minor suggestions for a mod

TruePurple

Civ wanna B
Joined
May 18, 2005
Messages
1,367
Barbarian villages never turn into towns, only settlers. This way you have greater control over village placement. Settlers being a rare boon and never before X turn. (maybe not before turn 20, which is about when your cap might manage a settler)

When the event is information on the surrounding area, its a larger radius then just standing on a mountain or hilll. A rather worthless boon made even more worthless when the village is already on a hill. Maybe 3 to 5 squares around.

When the boon is a free unit, it be a decent unit, not a lowly conscript warrior. Random chance of it being either a swordsman or a horseman maybe. Or at least archer/spearman/chariot.(all still conscript) The advanced nature of the unit could be relative to how many game turns your in.

Free techs to never be above level 1 before a certain turn and then never above level 2 after that.

All of which would even out the barbarian village boons which are extremely unbalanced and add a huge random factor into the game.

When you start out, you start out with a 5 square radius around you revealed. This again allows for more control over village placement, specifically cap placement.

Wouldn't most of my suggestions be rather easy to mod or not?
 
TruePurple said:
Barbarian villages never turn into towns, only settlers. This way you have greater control over village placement. Settlers being a rare boon and never before X turn. (maybe not before turn 20, which is about when your cap might manage a settler)
This one you can control by not being Expansionist. ;) (Expansionist civs are the only ones which pop cities from goody huts... everyone else pops settlers.)
 
Here should be a easy but crucial mod, giving curraghs transport 2. If you get stuck on a island early game it can truly screw you. Having to get to map making just to get a limited ability to get off the island is cruel and unusual punishment. Thats possible to mod, right? How might I change it myself?

Is it possible to disable barbarian villages without disabling barbarian camps and stuff? This way those uneven barbarian village boons can be kept out of my games altogether.
 
About the curraghs: go into the civ3 editor (it'll be in the Start menu), allow rule changes (I think it's under "Scenario Properties" or "Tools" or something), get into the rule editor, click on the "Units" tab, select "Curragh", and put its transport capacity up to 2. Easy! :)

As for the barbarians, that's easy - just select "Sedentary" for the barbarian level under "Scenario Properties" in the editor (or in the World screen when selecting New Game). ;)
 
Oh, okay, I misunderstood you. :)

As far as I know though, that's one of the many things that are hardcoded into the game... :(
 
Not impossible, just......... difficult. :mischief:






:lol: Nah, seriously you're right there, unfortunate as it is most stuff like that is hardcoded into the game and can't be touched. We can only hope that with civ4 we'll get more editing options (and by the sounds of things, we will!!! :D ).
 
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