March 5, 2002, 23:41
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#1
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Chieftain
Local Time: 13:22
Local Date: October 31, 2010
Join Date: Nov 2001
Location: USA
Posts: 45
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Recommended Mods
Okay. Which of the many mods out there do you recommend?
Not maps, not attempted scenarios. Rather, mods that change the ruleset a bit (or a lot) to try and make a "better" game, in the eye of their creators.
I'm not particularly looking for one that was made with the intent of making the game harder. I'm much more interested in more "fun", which can be loosely interpreted to mean "less annoying", and perhaps a tad bit more Civ2/SMAC-like.
Any ideas?
-Yook
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March 5, 2002, 23:42
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#2
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Settler
Local Time: 15:22
Local Date: October 31, 2010
Join Date: Feb 2002
Location: Leased Batcave
Posts: 12
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either of the city names mods is a must.
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March 5, 2002, 23:49
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#3
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Emperor
Local Time: 15:22
Local Date: October 31, 2010
Join Date: Dec 1998
Posts: 3,215
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The only mods I have on my game are the citynames mods, some rearranged civ colors, and changed numbers of civs on map sizes.
The citynames mods are essential, though.
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March 6, 2002, 00:03
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#4
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King
Local Time: 16:22
Local Date: October 31, 2010
Join Date: May 2001
Location: by Divine Right
Posts: 1,014
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Look in the Civ 3 Files section.
Most of the mods there have a description of what their intent is, plus a list of what changes they've made and what the observed effects are so far.
Since people's definitions of "fun" vary quite a bit, you should read the mod descriptions/readmes to figure out which ones you will like.
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March 6, 2002, 08:29
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#5
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Warlord
Local Time: 21:22
Local Date: October 31, 2010
Join Date: Feb 2002
Location: Europe
Posts: 120
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One of the city names mods still has a lot of errors(citynames.zip). Some examples: Edo and Tokyo are the same city. Lutetia and Paris are the same city. Cologne and Köln are the same city.
If you really like different rules try the lwc mod!
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March 6, 2002, 12:40
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#6
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Settler
Local Time: 21:22
Local Date: October 31, 2010
Join Date: Nov 1999
Location: Dallas, TX usa
Posts: 23
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I would say the most essential mod for CIV III enjoyment is the optimal cities change. I think the most common change to raising the limits by +50-60%. This reduces the frustration of a 1 shield city and makes it worthwhile to occupy a conquered civ's land.
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March 6, 2002, 16:17
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#7
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Prince
Local Time: 22:22
Local Date: October 31, 2010
Join Date: Feb 2002
Location: The Hague
Posts: 485
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any mod that makes the faces of city residents easily readable is good.
However, I hope that FIRAXIS will choose only specific mods for their mod page and not like 4 different fascist mods. That way I can play with an "official" mod gov, and not some madman's divination. (Unless ofcourse there are differences made between different forms of fascism, democracy etc like national socialism and liberal democrats etc)
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March 6, 2002, 16:40
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#8
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Prince
Local Time: 22:22
Local Date: October 31, 2010
Join Date: Jan 2001
Posts: 365
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I strongly recommend checking out some of the graphics mods.
About the rules mods... I never used any because everytime I find one that sounds good there are also a bunch of things in it which I really don't like.
To avoid this you could use "small" mods that don't change that much of the game or take the best ideas you encounter and make your own mod.
But then maybe I'm the only one that feels like this about the existing mods.
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March 6, 2002, 18:41
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#9
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Emperor
Local Time: 16:22
Local Date: October 31, 2010
Join Date: Apr 1999
Location: In the army
Posts: 3,375
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Quote:
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About the rules mods... I never used any because everytime I find one that sounds good there are also a bunch of things in it which I really don't like.
To avoid this you could use "small" mods that don't change that much of the game or take the best ideas you encounter and make your own mod.
But then maybe I'm the only one that feels like this about the existing mods.
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until the modmakers know what you don't like they can't change it
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March 7, 2002, 05:51
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#10
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Chieftain
Local Time: 21:22
Local Date: October 31, 2010
Join Date: Nov 2001
Location: Finland
Posts: 90
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Quote:
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I would say the most essential mod for CIV III enjoyment is the optimal cities change. I think the most common change to raising the limits by +50-60%. This reduces the frustration of a 1 shield city and makes it worthwhile to occupy a conquered civ's land.
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could u explain what u mean by that?
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March 7, 2002, 06:01
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#11
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Emperor
Local Time: 16:22
Local Date: October 31, 2010
Join Date: Apr 1999
Location: In the army
Posts: 3,375
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Quote:
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could u explain what u mean by that?
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PapaLenin
afaik that is just extra corruption added on when you exceed the optimal number of cities, so it will not help with corruption at all if you have less than the optimal number of cities, so that means if you only have three cities it won't help cure distance corruption, but if you have lots of cities and you have raised the limit then it will help keep corruption from tainting all of your cities
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March 7, 2002, 06:50
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#12
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Emperor
Local Time: 17:22
Local Date: October 31, 2010
Join Date: Mar 2001
Location: Orlando, Florida
Posts: 8,807
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I like most of SnOOpy's Graphic mods. I've increased the speeds of the ships to be "more" realistic to the technology changes. I've upped the % (can't remember the exect one) in the difficulty section to help with the corruption problem. I've made the Courthouse & Police Station to also give you a content/happy. I Implemented my Unit Upgrade/Obsolecence Mod (patting myself on the back, though Fraxis guys forgot my handle  , they still remembered it was posted here  ). I also scaled the Map Sizes/starting distances linearly to the max better (standard seems too small for 8 Civs when taking REX into account), so as not to have to make a senerio size file for saving "regular" games. If I could use up a part of movement to get on to/ off of a railroad (and movement along it too), I would have. Most of the other stuff I just left alone. If I continue to play, most likely the cityname mods too.
A lot of this is more or less a matter of taste.
E_T
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