Recent content by Arcangelus

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    Cross-Platform Editor for Conquests now available!

    @Predator145 Yes, it does work. The mod Rise and Fall of the Roman Empire used that to simulate the effects of "overfarming". What I do not know is what happens if the final value is negative. I think it caps at 0, but I haven't tested that. @Quintillus I found a scenario that can not be...
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    Cross-Platform Editor for Conquests now available!

    Something else you might want to add is a check for the "reduces corruption" flag. In case a non-wonder building has assigned said flag on the Empire setting, it will behave as a small wonder... or be impossible to build. I've had both results, but manly the second one.
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    SCENARIO: Age of Imperialism; 1895-1924, Deluxe Version

    There is a link with a ready to play version some pages back. It always gets lost, so I'll just copy the link: https://drive.google.com/file/d/1iDYK9YSmS-pOHNIJAnd8PopD063fVAZ9/view It comes with a readme file regarding the labels issue. (It has 2 versions of the label.txt file but I don't...
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    C3X: EXE Mod including Bug Fixes, Stack Bombard, and Much More

    This is the source: https://forums.civfanatics.com/threads/hyperlink-limit-exceeded-bug-fix.307663/ I did try it once. It does not work with the steam executable. Instead, I had to use a file from Antal (p4) but the GOG version would probably work as well. While this modification does indeed...
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    C3X: EXE Mod including Bug Fixes, Stack Bombard, and Much More

    What Antal did is change 4 "1" to 0. In specific, both the "Reduces population pollution" and the "Reduces building pollution" set their respective pollution to 0 rather than 1. However, it required to change it in 4 locations because civ3 has some duplicated code for whatever reason...
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    C3X: EXE Mod including Bug Fixes, Stack Bombard, and Much More

    This doesn't quite work. A building with the flag "Reduces population pollution" SETS population pollution at 1 (as long as city is a metropolis, 0 otherwise). Reading the code, it seems that negative pollution is meaningless. From what I understood from the function, pollution generated by a...
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    C3X: EXE Mod including Bug Fixes, Stack Bombard, and Much More

    I had it happen as well. It only happened twice, so I have no real idea as to how to replicate it. I suspect long sessions have something to do with it, but it is not the only factor. I know that the first time it happened after I left Civ on the background for a few hours as i had to go...
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    Cross-Platform Editor for Conquests now available!

    I hate to be the bringer of bad news, but the unit stats page doesn't seems to be working right. While the "All civilizations" section works as expected, if I change it to a civilization it returns empty (Total number of units: 0). Tested with AOI. Further testing reveals the crux of the issue...
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    Cross-Platform Editor for Conquests now available!

    Is there any particular reason that 0 turn terraforming is not considered safe? In my limited test it behaved as expected: workers were able to create the tile improvement (roads in this case) in the same turn that the order was issued regardless of terrain, consuming its action for the turn...
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    C3X: EXE Mod including Bug Fixes, Stack Bombard, and Much More

    You think so?. Let's run a little experiment then. I set up a scenario where an AI has 4 cities. If I declare war, they get -30 WW. Losing size 1 cities generates 16 WW, so taking 2 cities should cancel their war happiness. There probably is a way of checking WW in game with debug, but as I...
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    C3X: EXE Mod including Bug Fixes, Stack Bombard, and Much More

    Hi. I don't wish to impose, but there are 2 unmentioned bugs may you may want to take a look. I suspect the first is easier than the second: - War weariness, battle WW in particular. Currently the human gets the correct amount, but not the AI. In human-AI wars the AI gets the WW of the human...
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    Cross-Platform Editor for Conquests now available!

    Glad to help. I had extensively modified AoI in previous versions, so as long as the part of the code that removes spaces was active anywhere from 1.19 [The oldest version I still have] to 1.35, I can confirm that the are no side effects from that. The trailing spaces from leader names seem to...
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    Cross-Platform Editor for Conquests now available!

    Version 1.41 does not allow for corruption to be OFF: It returns to a previous value. The same with 1.39-1.40. Also, it has the same problem I noticed with 1.40: It can corrupt the resulting biq file under some circumstances. Said corruption has little connection with the changes made: For...
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    SCENARIO: Age of Imperialism; 1895-1924, Deluxe Version

    That's weird. Even in the worse case (use steam exe, no changes to labels.txt, "4.0" scenario) I don't get that error. It may be a corrupted download. Try downloading the big file again (don't bother with the 4MB file) and see if there's any difference. It could also be a "folder inside a...
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    Best Mods to improve vanilla style?

    Just to add to the above: Most mods were made before the steam release, and to make them compatible you need to edit labels.txt It's in scenario/[name of the mod]/text Open it with some text editor, go to line 86 (between PING and Host) and add "Unknown". Like this: PING Unknown Host
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