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KP's Minor Tweak (Release)

Discussion in 'Civ3 - Completed Modpacks' started by KayEss, Sep 24, 2004.

?

And who ordered this?

  1. Just what I ordered

    1 vote(s)
    14.3%
  2. Just what my dog ordered

    6 vote(s)
    85.7%
  3. Just what that bloke down the pub ordered

    1 vote(s)
    14.3%
  4. NOT what my wife/husband/SO ordered

    3 vote(s)
    42.9%
Multiple votes are allowed.
  1. KayEss

    KayEss Gone to the dogs

    Joined:
    Feb 1, 2004
    Messages:
    227
    Location:
    Bangkok
    So here we go, yet another 'tweak' mod...

    KP's Minor Tweak


    The intention of this is to help with multi-player games a bit (especially where the players aren't that evenly matched). It's the result of the merger of two seperate PtW mods into one Conquests mod. These are intended to improve the gaming experience of myself (KayEss) and a PbEM partner of mine, Pang - hence KP's.

    Science

    The science changes are aimed at reducing science lead lockin. That is to say, it's meant to stop anybody from falling too far behind. The changes in this part are:
    • Great Library is a Small Wonder.
    • Techs can be had in two turns (not four).
    • Theory of Evolution increases science output

    The upshot of this is that every tribe is able to more or less keep up in tech, but if somebody has a very strong economy they can still pull ahead by pouring money into research.

    Defence

    Some new units have been created which, although immobile, allow cities to better defend themselves. Stats are given as bombar/range/rate.

    • Cannon Fortification - Available with chemistry - 12/2/1.
    • Artillery emplacement - Available with Steel - 18/3/3.
    • Turret - Available with Smart Weapons - 24/4/3.

    These are intended to help (defensive) artillery with providing units at earlier techs. The long ranges help a city to defend itself as units are moving towards it. The units cannot be moved so must always stay in the city they are created in.

    Credits

    I've been a bad boy :blush: - I'm afraid I don't remember whose graphics I used for the three extra units. Whover you are - they're GREAT! (Can I have my Frosties now?)

    Files

    The mod is for Conquests 1.22. Unzip and place in the Conquests Scenarios folder.

    Things left to do

    I think there may be some sound effects missing and Civ icons missing for the new units. If anybody would like to sort them out (hint hint) that'd be much appreciated :p
     
  2. Lord British

    Lord British Britain's Finest

    Joined:
    Jun 29, 2004
    Messages:
    60
    Location:
    Six Feet Under
    Looks good, will try it this week!
     
  3. Magma

    Magma Chieftain

    Joined:
    Feb 25, 2004
    Messages:
    450
    Location:
    Denmark
    Nice mod ill think ill try it out someday:D
     
  4. didaskalia7

    didaskalia7 Nightmare Proportions

    Joined:
    Aug 2, 2004
    Messages:
    84
    Location:
    In a van down by the river
    I'll give it a try this weekend after my term paper...looks interesting.
    also, we dont have any stinkin' frosties ! :rolleyes: :crazyeye: :D

    _____________________________________________________________

    (Just Kidding ! :mischief: )
     
  5. KayEss

    KayEss Gone to the dogs

    Joined:
    Feb 1, 2004
    Messages:
    227
    Location:
    Bangkok
    I was thinking about making the whole thing a bit more complex by forcing you to rebuild things like libraries and barracks (was that a CivII or CivI thing?) for each age. Basically get you more into a builder mode and slow the thing down a bit. No more techs every four turns by the industrial era...

    Hope you like the three new units.
     

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