@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...
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.
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...
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...
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...
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...
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...
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...
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...
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...
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...
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...
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...
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...
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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