Thread Tools
Old April 12, 2003, 18:16   #1
MattH
King
 
MattH's Avatar
 
Local Time: 23:35
Local Date: November 1, 2010
Join Date: Jul 2002
Location: Go sneer at that cow creamer!
Posts: 1,305
Collected Mods ][
Here are some of the unit changes that I've been using. Some are from the original thread, but many have been collected from related topics.

Aircraft:
-deadly bombard

Aircraft Carriers:
-add one movement
-transport 6 or 8 units

Artillery (regular):
-deadly bombard
-deadly bombard (cannons and up)
-movement of 2

Artillery (radar):
-deadly bombard
-movement of 2
-range = 3

Gallic Swordsmen:
-lower cost by 10 shields

Guerillas:
-adm of 6.6.3
-adm of 4.3.2 with no terrain restrictions
-adm of 6.6.2 with invisibility, no terrain restrictions
and/or add
-all terrain as roads
-hidden nationality
-stealth
-detect invisible

Helicopters:
-load flag checked
-rebase flag checked (?)

Infantry:
-adm to 8.10.1

Keshik:
-treats mtns., hills as grassland
-change movement to 3

Legionaries:
-add fortress build
-add road build

Marines:
-adm of 8.6.2, 8.8.1 or 8.8.2
-upgrade to paratrooper

Paratrooper:
-adm of 6.8.2 or 8.8.1
-amphibious


Have I forgotten any? What mods do you use?

Pirated from posts by Warpstorm, MoonWolf, Stuie, Oerdin, Artifex, Cereberus, Wilbil, Sisawat, MadBomber, and others
MattH is offline  
Old April 14, 2003, 12:56   #2
Colonel Rhombus
Chieftain
 
Colonel Rhombus's Avatar
 
Local Time: 09:35
Local Date: November 2, 2010
Join Date: Dec 1969
Location: Happyland
Posts: 73
Attached is my custom mod, which is a work in progress. I've played one complete game with it. Then I made some ammendments and am just about to start testing the new version. Here's a short list of what it does:
  • “Defensive bombardment” - Certain types of units possess defensive bombardment: bombardment strength and rate of fire values with a zero range value. These units cannot initiate stand-off attacks, but will employ them when attacked.
  • More accurate naval combat - A larger disparity between naval units of different eras. Whereas the more diffuse nature of combat in Civilization III (compared to Civilization II) works well for land encounters (in my opinion), it is a setback for naval encounters. Ironclads ended the effectiveness of wooden sailing ships, likewise modern warships can easily annihilate ironclads. Submarines can attack with impunity.
  • A larger emphasis on infantry - Under default settings, the endgame is entirely dominated by mobile units. Nice in theory, but a poor reflection of reality. As such, armoured units have increased cost, slightly reduced combat proficiency and limited mobility (unable to traverse mountains and jungles).
  • A new government! - Now you can institute Socialism, or “nice Communism”, to govern your huddled masses. No more forced labour camps, now you pay them overtime. Power to the people!
Other Things:
  • Certain improvements (such as factories and things) make people unhappy.
  • Re-jigged upgrade chains. No more obsolete units clogging build lists!
  • Submarines are more effective!
  • By using this mod you will be more popular with boys and girls!
Attached Files:
File Type: zip disgraceland.zip (190.6 KB, 4 views)
__________________
Regards,
Col. Rhombus
Colonel Rhombus is offline  
 

Bookmarks

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 19:35.


Design by Vjacheslav Trushkin, color scheme by ColorizeIt!.
Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.
Apolyton Civilization Site | Copyright © The Apolyton Team