No, it literally minuses industrial pollution. As I said, the improvement works as it is meant to if it's built in a city, rather than given free by a wonder.Could be the wrong type. There is industrial pollution and population pollution. From the sound of it, the blacksmith probably produces industrial pollution. Per haps the gymnasium only reduced population pollution?
I might be the first one who actually test it. I had few attempts with Wars in Medditerrean mod before. It was one of those mods which attracted my attention to modding and this forum more than 10yrs ago. In fact I was not able finish playing this mod because during the turn change the game was slowing down untill completley freezed. I played again this weekend when I read what you added to your recent release and it looks like you finally fixed this horrible issuse which made lots of old mods with large maps unplayable. I haven't finish playing yet but the game is really advanced, 60-70% of map is conquered and time for turn change no more that 1-2 minutes. Without your addon I had to wait 15-20min for a turn to change untill game freeze to death. First time I made a progress in this mod much much bigger than ever before. And it looks I am going to finish it.
Fantastic work you're doing here Flintlock! I will say no more
@Flintlock, are there any chances to be able to eliminate Barbarians and create a normal 32nd player instead?
Check out my now-edited PostThank you, @Ozymandias! I hoped that this could be solved somehow. 31 player is more than enough for everything I could think of... except of imitating the world from decolonisation until today.
This is my mistake, Unit::can_load is preventing you from loading naval units into a naval army. There must be some condition restricting that that I missed when I looked over the method. For a little test, I tried editing it using a debugger to always return true, so anything can be loaded into anything. That change allows you to load naval units into a naval army. Here's what that looks like:Following your instructions on the units, I have tried with two ships to enable the load as you say but it does not let me in the game once on top of the army and already at sea to load it...
Where is my mistake?
This applies to positive pollution too, right? Cities store a running count of building pollution that is increased when a building is built and decreased when a building is destroyed. Buildings that are granted for free don't go through the same process as those that are physically built so pollution isn't updated appropriately. This is similar to the bug with maintenance and obsolescence that I fixed previously.I think I've found something which may be worth considering - when a wonder puts a improvements with a negative pollution in a city, it seems to not actually counterract the pollution caused by buildings, unlike if it is built normally.
This should be doable. The city economy code is fairly well compartmentalized so inserting some extra culture or happiness shouldn't be a problem. I'd be more concerned about the interface. To do this properly, the additional yields should appear over the tiles so it's clear where they're coming from. It might be difficult to make that happen. Speaking of extra kinds of police specialists, I was thinking a while back that it would be interesting to add a decorruption effect to military police, same as the specialists, to certain government types as a way to buff them. I looked into that a bit and again came away with the impression that the hardest part would be modifying the interface.Would it be possible to increase the varience in tile yields? Like maybe if a citizen is working a Silver resource it could also provide +1 Happiness (similar to an Entertainer Citizen) along with its gold value, or an Ancient Ruins recource could provide +2 Culture (similar to a city improvment) and +2 Science (similar to a Scientist citizen)?
Other values which could be cool would be pollution (similar to improvements and wonders) and corruption (similar to Policemen citizens).
Any thoughts?
Unfortunately not since the barbarians' player slot (index 0) is hardcoded as being barbarian. In order words, barbarian-ness is not a property of player objects but of the slot they occupy.@Flintlock, are there any chances to be able to eliminate Barbarians and create a normal 32nd player instead?
Are you using the C3X mod? Because I have it installed and I can't do that... could you share the unit editor screen?This is my mistake, Unit::can_load is preventing you from loading naval units into a naval army. There must be some condition restricting that that I missed when I looked over the method. For a little test, I tried editing it using a debugger to always return true, so anything can be loaded into anything. That change allows you to load naval units into a naval army. Here's what that looks like:
View attachment 674444
I haven't tested combat, but moving this unit around on water works at least. However if you order it to move onto land it asks you to disembark the galleys. Selecting one of the galleys to disembark does nothing, and selecting "unload all" freezes the game presumably in the same manner as the disembark immobile bug. So there is at least one issue to work out but this sort of thing could probably be made to work.
This applies to positive pollution too, right? Cities store a running count of building pollution that is increased when a building is built and decreased when a building is destroyed. Buildings that are granted for free don't go through the same process as those that are physically built so pollution isn't updated appropriately. This is similar to the bug with maintenance and obsolescence that I fixed previously.
This should be doable. The city economy code is fairly well compartmentalized so inserting some extra culture or happiness shouldn't be a problem. I'd be more concerned about the interface. To do this properly, the additional yields should appear over the tiles so it's clear where they're coming from. It might be difficult to make that happen. Speaking of extra kinds of police specialists, I was thinking a while back that it would be interesting to add a decorruption effect to military police, same as the specialists, to certain government types as a way to buff them. I looked into that a bit and again came away with the impression that the hardest part would be modifying the interface.
Unfortunately not since the barbarians' player slot (index 0) is hardcoded as being barbarian. In order words, barbarian-ness is not a property of player objects but of the slot they occupy.
Flintlock is creating this fantastic mod. So I hope he is using it, too. He made some changes in his mod, but the result seems to be not sufficient.Are you using the C3X mod?
Sid Meier's must be amazed by Civilization 3... with how old it is and there is still a great community that continues to contribute to this great game that honestly is most likely the best turn-based strategy game of all time... I I started in Civ2 and I went crazy and in my opinion 3 is the 2 God mode and on top of that apparently IT HAS NO END! Long live Civ3Flintlock is creating this fantastic mod. So I hope he is using it, too. He made some changes in his mod, but the result seems to be not sufficient.
That's not part of C3X, it's just a quick modification I made to the Unit::can_load method as an experiment. It's easy to make the same modification through C3X, though. Here's how that can be done in case you or anyone else is interested in a quick look under the hood:Are you using the C3X mod? Because I have it installed and I can't do that... could you share the unit editor screen?
inlead, 0x5C5BD0, 0x5D4970, 0x5C58E0, "Unit_can_load", "byte (__fastcall *) (Unit * this, int edx, Unit * passenger)"
byte __fastcall
patch_Unit_can_load (Unit * this, int edx, Unit * passenger)
{
return 1;
}
Hello. Glad to hear you're enjoying the mod. Food, shield, and commerce yields from buildings is something I've had in the back of my mind for a while now. The way I would do that would be to make it so that buildings that generate resources could optionally add the resource's extra tile yields to the city. You could always make the generated resource a bonus one if you want the yields but don't want the resource itself to appear in the interface. The advantage to that approach is that it means the building yields could be set up more in the editor than the INI file. Although the disadvantage is there would be no way to configure bonus science points. Anyway this is something I've been thinking about and hopefully will get around to soon.Hi, Flintlock. Your work is still very much appreciated. I've limited myself in this thread to one request post a year and figured it's about that time again.
Here's the wishlist in order of priority.
Hello. Glad to hear you're enjoying the mod. Food, shield, and commerce yields from buildings is something I've had in the back of my mind for a while now. The way I would do that would be to make it so that buildings that generate resources could optionally add the resource's extra tile yields to the city. You could always make the generated resource a bonus one if you want the yields but don't want the resource itself to appear in the interface. The advantage to that approach is that it means the building yields could be set up more in the editor than the INI file. Although the disadvantage is there would be no way to configure bonus science points. Anyway this is something I've been thinking about and hopefully will get around to soon.
Swapping out graphics for tile improvements should be pretty easy. Same with adding bonus yields to fortresses, etc. I'm not sure about upgrading units outside cities, but I doubt there's anything too complicated there. I'm not sure about modifying diplomacy as I haven't looked into the diplo code much. Speaking of modifying diplomacy, one thing I'd like to add is the ability to repair your trade rep by paying off the AI you've "wronged". The way it would work is, when a player ruins their trade rep by breaking an agreement with an AI, the AI would calculate the value of the remaining turns of the agreement and add a cancellation penalty, say 25-50%, then offer to sell a trade rep reset for that amount. I'm not sure if it's practical to implement that but I like the idea.
I would like to add this idea:Flintlock,
Would it be possible in the diplomacy screen to have a scrollable city list, instead of having to click once to go up or down the list for every single city?
Thank you for all your work!
That would be something, trading or sending troops like workers. I have a feeling Flintlock said sometime before that this is not possible.I would like to add this idea:
As in Civ2, could it be possible to deliver military troops to your allies in case you want to support them but without resorting to war? You can deliver gold, resources, cities, workers, maps, technologies and why not military aid? . I think it would be a good improvement to add to the diplomatic options.
Thanks Flintlock, great work!