New Mod: "Bigger, Better Worlds"

Has anyone heard from DB? There has not been much forum activity as of late, and nothing from him since his move. This is a fantastic Mod, and I was hoping he had more up his sleeve.
 
Me too. I know he said something a while back about needing time for a move but that he'd be watching the forums. Hopefully he'll have some time in the near future for an update.
 
Yes, I'm still around. ;) Between the move and a few other matters, I've gotten sidetracked a bit from Civ III, but I've been keeping an eye on the forum, and will have an update out before the end of the month which will at least address the issues brought up here since the last release.

-- Darryl
 
DB_in_Omaha said:
"Bigger, Better Worlds" C3C Mod

Settlers now cost 40 shields and three population points, and can't be built until you've researched Expansionism. Similarly, workers now cost 20 shields, and some worker actions (most especially clearing forests and wetlands) take longer. The settlers you start with cannot enter any terrain tiles other than grassland, plains, flood plains and hills, unless following a road. (An upgraded settler unit is available in the medieval age to eliminate that restriction.) Finally, citizens in your cities require three food each, rather than two. These changes were made to slow initial expansion.

With the exception of workers and scouts, none of the units available in the ancient age can move into desert, forest, jungle, mountain, tundra or wetlands tiles. Just as civilizations can be isolated in the early game by virtue of being located on islands, civilizations can now also be isolated by impassible terrain.

I think you BBW is a great mod but the only thing that i don't like is that settlers cost 40 shelds, 3 population points and require expansionism...Why???
Why should settlers cost 40 they were fine with 30 and 3 pops also I dont understand. And why should the civs require expansionism to expand???Civs could expand and bulid cities without researching anything...
 
Deo, the high rate and the reason for the tech is to slow expansion. I have played at over a dozen games of BBW 2.1, and many things took time to get used to, but it works. It also makes it take longer to engulf the world.
 
I Played as the Indians. My main opposer were the Japanese.
They didn't research Chivalry and never built Samurai's (they had iron).
Later the other great power Netherlands didn't built cavelery (They had the resources)
What is teh reason of such behavior ?
 
Firstly... Yay! My first post! No longer a lurker.

Anyhow, love the mod but have noticed something interesting. I don't mind it and infact it is quite cool: River exploration.

See, I am Celt obsessed so I usually play 60% W continents/Arid/Hot so there are large amounts of desert. Early on I need my workers and have no scouts so trying to expore is a P.I.T.A. until I realized you can travel on wetlands.

Even the computer does it now, exploring the deserts by following the rivers. Also, since settlers can only follow these, all desert cities are on the wetlands (instead of the usual 1 square away to escape disease & provide irr).

This also means that any wars are fought in narrow 'alleyways' making them mad, head on rushes of blood and gore. And it only gets worse if anyone builds trade roads! Cities truley become the centerpeices of strategy and links in the spidery networks. Fast units (celtic swords men, horses, etc) stream in from both sides as slower defensive units try to hold ground, desperately hoping that their side has enough attackers to destroy the opposing stack before the next wave comes. Barricaded citys and well placed fortresses turn any invasion attempt into a mass slaughter of man and beast but should even one fall, the effect can be catastrophic....

I LOVE IT! evil... fea di evil...
I rate this mod [pimp] [pimp] [pimp] [pimp] [pimp] 5/5 pimps.

Keep it comming!!
 
DB, are you still working on this mod? I've been watching the thread for a while and was disappointed to see it go silent for weeks at a time. You said you would release an update in July. Is that still in the works?
I haven't played yet, since I'm too lazy to wait for a 20 mb download, but it sounds great from what I've read :)

BTW welcome to CFC Yethic and congrats on your first post. :D
 
Version 2005/07/20:

- Set things right so that the Hittites can no longer build Scouts, but
the Persians can.
- Raised the number of turns needed to complete roads from 6 to 9 and to
complete railroads from 18 to 36.
- Gave the Disney World wonder a significantly higher culture rating (6)
and added tax and luxury output bonuses.
- Improved the Slave Trade small wonder's positive effect to better offset
its rather significant negative effect.
- Increased many wonder and small wonder culture ratings so that all small
wonders have a culture rating of at least 1 and all wonders have a
culture rating of at least 3.
- Moved Coastal Fortress from Metallurgy to Naval Ordnance.
- Reduced (but didn't necessarily eliminate) pollution output from
Manufacturing Plants, Offshore Platforms, Refineries, Research Labs,
Supermarkets and the Great Ironworks.
- Added a research output boost to hospitals.
- Allowed Barbarian Galleys to safely traverse sea squares, making them a
bit more dangerous for a bit longer.
- Moved Berserks (the Viking UU) from Invention to Vassalage.
- Upgraded attack value of Frigates and Privateers from 2 to 4; also gave
Frigates an extra hit point.
- Raised defense value of Spearmen to 2, of Pikemen to 3, and of Musketmen
to 4.
- Lowered cost of Archers to 15.
- The Currency tech now requires Mining as an additional prerequisite.
(After all, it's Mining that allows you to find gold and silver.)
- Renamed "Baffled Bovine Breakdown" as, simply, "Black Plague."

-- Darryl
 
I said last year that I'd have an update out by the end of July; I just never said *which* July....

:(

All kidding aside, it's been a busy year, and both real life events and a succession of other games (first Thief III, then City of Heroes, and more recently EverQuest II) have kept me away from Civilization III. But my son recently started playing Civ III again, which reminded me that I was long overdue to update BBW.

I haven't added anything new in this release, but have tried to address the various bugs and "anomalous issues" that were brought up after the last release. If there's still any significant interest, I'll see about resuming active development; if there isn't, well, at least the mod should now be in a reasonably good state.

A few of the issues that were discussed last summer, though, have not been specifically addressed.

First, on the matter of workers doubling as scouts for non-Expansionist civs, I ultimately decided that I rather liked things as they are. The advantage that Expansionist civs have is that they can produce a lot of scouting units quickly and cheaply. The fact that other civs have to divert more expensive "generic" workers if they want to explore is, well, appropriate.

Second, I'm not sure what can be done about the problem with the game "freezing" when workers (or presumably any other 0-attack units) try to move into a square occupied by an invisible enemy unit. Obviously, allowing workers to see such units would pretty much defeat the purpose of having invisible units at all. Giving workers an attack rating of 1 would solve the problem, but I'm not sure I really want to go that route. Suggestions are welcome.

Finally, yes, civilizations can self-destruct. I know the "Rampaging Carthaginians destroyed the Carthaginians" sort of message looks a bit odd, but it is *NOT* a bug. As is noted in the BBW documentation, the changes I've made in the mod result in a greater variability in early expansion. Some civs, whether through good luck, good location or good planning, will grow rapidly. Some will stagnate. And some will be unable to sustain even the minimum population required to continue existing at all.

-- Darryl (finally back after a year)
 
Awesome. You know I am up for some more. I don't have time to build my own mod any more, but I have learned quite a few things about it and have some different ideas, if you would like help furthering your mod :)
 
Great to see an update DB. I was looking through all of my MOD dl's and was wondering what became of this. Great to bring new life into this great MOD.
 
Well, it's good to know that there are at least a few folk still around.

I need to find time to browse through all the new units, improvements and such that have been uploaded in the past year. I'm sure there are at least a few great things I can steal. :)

And, of course, any specific suggestions or requests are welcome.

(I don't plan to be here *all* the time -- I'm still playing and modding EQ2, as well as working -- but since Carl and I have both gotten interested in C3C again, I figure I'll be here fairly often.)

-- Darryl
 
A few points for consideration:

(1) Though I haven't run into the problem myself, the issue of game freezes related to use of invisible units probably should be addressed. Any suggestions?

(2) Until the discovery of Astronomy in the Medieval Age, it is not only dangerous, but flat-out impossible for any ship to enter ocean squares. This was done deliberately, of course, to slow initial exploration and expansion. But I'm wondering if perhaps *a* ship might not ought to be available in the Ancient Age that *could* enter ocean squares. Any thoughts on the possibility and/or suggestions for what such a ship might be?

(3) Forests are currently set impassible to wheeled units, which of course makes them impassible to virtually all units in the Ancient Age. OK, mountains, jungles, deserts; they're all well and good.... But did I perhaps go a bit *too* far in putting forests on the "do not enter" list?

(4) One idea I was playing with last year was the possibility of adding extra abilities based on civilization traits. For example, perhaps Militaristic civs could mobilize from the beginning of the game, or Industrious and/or Agricultural civs could clear wetlands from the beginning? It wouldn't be hard to implement, as I've already got "civ trait" techs to which I've linked the trait-specific small wonders, but I'm not sure if it's a good idea or too imbalancing. Any suggestions on what abilities might qualify for this purpose? And should they be automatically available, or should they be linked to completion of the trait-specific small wonders? Or should I just leave things as they are? :)

(4a) Any good/bad feedback on the trait-specific small wonders themselves? I was still pondering and playing with their benefits when I got distracted from C3C modding last year, so I'm not sure they're as balanced yet as they should be....

(5) In my update yesterday, I moved the Coastal Fortress to the Naval Ordnance tech and "buffed up" Frigates and Privateers a bit, in an attempt to make the non-essential Naval Ordnance and Piracy techs a bit more tempting. It has been suggested that Piracy ought to allow building of some sort of "piratey" wonder, perhaps producing Privateers automatically. Any thoughts?

(5a) Right now, Privateers upgrade to Destroyers, merging with one of the main naval unit paths. Would they be better upgrading instead to more modern pirate vessels, as was suggested earlier in this thread, thus retaining their unique abilities?

(6) I really can't see where Cavalry could upgrade; it's pretty much the logical end of the "horsey" line. However, I can see the validity of the complaint that there's too much of a gap between Cavalry and Tanks. Perhaps a "primitive tank" unit of some sort could serve as a precursor to actual Tank units? I don't know offhand of any such units in real-life warfare -- I believe tanks pretty much *did* take over directly from cavalry -- but I'm open to suggestions.

(7) A request was made earlier in this thread for new government types, but I'm not sure I really see any need. I think the eleven governments already available (including Anarchy) pretty much cover in "broad strokes" all the governmental types from history, and in game mechanics terms, there's really not much room for new governments that are different enough from those already included to be worth the bother. I think Oligarchy (which includes in its umbrella such concepts as "tribal councils") is available easily enough that it provides a fairly quick way to get rid of the Despotism tile penalty. But again, input from others is welcome.

If you have any comments, questions or suggestions, please post them! If there are particular techs, units, wonders, improvements or whatever that you think would be worthwhile additions to BBW, speak up! :)

-- Darryl
 
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