Midgard fantasy mod

Thanks for putting up a link. Perhaps I'll make my own thread, but for now, this is sufficient.

There's no such thing as dirty words. Language is impossible to be inherently "bad" as there's no such thing as a commonly accepted medium of "bad". But since you put dirty into quotation marks, I assume you see the contradiction of "dirty words".

Have you tried to play the scenarios and mod I created? I'd appreciate some feedback.

Notes on the Dwarves and Hobbits:

Dwarves, at least, in the scenarios I made, have a unique building called a Khazad Smithy which provides 25% industry, and in other scenarios, simply 50% extra tax. I can't remember which scenarios are which. I suggest, to anyone who downloads my modifications of Yorgo's Midgard, to change the Khazad Smithy from a production bonus over to a tax/luxury/commerce bonus. Dwarves also have strong units to represent their hardiness. They generally have equal amounts of attack and defense. If I ever can upload my Middle Earth preset city scenario, the Dwarves are equal to Human units but have a general +1 health bar bonus. That in my opinion was more indicative of hardiness than being a little too strong in my taste. Also, Dwarven units may mine.

I don't frankly remember what I did with the Hobbit unique building called Bag End, but I ask anyone interested to provide a suggestion for what it should do as I frankly have no suggestions of my own. Perhaps provide happiness? Hobbit units are weak, but cheap. This means Hobbits, while not being able to outmatch enemy units, can overwhelm enemy units. I'm pretty sure Hobbit units can farm.
 
Bag End could be a culture building giving out 6 or more culture a turn or act as a second palace.
 
Apologies, because this is an old thread, but I was searching for info on the topic and found this. I figured someone else might still find the same thread a year from now.

This is also my first post here, though I used to have an account here back in about 2001, but I have no idea what I called myself then.

Finally, I'm referring to the Midgard scenario in Civ II Gold. Sorry if that's OT. I just think it's the best game ever made, and never get sick of it. Hopefully these comments will remain relevant to ToT and C3.

The first time I played this scenario it was a disaster. I played the Elves, and as someone else noted, the Stygians seem to have an unfair advantage. It was like playing Lichenstein vs The Soviet Union. Eventually I played the Merfolk, and decided it was they who had the advantage.

Why? Because the 'sunken sea' terrain, or whatever it's called is massively productive. Play the Merfolk and settle all your islands and your industrial capacity is amazing. There are two drawbacks: cities will often have too many shields and not enough food (you will need lots of settlers to mop up pollution), and you can create global warming completely by accident, simply by being so productive.

My criticisms of the scenario in general are that the Stygians are just way too powerful (unless you play Merfolk), and (this isn't limited to this scenario), it annoys me when you research a technology which promises you various military units, which you later find out are only available to some other civilisations. Couldn't they at least just have (Goblins) or (Elves) or whatever next to glyphs in the Civilopedia? Another glitch - though you can keep track of this, with some difficulty - is that you can research civ advances before you have the supposed requisite technologies to do so.

Also it annoys me that the game can finish unexpectedly or even by accident if someone (including you) discovers Beast Lore. I would personally have removed a tech advance victory scenario and replaced it with world conquest or something else.

Anyway, hello from Tasmania.

Loop
 
Hi,

this topic may be outdated, but I will give you some feedback.
First of all, this is the best random/map based fantasy mod of Civ3. If you care continuing it, I would be happy. So, my comments:
Stygians are too powerful for a number of reasons: Firstly, they have an all round military power. They've got a strong land force and a lot of cheap, early and strong forces that attack without causing conflict. This alone should be enough, but no, they've got the strongest navy after the merfolks (because of the unfair kraken) and a very strong air force (dragons & bats). If they would only be available at the end of the game, it would be OK, but no, they are almost as tough in all specialized categories of each other tribe. The dragon can battle the buteon hawk, the kraken the krakens of the merfolks up to "giant warfare" in the mid to end-game, the regular units all other regular units.
Especially in the scenario map, they are way too strong because of the fact that they can cheaply produce units on the resource island, and even units that don't cause conflicts, by having less corruption (the capitol is pretty near) and free and support-free units. This is just an overkill.

My suggestion for the Stygians and other races:
1) Remove kraken from buildable units of the Stygians and give them another, much weaker dragon-carrier unit (i'm thinking of an early middle ages 2/2 ship)
2) Bats should only be buildable in the late dark ages/early industrial, and should not have a lethal bombardment
3) Dragons should be much less available to the stygians till the technology to build them is being discovered (max 6 dragons till then)
4) Skeletal units should be more expensive and not upkeep-free.
5) Make the shieldboat an 6/6 unit (it's 6/4 right now)
6) The pirate boat should be twice as expensive as the shieldboat and become a 4/3 boat with one less movement. In CC only the privateer exists as a similar unit, and by the time you research it, all other naval units are twice as strong.
7) Sailors should be 4/2 and Corsairs 8/4 max.
8) Elves need cheaper units due to the drawback of their native terrain. You can't mine/irrigate woods, that's especially a minus when tunnels are being discovered (those are 2 shields or food less per square for the elves)
9) Many techs are useless for humans and infidels (giant warfare, beastial dominion)

Also, the AI merfolks can't use their home islands right. They tend to build only about 5 cities altogether.

Anyways, it still is a very good game, and with those changes it will be even better!
 
Bats only have a rate of fire of 1 so they have a hard time getting their lethal bombardment off. The Stygians are meant to be a powerhouse so that even if you organize alliances against them they won't be defeated but you still need to prevent them from winning the several easy possibilities. All you have to do is reduce the dragon rate of fire to 2 and then it will be playable even as the Elves. The Elves aren't too bad if the human plays them because of their superior units(low resource, high defence) and they're the only scientific race. The improvement after libraries are very expensive and this helps them. If you reduce the corruption rating of Despotism down to problematic you will be able to produce some units/improvements on the great continent in the large map by rushing citizens before unhappiness becomes an issue.

Just make sure to build the Mercenaries Guild and those skeletons won't be a problem anymore. And don't worry about the Merfolk, they usually focus on expanding in the Great Continent the most which is better than settling every island.
 
well i played on regent and won relatively easily, despite it taking ages and some frustrating situations. I think I wouldn't have any problems with monarch as well, but only after playing it through as regent (to get familiar with the rules, races and map). Anyway, it's vitally important to cooperate with the other races before the Stygians do, and that could be changed as well. The races do have some differences, but it can't be that the stygians are the most loved race out there, even after a lot of diplomacy. They should be furious with everyone except goblins (cautious) and possibly infidels (annoyed), so that there would be a lot of wars between all races and stygians. Also, I still believe that the kraken, the pirate ship and the bats are unfair units.

The kraken are the strongest naval unit till the late mid-game, and stygians owning them as well destroys the practical advantage of the merfolks till then.

Pirate ships shouldn't be able to easily destroy regular naval fleets, that's unfair as well.

There is no counterpart to the bats in the game, except for buteon units. In fact, I lost my 2 continental cities because of bat bombardments, because they would just destroy all my city improvements and wound my 3 units there (which couldn't heal because the barracks was destroyed).
 
Thanks author for cool remake of famous scenario! Playing it again with new, better engine is definitely fun. )

But I should mention that race ballance is far from satisfactory. Firstly, that sexy elfish doll almost haven't any chances for win (poor forestcarers). Secondly, Stygs is too overpowered even for special race: besides tremendous warfare, they economic, building and cultural capabilities is very high (even their haunted forests produces +1 food - hehe that a mock for poor elves!). If they builds GrWonders as crazy on Regent, what the :):):):) will be on higher levels? :o

Now I playing for Buteus on Regent (second game after elvish confuse). It is relatively easy, and only plague annoys me a lot, because food in some deficit in mountain island.

Seen strange thing lately, possible bug. On Great cont, then Stygs and Infidels captures cities with no culture (no improvments, zero value), value jumps to 20 or 60 and borders expand instantly. But this never happens than I captures Goblin's cities.

Plus one noticed defect: Merfolks don't build cities on shallows.
Find the "Sea Turtle" unit and set its transport capacity to 2. Merfolks wouldn't expand because the AI never builds cities with defendless settlers, so turtles caring only one unit weren't enough.
Still.
 
I'm gonna be downloading this scenario for almost 3 hours.
 
Hey i know this is old post but was hoping someone could help me. The Midgard scenario seems to crash everytime i get a settler to build a new town. Every race i have the same issue. Playing on steam with latest patch. Any help would be great.
 
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