Long Winded Changes (LWC) Mod

So now that theres a patch for the update (that sounded kinda silly :crazyeyes:) What about your mod Plutarck? I am guessing your going to have to get used to the games changes, cause i noticed the patch changed alot of the files in your mod :(
I guess we might be seeing a version 0.8a? :lol:
 
Originally posted by KALIROB2k2
Yea I already emailed Il Mafioso's seeing if he might be up for it before i posted the question (so hopefully i might not offend him)so hopefully he might be up for it, and so might Plutarck. :) I think that combined that would be a real good addition, plus Il Mafioso's patch will live on in the LWC mod. So everyone else cross your fingers along with me :D

I'm up for it.

...BUT...

I've got 2 things:

1. I don't think I can realistically put any significant effort into it before end of year.

2. I think we should take at least that long to see how the LWC mod adapts to Firaxis' patch.

I've only read the end of this thread so far (and it's 1:40Am and I gotta go to work manana) so if anyone reads this, please let the developer of this mod know that I'm game if they are, and to get in touch with me :-)

... I only wish I'd kept the mod files in my "photoshop templateish" mode.... oh well, you live you learn.

Alessandro.

P.S. Thanks for the Email heads up... would have missed it otherwise... very busy with work and PalmOS development. No... not PalmCiv. Not yet anyway ... but that would be cool!
 
Sorry for the delay in replying to all the posts I've had to skip over, but I'm instead spending the time on remaking the mod.


I've updated the first post in the thread, so take a look at that for more information :)


I'll just let the full list of changes speak for itself once I release it ;)


Il Mafioso:

Due to popular demand I do definately want to have an optional graphic add-on of your graphic mod. If you could provide a layer/template kind of thing, or just some of the graphics as a kind of "do-it-yourself-kit" I could probably do some work on it myself.

Between the stuff I'm doing though I might not get it done before the end of the year either (can't be sure), as most of my time will be in improving the LWC mod itself.

Due to all the changes I'm making I'll actually have to play the game through to the end (haha, imagine that) a few times and just generally do more playtesting than with anything else, because it's much more of a far-sweeping change (90% of the units will probably have different attributes, even if their relative powers remain similar).


However I'd also like to have your improved wonder screens available for my mod, so I'm hoping you kept the templatish stuff for those :D
 
Oh hell yea! :lol: This is sounding good already, this mod was the best (to me at least heh) and this should easily put it on the top.:goodjob: Thanks to both Plutarck and Il Mafioso for agreeing to colaborate on this project. :king:
 
Just wanted to give everyone an update on my progress so they don't have to guess :)

I have most of the actual changes completed except for the Units, and I have most of the land unit changes and bombard unit changes done. But they aren't complete and do need more changes still.

I haven't done much adding, but I've added 5 ground units at this time. They are Man At Arms, Musket Infantry, Shock Troops, Rifle Infantry, and Assault Troops (in order of their appearance in the game, more or less). (All units subject to change, but that's what I have so far.)

I've also added 4 technologys so far, and they are Sattle (who's name might change...just not sure what to call it), Hullmaking, Squirearchy, and Volunteerism. All are also subject to change, of course.

With the completed download I will also include a modified .html file which calculates combat statistics to make it easy to see what the changes to the units mean. I'm using 2 that are already available, but I changed them to make them easier to use and will also be updated for all the new units/changes.

With exception to Horseman (which will come later in the ancient age, but be more a little more powerful and probably more expensive) and Chariot (which now is alot like the former Horseman) most of the Ancient Age units are currently unchanged. Only defensive units haven't currently changed in the Middle Ages while all other units there have changed alot (they have had their attack increased, mostly). The Industrial age pretty much changes completely, and the Modern Age changes quite a bit too.


As an idea of unit changes, we'll take the Cavalry for instance. Formerly against a Pikeman fortified in a walled town/city it had a 53% chance of winning; with the pikeman fortified in the open the Cav had a 67% chance of victory (that means that the Cavalry wins only slightly over half the time in the first instance, and a little over 3 out of 5 times in the latter instance). However the Cavalry cost 80 shields to build in the game while Pikeman take only 30, meaning you can build 2 pikeman for each Cavalry and STILL have 20 shields left over. And the Cavalry comes at the tail end of the Middle Ages, while the Pikeman comes at the very begining!

Now the Cav have a 69% chance of victory in the former instance, and an 82% chance of winning in the latter instance. This may increase, but I'm still thoroughly testing it. Seems good on paper, but remember the Musketman is available much earlier in the age than Cavalry.

Just as an idea of what percentages mean, in my game I had a 4hp warrior fortified on a hill be killed by a barbarian 3hp warrior that was attacking (on Monarchy level, so no bonus against barbarians). The bariarian had a 13% chance of success.

That's how probability works, after all :rolleyes:

So it's not a gigantic change in probability, but still a significant one and may still be altered upon more testing.


I'm also experimenting with tweaking unit hitpoints a little, and am liking the results. Only a minor change but it does seem to smooth out combat results nicely. Changing the "Normal" hitpoints by 1 seems to swing the probabilitys about 3-5% in the favor of what victory was most likely anyhow. So a Tank is less likely to loose to a Pikeman, while a Pikeman is more likely to win against an attacking Swordsman (when fortified, that is).


The changes.txt file currently lists the changing of 100 different item in the game (changing a technologys cost and requirements would only be counted as 1 change, for instance), and I haven't added any unit info yet :D

At this rate there will probably be over 150 changes/additions in this release version, :lol: . I also haven't done the governments yet either :D


So it's probably going to be at least into next week before a release version is ready, though I might put out a late-beta version to make sure all the kinks are worked out and give you all something to play with :D

This will definately spice up and improve the game _alot_ in my humble opinion.

One last note: I found corruption totally mangabable as-is, so the addition of the corruption reducing improvements might be all that's needed to keep things going smoothly throughout the game. But this could just be my new strat which builds less citys than normal and gets the capital up to max size so early...dunno ;)
 
How long does it take you to do ONE turn? My goodness! If you figure out every combat for all your units, it must take you a year to finish a game! :crazyeyes

I can only begin to tell you how much we all appreciate your efforts! You (and fellow modders) make the game even more fun!

I can only hope that when you catch up on your own stuff, you can incorporate other Modders add ons. If I have to have only one mod, no question....it is LWC! :goodjob:

PS: Don't forget the beer! :D

How about a Nationalised team? Like the USA hockey team? Would help fight corruption. (Maybe not a soccer team. Those fans are nutz :jump: )
 
I think raise both the "Normal" and "Vetran" units hitpoints by one. Let the "Elite" have the same hitpoints as a "Veteran", but of course, you can only get a Leader from an "Elite Win". I have been playing around with this and it works very well, much better than just raising all of them, and it does not screw up the hit-point graphics.

RoY
 
Originally posted by lordroy
I think raise both the "Normal" and "Vetran" units hitpoints by one. Let the "Elite" have the same hitpoints as a "Veteran", but of course, you can only get a Leader from an "Elite Win". I have been playing around with this and it works very well, much better than just raising all of them, and it does not screw up the hit-point graphics.

RoY

Hey good idea lordroy, I do that with my maps rules to, so that the battles are a bit longer and stands a chance of a pikeman loosing to a tank or at least get more damage done to them. Well it just seems that once I did that it stopped the incidents of tanks loosing by about 65 percent. :) Might be a bit more interesting to, glad your thinking what I am thinking.
 
I'm sure you may have seen this Mod plutarck:
thread here
I like some of the techs and city improvments. I know you said you were working on making your mod work with others, this is one I would like to see.
:goodjob:
 
The maker of the LWC mod seems to be the one to talk to about this. Could you put in a land mine unit? As I see it, the ideal attributes would be:
A D M
0 0 1 unfortified
0 10 0 fortified
*no vet or elite with victory (mines don't gain experience; or start as elite and charge accordingly)
*no healing (if 1/3 of the mines were detonated/disarmed in an attack of an area they won't heal)
*mobile at speed 1 until fortified or "built" then immobile
*0 defense like workers/catapult until fortified (captureable)
*movement through tile with mines like mountain.
*fortified in city -3 happy faces discourage use in urban areas

anti-mine engineering unit (helpful be not needed)
40 5 1 vs land mines
3 5 1 vs other units

I haven't figured out costs yet, but they would depend on how many of the strengths/attributes above are actually doable.

Thanks for feedback

SW:)
 
Hey might be a good idea with some work, but the game sounds pretty hard to mess with this early.
I dont know adding stealth to the mines might be good, just because the fact you usually dont see mines until you hit em heh. Not sure how that would work, not to mention make those anti-mine engineering units like an aegis sub able to see the mines.
I dont know the mine idea just might be real complicated. :confused: Still really original maybe Plutarck might be interested. :goodjob:
 
quick suggestion, Plutarck - change French musketeers so they are +1M rather than +1A compared to other Musketmen. If you read the histroy books, you'll notice that they weren't actually any better than other nations, they just used more artillery support.
Heck, we brits took them down during the Napoleonic Wars, under the guidance of Sir Arthur Wellsey (later Duke of Wellington).

As for the suggestion about Magnesium (Mg) - just one small point - why make a military vehicle out of something which catches fire easily? Mg is used to make flares - it burns at a high temperature, with a bright light and requires very little energy for it to ignite due to its high reactivity. AL has a very low reactivity which is why it's used as a strategic resource.

Depleted Uranium makes a nice penetrating material for anti-armour purposes :)
 
I'm actually still finishing up my christmas card (done within the hour), LOL. Think it's a bit late? ;)


Time really flys I suppose, and I haven't had much chance to do alot of work on the mod. Can't say for certain when I can knock out an alpha early-release version, but I think it can _actually_ be by mid-week this time (now that the paying-work related junk is out of the way).

It won't have the government changes, some of the tech tree updates, only a few of the unit additions, and almost none of the improvement additions. However, most of the changes and alterations will probably be in. The Civilopedia entrys won't be properly updated either, but hey, that's why it's called alpha/early-release :D


This isn't firm, of course, because I don't want to spend extra time on an early "clearly not done" version when I could be spending it on finishing the full release version.

Also, the mod will be sepperated into two files, at least. One will be the big file, which is all the unit animations, and the other is just the little graphics files (like for the various icons), text files, and the .bic file itself.

Translation: Smaller files to download, and to update you just have to download a file that's less than 1MB (maybe even less than 500KB). Far more user-friendly, and easier for me too.


Just wanted to drop in an update, and I gotta get back to finishing up my work.
 
Good job man keep up the good work! I was wondering where do you go to download your mod packs? Thanks for all replys!:D
 
Originally posted by Yankee1489
Good job man keep up the good work! I was wondering where do you go to download your mod packs? Thanks for all replys!:D

Hey yankee check this out heres the site http://207.191.20.18/civ3/index.html , I know Plutarck is rather busy heh.
 
I went to that website and i couldn't figure out where to go once I went to that website? Thanks for all replys!:crazyeyes
 
Originally posted by Yankee1489
I went to that website and i couldn't figure out where to go once I went to that website? Thanks for all replys!:crazyeyes

Oh whoops :lol: sorry Yankee I forgot myself even that he is revising the mod (so it will work with the 1.16 version of the game) so its not for downloading at the moment. Its more for safety reasons so no one will install it and ruin anything on accident.
It should be done soon and hes putting some hard work into it so it should be a damn good mod :goodjob:
 
Plutark, we haven't heard from you since last year! :)

Any new news? I hope you all had great holidays!

INTERNET as a new Great Wonder? Help science and happiness?
 
About magnesium:
Yes it is flammable and corrosive, but it is only used in alloys.

About land mines:
Many have thought of implementing land mines in a good way. I am going to post a thread about the challenge.

About latex and "natural rubber":
They are the same.
 
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