Alekseyev_
Warlord
- Joined
- Jul 18, 2014
- Messages
- 259
At least for me, the multiplayer tool works fine on the GOG exe with R11.
Yes, but Civ3Conquests_noraze_c_no_unit_limit.exe just extends that limit a little bit furtherHave you ever gotten that error with the C3X-modded executable?
New in this version:
- Support for the executable from PCGames.de
- Option to modify rules for retreat eligibility
- Automatically re-encode config file contents from UTF-8 to match Civ 3's internal encoding
- Accented Latin characters no longer separate words
- Fix crash when a building-generated resource triggers the advisor popup for first connection
- Fix workers in boats can do "extra" jobs (road-to, auto-irrigate, etc.) despite restriction
"Scenario data" refers to the contents of the BIQ file, so it's the first one. The order of the items in that bracketed list doesn't affect anything. By the way, have your troubles with the config file's text encoding been resolved? I tested R12 against that German BIQ you sent me, and it worked for me.Does scenario data mean the sequence of the resources in the biq, the sequence of resources in the brackets of the config file [forge: iron, "steel mill": steel] or both ?
Flintlock, thank you very much for your answer - and of course for your great work with R12."Scenario data" refers to the contents of the BIQ file, so it's the first one.
In my tests there were no remaining problems with the German "Umlaute" (ä,ö,ü) in R12. I posted the new German version of your great mod today at civforum.de.By the way, have your troubles with the config file's text encoding been resolved? I tested R12 against that German BIQ you sent me, and it worked for me.
Starving actually helps against flip risk and flip risk can be reduced to zero, but it takes uneconomically many units unless your culture is clearly superior.And the ability to adjust the values military units have of preventing a culture flip in cities! Perhaps 1.5 to 2 military units are needed per citizen to prevent the city ever culture flipping so long they are garrisoned there ( I believe in game currently military units can never reduce the value of culture flipping to zero) . Along that note, if starved citizens increased the chances of culture flipping (if that isn't already factored in via unhappiness).
Yup, both these things I dislike! The cost of starving a population in games terms is minor and micromanagement intensive (and logically should increase the chance of flipping but thats besides the point), while stationing units is both uneconomical, risky, and arcane in how many are actually needed (formula aside!)Starving actually helps against flip risk and flip risk can be reduced to zero, but it takes uneconomically many units unless your culture is clearly superior.
D=2000, in flip formula
Hey all, I've been trying to track this one down for some time. We all know (or should know) the flip probability formula. P=[(F+T)*Cc*H*(Cte/Cty) - G]/D where: P = probability that it will flip this turn F = # foreigners, with resistors counting double T = # working tiles under foreign...forums.civfanatics.com
If you didn't give artillery lethal bombard the AI would be very bad at taking advantage of your units being redlined because the escorting riflemen would never be used to attack. They'd need attackers to arrive from the back to kill your defenders. Sure, the city will be reduced to rubble but you can fix this huge mass of units in place with a relatively small defending force while your own offensive artillery doom stack makes real gains somewhere else.I have some more ideas for possible new features changes!
A hotkey for toggling unit animations, also something like a combat log for when animations are turned off?
And the ability to adjust the values military units have of preventing a culture flip in cities! Perhaps 1.5 to 2 military units are needed per citizen to prevent the city ever culture flipping so long they are garrisoned there ( I believe in game currently military units can never reduce the value of culture flipping to zero) . Along that note, if starved citizens increased the chances of culture flipping (if that isn't already factored in via unhappiness).
Also what are people's experiences using the mod specifically with artillery? Thus far the downside of improved AI artillery use has been sometimes it will degenerate into artillery slugfests that achieve exactly nothing, mostly because the AI will escort one defensive unit per artillery and never ever use them to attack even if it makes sense to do so, say to capture unescorted guns. Ive given artillery lethal bombardment and health bars and this makes up for it somewhat, slugfests will still happen if that stacks are fortified and large enough especially with 2 range artillery, but this makes doomstacks absolute nightmares which is great. Im wondering if I should further increase artillery RoFs.
View attachment 636591
AI artillery doomstack, if I didn't cheese the AI by cutting the roads to Zabalam (mountains are impassable for most units in this scenario) this war would have turned out very differently. Later my own artillery doomstack of 40 artillery guns with more modern units wasn't able to deal with it either, but it allowed me to pin the stack in an endless artillery duel so I could attack on another front. After the roads were cut the AI seemed to leave the stack there, and in general AI artillery likes to sit in positions they found and never ever reposition - a great example here where they wouldnt even with no way to advance and no targets.
That's an interesting suggestion. It would be tricky to implement though. One approach would be to edit the function that determines if a given improvement is present in a given city to also check if the improvement is provided by any unit on the city's tile. That might noticeably slow the game down since that function is called a lot, but the real catch is that certain improvement effects wouldn't be applied because they need to be manually recalculated. For example, if that improvement provides happiness that effect wouldn't be visible until the city's happiness is recomputed, which happens between turns, when the luxury slider is moved, etc. If the improvement provides a local resource that would appear immediately but a non-local resource wouldn't appear until something triggers a reevaluation of the trade network.I had another idea for creating more modding options that I hope would be relatively easy to implement (though I can't know for sure). The idea is that while at least one of a unit with the same name as a building is in a city, then the city gets the corresponding building provided for free. Alternatively, instead of being based on the unit and building names, the unit-->building relation could be specified in the C3X scenario config file.
You mean like making shift skip combat animations? I'd thought of doing that at least during stack bombard, as often while playing I forget to turn off combat animations before ordering a big stack to bombard then get stuck watching the animations slowly play out. It's especially annoying with bombers. Adding a combat log would be doable, I already know where in the code combat begins. The hard part would be making the log viewable through the interface since there's nothing like that already in the game that I could modify. Though your screenshot gave me an idea, maybe I could list all the combat events in a menu like the right-click menu. Clicking an event could take you to the location.A hotkey for toggling unit animations, also something like a combat log for when animations are turned off?
Sure, that would be easy to do. Another thing I was thinking of, related to culture flips, is to display the flip chance somewhere on the city screen.And the ability to adjust the values military units have of preventing a culture flip in cities! Perhaps 1.5 to 2 military units are needed per citizen to prevent the city ever culture flipping so long they are garrisoned there ( I believe in game currently military units can never reduce the value of culture flipping to zero) . Along that note, if starved citizens increased the chances of culture flipping (if that isn't already factored in via unhappiness).
That's an interesting suggestion. It would be tricky to implement though. One approach would be to edit the function that determines if a given improvement is present in a given city to also check if the improvement is provided by any unit on the city's tile. That might noticeably slow the game down since that function is called a lot, but the real catch is that certain improvement effects wouldn't be applied because they need to be manually recalculated. For example, if that improvement provides happiness that effect wouldn't be visible until the city's happiness is recomputed, which happens between turns, when the luxury slider is moved, etc. If the improvement provides a local resource that would appear immediately but a non-local resource wouldn't appear until something triggers a reevaluation of the trade network.
An alternative approach is to actually add a building to cities those special units enter and delete the building when the units leave. The catch there is I'd have to intercept every point in the code where a unit could enter a city and every point where it could leave. I don't know where all those points are, and I don't know of any common method I could edit, like one that's called to change a unit's location. Another catch is that players could sell the building or it could get destroyed by bombardment (this likely isn't a problem using the first approach b/c that function I mentioned can distinguish between built and free improvements). Again, an interesting suggestion, and an interesting challenge to implement too.
When using your own stacks, you can at least go to the preferences and turn it off for the next stack command. But when watching an AI stack of 32 artillery pieces bombard a city into oblivion, you cannot access those, and are forced to wait until the next turn. Maybe caps lock could be used to skip these animations, just like it speeds up movement, too? While holding shift would only speed up movement while held, but not combat. (One typically being used to skip through entire rounds, the other to skip through some movement temporarily)You mean like making shift skip combat animations? I'd thought of doing that at least during stack bombard, as often while playing I forget to turn off combat animations before ordering a big stack to bombard then get stuck watching the animations slowly play out. It's especially annoying with bombers.
Excellent idea!Another thing I was thinking of, related to culture flips, is to display the flip chance somewhere on the city screen.
It's not really a double-check, it's more like the normal check. That function is the standard way that the game determines if a given improvement is present in a given city. To process all improvements in a city, the game considers all improvements defined in the scenario data and calls that function to filter out only the ones that are present. That kind of thing is pretty common, for example when a city finishes a unit it checks all present improvements to see if there are any that give the unit a bonus experience level. It does the same thing when computing city production, commerce, corruption, happiness, pollution, defensive bonuses, available build options, and so on.Interesting point about computation time; are you saying that every turn each city loops through all buildings, calling a function for each building to double-check if the city has that building?
I'll add all of these to the list, though I can already say some of them would be pretty difficult.Just a couple things I have been playing around with that currently do not work:
I didn't know about the great wall bug, though I'd heard it's possible to destroy wonders through bombardment under some circumstances. That's a good idea about temporarily destroying the free building instead of another random one. Unfortunately the problem with that is it would require storing information about the temporarily destroyed buildings in the save file, at least to do a proper job. Right now I don't have any way of adding things to the save file, it's something that's come up a few times over the past year and a half but I haven't gotten around to figuring it out yet.Also a feature request and a bug fix request:
Unfortunately the way I have the mod set up makes this difficult, beyond just optimizing the calculation. The problem is that the mod works like a script, even though it's written in C which isn't normally considered a scripting language. The mod compiles itself and the code to inject on the fly with TCC. TCC is a nice, small, and fast compiler but the catch is that it only does minimal optimization. This isn't a problem right now since the mod doesn't do anything performance-critical, but if it were to I'd need to compile that code ahead of time and include it with the mod in a DLL or something. That's totally possible, but it does discourage me from attempting something like this.the trade recalculation scales exponentially with then number of cities in the world. so in large worlds over time a city trades hands it can mean a 10 minute wait. if you are ever ambitious it would be amazing if you could replace it with a better faster algorithm
Sure. Changing the types of units spawned by the barbs would be easy. I've already found the location where the barb logic calls the unit spawning method, and it would be easy to intercept that call and swap out the unit type.I just had an idea regarding barbarians. Would it be possible to do the following:
That makes sense. I usually forget caps lock even exists since on my keyboard I've rebound it to work like another control key. I'll try to look into this for R13 since it's something I've been thinking about doing for at least a year now.Maybe caps lock could be used to skip these animations, just like it speeds up movement, too? While holding shift would only speed up movement while held, but not combat. (One typically being used to skip through entire rounds, the other to skip through some movement temporarily)