Long Winded Changes (LWC) Mod

Someone mentioned beer as a discovery. Really cool idea!

2 new resources
Hops and Barley
(might have to trade for 1 or both)

discover beer, allows brewery. Only bulidable to cities with clean water access. (irrigation, lake, anything non ocean.)

Brewery makes 1 happy citizen in city, and reduce curruption by 1.

Hey just a thought! Your mod rocks. Keep it up. What do you think about this?
 
esnyper: I believe the Civ3CopyTool by Gramphos supports importing/exporting maps into a .bic file. So you'd just use LWC's .bic file, then Import the map.

That _should_ work, but I've never tried it. Another thing Firaxis should add support for ;)


homer: I have heard that problem, and it seems that it's just a crazy problem with the way the game distributes resources. As it's a bonus resource I can only control what terrain it appears on, but I have heard that is shows up in rediculously large amounts.

The only solution I know for now is to open the .bic with the editor, go to the Terrain tab, and unselect Cotton from the Plains tile. That would mean it wouldn't appear anywhere.

The other idea is to choose the Wet map option, which means there will be less Plains tiles and thus less Cotton.


I wonder, should Cotton appear on Grasslands? That would probably actually decrease the amount it shows up, but I'm not certain about that. Ah well, I might have to revise my use of it.


Note on Imperialism/Colonialism: Governments and "Government Wonders" (such as the ideas for Constitution, etc) will be addressed in a future patch. The current governments will probably nearly all be replaced, and special Small Wonders added like "Constitution" (which are expensive but buildable by any government, or at least that one will be).

It's not a small undertaking and I'll definately be posting about it before I make it into a release version. I'll be needing plenty of input and discussion on it as it will be a major change in an aspect I personally haven't spent alot of time considering, but it should be really excellant when it's put out.

Probably will be my next project, as soon as I can friggin' get everything with the installer and current game bugs worked out. It will also be post-patch, so we'll see what the patch does before I get started on it.


Resource Disappearance issue: I'm thinking of making Horses, Coal, and Oil a whole lot more likely to "move" around. Dunno about the other resources, but I think the strategic resources are just far too "static" as it is.

Things should be a lot more dynamic, especially since it's over the course of 6000 years of history.

I'd only like if Bonus Resources could be controlled more, but making them Strategic seems overkill.


Runestar: That was an "oopsy", as I added airdrop late and failed to realise I needed to give them a range of operation, hehe. It can only be a maximum of 8, however.


gorilladf: I didn't think of making a resource allow the production of a city improvement, but you're right. That is definately an idea!

Even if only Barley was used...but if used Barley and Hops you could make the brewery considerably more powerful.

But how about this idea:

If you have Barley and Hops you can build a Small Wonder, "Grand Brewery", which makes a few people happy and adds culture, but it also allows the creation of some kind of improvement which adds happyness that can be built in citys.

It represents the discovery of Beer, thus allowing all citys with access to Beer and Hops to build something like a Distillery/Brewery/whatever.

Another idea would be to do something like change Wine to the strategic resource of Grapes and allow the creation of the an improvement called something like "Vinyard", where the grapes are imported and used to plant grapes and produce wine, which adds happyness and culture.


Just an idea, but I think we can all agree that there is alot of things that can be done with the idea of Resources and that the current implementation has only scratched the surface of what is possible.
 
Yeah that would be cool! Is it harder to create a city improvment? You need the graphic for the cityview as well as regular menu graphic.

Hell you could make brewerys, bars, discos, mini malls, and maybe even an AA meeting place :)

I love how all the new units are coming. I just would like to see some cool new city improvements. I thought having to have 2 resources would make it more difficult. Your right, it should be worth a little more.

Does anyone know what the old mead was made from? Just hops?
 
Mead was made by fermenting honey or water. Ooh, that's a good idea for a resource. "Honey"

Hops is used for flavoring with a bitter taste (characteristic of beer) and for preventing bacterial action.

I believe in ancient egypt they brewed beer with just barley, having no access to hops. There was a thing a while back where they discovered a recipe for beer made in ancient egypt and actually produced some of it for modern consumption.

Now according to http://www.history-of-beer.com/html/story_of_beer.html, it wasn't until the monasteries in the middle ages that the monks (they were the scientists of the middle ages, really) boiled brewing down to an art and institutionalized Hops for use as a preservative and flavoring.

So perhaps the advance would go best around the time of Monotheism...but then again, isn't it kind of odd that Monasteries aren't represented in the game? Hmm...

Anyway, I'm not totaly sure, but I believe I could make Barley a luxury resource appearing in the begining, but Hops would be strategic and be revealed in the middle ages.

I've already added 3 city improvements into the game by just copying the current graphics available in the game, so adding more wouldn't be hard.


I think that resource-dependent buildings of all sorts are far too limited in their representation.


Note: I also think that Domestication, based on some other suggestions, should probably be better represented, perhaps best replacing The Wheel. The Chariot unit could be moved, and perhaps Horseback Riding be played around with.

It seems that the Warrior Code/Wheel/Horseback section of the ancient tech tree could use some kind of change, but I just don't know what.
 
WOW is all I can say about your Mod- what a Herculean effort! I'm speaking for many when I say, we're in your debt. Thank you, Sir!

A few odd thoughts about it all, as I've read through your readme.txt and changelog.txt.

1) Modern warships that would fit into the catagory of Nuclear Sub, AEGIS cruser (and even the Battleship) all can and ususally do carry cruse missles. These can even be nuclear armed, although I think I saw that you had the ICBM flag adjusted to Tactical Missle flag allowing them to be carried by ships capable of carrying tatical missles. OK good for Nuc Subs, does this mean by carry, they can lauch ICBM's now? And, last I looked, AEGIS cruser couldn't carry tactical missles so they cannot carry cruse missles? Ditto for battleships? BB, SSB/SSN and AEGIS can definitely fire cruise missles, as Iraq and Taliban have learned.

2) Airlift: you stated that Mech Inf.'s vehicles are more like SUV then tanks. Not so. APC's may not be as heavely armoured as tanks, but they are no SUV. A modern APC weighs more then the early tanks by a considerable margin. So Mech Inf. being airlifted is I think a stretch. This is an important one due to the MI being such an important unit. Radar Artillery would be about the same, they are BIG and Bulky. Not sure where it fell in on your mod, I havve'nt gotten to the modern era with it yet. Oh your right on about these type of units not being able to get into Jungles or Mts. , but I really think Mech Inf. should also be banned from that terrain. Of course they can move through on roads, which will usuallly be there, so I don't think the effect on game balance will be as bad as you thought. (Of course if someone pillaged the road ...)

Anyway, I really liked many, many of your changes. A few I think I might go into the editor and change (in some cases back), but all in all what you've done is GRRRREEEAT! Great job, and keep it up! Now, if I can just figure out how to use the CivCopyTool myself ... I'm no computer whiz and I'm a bit confused by this stuff about the VBruntimes ... downloaded those 4 disks Grampellon uploaded, but a little unsure how to make it all work- wish he'd do a tutorial like YOU sit up!

Thanks for the work on your great Mod! Outstanding!
 
Hehehehe I like the beer idea..

How about a new late modern major wonder. That being Ceasars Palace? It could add to tax money from the city and increase the happiness of the entire continent, along with add a bit of corruption to a city to balance it out.

As for other ideas I've been thinking of as I complete a domination game. Large transport planes, That can hold 5 (An Elite Army) and travel from airport to airport or to a dropzone? Maybe something along the lines of a C-5?

Pioneers that can cross shallow water?

Combat engineers. Workers that can fight, for mid period introduction. Being on a 5billion year old planet with lots of high mountains, getting a road across is important, and sending in just a worker, to be captured by an enemy.
 
I finally got it to work by re-installing, re-downloading and running from the remote site instead of saving to disk.
I'm not sure if any of it made the "one" difference, but IT WORKS!
I'm very happy with the mod. It was worht the wait.
Add another satisfyed customer to your invoice to firaxis :D
 
Ok, help out a computer-challenged civfanatic. When I download it, where do I put it? Do I just save it as a scenario, under the scenario folder?
 
Originally posted by Magellan
Ok, help out a computer-challenged civfanatic. When I download it, where do I put it? Do I just save it as a scenario, under the scenario folder?

Save it to a temporary directory, and then run it. You could save it to your desk top or even just let your operating system run it when it completes the download. It has a self installer.:D

Runestar
 
Runestar, I must say that I don't like your "Caesar Palace" idea. If we want a new modern wonder, let it be something like the genome project, not a lowly casino (come on, do you want to compare a casino with the pyramids? :eek: )

And I don't like the combat engineers idea as well. If you are worried about their safety, escort them :)

I'm saying this because I fear that LWC, as great a mod as it is, may get too cramped if we keep on adding and adding stuff. We need to detect what is necessary and what is superfluous. :D
 
i cant find a place on the editor that came with the game that allows me add new units or new techs or wonders? I can rename and change current ones but i cant add new ones in..I can add governments.... am i being dumb or is the editor crappy? BE SPECIFIC AND DETAILED PLZ!
 
Here is a strategy I came up with while reading your posts: You are at the age where most of the attack units are tanks and other mech things. You plant jungles (although I forget, can you plant jungles? maybe you should add it =]), then you could pillage all your jungle squares and they won't be able to get through because there are no roads! Of course, land units will still be able to get through... but you would cut off a main part of their army.

Plus, you need to change it so you can choose the directory you installed into... it is annoying if you installed to Civ 3 instead of Civilization III.
 
Ever Since i installed LWC mod civ has been crashing after a short while of play. Since noone else has been complaining... i wasnt sure if it was the mod or not. Im going to reinstall civ 3, and then the mod again. But does anyone have any other potential solutions.
 
BUG: I automated a scout and whenever another units tries to kill it it wins without taking any damage, I'm suprised it isn't a leader yet rofl
 
how about dope as a resource.
it adds to commerce, corruption and happiness
and when its no longer present, it makes the citizens unhappy:):)

Enforcer
 
I agree that the casino shouldn't be a wonder, but maybe a city improvment.

Honey would be a cool luxury.

How about a medic unit! Would heal units in same tile quicker! That might be too powerful :)

Wouldn't the international space station be a new wonder?
 
I get the feeling that including medics as their own unit wouldn't be too realistic...
It's too fine grained; after all, each unit represents an entire platoon/squadron/army whatever of real life people, and they would have their own 'medics' internally to their unit (which I guess is why they can heal in the first place ;))

An alternative however could be a 'field hospital' tile improvement, which would allow units to be healed in enemy territory, a la MASH :) That could be quite cool.

N.
 
In the update log you asked about having Nuclear power stations needing water to work.

Yes, they do need it. Nuclera power stations need lots of water. If you ever visit one, there will be a massive lake near by
 
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