View Full Version : AI keeps cities with size 1


Skyer2
Dec 01, 2006, 02:59 PM
Replace 0F85E3000000E8A371F1FF on E9E400000090E8A371F1FF

AI will always capture cities with size 1, not raize them.

http://forums.civfanatics.com/attachment.php?attachmentid=143498&d=1165060432

Skyer2
Dec 01, 2006, 03:05 PM
And human also when captures city with size 1 + it captures it:)

Red Door
Dec 01, 2006, 03:11 PM
Wait A Second! No Razing!!!!!!!!!!!!!!!!!!!!!!

EDIT: That was all in Caps before, because this is very exciting! Great job my man!

Quinzy
Dec 01, 2006, 03:26 PM
civ 3 vanilla or conquests?

Ares de Borg
Dec 01, 2006, 03:56 PM
WTF? Is this real? Are there more possibilities? Kill the 31 civ limit and you are my hero!

Civinator
Dec 01, 2006, 03:56 PM
Skyer2, thank you very much! :thanx: :thanx:
Tomorrow I test this patch.:) Now if anybody here in the forums can post for you a safegame file with the AI razing a city bigger than size 1.

Red Door
Dec 01, 2006, 04:47 PM
WTF? Is this real? Are there more possibilities? Kill the 31 civ limit and you are my hero!

:drool: I just realized the possibilities.

kairob
Dec 01, 2006, 05:39 PM
Skyer2 I love you :)

Ozymandias
Dec 01, 2006, 06:48 PM
:drool: I just realized the possibilities.

You know, there's just something unsettling about the combined images of a drooling Pope, and I'm not even Catholic.:hmm:

@Skyer2 - many thanks. I look forward to giving this a test drive :thumbsup:

Best,

Oz

odintheking
Dec 01, 2006, 07:26 PM
That's awesome! Are there any crashes or anything? If not, Skyer2, you are a genius! Try overriding the 31 civ limit, or 5 culture barrier. If you can do it, you will become a god of CFC, :lol:.

Lord Malbeth
Dec 01, 2006, 08:39 PM
It didn't seem to work. :(

Mirc
Dec 02, 2006, 07:38 AM
If it works, that's AWESOME!!!!!!!!!!!

If you could hack the editor, "Civ3ConquestsEdit.exe", to eliminate some of the limitations, this would be the best week of Civ3!!!! :drool:

Thank you for doing this. :D :thanx: If you find a way to make the patches work, it would be wonderful!

Skyer2
Dec 02, 2006, 08:49 AM
What's the limitations? People wrote about 31 civ limitation. What is it?

Red Door
Dec 02, 2006, 08:50 AM
What's the limitations? People wrote about 31 civ limitation. What is it?

It means one can only put/play with 31 civs in a scenario or game. If you could end that, it would be awesome.

Cheezy the Wiz
Dec 02, 2006, 08:53 AM
I'm skeptical about this, but I hope it works.

Skyer2
Dec 02, 2006, 09:01 AM
At first, this patch works.

Skyer2
Dec 02, 2006, 09:02 AM
First turn

Skyer2
Dec 02, 2006, 09:02 AM
Second turn

Skyer2
Dec 02, 2006, 09:03 AM
So, if it doesn't work for you - something wrong is in your version of Civ or in your usage of patch.

Mirc
Dec 02, 2006, 09:04 AM
About the 31 civs limit:

The editor has certain limitations, that are horrible; would be great to increase the limit:

- maximum of 31 civs allowed :sad:
- maximum of 255 city improvements allowed :sad:
- maximum 5 culture groups allowed :sad:

You probably know what means civs and city improvements. Culture groups are those things that in the regular game are "European", "Asian", "Mediteranean", "Middle-Eastern" and "American". Every culture group has its own city graphics, and civs in the same group get a very small trade bonus.

Partizanac
Dec 02, 2006, 09:17 AM
Skyer but in your picture there is a resource right next to the city so maby thats the reason why he kept it! :(

Lord Malbeth
Dec 02, 2006, 09:18 AM
Hmmm. I'll try it late. (However, when I load the patch it says "Nothing Patched

Patch Finished" Is that good?)

Skyer2
Dec 02, 2006, 09:19 AM
About the 31 civs limit:
- maximum of 31 civs allowed :sad:

How come? I add civilzations more and more after 31. Just close window and start it again. Or something I don't understand?

Skyer2
Dec 02, 2006, 09:20 AM
Skyer but in your picture there is a resource right next to the city so maby thats the reason why he kept it! :(
The size of that city is 1. It should have been autorazed in original Civ.

Quinzy
Dec 02, 2006, 09:21 AM
you can add civs, just not play as them.

Skyer2
Dec 02, 2006, 09:22 AM
Hmmm. I'll try it late. (However, when I load the patch it says "Nothing Patched

Patch Finished" Is that good?)
No, it's bad. You either patched that file already(try again by patching original file) or for some reason that file doesn't contain line, which should be replaced.

Virote_Considon
Dec 02, 2006, 09:22 AM
How come? I add civilzations more and more after 31. Just close window and start it again. Or something I don't understand?

You can add another civilization, so that it is 32, but as soon as you close the editor, it will be deleted.

Lord Malbeth
Dec 02, 2006, 09:25 AM
Oh, Is this for Civ3 Complete? :confused:

Mirc
Dec 02, 2006, 09:27 AM
You can add another civilization, so that it is 32, but as soon as you close the editor, it will be deleted.
Exactly. Try and you'll see. :)

Virote_Considon
Dec 02, 2006, 09:44 AM
I said that, though, not Skyer2 :p

Mirc
Dec 02, 2006, 10:04 AM
Sorry, I actually meant to say that it was directed to Skyer2. :) Correcting now. :D

Virote_Considon
Dec 02, 2006, 10:32 AM
You could have just put @Skyler2 before it, then. :)

Ozymandias
Dec 02, 2006, 11:19 AM
About the 31 civs limit:

The editor has certain limitations, that are horrible; would be great to increase the limit:

- maximum of 31 civs allowed :sad:
- maximum of 255 city improvements allowed :sad:
- maximum 5 culture groups allowed :sad:

You probably know what means civs and city improvements. Culture groups are those things that in the regular game are "European", "Asian", "Mediteranean", "Middle-Eastern" and "American". Every culture group has its own city graphics, and civs in the same group get a very small trade bonus.

Of course, despite so much being FUBAR, there is the possibility that some of these limits make sense: perhaps > 31 Civs or 255 CIs drastically slow the game. Also, I rather suspect that the # of culture groups is probably hardcoded to a greater degree (depth; complexity) than we might suspect - I'd be astonished if it would prove to be a simple and pointless entry in a table somewhere ... But, then again, one never knows ... :rolleyes:

Best,

Oz

Ares de Borg
Dec 03, 2006, 04:20 AM
I would't care if there was a 31 civ limit in a running game if one could make a "pool" of more civs to choose from. Imagine you could choose from 50 or 60 civs... ;-)

I_batman
Dec 06, 2006, 01:02 AM
Of course, despite so much being FUBAR, there is the possibility that some of these limits make sense: perhaps > 31 Civs or 255 CIs drastically slow the game. Also, I rather suspect that the # of culture groups is probably hardcoded to a greater degree (depth; complexity) than we might suspect - I'd be astonished if it would prove to be a simple and pointless entry in a table somewhere ... But, then again, one never knows ... :rolleyes:

Best,

Oz

I think you know this, but 31 = 11111 in binary, which is a bizarre breakup of memory.
255 is 11111111, which makes much more sense, since that is a full byte.
If the Civ coders wrote the cities into an array, then this limit for cities makes sense, and has a natural limit.
I am betting he can push beyond 31 civ's, but 255 cities might be impossible.

What I am a heluva lot more curious about is

a. Who is Skyer2, and why did he change his moniker from Skyer?
b. How did he sort out this Civ executable?
c. How much of the code has he figured out?
d. Can or will he show others how do it?

Kyriakos
Dec 06, 2006, 01:57 AM
Skyer and Skyer2 do seem to have somewhat landed here out of nowhere :)

Also do his modifications work? I think that i have not yet seen one poster claim they do (?) by which i do not mean that they do not, just that up to now there is no evidence :hmm:

Ogedei_the_Mad
Dec 06, 2006, 02:07 AM
Also do his modifications work? I think that i have not yet seen one poster claim they do (?) by which i do not mean that they do not, just that up to now there is no evidence :hmm:

That's what I've been finding a bit quirky. There's a lot of discussion here, but I haven't seen anyone post about any of their results with this modification. :confused:

Skyer2
Dec 06, 2006, 12:27 PM
There is probability, that we use different files Civ3Conquests.exe, that's why it's not being patched.

Civinator
Dec 06, 2006, 01:42 PM
There is probability, that we use different files Civ3Conquests.exe, that's why it's not being patched.

Hi Skyer2, this probability is possible. BadKharma posted in our SOE-forum the following: "I patched my executable with it and I believe it works because I no longer had the choice to raze a city after defeating all the defenders. I still need to see if the AI will raze though."

So it seems, that at least BadKharma had some kind of a result. As I reported, I couldnīt patch my C3C-exe. But in the next days I install a European version (German) of C3C and than I try again your patches. Iīm confident that they work, but we must find the proper version of the C3C-exe. :)

Hikaro Takayama
Dec 06, 2006, 04:18 PM
I_Batman: There are actually 32 civs in the game; the 31 playable civs plus the Barbarian "Civ" Since 32 is a fairly logical breakdown for binary (as in 4, 8, 16 32, 64, etc bit graphics), I can only assume that is why they did that.

As for the Culture groups, I'd have to assume that they are a bit more complex, since you'd have to specify in the code which column to search for in the Popheads.pcx file, as well as what the City graphics files to use are (i.e. Roman.pcx and RomanWall.pcx)

Cheezy the Wiz
Dec 06, 2006, 07:41 PM
I think you know this, but 31 = 11111 in binary, which is a bizarre breakup of memory.
255 is 11111111, which makes much more sense, since that is a full byte.
If the Civ coders wrote the cities into an array, then this limit for cities makes sense, and has a natural limit.
I am betting he can push beyond 31 civ's, but 255 cities might be impossible.


The city limit is 512, the "improvement & wonder" limit is 256.

I_batman
Dec 06, 2006, 11:13 PM
The city limit is 512, the "improvement & wonder" limit is 256.

512 is another bizarro number, as is 32.
Sure, it is easy in binary, and asuming they start any array (or whatever data structure) they used at 0, you can count to 32 in 5 bits.
You can count to 256 in 8 bits, (1 byte).
But 512?? That is 9 bits, assuming you start at 0.
Both 9 bits and 5 bits to allocate as counters seems strange.

Then again, I guess I should not care what Firaxis did.
If Skyer really can break the code, he will find these limits.