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#1 |
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Chieftain
Join Date: Nov 2002
Location: France
Posts: 41
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Civ3Ext
For Civ3 1.29f and PTW 1.27f only.
Concerning C3C, there's no planned version for the moment. Here is a description of this utility, from the readme : "Civ3Ext is a patch which adds a few extensions for Civ3 1.29f and PTW 1.27f, which is possible by accessing the memory space of the game. Civ3Ext won't modify any application file. In this version, there are these extensions : - food/shields/beakers cascade - fast localization of cities which are going to riot or have just gained a citizen - no more limit for units (4096) - evolving barbarians - corruption - hall of fame" About the first extension, Qitai had the same idea in the following topic : Removed Wasted Food/Shield on growth/Production Feature download : Civ3Ext 1.12 Last edited by Muchembled; Jan 19, 2004 at 10:38 AM. |
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#2 |
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Chieftain
Join Date: Nov 2002
Location: France
Posts: 41
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New version. Civ3Ext 1.01 :
- No more limits for cities & units. - (bug) Food can't be accumulated any more. - The list is automatically hidden when you close PTW. - Player number auto-detected (only tested with single, hotseat and PBEM games). - Cascading food is no longer required to list cities which have just gained a citizen. |
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#3 |
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Deity
Join Date: Apr 2003
Location: the Netherlands
Posts: 4,087
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Thank you for creating this utility. I've downloaded it and I'm using it right now. It works just as it should and I've the European version of PTW 1.21f. It didn't work with version 1.14f of PTW.
There are still a few questions I have: -what was this bug you were talking about in thee previous version? (I downloaded that first and didn't notice it) -How long may the list you get in the beginning of the turn get? Is there a limit? -If you could make a similar mod for the technology as for the shields and food in cities, I would appreciate that very much. Technology points are also lost, just like the shields and the food. But this is far less annoying because it is only one slider which you have to move to educe the losses, so far less micromanagement. Thank you again for creating and sharing this utility. Edit: Sorry another question: Will you create a new version when Conquests is finished. Last edited by Roland Johansen; Jun 30, 2003 at 02:01 PM. |
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#4 |
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Emperor
Join Date: Sep 2001
Location: Sweden
Posts: 1,116
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Are the things optiional? I.e if you only want to get rid of the limits Is that possible?
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Gramphos |
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#5 | ||||||
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Chieftain
Join Date: Nov 2002
Location: France
Posts: 41
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Quote:
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In fact, I don't know if is annoying to accumulate this "extra-extra" food since all is lost when you reach a limit (aqueduc or hospital), but now, the rule is exactly the same as for the shields. Quote:
Quote:
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Last edited by Muchembled; Jun 30, 2003 at 05:36 PM. |
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#6 |
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Deity
Join Date: Apr 2003
Location: the Netherlands
Posts: 4,087
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Thank you for the very clear answers
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#7 |
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Emperor
Join Date: Sep 2001
Location: Sweden
Posts: 1,116
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Do you have any plans for posting this on Apolyton?
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Gramphos |
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#8 | ||
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Chieftain
Join Date: Nov 2002
Location: France
Posts: 41
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Quote:
I wonder if it is useful to fix Civ3Ext so that it detects each new turn in these games. Quote:
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#9 | |
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Deity
Join Date: Apr 2003
Location: the Netherlands
Posts: 4,087
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Quote:
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#10 |
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Sleeping Dragon
Join Date: Dec 2001
Posts: 1,197
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Any chance you could make a civ3 v1.29 compatible version.
I would love to have a riot pop-up.
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#11 | |
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panel insect
Join Date: Dec 2002
Location: Kiel, Germany
Posts: 2,709
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Quote:
So if there's a rainy day and you feel bored...
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#12 |
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Warlord
Join Date: Sep 2001
Location: Budapest
Posts: 208
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Great tool and in one file that does not need installing - awesome! Good Work!
Just 1 question, it is still no clear for me (might be my English): I read the readme and also this topic: does all civ (AI civs, too) get the food/shield cascade, or is it just the human player that is helped? So is it a general "change in rules" or just a player helping tool? I would appreciate the answer from anyone who knows...
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My tanks never get toasted by spearmen! (Maybe because I bombard them before?) ![]()
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#13 | |
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Chieftain
Join Date: Nov 2002
Location: France
Posts: 41
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Quote:
"5. (Rule) food & shields cascade Affects : all the civs that are processed by your PTW" -> in a solo/hotseat game, it affects all the civs in the game : you and the AI -> in a PBEM : it affects your civ and all the AI which play just after you (see "7. About cheating" in the readme) -> in the other games (turn based / turnless / simultaneous MP) : for the humans, it affects only you, and for the AI, I don't have a clear idea (see "7. About cheating" in the readme). Apart from that, I must say that the next version will be delayed. I am very busy, the MP riot pop-up (read post #9) isn't easy, and for the beakers, I must be careful not to change anything because this may affects diplomacy (trading). Last edited by Muchembled; Aug 20, 2003 at 06:20 PM. |
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#14 | |
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Warlord
Join Date: Sep 2001
Location: Budapest
Posts: 208
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Thank you for the fast answer! I hope I will utilize the cascade better than the AI
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My tanks never get toasted by spearmen! (Maybe because I bombard them before?) ![]()
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#15 |
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Chieftain
Join Date: Nov 2002
Location: France
Posts: 41
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New version. Civ3Ext 1.02 :
- Beakers cascade (science). - Preferences are saved. Beakers : This option cascades the excess beakers for the next technology. Mind the minimum and maximum numbers of research turns. The surplus is always strictly lower than what you spent for the last turn, and it is even always null if you took advantage of the maximum research time. Known bugs : - beakers aren't cascaded immediately : the excess isn't visible when you choose the next technology - there is a case where beakers aren't cascaded, but I don't know when Last edited by Muchembled; Aug 20, 2003 at 06:19 PM. |
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#16 | |
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Chieftain
Join Date: Nov 2002
Location: France
Posts: 41
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A player had problems with the cities/units patch. Here is his message :
Quote:
- There are 515 cities in 1766 AD. His two latest cities were built in 1764 AD (the one of his message) and 1760 AD. - Isolated cities (no road/railroad), and just barracks, a hydro plant and a research lab from wonders) had all the resources as if they weren't isolated. We suppose my patch is responsible of those bugs so I wonder if other players had problems exceeding this limit. |
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#17 |
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The Dutch Daredevil
Join Date: May 2002
Location: Amsterdam, the Netherlands
Posts: 202
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I love the utility, but after downloading the 1.27 patch for PTW it doesn't work anymore.
Are you planning to make a version for this patch also?
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I am so I think! |
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#18 |
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Chieftain
Join Date: Nov 2002
Location: France
Posts: 41
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Yes, I am working on it
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#19 | |
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Chieftain
Join Date: Nov 2002
Location: France
Posts: 41
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Quote:
08/11/2003 : Civ3Ext 1.03 - Updated for PTW 1.27f. |
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#20 |
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The Dutch Daredevil
Join Date: May 2002
Location: Amsterdam, the Netherlands
Posts: 202
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Great thanks
![]() I download it immediatly
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I am so I think! |
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