Long Winded Changes (LWC) Mod

I agree with the subject that city improvements should be required for some resources and others should become completly available after building so many improvements. What about textiles, electronic components, synthetic fibers (it takes a whole lot of machinery to produce these fantastic works, just not the know how :)), hell even cherry pies. Okay maybe not cherry pies, but I think say 5 factories hsould be required in your Civ so that say Textiles become available to you as a industrial luxary resource. It would be a great divider for more modern nations with less resources over nations less developed with a whole lot more. Maybe if we all bombard requests to Firaxis for them to include this in a patch or expansion pack we won't have to wait for CivIV,. Then again dogs could fall out of the sky and my rabbid monkey I found in my back yard would maul then ones that land nearby to their deaths, but its worth a try I suppose. Otherwise I like a lot of your additions and would also like to say I liked that *shakes fist* thing, hehe. Sorry all I have is powdered donuts.
 
Heh Hey Plutarck, just letting ya know that when you updated the first page you entered the date as 1/7/2001, but its 2002. :lol: Its hard to get used to a new year once you get used to signing one.:crazyeyes
 
Originally posted by joost1110
I can't wait to play this mod, sounds very cool. I have just 1 request, to put the crossbowmen in it too, I really like it.

Well I have seen that unit and that would be cool joost1110, but before Plutarck can put the unit in his mod he needs the okay first from the creator of the unit. :) Email and ask if he minds his unit being added into this mod, ya never know til ya ask heh.
 
where in the hell do you get the actual mod at i'm seeing all these good things about this mod and i can't find where you download it at!
 
Former download spot...


ERP1 removed after 199 downloads.
ERP2 removed after 256 downloads.
ERP3 removed after 1566 downloads.
ERP4 removed after 602 downloads.
 
Note: I've changed the unit animation add-on pack (and edited the first post) to include new animations for the Special Ops Team, created by MazterJo.

Since not many people have downloaded it I figured I'd just repack it together. Not that big a download :)
 
I have it!! only 1 thing. I cant download the unitgraphics from your site. I can download the resources file though :confused:.
Well, I'll just play with the old images, it will take a while anyway before I get those units.
 
I've been looking forward to this mod since the patch came out. I had the first mod and liked to changes it made, and am sure that this one will be just as good.

Thanks for all the time and effort you take to make our playing experience better.
 
I have installed the new mod, including the resource.pcx and also the modern detroyer. But at about 1885 the game crashes.... Im not 100% sure thats its not my installation so I have included a copy of my save game.

Can someone else please try ending turn and seeing if it crashes.

The changes so far (im in the industrial age) and very good.. the game feels so much more balanced than before..... combat is actually fun now, with a good variety of USEFUL units.....


Cheers Plutarck, this mod rocks so far.....
 

Attachments

No Hockey practice tonight, wife is working, can't wait to get out of work! Looking forward to this one for a while.

Have you seen Dark Sheer's Army truck unit? I never thought of having a land transport vehicle, but it would make unit moving so much easier. However I'm not sure he can limit it to foot units only. Can't really load a tank in a truck :) But great idea!

Let me know when you want a list of great and small wonders!:lol:
 
Very great work Plutarck, can it get any better? heh Prolly not!
I do miss the installer though, no thought needed on my part there :lol: (Feeling a little lazy lately, schools back in :crazyeyes: ) .
But hey this is actually real simple, just drop a few files here and there and bam its done. Not to mention its nice to have a small download. :king:
 
Your mod is great, but I have a problem with your stance on resources.

1. Uranium is necessary for AEGIS Cruisers not because they do in reality (as they don't), but to make them exclusive to high-technology navies.

2. Aircraft DO need oil, or more specifically, petroleum. Jet fuel is a petroleum-based substance, and synthetic petroleum has NEVER been produced in sufficient quantites to use regularly; it is far to costly. If you don't have oil your planes won't fly. Also, Oil is THE resource of the modern ages (in both reality and civ3) and for gameplay should be required for a modern air force.

3. Infantry require rubber for a gameplay reason: a civ without access to rubber will build riflemen instead, as riflemen require no resources. This is also realistic.
 
Announcement: Unit Animation Add-On fixed! Didn't type the link right :)


skywalker:

For now, there are few resource requirements (if any) that have been changed. I'm thinking that the moving resources should help balance out the problems with do-or-die resources anyway.

The only one changed in the current incarnation of the LWC Mod is the AEGIS, which requires Aluminum and Oil but no Uranium. All aircraft require oil at this time, as does Modern Armor.

The AEGIS changed was done for real-world accuracy, but I don't think it will really be needed for the problem you mentioned, and here's why.

While AEGIS' probably won't be all that great in their current incarnation (may need tweaking later, but I guess someone will need to get to the late modern age to figure that out...hehe), their main limiting factor is the technology of Robotics, which requires 5 modern techs to have access to research - nearly all of which are more expensive now.

In comparison, Stealth requires only 3 to become available, Space Flight takes 2, and Advanced Naval Warfare takes 4 while itself being 60 cheaper to research than Robotics.

In short, the limiting factor is how late in the game it comes, so only high-technology civs will be able to build it. Requiring Uranium on game-balance reasons seems unneccesary.


However, it seems to me that AEGIS is actually underpowered at this time, and will be addressed in the future once people get a chance to test out it's Air abilitys. If I need to remove them I'll have to rethink what AEGIS will be used for at all...

So when AEGIS gets 'fixed' we can revisit it as an issue and see what should be done to balance it out.



KALIROB2k2:

Glad it's not too hard to use, because - while I liked the installer - it was alot more work and added about 2-7 megs of size to the mod, which would nearly be an order of magnitude at this point :)

This way is definately the easiest. The updater is a sad casualty, but the crappy people at PowerUpdate have no limited the free version to 20 end users! So I'd have to toss that anyway.



gorilladf:

I have, and I had plans for a land transport unit for quite a long while. However, I am reasonably sure that the AI will be completely unable to use the blasted thing because there is no AI Strategy option for "Land Transport", only for Naval and Air units :(

Oh, and I thought about adding the Internet at the last minute, but I couldn't think of what the heck it would actually DO. Doubling research in the city seems ok, but giving it a Great Library effect would probably make it too strong because of the nature of modern age techs (nearly every one now has a major effect, and with the Great Library it's effect ends in the middle of the middle ages, giving everyone a chance to catch up to you, but that wouldn't work in the modern age unless another age was added), not to mention that the GL also has the limiting factor of you probably not being in contact with all the Civs, while in the modern age it's about guaranteed.


However, feel free to have a list of wonder ideas (and suggestion for currently implementable effects :D ), and I'd definately consider adding them. It seems the Industrial and Modern Ages needs them the most, even though I can think of so many that could be added to the first two ages.

That's another feature I want - to be able to assign Small Wonder effects to Great Wonders and Great Wonder effects to Small Wonders. Oh imagine the possibilitys...*siiigh*



daithos:

Checking it out now. I've heard from other mod-makers about a crash when the game transitions into the modern age in their mod too, but I don't (yet) understand the cause.

Let you know as soon as I test it.



joost1110:

Sorry about that, now fixed. I had named it with a 01 on the end, but forgot and put only a 1 in the link.
 
daithos:

I played the save and ended turn (but I changed alot of stuff), and it went fine. I got about 15 or so turns into it, then the game crashed.

HOWEVER, I think I know the problem! You were building Battlefield Medicine and had 1 turn until it's completion, but I switched it over to Theory of Evolution instead (sucks that it randomly picks techs for you, but that's another matter).

But when the game crashed I had Intelligence Agency and Battlefield Medicine being 1 turn from completion.

I'm thinking it's a problem with the wonder splashes, so I'm going to check that out now.
 
Plutarck,

First off great mod makes the game way more playable. I have a problem and I hope that you can help me with it. I have just entered the middle ages and no matter what I research the game crashes. Could you please point me in the right direction? I will attach my save game so you can see if you have the same problem.

Thanks and keep up the great work!

John:)
 
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