January 18, 2003, 01:43
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#1
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Deity
Local Time: 08:40
Local Date: November 1, 2010
Join Date: Jan 2003
Location: of naughty
Posts: 10,579
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Your favorite modifications
Hola,
I just wanted some feedback on any major modifications some of you do to make the game more enjoyable. Here is some of the stuff I do (v1.29 or PTW)
1) Decrease corruption to 50%
2) Decrease metropolis defense to 50%
3) Increase movement for naval units (Caravel 4, Frig./Gal./Sub 5/ Iron/Nuc Sub 6, / Trans/BShip/Carr 7, DD/CR 8. I usually play on huge maps.
4) Increase movement of Mobile Artillery to 2 (after, all they're supposed to be "mobile" right?)
5) Sub attack of 12, Nuc Sub attack of 16
6) Marine 12/8/1, Para 8/12/1
7) Increase first unhappiness city size (it's not fun to me to have an unhappy citizien at size 1)
8) Decrease pollution of improvements by half.
I usually play at Emperor level with these settings.
QUESTIONS:
why don't Stealth aircraft have hit points??? Also, if I change the Scenario properties on the default .bic or .bix file will this affect a non-scenario game I play?
__________________
A true ally stabs you in the front.
Secretary General of the U.N. & IV Emperor of the Glory of War PTWDG | VIII Consul of Apolyton PTW ISDG | GoWman in Stormia CIVDG | Lurker Troll Extraordinaire C3C ISDG Final | V Gran Huevote Team Latin Lover | Webmaster Master Zen Online | CivELO (3°)
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January 18, 2003, 01:59
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#2
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Prince
Local Time: 08:40
Local Date: November 1, 2010
Join Date: Dec 2002
Location: The Wisconsonian Empire
Posts: 635
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on huge maps i also like to have workers and settlers have two movement points. i agree with you on corruption and ship movement especially.
__________________
I use Posturepedic mattresses for a lifetime of temporary relief.
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January 18, 2003, 02:34
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#3
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Warlord
Local Time: 10:40
Local Date: November 1, 2010
Join Date: Jul 2002
Location: Not Mayberry, NC
Posts: 140
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I use Warpstorm's watercolor terrain, otherwise no mods.
__________________
"Illegitimi non carborundum"
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January 18, 2003, 03:58
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#4
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Emperor
Local Time: 09:40
Local Date: November 1, 2010
Join Date: Mar 2000
Location: Flyover Country
Posts: 4,659
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I change capitalisation and rush building to ratios more closely resembling what you find in Civ 2 (i.e., chop em in half), do the same to corruption, and kill pollution because, you know, having your tiles turn to desert with no way to change them back when you've been faithfully cleaning up your messes is just too damn depressing.
__________________
"We have tried spending money. We are spending more than we have ever spent before and it does not work...After eight years of this Administration, we have just as much unemployment as when we started... And an enormous debt to boot!" — Henry Morgenthau, Franklin Delano Roosevelt's Treasury secretary, 1941.
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January 18, 2003, 04:04
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#5
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Emperor
Local Time: 07:40
Local Date: November 1, 2010
Join Date: Sep 2001
Location: Henderson, NV USA
Posts: 4,168
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Okay, you asked for it...
This is a list of my changes which I always use (except for my current game in which I started "new game" instead of "load scenario"  ).
I have always played at Regent.
World Sizes (Increased default values by 50%)
Optimal # of Cities: Huge: 48; Large: 36; Std 24; Small: 21; Tiny: 18
Difficulty Levels
Attack Bonus Against Barbarians:
Chieftan: 300; Warlord: 100; Regent thru Diety: 0
AI to AI Trade: Regent: 120 (from 140)
Units
Blitz to modern naval (changed RoF to 1), including AI use of multiple bombardments & other changes as I saw fit. Various changes to increase defense when fighters are intercepted, to allow for 'offensive' fighter missions, adjustments to bombardment strengths.
Destroyer: Blitz, RoF:1
Battleship: A/D:18/16; Blitz, RoF:1
AEGIS Cruiser: A/D:12/12; Bombard:6; Blitz, RoF:1
Nuclear Submarine: A/D:10/5; Blitz, RoF:1; Movement: 5 (from 4)
Fighter: A/D:4/3; Bombard /RoF:2/1
Stealth Fighter: B/RoF:8/2
F-15: A/D:8/8; Bombard/RoF:6/2
Jet Fighter: A/D:8/7; Bombard/RoF:4/1
Guerilla: Move 2
Units: Unit Abilities
Battleship: add Lethal Sea Bombardment.
Tank, Panzer, Mech Infantry, Modern Armor: add Wheeled (need roads in mountain/jungle).
Tank, Panzer, Modern Armor: NO AIRLIFT!
Guerilla: Ignore movement cost of jungle, forest, hills & mountains.
General Settings: Various Unit Abilities
Chance to Intercept Air Missions: 67% (increased from default 50%).
Terrain (for PTW only):
Tundra (tundra is for colonies - no cities allowed)!
Allow cities = OFF (no cities on tundra).
Worker Job: None (cannot plant forests on tundra and enable city building).
Improvements and Wonders: (Alpha Centauri Spaceship construction delayed, costs increased).
KEY for following: SS Part: Changed Required Advance; Cost
Apollo Mission: (N/C); 1,000
SS Exterior Casing: Integrated Defense; 1,000
SS Stasis Chamber: Genetics; 640
SS Storage/Supply: Satellites; 240
SS Cockpit: Robotics; 500
SS Docking Bay: Satellites; 200
SS Engine: Satellites; 1,000
SS Fuel Cells: (N/C); 320
SS Life Support: Robotics; 500
SS Thrusters: (N/C); 500
SS Party Lounge: (N/C); 240
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January 18, 2003, 05:13
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#6
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Chieftain
Local Time: 09:40
Local Date: November 1, 2010
Join Date: Dec 2002
Location: Somewhere between points A and B
Posts: 80
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Carrier-5 mov/8 carry capacity
Helicopter 4-carry, detect invisible
Bomber/Stealth Bomber-lethal Land/sea
Artillery/Radar Art.-Lethal Land
Thats about it.
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January 18, 2003, 06:50
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#7
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King
Local Time: 15:40
Local Date: November 1, 2010
Join Date: Aug 2002
Location: Italia
Posts: 2,036
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I use Sn00py's graphics and a cpl of other ones found here and there- not a single game mod btw
__________________
I will never understand why some people on Apolyton find you so clever. You're predictable, mundane, and a google-whore and the most observant of us all know this. Your battles of "wits" rely on obscurity and whenever you fail to find something sufficiently obscure, like this, you just act like a 5 year old. Congratulations, molly.
Asher on molly bloom
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January 18, 2003, 08:10
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#8
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Emperor
Local Time: 15:40
Local Date: November 1, 2010
Join Date: Oct 2002
Location: on the Emerald Isle
Posts: 5,316
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I use quite a lot of naval/air unit changes.
I changed privateers to 2.2.3, removed hidden nationality, added sinks in ocean and made them available with astronomy so they are now an early sailing warship (I never used them as intended or saw the AI do so). Quite handy if you are up against the vikings, particularly as I changed berserks to be based on med inf, not longbows, so they are now available with feudalism.
Destroyers see subs, battleships have lethal sea bombardment, carriers move 5 and carry 5 air units.
I added lethal sea bombardment to bombers and jet fighters (but not stealth air so bombers have a role after stealth becomes available). I gave stealth fighters lethal land bombardment so they have more use compared to stealth bombers (F15 have lethal land and lethal sea bombardment).
I also allow upgrading privateer to frigate to destroyer and ironclad to battleship but really to remove obselete units from the build options rather than for any other reason.
I have made other changes but IMHO it is the air and sea aspects that can most be improved.
__________________
Never give an AI an even break.
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January 18, 2003, 10:36
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#9
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Prince
Local Time: 14:40
Local Date: November 1, 2010
Join Date: Oct 2002
Posts: 689
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3,5,6:yes.
Lethal bombard:hwacha,F15,stealth fighter and AEGIS Cruiser.
Lethal sea only:Fighter, Jet Fighter
Most of the changes from:Patch suggestion and AU MODs
Preferably later ships have all terrain as roads,blitz.
I've tried having expansionist civs start with the explorer to help expansionist AIs.
For 7: Try changing Cheiftain production down from 20 to 7 or 5.
Improved some useless wonders by giving them improvement abilities.
I've tried different mods but its a long time since I used that New Game button. Does it still work in PTW?
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January 18, 2003, 11:19
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#10
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Warlord
Local Time: 10:40
Local Date: November 1, 2010
Join Date: Jul 2002
Location: Not Mayberry, NC
Posts: 140
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Quote:
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Originally posted by Datajack Franit
I use Sn00py's graphics and a cpl of other ones found here and there- not a single game mod btw
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Excellent! Another purist heard from.
__________________
"Illegitimi non carborundum"
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January 18, 2003, 12:16
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#11
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King
Local Time: 09:40
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Right down the road
Posts: 2,321
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I like my graphics mod (well, duh). I also like DYP and a homebrew rules mod. About half the time I play standard rules.
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January 18, 2003, 12:47
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#12
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Deity
Local Time: 08:40
Local Date: November 1, 2010
Join Date: Jan 2003
Location: of naughty
Posts: 10,579
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Quote:
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Originally posted by CerberusIV
I added lethal sea bombardment to bombers and jet fighters (but not stealth air so bombers have a role after stealth becomes available). I gave stealth fighters lethal land bombardment so they have more use compared to stealth bombers (F15 have lethal land and lethal sea bombardment).
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I was thinking of adding "see invisible" to bombers so they can function as patrol boats (kind of like the B-24 in WW2) after stealth is invented (and of course remove the recon ability from stealth bombers).
I'd give lethal land and sea only to Stealth fighters, not the bombers.
__________________
A true ally stabs you in the front.
Secretary General of the U.N. & IV Emperor of the Glory of War PTWDG | VIII Consul of Apolyton PTW ISDG | GoWman in Stormia CIVDG | Lurker Troll Extraordinaire C3C ISDG Final | V Gran Huevote Team Latin Lover | Webmaster Master Zen Online | CivELO (3°)
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January 18, 2003, 13:59
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#13
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Deity
Local Time: 08:40
Local Date: November 1, 2010
Join Date: Jan 2003
Location: of naughty
Posts: 10,579
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Quote:
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Originally posted by raguil_79
I was thinking of adding "see invisible" to bombers so they can function as patrol boats (kind of like the B-24 in WW2) after stealth is invented (and of course remove the recon ability from stealth bombers).
I'd give lethal land and sea only to Stealth fighters, not the bombers.
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Heheh... stealth bombers never had recon abilites.
I hate the computer's strategy of "deforestation" and mining grasslands and plains instead. I wondered if eliminating any production bonuses from mining grasslands and plains could solve this.
__________________
A true ally stabs you in the front.
Secretary General of the U.N. & IV Emperor of the Glory of War PTWDG | VIII Consul of Apolyton PTW ISDG | GoWman in Stormia CIVDG | Lurker Troll Extraordinaire C3C ISDG Final | V Gran Huevote Team Latin Lover | Webmaster Master Zen Online | CivELO (3°)
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January 18, 2003, 15:15
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#14
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Deity
Local Time: 16:40
Local Date: November 1, 2010
Join Date: Sep 2001
Location: Republic of Flanders
Posts: 10,747
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Less luxuries and strategic resources...
__________________
#There’s a city in my mind
Come along and take that ride
And it’s all right, baby, it’s all right #
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January 18, 2003, 16:34
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#15
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Warlord
Local Time: 14:40
Local Date: November 1, 2010
Join Date: Nov 2001
Posts: 168
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I deleted the galley (and made lighthouse come later) because I hate to have all civs contact and a complete world map in the ancient age.
__________________
"Where I come from, we don't fraternize with the enemy - how about yourself?"
Civ2 Military Advisor
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January 18, 2003, 17:06
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#16
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King
Local Time: 09:40
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Right down the road
Posts: 2,321
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Quote:
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Originally posted by SanPellegrino
I deleted the galley (and made lighthouse come later) because I hate to have all civs contact and a complete world map in the ancient age.
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My approach to this was to increase the cost of ocean and sea travel to galleys to 2. In addition, I made it so that you can't trade maps or contact till Navigation.
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January 18, 2003, 17:21
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#17
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Prince
Local Time: 08:40
Local Date: November 1, 2010
Join Date: Apr 1999
Location: IL
Posts: 576
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My mods
3 new civs--Incas, Scots, Ethiopians with UUs & text.
Culture group changes--U.S. is European, Spain is Mediterranean, Egypt is Middle Eastern.
The Military Academy needs only 5 barracks, not a victorious army, since Heroic Epic has the same requirement, and the 5 barrack requirement condition is the one stated in the manual.
New world size, gigantic--220x220, all 27 civs, replaces small.
Additional citynames and leaders.
Hwacha has lethal bombardment. (I'm thinking of changing this further, I'm running a poll about lethal bombardment in PTW to get feedback on this)
Possible future change: There are 3 militant expansionists: Zulus, Vikings, Mongols. There are 3 religious militants: Aztecs, Celts, Japanese. There are only 15 possible attribute combos. With the max 31 civs, each possible paiing should have 2 civs, and one pairing will have 3. Thus, 1 of the above civs mentioned needs its attributes changed. I just haven't figured out which one yet.
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January 18, 2003, 17:50
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#18
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Emperor
Local Time: 09:40
Local Date: November 1, 2010
Join Date: Mar 2000
Location: Flyover Country
Posts: 4,659
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27? I thought there were only 24 -- or did you add a few?
__________________
"We have tried spending money. We are spending more than we have ever spent before and it does not work...After eight years of this Administration, we have just as much unemployment as when we started... And an enormous debt to boot!" — Henry Morgenthau, Franklin Delano Roosevelt's Treasury secretary, 1941.
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January 18, 2003, 18:16
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#19
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Emperor
Local Time: 16:40
Local Date: November 1, 2010
Join Date: Sep 2001
Location: Belgrade, Serbia
Posts: 3,218
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Quote:
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Your favorite modifications
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A though one.
Probably all listed at link below (my own MOD).
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January 18, 2003, 18:39
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#20
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King
Local Time: 08:40
Local Date: November 1, 2010
Join Date: Feb 2002
Location: Saskatchewan
Posts: 1,716
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Re: My mods
Quote:
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Originally posted by HolyWarrior
(...)The Military Academy needs only 5 barracks, not a victorious army, since Heroic Epic has the same requirement, and the 5 barrack requirement condition is the one stated in the manual.(..)
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How do you do that???
__________________
Former President, Vice-president and Foreign Minister of the Apolyton Civ2-Democracy Games as 123john321
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January 18, 2003, 22:23
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#21
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Deity
Local Time: 16:40
Local Date: November 1, 2010
Join Date: Sep 2001
Location: Republic of Flanders
Posts: 10,747
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Quote:
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Originally posted by The Mad Monk
27? I thought there were only 24 -- or did you add a few?
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It's possible to have 31.
__________________
#There’s a city in my mind
Come along and take that ride
And it’s all right, baby, it’s all right #
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January 18, 2003, 22:45
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#22
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Prince
Local Time: 08:40
Local Date: November 1, 2010
Join Date: Apr 1999
Location: IL
Posts: 576
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re: my mod
Mad Monk, as I stated, I added three new civs. All of these have UUs and animations. I also added them into the civopedia. These three are available as downloads in the mods section, made by persons much more talented than I. I could add four more to make it 31, but I don't have the tools to make animated leaderheads or UUs or any of that. So 27 it is for now.
123john321, just go into the PTW editor. Select your mod, and click customize rules. Select the improvement/wonders tab. On the left side, under required advanced, you will see improvement/ wonder. In the example above of the Military Academy, I selected barracks. You now have an option to set the number. Set it to 5, and deselect the Requires Victorious Army condition.
Also, you should change the civopedia entry to reflect this.
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January 19, 2003, 02:24
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#23
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King
Local Time: 10:40
Local Date: November 1, 2010
Join Date: Nov 2002
Location: Columbus, Ohio
Posts: 1,119
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Changes to Basic rules:
units moving on roads now move 4 tiles instead of 3
Wealth gives a better return on your investment and rushing either with gold or poulation has been inhanced.
Corruption set at 80% of default.
Wonders:
Heroic Epic: added the Militaristic attribute to it, and also made it reduce War Weariness.
Commercial Dock: Increases Food and Commerce of water tiles by 1.
Units:
Horseman: 3.1.2
Archer: 2(2).1.1
War Chariot: 2.1.2
Mounted Warrior: 3.2.2
Pikeman: 2.3.1
Longbow: 4(3).2.1
Musketmen: 3(4).4.1
Musketeer: 4(4).4.1
Rifleman: 5(6).6.1
Cavalry: 6(6).3.3
Sapahi: 7(6).3.3, 80 shields
Cossack: 6(6).4.3
Tank: 16(12).8.2, All terrain as Roads
Panzer:16(12).8.3, All terrain as Roads
MI: 12(12).18.3, All terrain as Roads
MA: 24(12).16.3, All Terrrain as Roads
Infantry: 8(8).10.1
Paratrooper:10(8).12.2, ignores rough terrain penalties, 100 Shields
Marines: 12(8).10.1
Guerilla 8(8).8.1, all terrain as roads
Frigate:4(4).3.4
Ironclad:6(6).6.4
Destroyer: 12(8)10.6
Carrier: 1.12.6, carries 6 air units
Battleship: 18(16).14.5
Submarine: 10.5.4, zoc attack
Nuclear Sub: 14.12.6, zoc attack, carries 4 tactical missles
Cruise Missle: flagged as a tactical missle, increased ROF
In addition midieval units have 2 HP bonus, industrial 4, and modern 6
__________________
* A true libertarian is an anarchist in denial.
* If brute force isn't working you are not using enough.
* The difference between Genius and stupidity is that Genius has a limit.
* There are Lies, Damned Lies, and The Republican Party.
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January 19, 2003, 08:54
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#24
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King
Local Time: 08:40
Local Date: November 1, 2010
Join Date: Feb 2002
Location: Saskatchewan
Posts: 1,716
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Re: re: my mod
Quote:
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Originally posted by HolyWarrior
(...)123john321, just go into the PTW editor.(..)
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Don't have PTW...
__________________
Former President, Vice-president and Foreign Minister of the Apolyton Civ2-Democracy Games as 123john321
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January 19, 2003, 12:09
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#25
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Prince
Local Time: 09:40
Local Date: November 1, 2010
Join Date: Jun 2002
Location: The Physics Guy
Posts: 977
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I like the AU mod (see strategy forum), as it changes a few things, while staying close to the original rules. A few I like:
- Infantry 8/10/1, as it provides an alternative for cavalry while waiting for tanks.
- Military Academy available at MTradition, to encourage the builder at heart and to get the AI to build more armies.
- Zero range bombard for Archers and Longbowmen.
--Kon--
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January 19, 2003, 14:40
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#26
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Prince
Local Time: 14:40
Local Date: November 1, 2010
Join Date: Oct 2002
Posts: 689
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Re: Re: re: my mod
Quote:
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Originally posted by 123john321
Don't have PTW...
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You don't need it for that.
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January 19, 2003, 15:23
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#27
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Deity
Local Time: 08:40
Local Date: November 1, 2010
Join Date: Jan 2003
Location: of naughty
Posts: 10,579
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Mad Bomber:
when you flagged the Cruise Missles as Tactical Nukes did you change any AI settings and if so, did the AI behave as you expected (i.e. it did not launch a nuclear attack on you)? I am thinking of making that mod since I prefer Cruises Missiles to act like in Civ2.
__________________
A true ally stabs you in the front.
Secretary General of the U.N. & IV Emperor of the Glory of War PTWDG | VIII Consul of Apolyton PTW ISDG | GoWman in Stormia CIVDG | Lurker Troll Extraordinaire C3C ISDG Final | V Gran Huevote Team Latin Lover | Webmaster Master Zen Online | CivELO (3°)
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January 20, 2003, 00:17
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#28
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King
Local Time: 10:40
Local Date: November 1, 2010
Join Date: Nov 2002
Location: Columbus, Ohio
Posts: 1,119
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Ragui:
I also have crusie missles flagged as immobile, and have Destroyers, Cruisers, Battleships and Subs able to use them.
I keep the Cruise missle flag, which allows the game engine to read it as a cruise missle attack, and not a nuklear attack. With this mod the ships with a transport tactical missle ability and airfields are able to use it. The AI will only launch these from Cities however.
__________________
* A true libertarian is an anarchist in denial.
* If brute force isn't working you are not using enough.
* The difference between Genius and stupidity is that Genius has a limit.
* There are Lies, Damned Lies, and The Republican Party.
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January 21, 2003, 10:05
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#29
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King
Local Time: 10:40
Local Date: November 1, 2010
Join Date: Sep 2001
Location: Philly
Posts: 2,961
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My "favorite" changes... I've made quite a few, but to keep it short:
No exchanging maps until Astronomy, no exchanging communications until Navigation.
Changed move costs: Sea = 2, Ocean = 3 and no "wheeled" units.
Flagged Galleys as "wheeled".
Doubled the movement points for ALL ships up through Iron Clad.
Flagged every ship above Iron Clad to treat all terrain as roads.
Note that I usually play on a 170x170 map.
__________________
"Stuie has the right idea" - Japher
"I trust Stuie and all involved." - SlowwHand
"Stuie is right...." - Guynemer
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January 21, 2003, 15:05
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#30
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Deity
Local Time: 08:40
Local Date: November 1, 2010
Join Date: Jan 2003
Location: of naughty
Posts: 10,579
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I just made a test scenario with the new Cruise Missile attributes and it works like a charm.
What difference does it make to have naval units "treat all terrain as roads"?
__________________
A true ally stabs you in the front.
Secretary General of the U.N. & IV Emperor of the Glory of War PTWDG | VIII Consul of Apolyton PTW ISDG | GoWman in Stormia CIVDG | Lurker Troll Extraordinaire C3C ISDG Final | V Gran Huevote Team Latin Lover | Webmaster Master Zen Online | CivELO (3°)
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