Civilization III: Worldwide

Arabia has these Ethiopian t-62 tanks in this screenshot from my game.
t-62.png
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Question: are you bombing over long distances?
Because there's a known bug that makes bombing beyond certain distances to have no effect whatsoever.

Hi Amigo - This bombing range bug is new to me. Would you mind elaborating?
 
Hi Amigo - This bombing range bug is new to me. Would you mind elaborating?
Hi Oz!

It's an old bug that I think I've seen mentioned on this forum before, but ATM I can't find the thread/-s. I encountered it for the first time a long time ago in El Justo's Cold War scenario using the US strategic bombers, and in short it's beyond a certain range which for me has been something around 38-40 squares absolutely nothing happens when you air bombard. I've also encountered it in Vuldacon's Zombie scenarios too using the F-15.
 
This is interesting... after all these years no one mentioned it to me and I had not see it.

I tested the F-15s and the Bombing is only effectual within 38 tiles. So Bombing Missions can only be a Maximum of 38 tiles.

Did Not want F-15s able to Rebase to other Buildings as it would seem Very Strange to have an F-15 located in the School, Garage, City Hall, etc... Suppose I will have to allow that anyway. Guess the Authorities can make quick areas to land on and take off from :lol:
 
This is interesting... after all these years no one mentioned it to me and I had not see it.
I'm sorry, I was so sure it was a wellknown bug so I never bothered to report it :sad:
Did Not want F-15s able to Rebase to other Buildings as it would seem Very Strange to have an F-15 located in the School, Garage, City Hall, etc... Suppose I will have to allow that anyway. Guess the Authorities can make quick areas to land on and take off from :lol:
The venerable general could instead of Air Force F-15s ask the Marine Corps for some AV-8B Harriers or F-35B Lightnings? ;)
 
Wolfhart... Guess I missed any Bug Report concerning the Aircraft Bombing distance and I never had the occasion to Bomb a longer distance.

Yes, many things could be done but I will simply allow Rebase and explain that the Authorities can make quick Airstrips where the Aircraft can Land and Take off... that way it will not seem as though the Aircraft are actually inside the Buildings such as the School... wouldn't THAT be "cool" for the School, Kids, F-15s in the school :lol:

Amazing how we find things we did not know after all these Years... are we finished yet? No Way! More will be discovered and I hope we can gain more ability to change what we would like in the game such as the AI using Land Transports and using Units that Bombard with Lethal Bombardment on the map with No Escort. Would also be great to have the Railroad Train adjustable where it will move as We want it to rather than slide across the entire Map with No Animations in one turn.

yes, I am just "venting" however it certainly would be Great to have more control of the Game Settings and AI programing... you know, the "Hard Coded Unknown Programing".

In the mean time it is Still Fun to at least gain what is wanted with "Work Arounds" that provide what we want.

OK... I will get Back on this Thread Topic.
 
Arabia has these Ethiopian t-62 tanks in this screenshot from my game.View attachment 561516 .

Sorry I missed this before, man. I haven't been around for a minute. I think this might be an issue with the upgrade path. I know that the scout units upgrade weirdly among several different civs. Definitely it's an error and Arabia should not have access to Ethiopian tanks.

As for the bombing range, I thought that had to do specifically with bombers thay have the infinite range setting that belongs originally with nukes. I can't check the mod but I think the stealth bomber has that setting. In regards to the 38-tile limit, I don't know what the cause of that is. In 1989 the B-52s and Bears can bomb cats like a 100 grid squares away.
 
Is there an earth map that goes well with this mod? I'm loving it so far :)

I posted one for this that I made. Look at posts 792 and 793. One has historic starting places. It's a huge map so there will be a lot of empty space in some places.
 
AB - I had heard elsewhere that the AI will not build improvements that replace other improvements unless they have a Production value. Looking at the version I have (2.5), I can see many of yours do not have a Production value. Does the AI build these?

Sorry if this has already been asked and answered...
 
I can't remember. I thought that was the case, too. But maybe it wasn't fixed yet by 2.5. The latest biq version is 2 point...9?

Then again, maybe those buildings are human-only. :dunno: I dunno nothin'.
 
hi, to all. sorry to bother you. is this project still alive?. prospect of update meaning.
 
Hi, bagxri. I have not been able to work on the mod or anything civ-related for some time. Interference from the real world has essentially eliminated my free time. Once circumstances change, there's probably about 1 year's worth of work and testing to do. I know it's been frozen in development forever. Hell, even Han was only stuck in carbonite for like three years.
 
I have long loved this mod, and years ago I went and tweaked the Units and Buildings in the editor to better suit my play style. Problem is, in the middle of last year, the computer those files where on was rendered inoperable, and the files lost. My problem is, that I modified the units and buildings so long ago, I no longer remember how I worked around the icon number limit. I'm hoping that someone here can refresh my memory so that I can recreate my mod of this excellent mod.
 
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