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SpecOps mod, based on Moraelin Exponential mod

Discussion in 'Civ3 - Completed Modpacks' started by s3d, Dec 28, 2001.

  1. s3d

    s3d Chieftain

    Joined:
    Dec 27, 2001
    Messages:
    236
    This incorporated into _Aliens legacy_ mod.
    For update look into _MOD: Alien Legacy_ thread.
    There will not be updates in this thread.




    In version 1.2 I added "fast mod" as option - in this mod all ancient advances twice more cheap. Assasin and raider now more cheap, and more easy to research. Also most of spy/diplomacy mission more cheap.

    mod attached to the next messages, to files SOv1x2mod1.zip
    SOv1x2mod2.zip, unzip them into CIV3 folder and run SOcopy.bat, answer yes to question.

    Here is details:

    For fast mode only (fastSOciv3mod.bic) :

    Bronze_Working 2 was 3
    Masonry 2 was 4
    _Alphabet 2 was 5
    Wheel 2 was 4
    Warrior_Code 2 was 3
    Iron_Working 3 was 6
    Writing 4 was 8
    Mysticism 2 was 4
    Mathematics 4 was 8
    Philosophy 3 was 6
    Code_of_Laws 5 was 10
    Literature 5 was 10
    Map_Making 6 was 12
    Horseback_Riding 3 was 5
    Polytheism 6 was 12
    Currency 8 was 16
    Republic 14 was 28
    Monarchy 12 was 24
    Construction 10 was 20

    SpecOps Mod. v1.2
    (SOciv3mod.bic)

    Based on Moraelin Exponential mod, with some chages (small stat changes, cruise missile tweaks, blitz for army, faster naval units, stronger artillery)
    and new units :
    Raider, Assasin, Spetsnaz, with hidden nationality, giving ability to conduct Covert Ops during peace time.
    Swiss Guard, middle age defensive unit and
    Moden Frigate

    unzip file into your civ3 folder and run SOcopy.bat from there.

    -----------------------------------
    Changes in V1.2

    Diplomacy/Spy mission reduced twice in cost :

    Investigate_City
    Steal_Technology
    Steal_Plans
    Initiate_Propaganda
    Sabotage_Production
    Expose_Enemy_Mole


    new units :


    Swiss Guard
    require monoteism
    iron
    shield 5
    can see any unit
    3.5.1 zone of control
    upgrade to Marine

    Modern Frigate (thanks to Dark Sheer) :)
    require robotics
    aluminium
    uranium
    iron
    shield 11
    18.12.8
    16.1.2
    radar, see subs, carry 1 cruise missile

    modifications :

    Assasin and Spetsnaz now cant be seen by common unit if in their own territory (like submarine)
    scout, Marine, Radar artillery and Modern armor can see any unit
    Modern Armor have radar

    Assasin require feudalism
    Worker could be airlifted
    Raider now require Wheel instead of polyteism
    Destroyer upgrade to modern frigate

    Assasin now
    5.1.1
    shield 10
    rest stats the same

    Longbowmen
    shield 5
    5.2.1 zone of control
    bombard
    3.1.2

    Bowmen
    shield 3
    3.3.1 zone of control

    Marine
    24.20.1 zone of control
    can see any unit
    rest stats the same


    Pikeman
    shield 3
    rest stats the same


    AEGIS cruiser now
    zone of controll
    shield 18
    24.16.7
    bombard
    16.2.2
    carry 3 cruise missiles

    ------------------------------------
    Changes in V1.1:
    upgrade bugs fixed, Prevateer can bombard.

    scout now upgrade to Raider

    Assasin now 4.1.1 and cost 12 shields

    Rider now
    shield 8
    8.4.3 zone of control
    -------------------------------------------------------------------------------
    All changes here :

    Corruption reduced twice (?)

    Bonuses vs Barbarian now : 250 200 150 100 50
    --------------------------------------------------------------------------------
    Units:


    Army have blitz ability

    Worker can be now airlifted

    Raider replace chariot
    recuire wheel, horses
    wheeled
    hidden nationality
    shield 5
    2.1.2
    upgrade to Assasin

    Assasin
    recuire teology, iron,
    shield 10
    5.1.1
    hidden nationality
    invisible
    treat all terrain as road
    upgrade to spetsnaz


    Spetsnaz replace Paratrooper (recuirement same)
    No zone of control
    shield 15
    16.8.1 range 6
    hidden nationality
    invisible
    treat all terrain as road
    airdrop


    Other units:
    Attack.Defence.Movement
    if there is bombarment
    Strength.Range.Rate of Fire
    Not mentioned parameters/units not changed.

    ---------------
    Marine
    shield 10 zone of control
    can see any unit
    24.20.1

    Archer
    shield 2 zone of control
    2.2.1

    Swordsmen
    shield 4
    4.2.1
    upgrade to Musketman

    Pikeman
    shield 3
    2.4.1
    upgrade to Musketman

    Longbowmen
    shield 5
    5.2.1 zone of control
    bombard
    3.1.2
    upgrade to Musketman

    Musketman
    shield 6
    4.8.1

    Knight
    shield 8
    8.3.2 zone of control

    rifleman
    shield 8
    7.16.1 zone of control

    Cavalry
    shield 10
    16.5.3 zone of control
    upgrade to marine

    infantry
    shield 10
    14.32.1
    bombard
    6.1.1

    tank
    shield 12
    32.14.2 zone of control
    bombard
    12.1.1

    mech infantry
    shield 12
    24.48.2 zone of control
    bombard
    12.1.1

    moder armor
    shield 15
    64.24.3 zone of control
    bombard
    16.1.1

    catapult
    shield 2 zone of control
    bombard
    6.1.1

    cannon
    shield 4 zone of control
    bombard
    12.2.1 well, cannon have longer range then catapult :)

    artillery
    shield 8 zone of control
    bombard
    24.3.2

    radar artillery
    shield 12 zone of control
    can see any unit
    bombard
    48.3.2

    cruise missile
    shield 6 range 6
    bombard
    24.6.3
    could be carried by submarine, nuclear submarine, battleship, AEGIS

    frigate
    shield 11
    4.4.4
    bombard
    10.1.1
    upgrade to ironclade

    ironclade
    shield 12
    8.8.4 zone of control
    bombard
    10.1.2
    upgrade to destroyer

    transport
    shield 15
    1.8.7 zone of control, carry 8 units

    Carrier
    shield 18
    1.8.6 carry 6 units

    submarine
    shield 12
    12.4.6
    carry 1 cruise missile

    destroyer
    shield 14
    16.8.7
    bombard
    16.1.2
    upgrade to modern frigate
    battleship
    shield 23
    32.16.5
    bombaard
    32.2.2
    carry 5 cruise missiles

    AEGIS cruiser
    shield 18
    24.16.7
    bombard
    16.2.2
    carry 3 cruise missiles

    Nuclear submarine
    shield 14
    16.8.5
    carry 3 cruise missiles or tactical nukes

    fighter
    shield 10
    16.8.1 range 6
    bombard
    8.0.1

    bomber
    shield 15
    0.8.1 range 8
    bombard
    32.0.3

    jet fighter
    shield 12
    32.16.1 range 8
    bombard
    16.0.1

    stealth fighter
    shield 16
    16.8.1 range 8
    bombard
    16.0.2

    stealth bomber
    shield 24
    0.8.1 range 8
    bombard
    48.0.3

    Bowmen
    shield 3 zone of control
    3.3.1

    Immortals
    shield 4
    5.3.1
    upgrade to musketman

    Legionary
    shield 4
    4.4.1
    upgrade to musketman

    Rider
    shield 8
    8.4.3 zone of control


    musketeer
    shield 6
    6.8.1 zone of control

    samurai
    shield 8
    8.4.2 zone of control

    War Elephant
    shield 8
    8.3.2 zone of control

    Cossak
    shield 10
    24.5.3 zone of control
    upgrade to marine

    Panzer
    shield 12
    32.14.3
    bombard
    12.1.1

    Man-O-War
    shield 9
    6.4.4
    bombard
    10.1.2

    F-15
    shield 12
    32.16.1
    bombard
    16.0.2

    Privateer
    shield 6
    4.2.3 zone of control
    bombard
    8.1.1
    upgrade to ironclad
     
  2. Optimizer

    Optimizer Sthlm, SWE

    Joined:
    Dec 29, 2001
    Messages:
    692
    I have read that the AI is really aggressive against all "hidden nationality" units no matter of treaties.

    I wonder whether these units could be given the Sub flag too, so they become invisible to most units. In Civ 2 that worked for non-attack units. In that case, you would of corse need to give the "see sub" ability to some conventional units.
     
  3. s3d

    s3d Chieftain

    Joined:
    Dec 27, 2001
    Messages:
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    It is and that is right IMO. hidden nationality units are very dangerous. You can take poorly protected city with them, not mentioning resource disraption...I'll try to chek that thing about sub's, but shouldnt sub be sea unit ?
     
  4. s3d

    s3d Chieftain

    Joined:
    Dec 27, 2001
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    I have finished assasin unit at last, it will be in the next version. It is also available now as separate download on this forum.
    About submarine ability - I've tested it and it is quite useless, because you can see _any_ unit in your own territory...
     
  5. Ohwell

    Ohwell Chieftain

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    Nov 14, 2001
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    Bringing enlightenment to you
    Looking good! There is one problem I see though, the marine stats are WAY to high. Marines, with 8/6/1, are easily a match against mech inf, but only on amphibious assault. Otherwise they are normal attack. They get an attack bonus for amphoibiois assault. I understand you might not know this, and thought they were useless otherwise, but they are good the way they were.

    Sure, it isn't in the manual, but I have tested, with 20 marines on 20 mech inf. 10 attacked amphibious, only 2 died. The rest on shore attacking land to land, only 3 survived:( . So they are balanced enough/

    Otherwise it is a cool mod!
     
  6. s3d

    s3d Chieftain

    Joined:
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    Wow, didn't know about this amphibious attack thing ! The way marine is now to be able take out spetsnaz easily. I'm afraid if I'd downgrade marine spetsnaz would be too strong until mech infantry arrived. From the gripping hand if I'll downgrade spetsnaz I would have to add another SpecOps unit for modern age...Mobile Infantry anyone ? :scan:
     
  7. Optimizer

    Optimizer Sthlm, SWE

    Joined:
    Dec 29, 2001
    Messages:
    692
    So Subs are always visible in your territory - well, you could always give this ability to guerrillas so they can ambush enemies within your borders or in no man's land.

    Do Marines really get an attack bonus? Why doesn't the Civilopedia or the manual say anything? Bad Firaxis!

    Ohwell, could you set up that test, or did you do it in-game?
     
  8. Ohwell

    Ohwell Chieftain

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    Location:
    Bringing enlightenment to you
    I did it in game. The first time it was on accident, in a nuclear war. I sent 8 marines to capture poitiers, and did so with flying colors against mech inf. I was very confused. Then i decided I would test it, the units were mostly veteran vs veteran, so the rank wasn't really a factor. So you might want to try this test yourself, and see if you get the same nice results:D

    Edit- I was once attacked in the same game by the Japanese by marines, and the same results happened pretty much- the marines captured a couple of my cities, but once they landed they did diddly squat. It is quite realistic, marines capture the beachhead, but defensive and offensive units are sent ashore to do the land combat.

    NOTE TO CREATOR- DOn't change the attack value of the maraines, I just noticed that all the attack values for all units were changed:) sorry. It is good as it is.
     
  9. bohaeberle

    bohaeberle Chieftain

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    Nov 27, 2001
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    S3D, I playtested the mod on small on average worlds -- both times the games locked up at the end of turns around 400 BC.

    Other mod I tried had similar problems -- locked up. Perhaps Firaxis has suggestions on changes to avoid -- otherwise, more bugs to correct.

    Hoping you have suggestions,

    Bo Haeberle
     
  10. s3d

    s3d Chieftain

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    Well, I'm looking into it... What difficalty level were you using ? I tested only warlord and regent...May be AI looping out on offensive-defensive units, which werent in the original version...
     
  11. s3d

    s3d Chieftain

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    first part
    (also included original immoratls.ini)
    cruise missile loading bug fixed
     

    Attached Files:

  12. s3d

    s3d Chieftain

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    second part
     

    Attached Files:

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