PaleHorse76's changes

damunzy

recovering former mod
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Good day all. I have gotten the editor bug with this new patch (v1.21) and have been changing stuff to suit what I think is correct. I am going to post what changes I have made and the reasons for them and would like your input. If you don't agree with me you will be wrong, but I want to hear it anyways! ;) j/k

Corruption:
I have set the slider to 20% for all difficulty levels.

Amount of Civs:
I have changed all maps to hold 16 Civs as I find this to be extremely enjoyable. I am currently playing on Standard size but had a blast with Tiny. I leave everything dealing with civs alone but the number.

Unit Changes:
This is the biggest section and will require multiple edits until I get it in. The basic idea is that I have doubled the rate of movement for ancient boats (up to Ironclad) and trippled the move of modern ships (everything after Ironclad). I have made every unit upgradeable to another until the unit is upgraded to a modern unit.

Other changes that I cannot remeber right now since I am at work:
Long title that will be shortened when I finally get home and have some time to hack at this again.

If any of my changes sounds like a bic mod that is already out then please tell me so I don't have to waste time doing this! Thanks. :D
 
Nice changes. But personally I am going to keep the corruption slider at 50%. ;)

As to ship movement, I add 2 to ancient ships and 3 to modern ships. I am not going to let the AI to sail right to my shore then slip away on the same turn. :D
 
I think 20% might be a bit overkill, but then I simply don't bother with truly huge empires anyways.

Be very careful if you do any fiddling with the AI tech trade rate. I set it down to 110 for all levels and the AI has been keeping up horribly.
 
Originally posted by Random Passerby
I think 20% might be a bit overkill, but then I simply don't bother with truly huge empires anyways.

Be very careful if you do any fiddling with the AI tech trade rate. I set it down to 110 for all levels and the AI has been keeping up horribly.
20% may be but I really don't like the idea of corruption the way it is now so it may just be a kneejerk reaction. :) I will fiddle with the setting until I find something I am comfortable with...and then I will jack it up some more because I know there are ways of controlling it in the game...I just feel that the way it is now is ridiculously high.

I haven't messed with the A.I. trading rate but I have increased the maximum and minimum amount of turns to discover an improvement to discourage reducing your research to nil. I am afraid this will make the computer more powerful but I am not sure of the effects yet. Min = 1 Max = 100
I have noticed that the picture where the techs are shown (F6) is horrible. I cannot see how many turns I have left ot research on some of the techs. I beleive that screen can be changed though and I am going to look into that. This is a seperate issue though as it isn't a rule change.
 
Originally posted by Dark Sheer
Nice changes. But personally I am going to keep the corruption slider at 50%. ;)

As to ship movement, I add 2 to ancient ships and 3 to modern ships. I am not going to let the AI to sail right to my shore then slip away on the same turn. :D
I might get it back up to 50% eventually....50% doesn't seem that bad.

I don't think that 2 and 3 added to the movement are enough. Once again, what I have done may be overkill but moving ships around takes way too long even on a Standard size map.

I am also thinking of messing with the hitpoints....not to sure how the hitpoint bonus works though.
 
Originally posted by PaleHorse76
I might get it back up to 50% eventually....50% doesn't seem that bad.

I don't think that 2 and 3 added to the movement are enough. Once again, what I have done may be overkill but moving ships around takes way too long even on a Standard size map.

I am also thinking of messing with the hitpoints....not to sure how the hitpoint bonus works though.
Just remember, whatever adjustments you'll be making in your Civ3 will affect the 'enemy' too. ;)

Lower corruption? Expect to see more enemy units. Faster ships? Enemy ships will be harder to pursue. And so on.
 
Originally posted by Knight-Dragon
Just remember, whatever adjustments you'll be making in your Civ3 will affect the 'enemy' too. ;)

Lower corruption? Expect to see more enemy units. Faster ships? Enemy ships will be harder to pursue. And so on.
I understand that and it doesn't bother me....yet. :) The only problem I can see right now is when I changed the tech it became harder to keep up with the A.I...... but then I can buy them for the same cost even if I didn't change the max time to research to 100.
 
I have gotten the editor bug with this new patch (v1.21) and have been changing stuff to suit what I think is correct.

What's up with that, I got it too.

Funny how things about this game are annoying for some people and not for others. Corruption isn't a problem I have and I do build huge sprawling empires but I always manage them somehow.

Anyhow, here are some of the changes I'm considering.

General Settings
  • Shield Cost/Gold 6
  • Golden Age 40 turns
  • Def. Money Resource from None to Gold
  • All map sizes (60,80,100,130,160 changed to 80, 100, 120, 160, 200) will support 16 civs
  • Specialists are more efficient. Entertainers give 2 luxuries, scientists give 4 beakers, and tax collectors give 4 gold.

Unit Changes
  • Cannon and Artillery add the lethal sea bombardment ability
  • Radar Artillery adds lethal land and sea bombardment
  • Fighter, Jet Fighter (F-15) and Stealth Fighter add lethal sea bombard
  • Bomber and Stealth Bomber add land and sea lethal bombard
  • Workers and Settlers can be airlifted
  • Carriers can now hold 6 planes (was 4)
  • Helicopters can now hold 4 foot-units (was 1)
  • Nuclear Submarines can now carry 4 Tactical Nukes (was 1)
  • Leaders and Armies can be un-loaded

At the risk of inviting them, I'm open to comments or suggestions.

Homegrown
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Originally posted by PaleHorse76
I am also thinking of messing with the hitpoints....not to sure how the hitpoint bonus works though.

Each +1 or -1 hit point is added/subtracted from a unit's total hit points for each level of experience. For example giving tanks +1 hit point will mean a conscript tank has 3 hp, regular has 4 hp, veteran has 5 and elite has 6. Negative hit points cannot reduce a unit below 1 hit point.

There has been some discussion about giving units hit point bonuses based on their era. One example I read was -1 hp for Ancient, +0 for Middle Ages, +1 for Industrial, and +2 for Modern.

I thought a good idea would be to give Militartisic civs special versions of certain units (like Swordsman, Knight, Rifleman and Tank, for example) that had 1 additional hit point, to represent their better training, discipline and martial prowess.

There's a lot of different ways the hit point bonus can be used to tweak units. IMO, it's one of the best features of 1.21f.
 
Originally posted by homegrown

At the risk of inviting them, I'm open to comments or suggestions.

Zeus |
Nice sig, but I would change the yellow...it is annoying to the eyes. :)

Thanks Ed O'War on the explaination of bonus hitpoints.

I have been wondering what I will do for the economic civs since with reduced corruption their bonus isn't as good.


Workers and Settlers can be airlifted, of course, and I am leaving tanks and elephants for airlifting. Tanks can be airlifted in modern times it just isn't economical.
 
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