korn's Blitz Mod

Desert Fox

I set U.S. wonder at 150 turns

so you made US cost 1500 shields? that is an investment! :)

Gold is an issue in the game too I made one wonder provide trade in all cities on the same contintent.

like a bank correct?

Just trying to make some good suggestions sorry you don't like them.

it's not that i don't like them, i just think that in many cases these wonders aren't balanced, especially because of constraints with the edditor...mike said that in future versions of the editor they will probably pool all of the wonder abilities under one category, and when they do that i am certainly going to make Sun Zhu's a small wonder, also i might make a government specific wonder that adds in the building X to all cities

but yea i certainly am glad you brought it up, and while i am not going to add lots of normal wonders that add building X to every city, i will try to do some interesting things of that nature
 
Originally posted by korn469
Desert Fox



so you made US cost 1500 shields? that is an investment! :)



like a bank correct?



it's not that i don't like them, i just think that in many cases these wonders aren't balanced, especially because of constraints with the edditor...mike said that in future versions of the editor they will probably pool all of the wonder abilities under one category, and when they do that i am certainly going to make Sun Zhu's a small wonder, also i might make a government specific wonder that adds in the building X to all cities

but yea i certainly am glad you brought it up, and while i am not going to add lots of normal wonders that add building X to every city, i will try to do some interesting things of that nature

Here is what I am talking about. There are some 24 "Great Wonders" ranging in what they give being a great wonder meaning some give much more then others. A large number of these should be moved to small wonder status. 4-6 of these I propose making into Grand or Supreme wonders. These wonders would take double or more time to build with more culture and building benefits. Take away all other buildings that are given by other wonders saved only to these 4-6. Smith's Trading Company gives all coastal cities with a harbor. Mike Chapel will give you Cath. in each city. 100-125 turns to do so.
I am finding that 125 turns is a little more reasonable. The wonders in civ3 are just to easy to build. End up making the game way to easy in the process no matter what level your playing at.
I have increased the cost on all wonders slightly. Taking and giving culture, smiles etc. If someone builds the Manhatten project they should incur -1 culture points for doing so. Nuking someone is cool by there should be a bad affect from being the one to bring about the nukes.
Another interesting twist is making your Partisan a "Merc" type of unit no nationality markings. This adds a new strategy to the game play. At least in my opinion I one who builds a fleet of Privateers to mess with the AI and slow expansion. (How do they know I am destroying their ships hmm? )
If these ideas are not to liking that is cool. Just thought I would share some of the things I am doing with your mod. Peace.

Desert Fox :p
 
large number of these should be moved to small wonder status. 4-6 of these I propose making into Grand or Supreme wonders. These wonders would take double or more time to build with more culture and building benefits. Take away all other buildings that are given by other wonders saved only to these 4-6

first thing is that as of now, until they change the editor, small wonders cannot give the player buildings in all cities, or in all cities on the continant, secondly each wonder of the world should be something spectacular, that is costly to build, point out the wonders you think are too weak and i will try to bump them up

Smith's Trading Company gives all coastal cities with a harbor. Mike Chapel will give you Cath. in each city. 100-125 turns to do so.
I am finding that 125 turns is a little more reasonable.

uh, when you say 100-125 turns, could you instead just put down the cost, it take a size 1 city racked with corruption 120 turns to build a colloseum, well if you had a city with a factory, a manufactoring plant, the nuclear plant, and the iron forge...well it could be throwing up over 100 shields a turn, so you might need to make a wonder that cost 14,000 shields to make a city like that take 100-125 turns to produce a wonder, so when you say 100-125 turns to me it is meaningless, just tell me the cost

wonders in civ3 are just to easy to build. End up making the game way to easy in the process no matter what level your playing at


i will look at making the wonders cost more, the modern age wonders seem especially cheap

If someone builds the Manhatten project they should incur -1 culture points for doing so. Nuking someone is cool by there should be a bad affect from being the one to bring about the nukes.

i'm afraid negative culture might cause crashes, as i originally (v1.0-v1.03) had the MP give -2 culture, right now it gives zero culture, and causes 1 unhappy citizens in all of your cities, as soon as i have the ability with the editor this will be the very first wonder i'll make into a small wonder

Another interesting twist is making your Partisan a "Merc" type of unit no nationality markings. This adds a new strategy to the game play.

again as long as i've had the partisan (v1.03-v1.06beta6) until just then it has had hidden nationality, and alot of people have complained about the feature, saying that it makes war too easy etc. i'm giving partisans the invisible only attribute for now and see how that works out, and later on i am going to add the hidden nationality feature back in, i might add as many as two new units to the game to further round out the guerrilla war aspect of it (those units would be the guerrilla, and the commando/special forces unit)

but as far as the message about more expensive wonders, sounds good :)
 
I know that you can't change wonders now with current editor. I was just talking about later on. Really just bouncing ideas off you thinking that something you might not have thought of.

I said turns only because even in large cities it takes that many turns to complete when the wonder first starts being built. I realize that the cost in civ3 is in shields for building wonders and other buildings.

I ended up changing it to have 2 unhappy faces in city where nuke wonder is being built and 1 unhappy in all cities. My civ does not want to build it as quick as it did before.

I made the Partisan only 3/3 I doubt at that stage of the game (unless your playing on chieftain) they would be strong enough to win a war. Maybe if you stacked them up big time. I increased the cost making it very hard to make a mass of these units to invade with. I will find out soon if it does not work out. Still in testing phase.

I increased all the wonders by 5-10 depending on what it does for you civ. I have 6 wonders that cost a lot more than normal but provide more than before. Getting the culture points correct is something I need to fix or the game will be out of balance. I am impressed with the amount of items that can be changed in this editor. I can't wait to see the abilities of the editor when it is finished. :goodjob:

I checked the outrigger again I cannot see what is wrong that is causing the queue to show wrong icon? Could it be the editor is just broken still? Peace. :p

Desert Fox :p
 
_____________________

beta7.3

Changes
*Incorporated Sevorak's Name Change Mod

Government Changes
*Changed Monarchy's corruption rate to Nuisance
*Changed Monarchy's support cost from 2 to 1
*Changed Republic's corruption rate to Problematic
*Changed Communism so that it no longer requires building upkeep
*Changed Communism so that it now has the standard tile penalty
*Changed Communism so that it's support rate is now 4/5/6 2
*Changed Fascism so that it's support rate is now 3/4/5 2

Unit Changes
*Moved Privateer to Navigation
*Changed War Chariot's stats to 1.1.3 10 horses
*Changed Legion's stats to 3.2.1 30 iron treat all terrain as roads
*Changed Cossack stats to 7.4.3 80 horses saltpeter
*Changed Tanks, Panzers, Mech Infantry, Modern Armor, and Radar Artillary to wheeled units
*Increased artillary's movement to 2

Building Changes
*Increased cost of Stock Exchange to 240
*Changed Airports so they Increase Luxury Output by 50%

Tech Changes
*Testing in the Ancient era only having the bare minimum tech as required techs
_____________________

this is only a small update, but it should really make the governments much more balanced

Desert Fox

I checked the outrigger again I cannot see what is wrong that is causing the queue to show wrong icon? Could it be the editor is just broken still?

i checked it too, and i think that the there is something similar to a units_32.pcx file that i need to change to take care of this problem, i will look into this and it will be one of my top priorities for beta7.4 which should be out either this sunday or monday

I increased all the wonders by 5-10 depending on what it does for you civ. I have 6 wonders that cost a lot more than normal but provide more than before. Getting the culture points correct is something I need to fix or the game will be out of balance.

i got to looking at the wonders and many of them needs tweaks to cost and culture, so again this will be my top priority for beta7.4

as you can tell beta7.3 is small, but those small changes should go a long way towards fixing many of the government imbalances, i was going to change the wonders around but they would have needed more time than i can devote to them today

blitz mod people have fun playing and report back any bugs or balance issues as you find thme :D
 
Originally posted by korn469
_____________________

beta7.3

Changes
*Incorporated Sevorak's Name Change Mod

Government Changes
*Changed Monarchy's corruption rate to Nuisance
*Changed Monarchy's support cost from 2 to 1
*Changed Republic's corruption rate to Problematic
*Changed Communism so that it no longer requires building upkeep
*Changed Communism so that it now has the standard tile penalty
*Changed Communism so that it's support rate is now 4/5/6 2
*Changed Fascism so that it's support rate is now 3/4/5 2

Unit Changes
*Moved Privateer to Navigation

I sure hope that this does not increase the corruption issues that are real bad now especially on 180x180 and greater size maps. I tweaked your mod to keep the corruption in check (in fact I have to remove 1 reduce corruption switch)
The Privateer needs an upgrade for later ages. Keeping the hidden nationality for this ship is something I would like to see in next update. I really like these type of units for covert activity just like in the real world. Merceneries are for hire all over the world. Providing them with there own ship just makes sense. Maybe call it Corporate Pirate ship, or mercenery ship or whatever. Maybe I am alone on this. I take great enjoyment blasting the other civs ships as they load them with settlers for nearby islands (or my land!). Funny thing is they always get mad how do they know it was me if it is hidden nationality? :confused: :crazyeyes
 
Hi korn469,

Originally posted by korn469
and the Mill does not become obsolete (1.05c)

how can we set building as obsolete - I look for such option in editor added to game but it was enabled for wonders only ?

Thanks in advance,
Antex
 
Desert Fox

The Privateer needs an upgrade for later ages.

like i said i will probably add a ship called a commerce raider that acts like a modern privateer, too bad they won't be back caravans! then privateers could be really useful!

Funny thing is they always get mad how do they know it was me if it is hidden nationality?

hehe the AI knows everything! (except how to win ;))

how can we set building as obsolete - I look for such option in editor added to game but it was enabled for wonders only ?

Antex

i think i had it flagged to be replaced when you built a powerplant
 
Originally posted by korn469

i think i had it flagged to be replaced when you built a powerplant

Ok, but please tell me what editor do you use :confused: - I tried to do it in standard editor but I can apply it to wonders only :(
 
Antex

as you said there isn't a button to make buildings obsolete, and i used the normal editor and made it a prereq for factories, but i think i flagged it with the powerplant disappearing flag...

hope that helps
 
Hey man I keep forgetting to ask about recent changes with the ships in your mod? I understand the Outrigger not having offense ability. Be really silly if it did. However, making the Galley 2/2 and the Caravel & Galleon have no offense makes no sense and makes the water warfare somewhat unbalanced I noticed.
I suggest either switching the barbarian ship to caravel or just take away from the Galley give it 1/2, caravel 2/2, galleon 3/2 or something like that. I searched on this and I found no caravel or galleon that was defenseless. The Privateer being the barbarian ship may be a little trouble for some players to deal with. The AI seems to not explore hardly at all due to the tough Privateers I suspect. Maybe I am wrong with my opinion. Later on.. :confused:
 
Hey man I added the Corporate Raider as an upgrade to the Privateer using the Frigate FLIC files. I renamed the Obelisk to Stadium and set it up for the right research needed etc. These are the only 2 changes I made to units & buildings. After hitting the Industrial age now in the queue you see no worker icon, it has moved up to replace the settler/colonist slot. I added the civilopedia & pedicons correctly I thought. Any ideas what I am doing wrong? Sorry I am wasting thread space asking about my endeavors modifying your "great" mod, I respect your knowledge on mod editing. Thanks dude... :yeah:
 
_______________________
Beta7.4
_______________________

Tech Changes

*Moved Map Trading from Map Making to Navigation
*Moved Communication trading from Writing to Magnetism
*Moved Mutual Protection Pacts from Nationalism to Radio
*Moved Libraries from Literature to Writing
_______________________

Government Changes

*Changed Fascism's support to 15 free 2/3/4 2 gold
*Changed Communism to paid labor from forced labored
*Dropped all rate caps
_______________________

Unit Changes

*Added ZoC to Destroyers
*Added see Invisable units to Grenadiers and Marines
*Changed the Outrigger to the Galley 0.1.2 20|2 sink in seas, sink in ocean
*Changed the Galley to the War Galley 2.2.3 30 sink in seas, sink in ocean, Naval Power
*Changed the Scout to 3 movement from 1 movement all terrain as roads
*Changed the Explorer to 6 movement from 2 movement all terrain as roads
*Changed the Legion to 3.2.2 40 from 3.2.1 30 all terrain as roads
_______________________

General Changes

*Changed Barbarian Naval Unit to War Galley
*Changed worker value in shields from 20 to 25
*Changed starting distances on all map sizes to the following values
Tiny 9
Small 12
Standard 18
Large 24
Huge 32 (editor max)
_______________________

Difficulty Level Changes

*Changed the Cost Factor in Chieftan to 30 from 20
*Changed Emperor so it has the same stats as Diety in 1.17f
*Changed Diety so it is harder than Diety in 1.17f
_______________________

Wonder Changes

*Changed Shakespere's Theater to 2 happy, +50% luxuries, 16 culture
*Changed Newton's University to 500 shields
*Changed Universal Sufferage to 900 shields
*Changed Hoover Dam to 1200 shields
*Changed Longevity to 1200 shields
*Changed SETI to 1200 shields
*Changed U.N. to 1200 shields 14 culture
*Changed Forbidden Palace to 150 shields 1 culture
_______________________
 
Desert Fox

you need to get a new units_32.pcx
it should have 6 extra spaces in the same way the one in the blitz mod has 5 extra spaces, i don't know how to make them but many of the artistic people do
hope that helps :)

NOTE: if your version.txt doesn't say beta7.4 you'll need to redownload
 
beta7.5 is out, but it is very important because it fixed a crash bug that was in beta7.4, other than that no changes
 
Hi Korn,

I'm back again. Ive been playing your mod for a couple of games and I think I've found a possible bug. Whenever a worker unit is captured by an enemy unit it ceases to be a worker and becomes a colonist unit. In addition each worker appears to change into two colonists. I think something has been set up backwards as I'm pretty sure that captured settlers in the standard game become two workers.

I had two workers captured by an enemy cavalry unit, the next turn I recaptured them and the next thing I knew I had an extra four colonists! Great way to colonise really quickly.

Other than that it's been great.

Regards,

Harry
 
HarryS

which version are you playing with? because that is a bug that i fixed in like beta7.2, and it shouldn't be in beta7.5

but if this is happening in beta7.5, i'll go back and see what could be causing it
 
Originally posted by korn469
Desert Fox

you need to get a new units_32.pcx
it should have 6 extra spaces in the same way the one in the blitz mod has 5 extra spaces, i don't know how to make them but many of the artistic people do
hope that helps :)

NOTE: if your version.txt doesn't say beta7.4 you'll need to redownload
 
Originally posted by korn469
Antex

as you said there isn't a button to make buildings obsolete, and i used the normal editor and made it a prereq for factories, but i think i flagged it with the powerplant disappearing flag...

hope that helps

Korn, thanx for your tips, but I still need some help: my idea is to make coloseum obsolete with discovering of electricity; fitrst I read a post about BIC format, then i 'went' to apriopriate position ('rendered obsolete by') using hex editor but I don't know what value I should put here :( I looked into civ. advances format but it doesn't contain any value which I can put in colosseum data section. I looked to some obsoleting wonders data but they have here values like -1 or 255, I can't find how advances are coded into those values :confused:

Plz help me,
Antex
 
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