Ozza's Mod 2.0 - New Mod For Conquests!

Could you post some screenshots? My copy of Conquests is in the mail from E-Bay and your mod may be the one I break it in with. I can't wait.
 
here is a quick screenie all i got time for while working on version 2.0.
 

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2 more confirmed units for version 2.0:
'Siege Tower' unit will upgrade to 'APC' unit (Armoured Personnel Carrier)

There is unlikely to be any more units for next mod. 3 units is probably enough. Considering there is around 70 changes in next version.
 
I'll do the online game ozza, should be great. Need more people though, so come on people don't be shy join up and play. Just one question what difficulty will it be on. BTW next version sounds nice!
 
Cheers Bill the Great. It will be on whatever level most people play on that join up. Likely to be around the Regent-Demigod, though that is half the levels. Whole list of changes for version 2 will be up as soon as I can get them up.
 
I've played this mod alot through the past several days on Emperor. It's good, though I do have a few small suggestions.

A little bit of unluck with resource distribution and you don't get bronze era troops. As it's hard to trade at that age for things like that it can be a game breaker. Though I did have fun going all archer's at one point. I'd suggestion increasing (if possible) the bronze on the map.

Crossbowman is unbalanced, it's cheaper and much better than musketmen.

For realism, give spy's / undercover agents no real offense capability (but lot's of defense) and increase their cost. This way they function more as information gatherer's. Ninja's / Assassin's / Missionaries would stay the same.

I think Guerilla would be better if it was hidden nationality (but not invis), so you could have a serious war with someone without revealing who you are.

I haven't really played in the modern era, so I might have some comments there.
 
'A little bit of unluck with resource distribution and you don't get bronze era troops. As it's hard to trade at that age for things like that it can be a game breaker. Though I did have fun going all archer's at one point. I'd suggestion increasing (if possible) the bronze on the map.' Bronze already appears on my maps loads, in standard map games with 8 a.i. players I've had 2 or 3 bronze resources so I do not need to make it appear more. If every player had it in their area every game the resource would be pointless and a waste of time, becides it shouldn't be that game-breaking. All you need it for is spearman and a few wonders. Spearman are not a must have. The best form of defence is offence remember. As long as you have offence the lack of bronze is not a certainty you will die.

'Crossbowman is unbalanced, it's cheaper and much better than musketmen.'
In the next mod Crossbowman cost the same as musketman which is 50 shields. I know they are better I wanted them to be. Thats their advantage. Musketmen's advantage is that you upgrade them from spearman and pikeman instead of having to build them from scratch like Crossbowman. Therefore it is a lot more balanced next version

'For realism, give spy's / undercover agents no real offense capability (but lot's of defense) and increase their cost. This way they function more as information gatherer's. Ninja's / Assassin's / Missionaries would stay the same.'
The next mod deals with this really, because I realised there were to many and raised costs of invisible units instead. Undercover Agent is quite weak anyway. The spy also now has only 1 movement, it was an error before so they are a lot weaker with higher cost, I don't want to make them any weaker really they will be a lot more balanced next version without their extra speed. I don't want to make their values any lower really.

I think Guerilla would be better if it was hidden nationality (but not invis), so you could have a serious war with someone without revealing who you are.
Do not really like this idea, because if I done this I would have to raise cost otherwise it would be unbalanced. Besides guerillas can hold their own already with the Light Tank. They are a great alternative if you do not have the resources, besides they upgrade to the now much improved TOW Infantry which can rule if you use them right so I think guerilla's are fine as they are.

Thanks for your ideas Ozza.
 
oh thats alrite then, how comes no one has said they will play this great mod online. Come on people where is your spirit. I have begun working out my strategy for it. The more I hear of the next version the better it sounds btw Top Work!!
 
The mod is now into play testing period and is looking good for a monday release. Details of changes will likely come tomorrow or very early monday morning.
 
Here is as promised a list of changes for Ozza's Mod version 2.0

Version 2.0 of Ozza's mod has added/changed:

- Circus Maximus cost raised to 400.
- Statue of Zeus cost raised to 300.
- Knights Templar cost raised to 400.
- Shakespeares Theater cost raised to 500.
- Temple of Artemis now never becomes obsolete.
- Circus Maximus no longer requires any amphitheatres.
- Circus Maximus now requires <a href="http://www.ntsearch.com/search.php?q=Construction&v=56">Construction</a>.
- Made Statue of Liberty a Tourist Attraction.
- Coastal Fortress Naval Bombard defence is raised to 16.
- Gave Enkindu Warrior A.I. offensive strategy.
- Gave Bowman A.I. defensive strategy.
- Impi loses A.I. offensive stategy <a href="http://www.ntsearch.com/search.php?q=flag&v=56">flag</a>.
- Javelin Thrower loses A.I. defensive strategy <a href="http://www.ntsearch.com/search.php?q=flag&v=56">flag</a>.
- Raised Cavalry's defense to 4.
- Modern Paratroopers attack and defence lowered by 2 each. It now
has attack 10 and defense 13.
- Infantry's attack raised to 8.
- Submarine gets +1 <a href="http://www.ntsearch.com/search.php?q=hp&v=56">hp</a> bonus.
- Nuclear Submarine gets +1 <a href="http://www.ntsearch.com/search.php?q=hp&v=56">hp</a> bonus.
- Privateer's Rate of Fire raised to 1.
- Paratrooper defense lowered to 9.
- <a href="http://www.ntsearch.com/search.php?q=Spy&v=56">Spy</a> loses ability to treat all terrain as road, therefore has a
movement of 1.
- Rifleman attack raised to 5.
- Cannon's Rate of Fire raised to 2.
- Keshik gets a bombard rating of 2 and a Rate of Fire rating of 1.
- Musketeer attack raised to 3 and therefore its cost stays at 60
shields.
- Fighter's Rate of Fire raised to 2.
- Jet Fighter's Rate of Fire raised to 2.
- F15's Rate of Fire raised to 3.
- Jet Fighter's bombard rating raised to 5.
- F15's bombard rating raised to 8.
- Stealth Fighter's bombard rating raised to 9.
- Interception of Stealth Aircraft raised to 15% chance.
- Musketman cost lowered to 50.
- Rifleman cost lowered to 75.
- Medieval Infantry cost lowered to 45.
- Longbowman cost lowered to 45.
- Beserk cost lowered to 65.
- Ninja cost raised to 80.
- Silent Hunter cost raised to 80.
- Assassin cost raised to 80.
- <a href="http://www.ntsearch.com/search.php?q=Spy&v=56">Spy</a> cost raised to 50.
- Undercover Agent cost raised to 90.
- Missionary cost raised to 45.
- Paratrooper cost lowered to 90.
- Modern Paratrooper cost lowered to 110.
- TOW Infantry cost lowered to 120.
- Cannon cost raised to 50.
- Enkidu Warrior cost raised to 15.
- Sipahi cost raised to 95.
- Dromon cost raised to 35.
- Made all artillery units, scouts, settlers and explorers get airlift
<a href="http://www.ntsearch.com/search.php?q=flag&v=56">flag</a>.
- Gave scout, explorer and settler all the foot unit <a href="http://www.ntsearch.com/search.php?q=flag&v=56">flag</a>.
- Gave Leaders and Kings get airlift <a href="http://www.ntsearch.com/search.php?q=flag&v=56">flag</a> and foot unit <a href="http://www.ntsearch.com/search.php?q=flag&v=56">flag</a>.
- Made minor changes to the Frigates civilopedia entry, removed that
it is the first naval <a href="http://www.ntsearch.com/search.php?q=military&v=56">military</a> unit as the Trireme is now and plus I
said how it is special begin available at Astronomy but can <a href="http://www.ntsearch.com/search.php?q=travel&v=56">travel</a>
across all waters including ocean.
- Added Paratrooper to the list of units with Zone of Control in the
civilopedia.
- Fixed Persia not being able to build Medieval Infantry.
- Fixed Colosseum Wonder Splash graphic error.
- Fixed bug where Mayan Leader could be targeted by Stealth Fighter.
- Fixed minor problems with the Bayeux Tapestry.
- Fixed Statue of Liberty problem where it was only reducing war
weariness in the city it was built in.
- Fixed Incan civilopedia description entry.
- Fixed the Paratrooper's attack sound.
- Fixed type error in the Crossbowman's civilopedia entry.
- Made minor changes to most units .ini files.
- Raised maximum research turns to 60.
- Lowered cost of Espionage Missions slightly, before they were a bit
on the expensive side.
- I also maded the mod so that the default <a href="http://www.ntsearch.com/search.php?q=labels&v=56">labels</a>.txt is the 1.22
versions one. Therefore less of you will need to keep changing
the <a href="http://www.ntsearch.com/search.php?q=labels&v=56">labels</a>.txt to your version as most <a href="http://www.ntsearch.com/search.php?q=people&v=56">people</a> are on version 1.22.
- Shields gained from forced labour raised to 30 per population.
- Added 'Trireme' unit, available with <a href="http://www.ntsearch.com/search.php?q=Map&v=56">Map</a> Making.
- Added 'Siege Tower' unit, available with Mathematics.
- Added 'APC' unit, available with Motorized Transportation.
 
Ozza's mod version 2.0 will be up and running as soon as Thunderfall does his thing and moves it. In other words I expect it to be up shortly, probably within the next hour. Thanks Ozza.
 
Version 2 is now up after a while of waiting, so get playing people it is much better and improved over the first version.
 
Do you need v1 to play this mod? v2 seems to be missing a lot of suff, Civilopedia\Icons\Buildings for one.
 
Ozza, perhaps you can upload a complete version 2, replacing the upgrade-only version 2? Or can you post version 1 somewhere else, temporarily, until Thunderfall updates his copy?

Heck, just email me ver 1, free yahoo accounts now hold 100MB.

I just got CIV3 & Conquests, and of all the choices, your mod looks the most interesting to me. I think the default game plays too quickly through the ancient age, and there should definately be more balanced units in middle ages, etc.
 
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