Ozza's Mod 2.0 - New Mod For Conquests!

ozza000

Emperor
Joined
Feb 14, 2004
Messages
263
Location
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Download the latest version 2.0 here

Go to the 2nd page of this thread for the full list of changes in Ozza's Mod Version 2.0

This mod is for conquests and is designed to fix the many complaints with C3C such as the guerilla is useless, well this mod attempts to change all that. Below gives a few new details of what is added, however to completely see what is added and to get the whole overview I recommend downloading the file.


Version 1.0 of Ozza's mod has added:

- 17 new units added including a Light Tank, a variety of different
invisible units for different cultures, and a Hot Air Balloon.
- 16 new wonders and improvements added, 8 great wonders, 1 small
wonder, and 7 improvements. These include the Bayeux Tapestry and a
Supermarket.
- 19 new resources added. 6 strategic, 11 bonus and 2 luxury. More
luxuries could not be added due to a problem in the city screen that cannot be fixed. These
resources include camels, shellfish and bronze. Other resources have also
been altered slightly.
- Some resources changed type, i.e. some changed from a luxury resource
to a bonus resource, check for more details and which resources in the
civilopedia.
- A variety of improvements now require stone,jade and wood in the
cities resource box.
- Terrain edited for new resources, otherwise terrain stayed the same.
- Many units were altered to try to balance the game further and give
it more of a twist instead of 1 unit dominating each era. I hope this
to give the game more stategy. Check in the civilopedia for changes.
Many units such as wooden ships now require new resources. Some units
were increased and decreased in value. Another noticeable thing is
that all mechanized units now have +1 hp bonus.
- For units changes I had to tweak the civilopedia entries for them
slightly so it still helps newbies.
- I made many worker jobs take longer especially railroads which before
in many peoples view was far too short.
- The tech ironclads was deleted, and ironclads were moved back to
requiring steam power.
- Only one tech was added for now in farming. This enables the mill
improvement and requires writing. This obviously with the above has
changed the way the tech tree looks.
- The Granary improvement is now an agricultural one, I am not sure why
it wasn't in the first place.
- Every tech is now more expensive. Governments are now ultra expensive
to signify how huge changing goverment is and how high the a.i. value
it. Most other techs were increase in price by about 1.2x-1.5x. This
is to slow down the tech pace dramatically.
- Also now instead of 540 turns, I have changed the game to have 600
turns. The game now starts at 5000 Bc and ends at 2050AD.
- Civilopedia obviously changed to show all these changes.

Thats it for version 1.0. Next version I will look into:
Terrain Changes
Tech Changes
Goverment Changes
General Changes
Unit Changes
Civilization Changes.

Note:I know that the Hot Air Balloon and Light Tank units come earlier
than they should but I have put them where they are to balance the
game. e.g. really a Light Tank would require combustion for the engine
but i made it available at refining.

Version 2 download link: http://www.civfanatics.net/downloads/civ3/modpack/Ozza_Mod_v2.zip (24.59 MB)

Hope you enjoy the mod.

Ozza.
 
Sorry to double post, but if I don't say this people will say it doesn't work. At the moment in text files there r 3 label doc: labels1.22, labels1.00 and labels. Due to me having 1.15, you will need to change the name of the appropiate labels doc. you need and delete the other 2. i.e if your running 1.22, delete labels and labels1.00. Then rename lables1.22 to labels. Then everything will run smooth and fine.

Ozza.
 
Might want to increase the maximum research time number since you have increased tech cost - To discourage human players from doing 'minimum runs' on techs.
 
I thought about that actually but when tried above 50 it was just too high, so i left it, it appeared to give more of a balance.
 
Anyway what are people's opinions, I know you haven't had much time too play but I'm just interested to know. I am trying to play on sid with india, continents, scandinavia, japan and hittites are on my land. I am at war with japan and scandinavia. Japan are putting up huge resistance, they appear to have an endless supply of samurai's. Then there is my allies the Hittites who I am giving techs as they are so behind though they do have lots of money to give me for the techs. Any thoughts on the mod from anyone?
 
After some testing I am taking on board what Dogmeat said, and I am thinking of upping the maximum research turns to 60, does everyone like this idea? or do they think it should be higher?
 
This the best mod for ages, and the greatest around on conquests. Top work Ozza.A few minor changes and this will be perfect though I am sure they will be fixed in next version, no mod is perfect first version. This has such a great positive effect on a.i. its unbelievable. The A.I. now builds lots of curraghs, and later in the game appears better at amphibious combat. Its still not as good as a human but its better. E.g. the a.i. now have seen send up to 25 naval transports, where as before I had never seen more than about 6. Also the a.i. seems to build more artillery, just ashame it doesn't know how to use it. It still uses it for defence. A few more neat touches for next vers and it will be amazing. The only problem is that at the moment for some reason the Spy unit is quicker than the Undercover Agent which makes no sense.
 
Thanks Bill the great and welcome to the civfanatic forums. Anyway the next version will now be called version 2 as it is pretty big, and will release within the next 3 weeks.
Work has began. Next version will fix the known bugs which are:
Spy being quicker than its upgrade
Colosseum WonderSplash top bit is wrong.
Persia unable to build MDI.
Many finer detailed things will change in next version such as a.i strategies and prices. All invisible units will be increased in price as they are too cheap. Paratroopers will be made just weaker than infantry like they are in real like, I made some mistakes with them, I must have edited them late at night. Privateer will get a ROF of 1, it seems a bug like it was in conquests. Circus Maximus will no longer require five amp. Max research turns will be changed to 60. There will be a few new units. Only the Trireme I have decided on so far, which will come available at map making and have an attack of 2 and defence of 1. Frigates and Man O War's civilopedia entries will be changed to explain how they are the first unit allowed to cross ocean as they are available at astronomy. Many other changes will happen, more will come available once I give it Version 2.0 a release date. Thanks to all that are playing, and does anyone else have any views I am not getting many at the moment. If you don't have WinRAR like a few people complained to me about, download it for free, just type in WinRAR on google, it is only about 2mb as well. If you have found any other bugs, please report them in this forum and please give more opinions.
 
i find it hard to believe that this thread has had over 1500 views, yet only 2 people have replied, surely you must have some comments, improvements I could make for next version? Come on I want to hear what the public has to say.
 
"best mod for ages" hmmmm i guess ill try it. while i wait for R&R :)
 
well even I think that guy gave me too much credit. I wonder what he will say at the next version as it is shaping out very well indeed.
 
i just like the way how amphibious combat has improved, its a bit more challenging now on archipelago. I am also addicted to Hot Air Balloon's and Airships. Rush about 20 of them and send them to the back of your enemies lines, it kills. I await version 2. The changes so far sound like this mod is heading for greater things.
 
This seems like a great mod. Cheers on getting the amphibious warfare to work better. I'm running into a problem though. I renamed the labels for my version and when I try to generate a game it gives me an error that says "could not generate enough starting location to create a game. the game will now exit."

Any ideas? Am I doing something wrong?
 
What version are running? I'll assume 1.22 for my description as most people are:
1.First delete the 'labels C3C 1.00' and 'labels' documents from your text files.
2.Then rename the text file 'labels C3C 1.22' to 'labels'. It should then work.

If you are running 1.00 it is:
1.First delete the 'labels C3C 1.22' and 'labels' documents from your text files.
2.Then rename the text file 'labels C3C 1.00' to 'labels'. It should then work.

Or for 1.15: It should work anyway because it does on my pc, but just to be on the safe side you could delete the 'labels C3C 1.22' and 'labels C3C 1.00' documents.
 
Ozza's Mod Version 2.0 is about 75% complete and adds around 70 new things, details on these will come soon. The mod is due for release between next Monday and Friday. Depends because my birthday is tuesday. The release is likely to be confirmed on saturday or sunday. Thanks to all playing Ozza.
 
so far ive only just explored the mod and some of your great wonders have "reduces corruption" checked in the improvment area and not the wonder area "i dont know if there is a diffrence" and the Statue of Liberty is not checked as a tourist attraction :crazyeye: :mischief:
 
don't worry all of what you said is wrong is fixed in next version. In fact it was only Statue of Liberty completely muffed up. The next version 2.0 I have decided will release on Monday 9th August. Also with the next version I am looking to play a game online with someone. I am looking for 8 opponents. Post in here if you would like to play.
 
you'll find the wonders still have the effects anyway I believe, besides there is no resistant to propaganda button under wonders.
 
Thanks for finding one bug zeph2k. I didn't realise that Statue of Liberty was only reducing war weariness in the city it was built in. Many Thanks Ozza.
 
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