any advances owned by two civs {Sci}
Copernicus's Observatory 400/0/4 doubles research output {Exp, Sci}
Newton's University 400/0/6 [2x University] doubles research output {Sci}
Theory of Evolution 600/0/5 +2 free advances {Sci}
SETI Program 1000/0/6 [3x University] doubles research output {Sci, Exp}
Apollo Program 500/0/2 build spaceship parts {Sci, Ind} Aluminum

Corruption
Forbidden Palace 200/0/2 reduces corruption {Exp, Rel}

Growth
Longevity 1000/0/4 [2x research Lab] city growth causes +2 pop {Sci, Exp}

Pollution
N/A

Cultural
Pyramids 300/0/4 gives an obelisk in each city on the continant {Ind, Rel}
Shakespeare's Theater 400/0/12 [2x Theater] 3 happy
United Nations 1000/0/10 Allows diplomatic victory {Exp, Com}
__________________________

Space Ship Parts
SS Thrusters 600 Aluminum
SS Engine 1200 Aluminum, Uranium
SS Docking Bay 300 Oil, Rubber
SS Cockpit 600 Aluminum
SS Fuel Cells 300 Uranium, Rubber
SS Life Support System 600 Aluminum
SS Stasis Chamber 600 Aluminum
SS Storage/Supply 300 Oil, Rubber
SS Planetary Party Lounge 300 Oil, Rubber
SS Exterior Casing 1200 Aluminum, Uranium
__________________________

Changes to Civs

Rome: Militaristic, Commercial
Government Preference: Fascism, Democracy
4 AG
Offensive, Naval, Air, Workers, Wealth, Trade

Egypt: Industrious, Religious
Government Preference: Communism, NONE
2 AG
Workers, Growth, Production, Happiness, Culture

Greece: Scientific, Commercial
Government Preference: Democracy, Communism
2 AG
Workers, Production, Science, Wealth, Trade, Culture

Babylon: Scientific, Religious
Government Preference: Democracy, Communism
2 AG
Growth, Production, Happiness, Science, Culture

Germany: Militaristic, Scientific
Government Preference: Fascism, Democracy
5 AG
Offensive, Naval, Air, Production, Science, Culture

Russia: Expansionistic, Scientific
Government Preference: Communism, NONE
4 AG
Naval, Growth, Production, Science, Explore, Culture

China: Militaristic, Industrious
Government Preference: Communism, Democracy
5 AG
Offensive, Workers, Naval, Air, Growth, Production

America: Industrious, Expansionistic
Government Preference: Democracy, Fascism
4 AG
Workers, Naval, Air, Growth, Production, Explore

Japan: Militaristic, Religious
Government Preference: Fascism, Democracy
4 AG
Offensive, Naval, Air, Growth, Happiness, Culture

France: Industrious, Commercial
Government Preference: Democracy, Anarchy
2 AG
Wokers, Growth, Production, Wealth, Trade

India: Religious, Commercial
Government Preference: Democracy, Communism
1 AG
Workers, Growth, Happiness, Wealth, Trade, Culture

Persia: Industrious, Scientific
Government Preference: Democracy, None
3 AG
Workers, Growth, Production, Science, Culture

Aztecs: Militaristic, Religious
Government Preference: Communism, Democracy
4 AG
Offensive, Naval, Air, Growth, Happiness, Culture

Zulu: Militaristic, Expansionistic
Government Preference: Communism, Democracy
5 AG
Offensive, Naval, Air, Growth, Explore

Iroquois: Expansionistic, Religious
Government Preference: Democracy, Fascism
3 AG
Naval, Growth, Happiness, Explore, Culture

English: Expansionistic, Commercial
Government Preference: Democracy, Communism
3 AG
Workers, Naval, Growth, Production, Wealth, Trade
__________________________

Changes to Resources

All resources set to have a disapperance rate of 900
__________________________
 
ok there is the readme, and the file is on the first page, follow the installation instructions and it should work

have fun and report any problems you are having, or any other suggestions
 
Hey Korn - One quick comment I did not mean your mod was out of balance. I like your mod over all the rest so far. It seems I did get a crash with both of your past mods either during industrial or modern ages.
I just wanted to suggest that you make the folders etc. and include them in your zip with your mod. Or maybe a separate zip file if size is an issue. For what it is worth I am lazy basically :king: :D Either way once I finish my current game with new patch I will be checking out your latest greatest mod :goodjob:
One more suggestion I really like using my Privateers for messing with the other civs. Be nice if this could be upgraded to a more modern version of same type of vessel.

Desert Fox :p
 
here are some fixes and balance changes i've doing for beta7.1

fixes
*changed captured unit from colonist to worker
*made partisans hidden nationality
*made police station require courthouse
*fixed fascism so that it requires upkeep and gives a trade bonus

balance changes
*changed each drafted citizen to have a hurry penalty of 30 turns
*changed chariots and war chariots cost to 10
*changed pikemen to 2.3.1
*changed longbowmen to 5.1.1 40 no resources
 
Originally posted by korn469
here are some fixes and balance changes i've doing for beta7.1

fixes
*changed captured unit from colonist to worker
*made partisans hidden nationality
*made police station require courthouse
*fixed fascism so that it requires upkeep and gives a trade bonus

balance changes
*changed each drafted citizen to have a hurry penalty of 30 turns
*changed chariots and war chariots cost to 10
*changed pikemen to 2.3.1
*changed longbowmen to 5.1.1 40 no resources

I was wondering if you or anyone will address one HUGH problem with civ 3. If you try and build on another piece of land distant from your main land everyone knows the corruption issue is terrible. It is ridiculous to see 80-120 turns to build city improvements. There must be a way to fix this without too much problem. I think taking 75 turns to produce a city improvement etc is far too long. There have been some attempts at solving this problem thought maybe you could give it a shot in your mod.

If not I guess I will have to start making my own mods. Even though I have complained about the game I certainly cannot stop playing the damn freaking game. :D

Funny part is I have not completed one game since I bought it due to crashing and other problems. :eek: Who cares right? Peace. :scan:

Desert Fox :p
 
Ho Korn,

I've been reading over your Modpack and Civfanatics in general in greater detail than usual over the last week or so because I finally got Civ3. It's taken this long because I use Mac.

I'm really hyped about trying out, or I was until I tried to unzip blitz1.06beta. I didn't get a bic file to replace the civ3mod.bic at all, instead I got a php file. So now I'm worried that I won't be able to try out your modpack. Yet from my reading around the forum everyone seems to concur that these mods should be applicable across both systems. Are they right and I'm messing up in some way or am I doomed not to try your modpack out?

HarryS
 
Dear Korn,

Ignore my last post. It helps if I unzip stuff properly. I renamed the files and folders as per your instructions but it wouldn't run and failed just at the point of starting, with a type 11 error (if you know anything about Mac error messages.)

I don't if it's the cause, but I noticed when I went back to the files to change them back, that one of the file names was wrong; the "modern army industrial times.ini" file was missing it's last 's' because the file name was too long.

Is this the reason for the error on start up and is there a way round it?

HarryS
 
Desert Fox

I was wondering if you or anyone will address one HUGH problem with civ 3. If you try and build on another piece of land distant from your main land everyone knows the corruption issue is terrible. It is ridiculous to see 80-120 turns to build city improvements. There must be a way to fix this without too much problem. I think taking 75 turns to produce a city improvement etc is far too long. There have been some attempts at solving this problem thought maybe you could give it a shot in your mod.

well as of now in the editor there isn't a global corruption level switch, so you are limited to a few different ways of limiting corruption

1) increasing the optimal number of cities, this ONLY wards off corruption from going over the limit, and the higher the number is the more cities you must have before you can build the forbidden palace

2) changing the corruption rates in the government section, the thing is distance will be a problem for all corruption types except for communal corruption, which has the drawback of being the highest corruption level for virtually all empires

3) adding in lots of buildings that reduce corruption, though you are left with the same problem of not being able to build these buildings, because civ3 will keep the same distance from capital corruption formula, plus if you add this effect in too much it will hurt game balance, and in general make the game easier for the human and more difficult for the AI

as far as i know that is the only options we have right now :(
and i don't want to unbalance things so i'm not sure what to do

if you can think of anything to help allievate this i'm willing to try it, but i don't think there is a way to fix this in the editor without setting all civs to communal

as far as your crashes go, completely uninstall civ3 then reinstall it and apply the v1.17f patch fresh...i've done this and the game has only crashed one time since playing beta7 but it continued from that point by simply reloading the save and no problems

i've playtested it for more than 10 hours this week, so it seems stable

if that doesn't work, give me your system stats, the nature of the crashes and i'll send them to firaxis, also you are following the installations proceedures correct? if you are not then it will cause the game to crash

i'm really sorry that corruption and crashes are ruining your fun :(
____________________

HarryS

i don't know very much about the mac at all

on the pc when you don't create or don't properly create a unit folder it will load correctly and run till that units is actually built, then the game will crash; however it doesn't give an error for this

so i'm unsure of what is causing this

I don't if it's the cause, but I noticed when I went back to the files to change them back, that one of the file names was wrong; the "modern army industrial times.ini" file was missing it's last 's' because the file name was too long

you must have been one of the first people to download the mod because around 8 downloads i changed the readme after catching a slight error in it

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

it was industrial ages not times, sorry about that, so rename the folder and the .ini and see if that works, i hope it does
 
Dear Korn,

Thanks I'll try the ages not times thing and get back to you if I have any success.

HarryS
 
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