Patch suggestion MOD (aka Player1 MOD)

VERSION 1.14 is OUT!

Comments to changes in v1.41

Spy experience was changed to Veteran for all non-communist governments and to Elite for Communist government. That way, I've increased success chances for spying missions, which are by default low. Note that Diplomat experience is still Regular, so you'll have good reason to use Spy instead of Diplomat for Steal Tech mission.

Also Steal World Map mission is added to Diplomats. World Map is most useful in ancient era anyway.

ROF for Battleship and AEGIS Cruiser is changed back to 2. With ROF of 3, they were really powerful, especially Battleship, which could be as good as bomber, and also an assault ship. Still in order to make Battleship more then "slightly better then Destroyer", it gets bombard strength of 10. AEGIS Cruiser also gets higher bombard strength of 6 too. Since Battleship is not good as before it gets price reduced to 220 (still more then original price of 200 shields).

Some planes get a little bit higher bombard rating. Jet Fighters get bombard rating of 4 (was 3), and F-15 and Stl. Fighter get bombard rating of 6 (was 4). This is mostly done to make these units more balanced compared to other naval and air units.

Stl. Bomber cost changed back to 240, since it IS worth that much. But, in order to make it balanced with Stl. Fighter, Stl. Fighter gets new price of 160 shields. Costly, but anything cheaper would make use of Stl. Bomber meaningless since Stl. Fighter has lethal bombard abilities.
 
I like this mod. :goodjob:

I now use it exclusively when playing them. Usually, after loading up a map with the scenario, I clear the map and generate a new one. I've used it maybe 3 times, now...
 
Version 1.42 is OUT!

Comments to changes in v1.42

Musketmen attack lowered to original value of 2 (but they still keep price of 50). With attack of 3, human player had big advantage against AI since he could nicely use Musketmen for attacks on open ground, while AI couldn't since Musketmen had no offense AI flag. On the other hand, giving Musketmen offense AI flag would not work well too, since in that case AI would also use them for suicidal attacks on cities (while there are many better and cheaper units for that, like Longbowmen).

But, even in that case, French Musketeer will keep its attack of 4, since with lower attack, it would just not be good offense unit.

Cossaks get their defense lowered back to 4. Testing showed that defense of 5 makes them too much powerful, since it makes them almost as good in defense as in attack.

Frigates get increased bombard strength to 3, while Man-O-War gets bombard strength of 4. This is all done in order to complement their increased attack ratings in last version. This should prove not unbalancing since these units still have poor defense. Since that change made Frigates even more better then Privateers, Privateers get their cost lowered to 50 shields.

In last version I've gone too far with limiting bombard strength of Battleship and AEGIS Cruiser. For that reason, they get slightly higher bombard ratings. Bombard rating of 12 for Battleship and 8 for AEGIS Cruiser.

Fighters get lethal land bombard added. Fighters were used for tactical bombing mission after all, and since they have pretty low bombard rating, this change will not be unbalanced.

Major changes for Longevity Wonder. Since it just doesn't give proper benefits in modern age, I made it available with Sanitation (industrial age) and removed all happiness bonuses. Now it could give some good benefits, especially after Hospitals are built.
 
Quick thing:

Version 1.39 was downloaded 36 times.
Version 1.39 was downloaded 29 times.

There were to version 1.39s? :confused:
 
Version 1.43 is OUT!

Comments to changes in v1.43

Observation showed that AI, despite having airlift flag, was unable to airlift Cruise Missiles. So to fix this imbalance I removed airlift flag from Cruise Missiles.

Knight to Cavalry upgrade looks pretty cheap considering it's benefits (+50% to offense and movement for just 10-20gp). And its devastating if done early in rennaissance age. To make this a little bit more balanced I increased cost of Cavalry to 90 shields. Despite higher cost of Cavalry, Cossaks will keep their cost of 80 shields, since their higher defense is not much impressive on its own.

Also, after some consideration, I think that Great Wall does not need to give free walls anymore (it already gives defense bonus to walled cities). So I removed that ability.
 
Your Mod looks very appealing, though I am having trouble running it....is patch v1.21f needed as my patch version is 1.29f?
 
Version 1.44 is out!

Comments to changes in v1.44

Foot Unit flag added to Scout, Explorer, Leader and King units, in order to make them transferable by helicopters. Since these units already got Airlift ability before, there is no good reason to prevent their transport by helicopters (it even makes some interesting strategies for king units).
 
Version 1.39 was downloaded 36 times.
Version 1.39 was downloaded 29 times.

Still hasn't been fixed...

The change is interesting, but would be a bit odd - airlifting is vastly more useful and powerful than helicopters, so it would be different. Being one that doesn't use helicopters at all, this change won't affect me at all.

I still think that airlift should be added to the settler and worker. I played a mod that had airlift and it was a lot more streamlined. No longer did I have to awakardly get a transport to transfer workers to and island.
 
Originally posted by royfurr

On to Communism. As I said earlier, no insults intended here. (Regarding the "Workers Paradise", I understand the theory- I took a course in college not unlike RAH's "History of Moral Philosophy".) (!!). But comes to mind the old tale told by Russians that under communism, they (meaning the govt.) "pretended to pay us, so we pretended to work". Absenteism, alcholosim, etc. were serious problems in the "modern" soviet economy (I'd say post 1970's??) No doubt that during the Great Patriotic War the workers certainly DID work VERY hard indeed, perhaps on the order of 3X (ie as hard as democracy workers). But faster? Well, maybe in heart at least, but in productivity, I am not so sure.

If you want to argue this, then by the same token the corruption of Democracy/Capitalism should be increased due to the greedy corporations that are running everything. There's probably just as much corruption in a modern Capitalistic Democracy as back in a Monarchy. Bottomline: the government types are about ideals, not reality.

I really like your mod, but I have a few suggestions:


Also, after some consideration, I think that Great Wall does not need to give free walls anymore (it already gives defense bonus to walled cities). So I removed that ability.

This is a mistake, in my opinion. This is the GREAT WALL we're talking about. It blocks your entire territory, it should give free walls. Personally, out of the other wonders, I really don't see the Great Wall as being that great, so I don't think you should weaken it.

Also, please increase berseker's attack back up to 6. I don't even play Scandinavia, but by reducing their attack to 5 you really weakened them. Berserkers are supposed to be a formidable offensive force but they have almost no defense. Any fast unit can easily tear them apart because they can attack them before they can get close enough to attack. Due to their piss-poor defense they should have amazing offense, even if it stretches realism a bit.

Also, do AEGIS cruisers have the ability to carry cruise missiles? They really should if they don't (haven't managed to build one yet).

To make helicopters more useful I suggest giving them lethal land bombardment. In war helicopters are used for taking out tanks and stuff and they are more effective at it than jets (due to the fact they don't fly by so fast). So, in my opinion, their bombard should be stronger than jets, but their bombard range should be much less and their defense also a great deal lower (if the bombard range is lower than their air lift range, it can be due to having to find the target, etc). I recommend not giving helicopters lethal sea bombardment if it's possible to set that separate from land. I've never heard of a helicopter taking out a ship, for example.
 
Originally posted by Nagorak
Also, please increase berseker's attack back up to 6. I don't even play Scandinavia, but by reducing their attack to 5 you really weakened them. Berserkers are supposed to be a formidable offensive force but they have almost no defense. Any fast unit can easily tear them apart because they can attack them before they can get close enough to attack. Due to their piss-poor defense they should have amazing offense, even if it stretches realism a bit.

Two things here.
Bezerk upgarde to Rilflemen.
Riflemen has attack of 5.
So Bezerk needs slighty lower attack of 5 (not to say that offense power of Cavarly kills some flavor).

But as boost they keep COST OF 50.
Which makes them much better on open terrain (not so big loss if you lose 50 shields comapred to 70 by knight attack).

And they are still as much cost-effective at attack as before.
Since they are much cheaper.
(lower cost option is much better then high attack for low defense unit)

Originally posted by Nagorak
Also, do AEGIS cruisers have the ability to carry cruise missiles? They really should if they don't (haven't managed to build one yet).

To make helicopters more useful I suggest giving them lethal land bombardment. In war helicopters are used for taking out tanks and stuff and they are more effective at it than jets (due to the fact they don't fly by so fast). So, in my opinion, their bombard should be stronger than jets, but their bombard range should be much less and their defense also a great deal lower (if the bombard range is lower than their air lift range, it can be due to having to find the target, etc). I recommend not giving helicopters lethal sea bombardment if it's possible to set that separate from land. I've never heard of a helicopter taking out a ship, for example.

This is conservative MOD, so while moding, i'm keeping guidelines of original Civ3, in which Cruisers does not carry missiles, and Helicopters are troop transports.

P.S.
And AI won't have a clue how to mount Cr. Missiles to such modified Cruisers (you would get just benefit for human player)
 
In putting airlift for cruise missiles (in an older version) did you check the AI flag for airlift? Maybe it would work then.
 
Wouldn't checking the flag below influence the AI's decision to airlift?
 

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Version v1.45 is out.

Just small changes:

Since Bombers in this MOD have operational range of 8, it seamed strange to leave Tactical Nukes with shorter range of 6. That's why I now increased bombard range of Tactical Nukes to 8 tiles.

I also fixed inconsistency of having Helicopters with longer range then Jet Fighters by putting operational range of Helicopters back to 6 tiles. Paratroopers still have airdrop range of 8, since they are carried by long range aircrafts, not helicopters.
 
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