Conquests Unofficial Data Patch Project

Well, officialy, noone for Firaxis said that they won't do Civ3 patches ever. They just said that they put Civ3 patch support "on hold", since they have more importatnt projects to work on (Civ4, Pirates).

So yes, I could say that they is some slim chance to get Civ3 patch support "unfrozen", but I think it's bit low.
 
this is a very diappointing news. (actually knew before but hurts more now) their is still plenty of bugs left to take care of which Firaxis is obligated to take care of.
 
I can't see why Firaxis couldn't at least adopt your minor fixes into a new patch (1.23) as it requires virtually no work at their part.
 
Maybe not in line with some of this other stuff but..

Giving curraghs (or how ever you spell them, the first boat) transport 1. If any civ gets stuck on a small island, smaller then its opponents its screwed because it can't expand until map making. Even with transport 1, it would still be slow as hell and have to be pretty lucky to survive a ocean trip to deliver a settler to a new land. Unlikely is better then no way at all.
 
Actually, that would not help AI, since it always pairs up settlers with defensive unit, so if he can't load them both on the ship, it would not expand over seas.
 
As far as AI not using transport 1 for settlers, make it 2 then, it wouldn't just take a second boat with a defense unit though?

Well I'd like to see a number of rather small balance changes like the above one. But using editor means a number of things don't happen , like building your own castle screens or getting a score at the end or something, right? If not, whats bad about making it a editor patch? Is it so impossible to make such changes inside the game files themselves?

What about adding tech costs to civpedia? I know civ assist tells you but it would help if civpedia did too.
 
You can do all that yourself if you are so inclined. This is a data only patch project which never had any intention of making biq changes.

The tech costs vary from game to game depending on map size, difficulty level, and how many civs are in the game. The best that could be done is to add the base editor cost but i wouldn't count on it. It wouldn't tell you what you want to know anyway. You can make a list of base costs yourself for relative value comparison.
 
What about making "entertaining specialists" to give 2 lux and tax'rs to give 3 coin? Is it possible? Such would make it more of a real choice between them and it wouldn't be such a nightmare to keep cities that have low commerce/lots of corruption happy.(its absurd that one clown can only make one unhappy civ just content.) But thats something you could never do in the editor.

@player1, got a link to download this mod?
 
Does this work with the final Civ3:C patch?
 
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