The SIMWIZ2 COMBAT MOD

Did you like this mod?

  • Yes

    Votes: 7 70.0%
  • No

    Votes: 3 30.0%

  • Total voters
    10

simwiz2

Warlord
Joined
Dec 3, 2001
Messages
261
Location
New Jersey
Get Simwiz2 Combat Mod Version 2.0 here!

Version 2.0 Readme:

Civilization 3 Complete Combat Mod by Simwiz2
Version 2.0

INSTRUCTIONS:
1. Back up your original default civ3mod.bic file.
2. Open simwiz2mod.zip and unzip it to your civilization 3 folder. When prompted about overwriting your civ3mod.bic, click Yes. New unit graphics files will automatically be sent to the correct folders.

About this mod:
Defense is improved. Overall combat predictability is increased. Resources are slightly more common. Artillery type units are more important. All units with bombard can sink ships. Some units are made more useful: F-15, Man-O-War, Radar Artillery, Mech Inf. Modern times are more interesting to play.


Changes v2.0:
*frigate mv5, galleon mv5, transport mv6, carrier mv6, sub mv5, destroyer mv7, BB mv6, cruiser mv7, nuke sub mv6.
*normal intercept 100%, stealth intercept 35%
*cannon bmb 12, arty bmb 30, rad arty bmb 65, dest bmb 24, BB bmb 35, cruis bmb 30, fighter bmb 18, bomber bmb 32, jet fight bmb 35, jet bomber bmb 70, stlth bomb bmb 72, F15 bmb 45
*rifle 8.9.1, inf 12.18.2, tank 23.11.2, mech inf 29.40.3, mod armor 46.27.3
*crashes involving cruiser, commando, jet bomber fixed
*citizen defense 16, bldg defense 20
*all units w/ bombard will have lethal bombard vs ships, cruise missiles will keep lethal bombard vs ground as well.
*tanks/MA's cost >2x as much as infantry/mech inf.
*democracy and communism changed slightly.
*modern units have slightly more hitpoints
*defense bonuses altered slightly

Changes v1.1:
*Musketeer now has the intended 5.6.1 stats
*Cossack now has the intended 8.6.3 stats
*Longbowman now has 2 defense, to compensate for musketman's attack of 4.
*Swordsmen now upgrade to musketmen.
*Longbowmen now upgrade to riflemen.
*Ironclads now dissapear from the build list when Destroyers are available.
*Frigates now dissapear from the build list when Destroyers are available.
*Hurry turn penalty down to 25 (from 30)
*Draft penalty down to 20 (from 25)
*Chance to intercept air missions increased to 100%
*Chance to intercept stealth missions increased to 25%
*Commando now uses the marine icon

Version 1.1 deleted after 88 downloads
Version 1.0 deleted after ~30 downloads
 
If anyone finds any bugs or crashes with this mod please post them in this thread and i will fix them ASAP. If you have any suggestions, post them and I will try to put them into a future version of the mod.
 
Bumping this thread for Version 2.0
 
Is it compatible with V 1.24 or whatever, Jet Bombers can sink ships in that one ;)
 
Originally posted by Jandor
Is it compatible with V 1.24 or whatever, Jet Bombers can sink ships in that one ;)

Yes I have played games with it in 1.21, and I used the new editor lethal sea bombardment for all units with bombard.
 
sooo... any comments, suggestions, anything?

has anyone even downloaded it? :(
 
Yes. I'll give it a whirl after I finish up my homework. You have made some interesting changes, and I look forward to seeing how it works.

Cheers! :goodjob:
 
Finally a Mod that stops the fearsome spearmen from stopping modern Armor!! :) I like your mod! big improvement. however, all bombard units should have lethal bomb against everything. think for a minute. if an artillery shell hits a man, what will happen? He'll die, of course. or if a bomber drops a load on a man, what will happen? *SPLAT* so why doesnt that apply to civ3?
 
I agree all atrillery and bombardment units should have lethal bombard againts everything.......if you pound an infantry unit enough with artillery it does cease to exist if not by the fact u killed them all then by the fact that they aren't gonna take that forever you know....in the real word units do get routed..

i disagree with your choice to improve the longbowmens attack....they're pretty weak if not fortified behind a nice wall in real life.......you could give a a bombard range of zero and that would do even better than wut u did. then get used as they where in real life......with other units.

A few suggestions of my own (w/ the help of some very thought provokeing questions from others)

*Shouldn't knight have a 1 or 2 defense rating......they where only good for attacks on defense they can't scare you by riding you down and they have to dismount to fight

*War elephants ar practically useless on the defense....in real life they got squashed over and over again in battle cause they are to timid and too easily made to go wild killing friendlys.

*Pikes where just as good on the attack as they where on the defense........only walls could stop them most times

*theres several others but i cant remember them right now and don't want to rant
 
Now that 1.29 is released, I am testing what will probably be the final version of this mod, and I will post it as soon as it is ready.
 
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