Long Winded Changes (LWC) Mod

Originally posted by Zouave
Lovro,

Some seem to, but some don't. Pikeman appears to upgrade just to musketman, but knight upgrades to rider. That after the 1.17 patch. There are other examples of that. Curious.
Just to make sure: you tried to upgrade the pikeman with the French, and the Knight with the Chinese?

Of course you shouldn't be able to upgrade your pikemen to musketeers while playing with the Chinese :D

I took a glance in the editor (haven't had time to play the new patch yet, probably will today) and it seems everything should work fine.
 
Lovro,

That is what I saw in the Editor. Check yourself.

I have not had time to play various games with assorted civs yet to see how it works in the actual game.



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IDEAL MOD:

Has anyone thought of trying to somehow combine the great LWC mod with one of the realistic starting nations/Marla Map mods?? The best of everything. :goodjob:
 
OK, it was going good for awhile. But then. . . trouble.



Now, I have played LWC well into the 20th century - but not with 1.17.

The game CRASHED at 1290 AD, and despite repeated reloadings from the autosave, and even a full reboot, it continued to crash.

Do we have a problem with 1.17??

I can't spend many hours only to have a game crash.



:confused:
 

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I've a few suggestions for your excellent mod Plutarck. I'm not sure if these have been mentioned before because I haven't read the whole topic (19 pages!).

One thing that really annoyed me about Civ3 is the lack of units. Most ages would only have three ground units- one attacker, one defender and a bombarding unit. In the later ages, it would be just restricted to tanks and mechanised infantry, which is hardly realistic in warfare. You've done a great job in adding attacking and defending infantry along with vehicles. However, tanks and mechanised infantry are not very common, and the majority of battles are fought by infantry. You should give tanks a much higher attack rating and boost the shield cost too so that tanks are not the dominant unit but they are very important. This should be done with most of the later units (planes, Mech Infantry, Spec Ops, etc).

Bombarding units and cruise missiles should all have their bombard attack and range increased but so to their cost to make them more effective.

Musket Infantry should be upgraded to Shock Infantry and then to Modern Infantry. Machine Gunners should be a artillery unit with 1 range but a high rate of fire.

All ships should have their shield costs increased. Battleships, Aegis Cruisers, etc should have thier bombard range increased.

Archers and Crossbowmen should be able to bombard.

Mech Infantry should be able to carry units.

You should be able to make a army for every city, but the cost should be very very high.

What about a attack helicopter?

Horses should increase shields not food.


I'll give you a chance to reply to these suggestions first before I give you some more :) . Once again, good work on this mod. You've made a great game even better.
 
I think you should bring back global warming (im not complaining since I can just fix it in my editor). But using nukes should have a serious consequence on the world. As it would in real life. But maby you should make it that when warming starts it goes from grassland to plains then to desert, then from there a desrt turns to thundra from a nuclear winter but the thundra should be able to go back to plains as the nuclear winter would eventually pass. That way a player will still has to pay the consequeces of using nuclear weapons but time eventually heals the wounds of the usage.
 
Well, it crashed again tonight. This time at 1080 AD. I think in both cases it crashed soon after completing crossbowmen.

Anyway, I will anxiously await the LWC6 mod that I hope has full compatibility with 1.17.


BTW, eventually, some sort of combining of the LWC mod, along with an accurate world map and realistic starting locations, would be ideal. On my wish list!
 
Can someone tell me whats wrong?

I have the 1.17 patch installed and ever since then I cant use my civ edit! I can use it but any senerio I make with the rules changed wont load! If I even change something like the attack point of my battleship from 18 to 19 it wont load. Only plutaricks LCW scenario loads and that only if I dont change a SINGLE thing in that scenarios rules. Heres the messgae i get:

Scenario invalid
Version 3.00 no longer compatiable.
 
I just figured out no new created scenarios work, enev the ones with the rules not changed. And the 3.00 they were talking about is the bic version. Hope this helps someone figure this out
 
That really is hard to believe. It's bad enough the game needs a series of patches, but Firaxis couldn't even include a working Editor. I wasted about three hours of my time uninstalling and reinstalling and saving and pasting in specific art files and mods. :mad:



Anyway, I currently have the 1.17 patch installed, with the Editor that came with the disk.

I made some changes in the LWC5 mod (not colors) and it keeps crashing around 1200 AD.

So, I am waiting for Plutarck to finish LWC6 - and to advise us if certain alterations with the Editor of LWC6 will cause crashing. The simple fact is I never use barbarians and plan to not only change some improvement and resource values, but to take those barbarians and make them civ-specific units (such as a Man-O-War for the English).

If this will cause crashing, PLEASE WARN US WITH LWC6.

Thanks for the mod.
 
Originally posted by Zouave
If this will cause crashing, PLEASE WARN US WITH LWC6.
IMHO, there is a reason why Plutarck uses the term LWC ERP 6. Keep in mind that it is an early release preview and it is bound to crash. By posting it to the public Plutarck has a greater chance of discovering bugs and and solving them. Thus, before releasing a release :D he cannot possibly have known/solved all the bugs, because it would mean that he had tested the mod thoroughly (read: played for a couple of days) before publicizing it. If your game crashes, send him the savegame so that he can try to hunt down the bug and possibly solve it or warn you about it in future releases.
 
Lovro,

I know that. I meant is there anything WE should NOT do by way of Editing his mod that he would advise against as it might cause a crash. If he knows.


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ANGRY COMMENT:

I tried to Edit the Diplomats and Spies section of several mods. The costs of all Espionage-related functions is ridiculously high and absolutely of MINIMAL effectiveness. If I can't lower the costs, along with the costs for the advance and Small Wonder, I wouldn't bother with Espionage.

Well, guess what? 1.17 apparently has made it IMPOSSIBLE to edit the costs for Espionage activities!! Which I think STINKS.

Correct me if I'm wrong, but that's how it seemed to me when I tried repeatedly.

Maybe I'll go back to 1.16, or just drop the costs for the advance and Small Wonder to almost nothing - or raise them so high no one will want them.

If someone can find a way to hack this and give us the ability to edit Espionage costs it would be fabulous.
 
After capturing the AI civilization's capital, the AI civ has a new capital the very next turn. I have captured 3 of the same civ's capitals in the same turn (I had a rather large army roaming thier lands), and PRESTO...new palace built instantly. I have never had my capital captured before so don't know if I would have the same opportunity. In CIV II, I would have had to build a new palace (which takes time).

Also noted that most of the civilizations that I have encountered have run with a treasury of less than 200 gold.
 
Originally posted by krenn
After capturing the AI civilization's capital, the AI civ has a new capital the very next turn. I have captured 3 of the same civ's capitals in the same turn (I had a rather large army roaming thier lands), and PRESTO...new palace built instantly. I have never had my capital captured before so don't know if I would have the same opportunity. In CIV II, I would have had to build a new palace (which takes time).

Also noted that most of the civilizations that I have encountered have run with a treasury of less than 200 gold.

It's normal - and almost as big a crock as that Culture Flipping garbage. It needs to be changed. There is now no point to go after a capital as in Civ II - and logically a capital SHOULD be your primary target. I won many a campaign that way, but taking the capital, especially with a surpriise amphibious assault.

Complain to Firaxis: http://www.firaxis.com/contact_gamefeedback.cfm
 
Originally posted by Zouave
OK, it was going good for awhile. But then. . . trouble.



Now, I have played LWC well into the 20th century - but not with 1.17.

The game CRASHED at 1290 AD, and despite repeated reloadings from the autosave, and even a full reboot, it continued to crash.

Do we have a problem with 1.17??

I can't spend many hours only to have a game crash.



FYI, after removing 1.17 and reinstalling 1.16 IT DID STILL CRASH, at 1350 AD.

So there ARE compatibility problems, or is there some Editing we should not do to avoid this?

Again, I edited LWC5, but I have no idea if that caused the problem.

Anyway, if any of this can be clarified to avoid crashs with the upcoming #6 it would be great.
 
If anyone, or Plutarck, want to see what's what with this crashing scenario, here's the zip.
 
Originally posted by Zouave
If anyone, or Plutarck, want to see what's what with this crashing scenario, here's the zip.

Boy, for someone who professes such profound hatred for this game, you sure play it a lot Troyens...I mean, Enco...I mean, Zouave.

BTW, don't expect a copious # of volunteers to step forth and help you with your little problem. You've burned too many bridges behind you to expect a helping hand here now.

But then again, I suppose you suspect that by now. After all, the only reply you've gotten is from me, and I'm here only to mock you.

Have a Nice Day! :goodjob:
 
:crazyeyes Well... to re state the obvious I had the same probs w/ the 1.17 patch and erp-5. I did experiment w/ the editor, tried various combos...:mad: No dice! In the end @ least for the time being i've gone back to the erp-4/1.16 patch combo. :love: Happiness again! BTW... I saw a negative comment above on culture flipping... While I agree to a point w/ this as to the original version of Civ3, I am fine w/ it in the LWC-Mod games. I agree its not ideal but given the structure of all of the civ editions (1-3)... Gimme a break! I love this LWC mod, but lets be real the whole civ premis is a GIANT genralization! Hey thats alright, if I want realism or some sort o military history sim i'll play Operational art o war or whatever...:p
 
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