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4/18/2008 2:15 PM
Settler

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Hi everyone!

I'm new here but not newbie from civ games. I'm pretty disapointed with the militar side of Civ 3. I think the stats of the units are pretty unrealistic giving room for really weird combats where obsolescent units end victorious, specially from the AI side. After all the weak points of the game I still like it and I reckon it's very adictive , so now I'm wondering if there is a unit editor where I can edit unit stats to make them much more realistic and prevent ridiculous situations like last time I've played. Having a veteran Panzer unit destroyed in open plains by 2 Napoleonic era Cavalry units and a guerrilla special elite unit crushed by one of the same Cavalry units is not what I call realism .
4/19/2008 8:24 AM
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All Units, military or otherwise are very editable in civIII. You can also give Scouts/Explorers, and other units settler attributes. But you'll need to be very careful. Changing hit and defense points/strengths/movement values on one or more specific unit will mean changing settings on other units also. Post some specific changes you'd like to make and I'll do my best to get you used to it, and avoid a few pitfalls that could seriously effect your game causing you to have to reload civ.
I also found the units abilities far tilted towards the AI. You can also edit AI unit abilities in the conquest editor. You can either post here, which is preferable in the interest of others who want to learn about this, or you can PM or E-mail me. You can get a very realistc world in ALL facits of civIII through the Conquest Editor. Play the World Editor never seemed to function right on my system.

ADDIT: Oh...,and welcome aboard!
4/19/2008 12:49 PM
Settler

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Thanks for the welcome Black Owl. I really apreciate all help and knowledge other people can give to me.

For starters I don't want to make changes to attack/defense/move points to some military units but to almost everyone of them, because as you wrote, changing just some of them will affect the whole balance of the game.

The thing that dissapoints me so much is the ability of obsocelescent units to win combats . I guess this happen because the game only takes into account the pure numbers of the attack/defense points, and with a few gap between them favours the CPU AI. This could have been solved just giving penalty/bonus to units. You know it's impossible for a cavalry unit, no matter how much experience they have, to defeat in an attack an armor unit, no matter how green they are, just because of the weaponry they use. Just give an atributte of attack penalty against units with automatic weapons to all units of the pre-automatic weapons era (except all kind of artillery against all units but armor), and no more ridiculous combat results.

Since there's no atributtes like that I guess the only way to solve this is to raise attack/defense points of all units and especially of modern units.

Another thing is the movement. This had been all wrong in concept since the first civ game. To play a war in ancient times is a complete pain in the a*s because of the low movement points of units. Unless you only concentrate in attacking the capital city (a thing pretty unrealistic because conquering a capital doesn't mean the complete destruction of a civilization with all its cities) the wars can easily go thousands of years if your enemy's strengh is about the same of yours. Roads triple movement rate in all squares but why? Ancient infantry units walk, and you can walk through a forest or in plains and even hills at the same speed having or not roads. Of course you walk slower at jungles and mountains without roads. In ancient times there aren't many roads, and when enter Indian country you "can't" use enemy's roads. Why? Then in modern times there's no dirt/asphalt roads. There's only railroad wich is movement free, but air units have a very limited movement ratio. Since the fastest train in the world is pretty much slower than a standard aircraft i wonder where's the logic of movement ratios in this game.

Well I think that's enough crititcs for now. I will think and work to make a list of a/d/m points for the units I want to change, and post it to see what you people think of it and work togheter to make the game more realistic with the tools we have.

Later
4/19/2008 3:52 PM
Settler

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There goes the first half of units. First ratings are the original ones

--------------- ANCIENT TIMES ---------------
A/D/M
WARRIOR - 1/1/1 - 1/1/2
JAGUAR WARRIOR - 1/1/2 - 1/1/3
INCAN SCOUT - 1/1/2 - 1/1/3
ENKIDU WARRIOR - 1/2/1 - 1/2/2
CHARIOT - 1/1/2 - 2/1/3
EGY. CHARIOT - 2/1/2 - 3/1/3
HIT. CHARIOT - 2/2/2 - 3/2/3
HORSEMEN - 2/1/2 - 2/1/3
INDIAN WARRIOR - 3/1/2 - 3/1/3
CAVALRY - 3/2/2 - 3/2/3
SPEARMEN - 1/2/1 - 1/2/2
HOPLITE - 1/3/1 - 1/3/2
MAYAN JAVELIN - 2/2/1 - 2/1/2
NUMIDIAN MERC. - 2/3/1 - 2/2/2
SWORDSMAN - 3/2/1 - 3/2/2
CEL. SWORDSMAN - 3/2/2 - 3/2/2
INMORTAL - 4/2/1 - 4/2/2
LEGIONARY - 3/3/1 - 3/3/2

CURRAGH - 1/1/2 - 1/1/3
GALLEY - 1/1/3 - 1/1/4

A(B)/D/M/R
ARCHER - 2(1)/1/1/0 - 2(2)/1/2/0
BAB. BOWMEN - 2(1)/2/1/0 - 2(2)/1/2/1
CATAPULT - 0(4)/0/1/1 - 0(4)/0/2/1
BIZ DROMON - 2(2)/1/3/1 - 2(3)/1/4/1

----------------- MEDIEVAL -----------------
INFANTRY - 4/2/1 - 4/3/2
CRUSADER - 5/3/1 - 5/4/2
SAMURAI - 4/4/2 - 4/4/2
BERSEKER - 6/2/1 - 5/2/2
KNIGHT - 4/3/2 - 5/4/2
ELEPHANT - 4/3/2 - 6/2/2
KESHIK - 4/2/2 - 5/2/3
ANSAR WARRIOR - 4/2/3 - 5/2/3
CHINESE RIDER - 4/3/3 - 5/2/3
CONQUEROR - 3/2/2 - 3/2/2
PIKEMEN - 1/3/1 - 1/4/2
SWISS MERC - 1/4/1 - 1/5/2
MUSKETEER - 2/4/1 - 3/6/2

CARAVEL - 1/2/4 - 1/2/5
GALLEON - 1/2/4 - 1/2/5
CARRACK - 2/2/4 - 1/2/5

LONGBOWMEN - 4(2)/1/1/1 - 4(3)/2/2/1
TREBUCHET - 0(6)/0/1/1 - 0(6)/0/2/2
CANNON - 0(8)/0/1/1 - 0(8)/0/2/2
FRE. MUSKETEER - 2(2)/5/1/0 - 3(2)/7/2/0
4/19/2008 6:29 PM
Settler

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There's the rest of units:

---------------- IMPERIAL ----------------
CAVALRY - 6/3/3 - 7/7/3
COSSACK - 6/3/3 - 7/7/3
RIFLEMEN - 4/6/1 - 7/8/2
SIPAHI CAVALRY - 8/3/3 - 8/6/3

MANOWAR - 4(4)2/5/1 - 6(7)/3/6/1
PRIVATEER - 2(3)1/5/0 - 4(5)/3/6/1
FRIGATE - 2(3)2/5/1 - 5(7)/3/6/1
IRONCLAD - 5(6)6/3/1 - 7(8)/8/5/1

---------------- MODERN -----------------
INFANTRY - 6/10/1 - 9/10/2
PARATROOP - 4/ 9/1 - 8/ 9/2
MARINE - 12/ 6/1 - 11/10/2
MOD. PARTROOP - 6/11/1 - 11/11/2
MECH INFANTRY - 12/18/2 - 14/13/5
TANK - 16/ 8/2 - 13/14/4
PANZER - 16/ 8/3 - 15/15/4
MODERN TANK - 24/16/3 - 20/16/5

HELO - 0/2/6 - 0/4/12
TRANSPORT - 1/2/6 - 3/3/10
SUB - 8/4/4 - 12/8/8
NUCLEAR SUB - 8/4/5 - 14/8/13

GUERRILLA - 6( 3)/ 6/1/0 - 9( 7)/ 8/2/0
ARTILLERY - 0(12)/ 0/1/2 - 0(12)/ 6/3/3
RADAR ARTY - 0(16)/ 0/2/2 - 0(16)/ 6/3/4
TOW INFANTRY - 12( 6)/14/1/0 - 14( 6)/10/2/0

DESTROYER - 12(6)/ 8(1)/8/1 - 10( 8)/ 8(2)/14/2
CRUISER - 15(7)/10(1)/6/1 - 12( 9)/10(2)/12/2
AEGIS - 15(6)/10(3)/7/2 - 14( 8)/ 7(4)/13/4
BBSHIP - 18(8)/12(2)/5/2 - 13(10)/12(3)/12/3
CARRIER - 1(0)/ 8(1)/7/0 - 4( 0)/ 7(2)/13/0
SAM - 1(0)/ 6(4)/2/0 - 0( 0)/ 6(4)/ 4/0
FLAK - 1(0)/ 6(2)/1/0 - 6( 0)/ 8(3)/ 3/1

FIGHTER - 4( 3)/2/ 6/0 - 6( 8)/3/15/0
JETFIGHTER - 8( 3)/4/ 9/0 - 10(10)/4/25/0
F15 - 8( 6)/4/ 9/0 - 11(12)/4/28/0
BOMBER - 0(12)/2/10/0 - 0(12)/3/30/0
S. FIGTHER - 8( 6)/6/12/0 - 6(10)/6/25/0
S. BOMBER - 0(18)/5/16/0 - 0(18)/5/40/0
4/20/2008 8:54 AM
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Okay...., well you certainly went to a lot of trouble there. So, your obviously detail oriented, thats a very good thing here. I'm proceding on the assumption you havn't used the editor much or at all. So if I seem I'm in some way "talking down" to you, forgive that. It is not the intention. I no longer have civIII, so I'm doing this by memory alone.
You are correct in your assumptions that unit HIT/DEFENSE/and MOVEMENT values must be more spread out. Also it helps to increase barage numbers on MODERN units like MODERN ARMOUR, ARTILLERY, DESTROYERS, EAGIS CRUSIERS, etc. Meaning, instead of one or two shots on target during these particular units turns, they get three or even four, or more, (mwah ha ha!) since most MODERN naval units have this fast reload capability. More ancient units, not so good. Things like CATAPULTS, FRIGATES, etc. should not have anything near the barage capability of MODERN units. Meaning more than a two shot per turn gap should exist, and doesn't in the standard setup. This is a very powerful change and easily accomplishied on the UNITS page of the editor.
You'll find this by selecting ADVANCED RULES on the editor toolbar. You will recieve the intimidating message at this point that changes here could have consequences to game play. Keep this in mind while effecting changes. But as long as YOU DO NOT CHANGE UNIT FILE NAMES IN THE EDITOR< WITHOUT CHANGING FILE NAMES IN THE GAME FILES, it's safe to change unit abilities. This is where the fun of the editor happens. There is EDITOR HELP, there. All one need do is hit the help button on any page in the ADVANCED EDITOR. A duplicate of the page your on will pop-up. Here anything you select will offer a description of that items function. Once you have made all the changes you desire you can just leave the ADVANCED EDITOR and those changes for that peticular scenario are auto saved.
Which brings us to anther point. These changes will only reside in the scenario you are creating at that time. They will not occur in the standard games, or scenarios that come with civIII. Not even custom maps. You must create custom scenario's thru the EDITORS inorder to create a more interesting, realistic world.

Remember that any scenario you create and name, must be saved with the same EXACT NAME and FILE EXTENSION. I save with the size of the map created so that the scenario gets moved into the scenario file. Such as .HUGE, .SMALL, etc.

EXAMPLE: Naval Powers.HUGE
The name I created and save the scenario under and the map size file extension.

You can allow the editor to randomly select(seed) a world map for you saving huge amounts of time and eyewear, and allow you huge amounts of time to tweak your units. I'd suggest pencil and paper nearby, to save bouncing back and forth in the "Did I give that unit two or three extra points?", problem.

"Did you know" that you can also make it possible to build cities on or in the ocean? Tweak where cities can be built, (mountains, oceans), mountains are easy enough. Just get a settler there. But you can also tweak your gallies and other naval units to give them city building abillities. Infact any of your units, civillian or military can get the "city Building" attribute in the ADVANCED RULES EDITOR.

I must repeat this tho. DO NOT CHANGE UNIT OR CIV NAMES UNLESS YOU ARE VERSED AT FINDING AND CHANGING THE GAMES CORE FILES.

That is where the pitfalls lye in wait for the novice.

I hope this gets you going in the direction your wanting to go. The ADVANCED RULE EDITOR is exactly what you are looking for. If you have any problems or issues with it. Hit me back here and we'll work them out. Enjoy the POWER!
4/20/2008 9:10 AM
Settler

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Thanks a lot Black Owl. I'll put these values to work right now to see how they work.

I guess in some days or maybe a week of playing I will have interesting results to share.

Later.
4/20/2008 9:14 AM
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Please do! And if you are as intent on a more realistic world as I was, you'll have it figured out by supper time.
4/21/2008 7:34 AM


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Is Leo's Firepower MOD around here anymore?
4/21/2008 3:33 PM
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Don't know. I didn't know he had one loaded here. I'll try to send him in this direction, if I can find him. Stay tuned EW, there are folks here that can take you even further. Hopefully they'll be strolling by.
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