Long Winded Changes (LWC) Mod

Is it intentional that you can no longer upgrade your spearmen all the way to mech infantry? Infantry upgrades to modern infantry but then it stops there...?

Other than that and the points raised about the planes not being able to sink ships (exocet missiles in the falklands, pearl harbour, etc..) this mod is great.

Also, another question. Has anyone considered adding a whole new age to the game?

James Wilkinson
 
Originally posted by jwilkinson100
Is it intentional that you can no longer upgrade your spearmen all the way to mech infantry? Infantry upgrades to modern infantry but then it stops there...?

(cut)

Also, another question. Has anyone considered adding a whole new age to the game?
(infantry) Probably so, and I personally found it a good thing.

(eras) Quite a few people have, I imagine, but someone from Firaxis dispersed all those considerations saying that the game is made to be played with four eras (it probably means that many things are hardcoded) and that it is imposibble to add another one. :(
 
Originally posted by Troyens



Bombers being unable to sink any warship is SO stupid, so non-historical, I rarely even bother playing the game after Flight is discovered.

I guess Sid never heard of Pearl Harbor, or all of WW II in the Pacific.

In Editor, I gave all bombers attack and defense values, unclicked 'immobile', and gave them movement points. They now can fly around and never need a base. Unfortunately, bombers may be able to be attacked by land units now. It's still more realistic than the nonsense Firaxis gave us.

Fighters may need to also have MP's.

Along with Culture Flipping, bombers being unable to sink warships is so idiotic and absurd it may be worse than even the hated Culture Flipping cities and borders. :mad: :mad:

Thank you!! :goodjob: LoL Someone agrees, I mean I have been screaming (emails left and right heh :) ) this to Fraxis since the games release.
Maybe if enough of us complain they might me more likely to be compeled to fix this in the games programming and not sit there on there butts and be content with a product that is just "alright" when there so close to what could be perfect.:confused:
I mean comeon Fraxis you could have a perfect game here, you just need to put some work into it!:king: I am kinda starting to think you guys wanted to under achieve sometimes heh. :crazyeyes
Oh BTW Great work on release 5 Plutarck, no problems for me :egypt: . I did have a few crashes at first but I uninstalled Civ3 and started over with a fresh install and everything is fine :) (I figured it was left over from older versions of the mods)
 
Originally posted by Troyens



Bombers being unable to sink any warship is SO stupid, so non-historical, I rarely even bother playing the game after Flight is discovered.

I guess Sid never heard of Pearl Harbor, or all of WW II in the Pacific.

In Editor, I gave all bombers attack and defense values, unclicked 'immobile', and gave them movement points. They now can fly around and never need a base. Unfortunately, bombers may be able to be attacked by land units now. It's still more realistic than the nonsense Firaxis gave us.

Fighters may need to also have MP's.

, bombers being unable to sink warships is so idiotic and absurd it may be worse than even the hated Culture Flipping cities and borders. :mad: :mad:

hmm i was afraid they wouldnt ever need to go back to a base.
 
BTW are the various crash bugs for LWC fixed?
was just talkin to a guy who has been having trouble
with mods and was wondering what to tell him.
 
If not for LWC, I'd be playing "Empire Earth" by now. Good mod!
A big improvement over Sid's mess.

WARNING:

But be sure to check in Editor all the values. I found a few weird things such as the units you can upgrade to. Also tweak it as you like it.
 
Plutarck, I found a problem with ERP4 in the modern era: my Cavalries didn't feel like upgrading to Modern Armors, ditto for Carriers -> Nuclear Carriers. Had no problem with Destroyers. I can feed you the save if you want.

Also, on another note, I think the cost of Modern Infantry / Assault Troops is too big for anyone to build them instead of Mech Infantry / Modern Armor. Altough infantry is great for airdropping, they are slow and pale in comparison to Mech units. You might wanna decrease the defense strength of Mech Infantry or increase it for Modern Infantry, so Mech wouldn't be that much better than Modern.
 
Just a thought....

Is it possible to make a resource disappear as you use it? For example the horses....they disappeared before I even built anything that would use them. It seems as though you would save the resource in real life until a later time. So the horses would be kept in a pen until could build cavalry for example. Another reason horses should stay is horses breed and therefore are a lasting resource. The same should be with any resource that can be grown, or bred. Resources such as uranium, rubber, etc should disappear because those resources arent reusable.

Another Item:
I wish there was a way to make a silo or something so would store the resources you werent using for a later time. That way they wouldnt be a waste when you are not building anything with them. So at that moment when u can finally get carriers or get tanks and your rubber or oil suddenly disappears without even using it.


Anohter Note:
Barbarians...I think you set them too strong. I had it on roving and they were everywhere, coming out in groups of 2 or 3 early on in the game.

Question: Is there a way when you build the new building you have created or wonders, to have them show up in the city upgrades window?

So far everything else seems cool, there are some really good things so far, but im only a bit into the game so far. Its nice to see the time put into this.
 
nEo,

Before I changed a lot of Sid's stupid values in the Editor, I once found one iron tile on an island a fair bit from my homeland. It was the only iron tile I knew of anywhere. Luckily, I was able to reach it with a galley.

I built a town on that island, and started building roads. BEFORE that town even built a harbor, and ten turns after a worker built a road on the iron tile, IT DISAPPEARED. :crazyeyes

After that idiocy I went in Editor and made iron a lot easier to find and a lot less likely to vanish. I sugest you do the same.
 
UNIT SUGGESTION:

for those of us not enamored of barbarians, we can go into Editor and change a few of them. Their war galley became an English-specific Man-o-War with a slightly higher combat value.

I also took one ofthe barbarian land units and changed it to HORSE CANNON - a French-specific unit with 2 MP's instead of one, and one less combat point. I also made it one more shield in expense. Same time period as cannon.

This should give Napoleonic-era French a bit of a bombardment advantage, which is as it should be for that time.
 
Actually Im new to this whole thing. Didnt even know I could change the game settings like that, guess i'll have to play with the editor a bit then.

I ran into taht same problem with coal the toher day. THere were only 2 coal resources on the map and they were in the direct middle of the Zulu camp on the other side of the world. It sucked because I couldn't build railroads and I just got frustrated. Sucked even more because I couldnt trade with that team. Life in CivIII...
 
Hey Joben, well personally Im not having the crashes anymore(But I sure as hell was before :lol: ). I just uninstalled the game and did a fresh install the then did the patch and the LWC mod and everything seems fine for me. I mean I finished 2 games heh I think thats proof. :) I dont know if it will work for everyone though. :confused: Hope so though. Also I am not to sure they are *because* of the LWC mod, some other posts are having similar complaints. Might just be left over mods in the way after upgrading to 1.16. At least thats my thought. I just dont think Civ3 is altering friendly heh.
(heh took this long for a post i made yesterday to get on the boards, boards have been kinda odd the last few days :crazyeyes )
Also I checked out a few post made earlier by Troyens and I kinda agree that some resources disappear a bit to fast, maybe if some stayed in place a bit longer (or some just didnt move, i mean i do understand horses and such) I wouldnt have to basically abandon cities once the resources disappear. :(
 
The resource appearance/disappearance/value factors are about the easiest things to change in the editor and if you don't like something, change it. For example, if you play on larger maps, raise the appearance value as the game does not have a size factor built in, i.e. for a given number of civs (there is a #civ multiplier in the generator apparently), an appearance value of 100 will give the same number of resource tiles of that type - which means that there will be relatively alot on a tiny map and it will be really scarce on very large maps. I also agree with the comments about horses disappearing - there were domesticated and bred for farming and war very early in history. I set there disappearance value to zero to reflect that. Overall, the LWC mods have been great but I'm still on erp4 since my current game is very competitive and interesting.
 
My LWC 5pack was working great untill it started to crash in 1585 AD. nothing I tried worked. Could someone take a look and tell me ow to avoid it. I would really like to finish this game.
 
I now have XP Home Edition installed. I am building a war frigate and in my build que it looks like a bomber? You pack alot in this mod and it seems to crash for unknown reasons. Really be nice if Firaxis would get off their ass and get a good solid tested patch to us so you designers can go to town unimpeded with these little crash bugs.
I find that if I do what I like change the name, generate my own world, hugh world with only 8 civs, the game seems to crash with 98 and win 2k during industrial or modern age. In fact most all of the mods I have tried have crashed at that point. I have yet to complete one game because of one reason or another. :cry:
I had to restart 3 times too finally be able to play without crash right away. AGAIN, not your fault it is this unstable game. I have a real fast PC should not be having this many problems.
Another problem is the tech tree. It is totally messed up. When I hover over the techs with advisor, he is calling Navigation Economics for example. The directions leading from some of your changes do not make sense. I also found that whenever I build any ship it looks like a plane or bomber when being built, once built it has the correct graphics. Wrong FLIC are being used for the ships battling sequence, they no longer face one another during the battle sequences? Any ideas or am I the only one with these bugs? Thanks

Desert Fox
 
From Anglophile,

also agree with the comments about horses disappearing - there were domesticated and bred for farming and war very early in history


Of course. Horses are BRED. They are not mined. They do not run out unless stallions stop liking mares and start turning "Gay". Disappearance rate of zero.
 
Originally posted by nEo

Resources such as uranium, rubber, etc should disappear because those resources arent reusable.

Actualy rubber IS renewable. Rubber comes from rubber trees.
(no they arnt made of rubber, its refined sap or something...
it requres striping off the bark i think.)
modern rubber is often synthetic however because it requires less care.
 
Moderator Action: Temporarily locked to deal with and clean up Threadjacking (culture flipping complaint ad nauseum and some mild flaming or trolling
Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889

Further actions are be dicussed among the moderators. Any posters feeling guilty or at risk for discipline should contact their most sympathetic moderators or administer (Thunderfall the All Merciful) by PM before the axe falls.

Edit: Thunderfall the All Knowing has dertermined that continuity is to be preserved and has merged the threads, In his great and beneficent mercy, he has decided that only a small example be made hade and that Zouave and Troyens be restricted fo 3 days, and Joben is warned not to post Off-topic posts.

Posters be: On topic; on target; and on reasonably polite behavior (it pains a CRUSTY old war gamer to say that last bit, but that behavior does improve the effective flow ideas here)
 
This is the new thread for the long winded changes mod, Erp5, and higher. The old thread was too waterlogged from obselete versions and off topic posts.

Posters, please remain on topic with posts germain to the mod.
 
Kool...i have the first post in this great topic...but to remain on topic, i will say that plutark has done an excelent job, but i still dont like that fact that you must play it as a scenario...:mad: i dont like it one bit...and i LOVED it when it replaced civ3mod.bic!!:D
 
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