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Old December 12, 2001, 03:32   #31
Badtz Maru
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I've done a lot of tweaking on my mod (not updated for patch yet), including giving Shakespeare's Theater a civilization-wide happiness effect, giving units an extra HP, making nuclear plants create one unhappy citizen but not require a nearby source of water, giving all civs 3 starting techs, giving ZOC to all ranged-attack units and giving Blitz to a few more units (i.e. the Cossack and the Rider). I'm playing with the base rules currently to see how I like the new patch and because some of my changes were made to address weaknesses I saw in the pre-patched state (like making fighters more useful for bombarding and buffing up submarines considerably). I'll probably make a new mod eventually after I get the feel for what the changes in the new version do.

One thing I'm considering doing is raising the cost of later advances considerably to stretch out the early Industrial ages. I'm thinking that maybe the first new 'required' techs in each age (or maybe the last) should cost twice as much to delay the advance into the new era.

One thing I would really like to do that can't be done with the editor is to allow some Small Wonder traits to be used in regular Improvements. I want to make something with the Forbidden Palace's effect as a second center of the empire that can be built anywhere, albeit with a really high cost and requiring certain improvements to make sure that the city is well developed first.
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Old December 12, 2001, 04:06   #32
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Unit Tweaks

- Privateers need to be stronger. 3/1/2 at a minimum.
- Naval Movement needs to be increased

In terms of upgrading units, I think the follwoing needs to take place (an example is much easier than trying to describe it):

The AI is building spearmen when it discovers Feudalism. Since the AI has access to an Iron deposit (either by trade or in it's own land) the Spearman build is no longer visible in the queue (thus forcing the AI to build Pikemen). Likewise, when Gunpowder is Discovered, the Pikeman entry will disappear from all cities that have access to Saltpeter. However, should the city in question not be linked to Saltpeter (say it's cut of by invaders) the Pikeman entry would reappear in the queue. Likewise, if that city was also cut of from Iron, the Spearmen entry would reappear.

I don't think there's currently a way to do that now, but I haven't gone that in depth to the Bic file. But I think arbitrarily making certain units obsolete will cause problems with the AI.

Armies should be able to attack more than once if the units in them can attack more than once.

Units should be upgradeable when in Armies.

Units should be able to move in and out of Armies.


Resources


- Should steel be a resource? I think so. I think discovering steel should me that a Steel factory must be built before Battleships and thelikes can be built.

- Banana's should be returned to the jungles.

- Artificial resources. I am not quite sure exactly how long plastics and synthetic rubber have been made, but it seems to me there should be a way (technology wise) to have a synthetic rubber become available.


Wonders

The Apollo wonder is a bit odd. It should be a major wonder, but I can see why firaxis didn't make it onw. However, I do think the first civ that builds the Apollo Wonder should get a bigger culture Bonus (+5). Civs that build an Apollo wonder after the original should still get a +3

An Internet Small Wonder should also exist. It should give a research bonus, but it's cultural Impact should be negligibile.

Global News Network (or GNN). Large or Sall wonder, I am not sure. Prerequisite of Satellite. This wonder should be a two fold wonder: It should give a happiness bonus when the nations is at peace. That bonus should be negligible when the country is at war.



Well, thats all I have for now, seeing as it's late and work calls. I had a list written down somewheres, but I can't seem to find it. If I have nay more suggestions I'll certainly post them.
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Old December 12, 2001, 05:05   #33
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I would like to be able to raze a city which joins my civ because they are in awe of my culture.
I hate having to refuse to accept it and then going to war some turns later because it's an obnoxious enclave within my empire.
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Old December 12, 2001, 05:14   #34
Badtz Maru
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Steel is a technology, not a resource, basically a way of treating and refining iron to make it stronger. I do believe it comes way too late in the tech tree, however - metallurgy is the advance that ties in most realistically with the use of steel. They should have called steel 'advanced alloys' or something like that.

Although I believe some units should become obsolete, I don't think pikemen should be made obsolete by musketeers as they both were used at the same era in history, especially in feudal Japan.

The main problem with obsolescence is that many of the advanced forms of prior units require special resources, a civilization that has his spearmen made obsolete by pikemen is screwed if he is lacking iron. I am strongly considering making pikemen not require iron in my game, however, as their primary weapon was basically a really long spear - the pikeman was more of a strategic idea than a technological development, that a well-trained tightly-grouped unit of men with long spears would be very effective against mounted units. I don't see why bronze could not be used for pikemen.

Another unit I have some issues with is the longbowman. In history only one nation used them effectively. Longbowmen required a LOT of training and were too expensive for most nations to field (the only reason England could was they had a class of semi-nobles who could be forced to train regularly). I think longbowmen should be more expensive, and possibly have 2 defense to show how they had a longer range (which would make closing with and attacking them more difficult). Hmm, I just had an even better idea - make them England's unique unit.
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Old December 12, 2001, 10:18   #35
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Quote:
Originally posted by Xentropy

Of course, then you'd have to remove one of the five modern age researcher titles to replace it with "Al Gore".

"Sir, Al Gore has invented The Internet! What would you like to work on now?"
I should leave this alone, really I should... but he never said that! Clearly he didn't invent the Internet, but he was heavily involved on the legislative side of the transformation of Arpanet into the Internet. The media took an ambiguous statement and ran with it without paying attention to the actual meaning and facts.

/soapbox
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Old December 12, 2001, 10:26   #36
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I had some ideas for making the end game less tedious in this thread:

http://apolyton.net/forums/showthrea...threadid=35360

I would also like to see a new form of government. Being the geek that I am, I'd be interested in seeing an Internet technology that enables a later government technology for a distributed sort of government, much like the First Distributed Republic or whatever it was called in Neal Stephenson's "The Diamond Age." I believe there was something similar in SMAC, sort of a future version of the republic. I also like the idea of having another civ's people be able to vote for you as UN leader, but given the way that the UN works in reality and the fact that this would require some programming changes, that seems unlikely.

I also agree that the Mfg Plant and Offshore Platform come too late; I don't generally build them because there's no point. Admittedly things are better than in Civ3, where you could also be ruler of the world, but it's still not enough.
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Old December 12, 2001, 10:35   #37
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This is perfect! A regular breeding ground of good, solid ideas! I'm gonna start going through them and compile a consolidated list to see exactly what we've got so all this (currently resembling an amorphous blob...not that that's a bad thing, mind you, just unorganized), into some kind of recognizable shape.

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Old December 12, 2001, 12:52   #38
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I think that resources should be very important, but not critical. Venger and I have discussed elsewhere about the real problem being if the human gets all of a particular resource...*poof* there went the challenge.



I have created duplicate units for all units which require resources, and made them available without the resource but at a higher cost. This simulates the extra effort required to extract the resource from non-ideal locations. In the game, this allows anyone without the resource to build that type of a unit if they're willing to pay the extra cost.

Personally I use a very steep penalty (3x cost) because I like feeling the need to acquire the resource, but this can of course be seasoned to taste... [/QUOTE]

I think that this notion is one of the most critical for a future modification. I LIKE resources, but not having one can be a show-stopper (no coal, no railroad, suddenly you are a 3rd world country). In particular, this aspect needs modification if MP play is ever to be implemented, because I seriously doubt humans are going to give you saltpeter or oil if they want to win by military conquest.
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Old December 12, 2001, 13:00   #39
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Quote:
Originally posted by Velociryx
Still, my basic thinking on the current HP thing is this. As it stands now, there is a flat-rate increase in the capabilities of units as they gain rank. I’d like to vary that a little…[blah]...(though perhaps the HP jump should be reserved for Elite only, in light of Barracks…..more thought needed there).
You mean, kinda like 3/4/5/7? Okay. I'm done know.. I swear.

Quote:
Any way in the editor to vary this on a “per era” basis
Not that I've seen.

Quote:
I agree….pyramids are overpowered…..sun tzu’s too, for that matter, and hoover….OTOH, I agree that Shakey’s Theater is underpowered…..anybody know how much freedom we have to mod that stuff??
A decent amount... what were you hoping to do?

Quote:
ITerrain tiles need addressing. Is it possible to add additional resources AND MAKE THEM WORK in the game? Let’s say I want to make a “junkie” unit. Can I make an “opium” resource and set it as a requirement for the junkie? (no…I was NOT seriously considering that…lol). This would enable us to make jungle/tundra tiles competitive again too…..
Um... I made two new units in a wacky mod I'm using to test stuff: The Guerilla and the Mercenary Guerilla. The Merc Guerilla upgrades to the Guerilla. Both are 4.2.1/all roads. The only difference is that the Guerilla requires Heroine. Yes. You joked about it, I did it. Presumably the heroine funds the Guerillas because they have lower build costs (and upkeep, I think). But it seems as if they "work". The AI seems to know how to use them.

Quote:
I’ve been considering doing a slight edit on the pricing for units. It likely would not be a huge change….more of a tweak (make swordsmen/horsemen LESS of a good deal, make Musketeers more competitive – Alternate plan re: musket men/musketeers: leave the price alone but give them ZOC, making them the only infantry based unit from that time period with ZOC).
I'm trying just that.

Quote:
Give every unit with a missile weapon a slight bombard (so it’ll get a freebie shot on incoming attackers). It’d be NICE if we could give Pikemen a freebie shot on incoming cavs, but I don’t see how it’s possible.
I'm trying this out with Archers, Bowman, and Longbowman. Also, in my test-mod (more of a testing ground for real mods) Subs have bombard abilities... sadly, this probably means they can do shore bombardment, but it makes them a little more of a threat at sea. Leave a Battleship without escort, and a sub can bomb you down to 1 HP and take you out pretty easy.

Quote:
Re: Changing the upgrade path for ancient/middle ages offensive units (swordsmen, horsemen, knights, longbow) – I’m on the fence here. One the one hand, you’re absolutely right….all you gotta do is put a gun in the guy’s hand, and you’re all set, but….I DO rather like the fact that not allowing offensive troops to upgrade into the modern era sets up an opportunity cost for attacking (puts the attacker on a very definite timetable….his army has a shelf life….use it or face obsolescence. Not 100% sure. Convince me?
I have most of these units following a long route to Infantry. So yeah, basically you hand a guy a gun, and tell him to run over there. Even Cavalry upgrades to Infantry. Just like it did in WW2. And then I broke the Infantry to Mech Infantry upgrade path. Mech Inf is powerful = You have to build it yourself. Same with tanks. I also dont like artillery upgrades. I think artillery should have to be built fresh. To easy to capture catapults and upgrade them to Artillery out of nowhere.

Quote:
Other stuff:
Units in every age that have no resource requirements: Same stats as their resource-requiring counterparts, but with a 50% shield markup (Light Tank, same stats as a tank, no resource requirements—assumes that the civ building it has scrounged around from wherever to pick up the needed materials….but it carries a hefty shield markup). Do that same sort of thing across the board. “Frontiersman” = Musketman without saltpeter, “Partisan Rebel” = Infantry minus the requirements, etc.
I'm looking for names still but here are some changes I made:

Swordsman:
Bronze Swordsman 2.1.1 (No Requirements)
Swordsman 3.2.1 (Iron)
Steel Swordsman 3.3.1 (Iron & Coal)

Musketman:
Mercenary Musketman 4.6.1 (+50% production, No Requirements)
Musketman 4.6.1 (Saltpeter)

AEGIS Cruiser:
Fast Cruiser 9.10.6 (3.1.2) (Uranium)
Missile Cruiser 10.12.5 (4.2.3) (Aluminum)
AEGIS Cruiser 10.12.6 (4.2.3) (Uranium & Aluminum)

I thought about adding:
Knight:
Knight 4.4.2 (Iron & Horses)
Horseless Bastard 3.3.1 (Iron)

Then the upgrade paths are set to select the best unit based on current resource availability

Hey Dan, What happens when you upgrad a unit to a unit with a lower resource cost? Sheild refund? In most of the cases, when you upgrade one of the units above to its resourced equivalent, it should be free.

Quote:
Thank you to those who have contributed so far! Keep the ideas coming! Discussion is step one….finding people with the skills needed to make it look cool will be step two….step three will be the magic
Welcome? Am I worthy of a 'thank you' yet?
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Old December 12, 2001, 13:21   #40
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Gachnar: Shoot, man....that's worth more than a thank you, c'mon over, I'll buy the brew!

That answers a LOT of questions I had in my mind, especeially re: resources. Cos that means we can add in all sorts of new stuff and make tons of new units that are dependent on resources that don't even exist at present. Very cool stuff!

About wonders and changing them....I'm not sure what I wanna do, precisely, 'cept limit the power of some, and bulk up the power of others.

I really like your unit changes, too! That's good stuff! Are you using the same graphics for the various unit expansions, or are you doing your own?

Other Editor Questions:

Is it possible to change the default values of outputs for terrain tiles (Ie - can I make jungle tiles better?)

Is it possible to add additional resource bonus tiles (could I add "salt flats" to desert, and maybe make them worth one shield??

My head is swimming with all these ideas....I'm lovin' it!

-=Vel=-

PS: LMAO at the "Horseless Bastard" unit....THAT'S tops!
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Old December 12, 2001, 14:01   #41
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We MUST have Horseless Bastards!

...can we also have a Fuel Cell part for those who don't have Uranium for their space ships? Call it the Extremely Polluting Fossil-Fuel-Burning Spaceship Cells?
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Old December 12, 2001, 14:31   #42
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Quote:
Originally posted by Velociryx
(snip)

Other Editor Questions:

Is it possible to change the default values of outputs for terrain tiles (Ie - can I make jungle tiles better?)

Is it possible to add additional resource bonus tiles (could I add "salt flats" to desert, and maybe make them worth one shield??

(snip)
The editor lets you can change the food, shield and gold output of any type of terrain. It also lets you set the irrigation, mine and road bonuses separately for each terrain type.

The editor doesn't let you add resources, but I believe it can be done with the unofficial modding tools (I haven't tried it, so I can't say for sure). Just add a bonus resource called salt flats, give it +1 shield and make it available in desert tiles.
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Old December 12, 2001, 14:33   #43
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Quote:
Originally posted by Nakar Gabab
We MUST have Horseless Bastards!

...can we also have a Fuel Cell part for those who don't have Uranium for their space ships? Call it the Extremely Polluting Fossil-Fuel-Burning Spaceship Cells?

Then don't call 'em Fuel Cells . They produce heat and water. That's it.

There should be a Fuel Cell technology, though, now that you mention it. Should do something with increasing mobility of units or something

Random idea: what if Tanks/Modern Armor/Mech Inf. created pollution?

Need Fusion Power back so you can have safe Nuclear Reactors.
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Old December 12, 2001, 15:08   #44
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Quote:
Originally posted by Velociryx
Gachnar: Shoot, man....that's worth more than a thank you, c'mon over, I'll buy the brew!
Um... South Carolina is a bit of a drive for me, still. Plus I'm busy with this whole coding gig... I'm just happy someone is interested.

Quote:
That answers a LOT of questions I had in my mind, especeially re: resources. Cos that means we can add in all sorts of new stuff and make tons of new units that are dependent on resources that don't even exist at present. Very cool stuff!
Yeah. The hacked Civ3Edit is your friend.

Quote:
About wonders and changing them....I'm not sure what I wanna do, precisely, 'cept limit the power of some, and bulk up the power of others.
How about making the Manhattan Project a small wonder and have it permit building in only the civ that created it. I think we can pull it off too.

Quote:
I really like your unit changes, too! That's good stuff! Are you using the same graphics for the various unit expansions, or are you doing your own?
Yeah.. all the units in each group are identical. No graphical wizard am I. I can edit... improve... not create. Basically you have to look at the units with the funky right-click menu to see if you should avoid them or not. Not the best solution, but you could argue that its somewhat realistic.

Quote:
Is it possible to change the default values of outputs for terrain tiles (Ie - can I make jungle tiles better?)
Yes, of course, silly Vel...

Quote:
Is it possible to add additional resource bonus tiles (could I add "salt flats" to desert, and maybe make them worth one shield??
I considered adding salt... but I would say 1 sheild 2 commerce (gold?). Oh. I did add new graphics for all the resources I added:

Heroine: Luxury (Chemistry) - Needed for Guerillas
Rum: Luxury (Monotheism, dunny why)
Stone: Stategic (Masonry) - Needed for Pyramid, Great Wall
Cotton: Luxury (Invention)

Proposed:
Coffee: Luxury (Refining) - Needed for Software Studio
Sheep: Strategic (Ceremonial Burial) - Needed for Horseless Bastard, Catapult

Quote:
PS: LMAO at the "Horseless Bastard" unit....THAT'S tops!
LMAO: Launching Mustard At Others?
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Old December 12, 2001, 15:19   #45
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I like your variant, but when I wrote it, I meant "Laughing my a$$ off..."

Heh...some fantastic ideas all around....you mod-folk always amaze me....even with the most limited tools, you guys can create some frankly HEAD TURNING improvements....that's just awesome....

-=Vel=-
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Old December 12, 2001, 16:35   #46
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how about Timber for resource? Sure, you can built any boat out of any piece of wood, but you'll need "Timber Resource" for a real good one. An extra bonus for movement, or defense, could be a result for using timber when building frigates (and other sail ships)

I was wondering, is it possible to create a Camel Rider unit? Available in any deser city with discovery of ... hmmm, Trade, or somethin?


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Old December 12, 2001, 17:09   #47
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Quote:
how about Timber for resource? Sure, you can built any boat out of any piece of wood, but you'll need "Timber Resource" for a real good one. An extra bonus for movement, or defense, could be a result for using timber when building frigates (and other sail ships)
Maybe this should be tied in to the forest you have available within your country? When a city builds a wooden ship, the closest forest square dissappears (with no production bonus?) If your low on wood, you can plant it, but the ship won't be completed until the forest has been planted. ANd i think it would have to be forest squares only, I am not sure tht the types of wood found in jungles are that good for hullmaking.

Which leads me to another thing: Should hullmaking be a technology? As it stands right now the jump from Galley to Caravel to Galleon is a bit quick IMO. I think hullmaking should be added to the tech tree after Navigation (and it should count as a prerequisite to Magnetism.
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Old December 12, 2001, 17:25   #48
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Good plan on the Hull-making tech....not sure what the proper term is for those....ummm....something-keeled ships (?? help me out here naval enthusiasts!) but we could officially title the tech that.

More on terrain stuff:

Thanks for the information that we can indeed, mod terrain tiles, and in that case, the first thing that's gonna happen is that plains and grasslands will NOT be so damned perfect.

Food/mineral production needs serious trimming in this department.

You should be able to irrigate hills (+0 food with road, +1 with rail?) EDIT: Alt plan: reserve this for crop rotation, and make it a flat +1 food with irrigation (road/rail provide no additional bonus)

special tundra resource....lead mine or something +1 min (so that a mineral special on a forest tile in tundra would give you 1/3, just as a game special in that same terrain gives you 2/2)

bannannas are back!

what was that...bog something?? that should come back too!

desert gem deposits (like gold mines? or make 'em lux items?)

Plains: -1 food

New Tech: Animal Husbandry: Allows for tiles with horses/cows/game to be irrigated for an additional +1 food bonus--which restores plains to what they are now).

Middle Ages tech: Crop rotation: allows wheat tiles and any plains/grassland tile with nothing on it to gain +1 food (also restoring them to what they are now, but the important point is, NOT during the early game!)

Keep 'em coming....my brain hasn't stopped turning on the subject since we started this....

-=Vel=-
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Last edited by Velociryx; December 12, 2001 at 17:30.
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Old December 12, 2001, 17:28   #49
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I was thinking about the distributed democracy government a little, too. Automatically a scientific civ, boosted commerce (high-tech productivity, strong crypto), more expensive units (people would rather make money than join army), lower corruption for outlying cities (with the network, everyone is your neighbor), but have a maximum city size, since as long as you have a good uplink, you don't want to live in the same place as 20 million other people.

And I also agree with the previous poster who mentioned Hollywood as a late game culture powerhouse. That'd be cool.
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Old December 12, 2001, 17:33   #50
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I did some minor tweaking last night after I posted. I have a (post patch) game I played as the Americans saved at different stages (circa 1500BC, 1200AD, 1850AD) that correspond to each age, and used those as my testing gorund if you will. Most of the changes I made have been discussed in other threads, but I wanted to post them here becuase I have seen them mentioned:

Hit Points
I Increased these to 3/4/5/7. Nothing to unusual to report here (although I did get a Great Leader from a Warrior vs. Warrior Battle around 1000 BC, thats the earliest I've ever seen a leader).

Naval Changes
I increased the naval movements:
Galley to 4
Caravel/Galleon to 5
Privateer and regular submarine to 5. Also changed Privateer to A3, D2, and gave it a 1/1/1 Bombard
Destroyer to 7 Changed A to 10, instead of 12. Made it able to see submarines.
Battleship to 6 The Majority of Capital ships have historically been slower than escorts
Carrier to 6
Nuclear Sub to 6
Changed Friagate A/D to 4/3
Changed Man O War A/D to 5/4
Changed Iron Clad A/D to 6/6

The movement sped up the game somewhat, and ships farther away from home were able to survive longer. The AI did start using Privateers more, but did not use them to bombard that often (I figured the bombard would be more of a terror style attack than anything). Making the subs stealthy made it more interesting in the modern ages, I lost more than a few unescorted ships to enemy subs. I think what's needed is a "Fleet Counter" that lets you stack 3 (or more) ships together. Ideally you would include a destroyer in the group so the fleet could conduct ASW operations).

As for land forces, I used Vengers (I think it was Vengers) fix for upgrading units to UU's, and likewise upgrading UU's. That work famously! I ecspecially liked in in my Russian Game where I had a ton of Knights that were now able to be upgraded to Cav (although my Babylonian neighbors most likely didn't).

I have yet to make any other changes, but the ones I made above did have a noticable effect in my games, and it was for the better IMO.
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Old December 12, 2001, 17:43   #51
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I meant Cossack, honestly I did. Seriously though, when playing the Russians, did anyone else find it frustrating to build a ton of horsemen early, upgrade them to knights, and when you got Military Tradition, realized you couldn't upgrade those knights?
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Old December 12, 2001, 17:45   #52
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Vel,

Currently, you can't do any of that with the editor. Write down the ideas, for sure, but you can't, among other things, change the effect of rails, cause a tech's discovery to do anything that a current tech's discovery doesn't do, i.e. animal husbandry and crop rotation won't work until the editor grows to support something like that (which could be a long time).

As for the food, I think your SMAC roots are showing through Civ food has always been like this, and isn't really a problem IMO.

My personal opinion is that the land-grab phase is somewhat boring, and tedious, and my preference is to mod the game to get that over with right away.

Seriously, what does reducing food get you other than long turns waiting for cities to grow so you can pop out a settler? Reduction of food doesn't change anything strategically, you still need to power out a bunch of cities as fast as you can...all this does is lengthen the Ancient age to five thousand years of sheer END TURN agony. Reducing food just slows down the entire game, and especially the Ancient Age...and I don't recall anyone complaining about how fast-paced Civ 3 was.

-Sev
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Old December 12, 2001, 17:48   #53
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Quote:
Originally posted by Mokael
how about Timber for resource? Sure, you can built any boat out of any piece of wood, but you'll need "Timber Resource" for a real good one. An extra bonus for movement, or defense, could be a result for using timber when building frigates (and other sail ships)
Not to shoot you down or anything, but I thought about this and decided that it would be a bit silly, since you could cut down the trees, mine the square and still get "lumber" from it.

wait.... CTP2 had lumber...

oh.. I think if you cut the trees in CTP2 the goods changed...

Quote:
I was wondering, is it possible to create a Camel Rider unit? Available in any deser city with discovery of ... hmmm, Trade, or somethin?
Sorta. You can make a new resource: Camels. Then make a new unit: Camelry 3.3.2/ignore terrain which requires Camels, and requires that its resources be in the city radius.

Is anyone else thinking I'm having too much fun with this?
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Old December 12, 2001, 17:51   #54
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1> Give all Armies the "Blitz" option which allows as many attacks as you have movement points. An army is supposed to be three units, so why is it limited to one attack? It shouldn't even matter what unit type it is; three cavalry should be able to attack three targets at once, given the right layout

2> Double hit points of all units (4/6/8/10). Maybe make it 3/6/9/12 just to make Elite that much more desirable. Not enough to lag down the game, but enough to reduce the statistical flukes. Or 2/4/6/8?

3> Add new techs; here's the problem. The Ancient era is just setup for the Medieval, it seems. The Medieval Era is where all the important stuff seems to happen in my games; by the time we hit the Industrial era it's all been pretty much decided. Part of this is that there's no attack unit between Cavalry (6/3/3) and Tank (12/8/2); the only one that comes close is Marine, and they're just as difficult to reach as Tanks are, and don't have fast movement. So first of all, move Amphibious War up; the U.S. had Marines since the start, but Tanks came over a century later. This helps bridge the gap.
The Industrial Era needs a LOT more. Wonders (Statue of Liberty, Taj Mahal), Small Wonders (Hollywood, Skunkworks, Space Station, Internet), intermediate units, and so on. A couple new Governments (Fundamentalism and Capitalism) could go at the end of the Industrial era; the Modern is too late for new govs to be useful.
Add a few good units: Heavy Cavalry (8/4/3) would go nicely in the early Industrial. A defensive unit between Rifleman (4/6/1) and Infantry (6/10/1) would be good, maybe a 5/8/1. A defensive cavalry unit (a skirmisher, basically) would be nice, to help reduce the power of attack cavalry. Sort of an upgrade to the Impi; 1/3/2 in Medieval, 2/6/2 in Industrial, and upgrades to the Mechanized Infantry in Modern.

3a> By the time anyone reaches the Modern era it's all over, in most cases. So I wouldn't waste most of the effort adding things there. Maybe an upgraded Bomber.

4> Partisan/Militia: units not requiring any strategic resource. 1/1/1 (Warrior) in Ancient; 2/2/1 (Peasant) in Medieval, 3/3/1 (Farmer) in Industrial, and 3/5/1 (Redneck) in Modern.
These represent what you get when Farmer Bob pulls out his shotgun to defend his home from the commie invaders. Easy to build, but not really suited for any real military use.

4a> Impossible to mod ourselves, but when a city tries to depose your army, I'd like to see it do this:
Step 1> Spawn Partisans (see above); for each three(?) sizes the city has, spawn two Partisans and reduce the city size by 1.
Step 2> These immediately fight your occupying force, to the death. Fast units cannot retreat.

5> fix it so that if A upgrades to B, A also upgrades to any unique unit replacing B. Persians can't upgrade Warriors since they don't have Swordsmen, and so on.

6> Pollution: I'd like to see a building that reduces this before Recycling and Mass Transit. For example, after Sanitation (which leads to Hospitals) add Waste Disposal, which lets you build a City Dump (reduces all pollution by half). Maybe have one of the new techs be Environmentalism, which just reduces pollution across the board by 25%.

7> Upgraded Privateers. Now that we have a 2/1 version, keep going; a 4/2, then an 8/4 later. Might not be that realistic, but it'd be fun. Add a Submarine Privateer also.

8> Synthesized resources. Many of the existing resources can either be synthesized (Rubber), designed around (Saltpeter and Oil, or Uranium for the spaceship), or simply use an inferior material (Iron).
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Old December 12, 2001, 17:56   #55
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Hey Sev...and I guess you're right 'bout the SMAC-roots! My main problem/desire where the food is concerned is two-fold:

1) To balance plains starts against tundra, desert, and jungle starts. Perhaps not perfectly balanced, but closer than now.

2) To limit the power of pop-rushing in the early game via slowing the growth of cities.

Will be fretting until I can figure out a way/hack/something to do this then....heh....

-=Vel=-
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Old December 12, 2001, 18:39   #56
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Here's the next installment of "Mysterious stranger David tries to help..."

1)Is there any way to separate coruption vs. waste? In other words, it makes sense to me that far-away cities might not contribute gold and/or science to my empire, but they should probably still be able to build their own improvements or units. I'm not sure if this can be done, but if not then perhaps we should lobby Firaxis to give us this ability.

2)Also, you need to pay particular attention to increasing the AI ability in the later ages. I've started another thread here which has generated some ideas, the best of which are probably:

- Add extremely cheap bonus production city improvements that become available as time goes by (once or twice per age after Medieval, maybe). These improvements are essentially free to build and increase production/ reduce corruption/ who knows what else. Don't build them as a human player. This will help the AI to be more competitive in the later stages of the game where a human can be much more effective than the AI can. It also helps to offset the momentum advantage that a human often enjoys by the late Industrial Age.

- Increase the power of a palace. Let it have increased production, extra happiness, etc. This will reduce the relative advantage of larger civs because these bonuses only happen in one city.
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Old December 12, 2001, 19:45   #57
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I'll weigh into this again: Changing unit hitpoints breaks bombardment. Where once you needed X artillery units to wear down an Y-hp unit, now you need 3X or so to wear down a 2Y-hp unit. Changing the hitpoints in any way wreaks serious havoc on the number of artillery/airforce units needed to have a noticeable effect. As things stand now, it takes effort to wear down a garrison, but it's possible. If hitpoints are doubled, because of the way combat works, it will take more than twice as many artillery units to do the same job.

I recommend that if you plan on altering combat, work with the attack/defense/bombardment values ONLY. Hitpoints have an extreme impact on the combat system, and some elements of that are unchangeable through the editor. In my opinion, it was a mistake for them to even let us change the number of HP; the impact is of too large a scope for it to be done as lightly as most people seem to take it.
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Old December 12, 2001, 19:55   #58
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one of the best ways to make a mod is to actually start modifying in 1 area (for instance HP of the units) and start playtesting, tweak, and go on to another area. I really don't see a point in waiting for Firaxis to fix stuff as i believe that with tweaking one can for instance make the combat a lot more realistic.
just my 2 cents
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Old December 12, 2001, 20:01   #59
flbknight
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also, you might want to check this mod:
http://apolyton.net/forums/showthrea...0&pagenumber=1

it seems the maker has already changed a lot. maybe it can provide other ideas.
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Old December 12, 2001, 20:05   #60
Thresh1642
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Quote:
I'll weigh into this again: Changing unit hitpoints breaks bombardment. Where once you needed X artillery units to wear down an Y-hp unit, now you need 3X or so to wear down a 2Y-hp unit. Changing the hitpoints in any way wreaks serious havoc on the number of artillery/airforce units needed to have a noticeable effect. As things stand now, it takes effort to wear down a garrison, but it's possible. If hitpoints are doubled, because of the way combat works, it will take more than twice as many artillery units to do the same job.
The best way to remedy this is to increase the strength of bombardment IMO. Adjusting that at the same time you increase HP's for units should balance out things. I havent had a chance to Mod this part yet, but I'll try it out later tonight and let everyone know the results. Tweaking those numbers should give everyone the desired balnce. Although, I have to say, catapault units aren't going to improve drastically, but i do think each succesiuve unit will be more substantial than it's predecessor.
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