Recent content by eg577

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    C3X: EXE Mod including Bug Fixes, Stack Bombard, and Much More

    I've been trying out the "aggressively_penalize_bankruptcy = true" setting (along with "extra_unit_maintenance_per_shields = 11"), and noticed a couple quirks. First, units that require no support are disbanded when you reach 0 gold with negative income. In my case I had set settler and...
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    C3X: EXE Mod including Bug Fixes, Stack Bombard, and Much More

    Well I'm really liking the uniform system based on shield cost, I don't think I would use a Lua script to customize further even if it was available, even though I can't get exactly the maintenance costs I want. In case other people are interested, as a half measure one can use the formula "1 +...
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    C3X: EXE Mod including Bug Fixes, Stack Bombard, and Much More

    Is there any way to change the defense bonus from the fortify command?
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    C3X: EXE Mod including Bug Fixes, Stack Bombard, and Much More

    This system is an interesting design, I'm liking it a lot. I feel the calculation has a very strange mathematical offset though. You'd think mod designers would have access to simple schemes like "shields/10" (where maintenance costs for a 10 shield unit would be 1 gold, a 50 shield unit would...
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    C3X: EXE Mod including Bug Fixes, Stack Bombard, and Much More

    Hmm, I'm not seeing how to remove certain levels of combat experience. Are you sure? All I see is a way to modify the hitpoints and retreat bonus.
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    C3X: EXE Mod including Bug Fixes, Stack Bombard, and Much More

    That's a clever idea, I will have to test it. Ok, I see I missed a lot of existing options. I'm de-rusting all my civ3 editing skills if you can't tell.:lol: And yes, I only meant unit combat experience.
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    C3X: EXE Mod including Bug Fixes, Stack Bombard, and Much More

    This is a delightful mod for civ3 and I'm impressed how much it expands modding possibilities. I'm designing a new custom mod which is primarily about creating different dynamics to combat & war. Would any of these be possible additions? units: -the ability to designate some unit types as...
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    Changing mechanics for captured cities (destroyed improvements)

    I want to create a mod with different mechanics for city capture. I don't know how the algorithm works exactly in the standard game, but when you capture a city all culture improvements (and a random number of other improvements?) are destroyed. Is there any way to edit the game to change how...
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    I managed to found at last why Civ 2 is the best

    Now that the SDK is out I wonder how hard it would be "civ2-ize" the graphics in civ4 so that we can get that snappiness back.
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    "We have our reasons"

    Does the tech trading limit apply to AI-AI trades?
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    Better Combat unfolding

    The point is that if we are going to sit through the animations we should at least be told how many life points the winner has left. I liked the old civ2 way where there was a small black "explosion" each round indicating which side got hit. At the very least the civ4 attack animations should...
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    The Curious Cat - City Upkeep Explained

    Thanks for spotting that error (silly odd numbers...). I edited the post and also fixed some misc. things. I tested to see whether that '25' is really manifesting itself as a multiplication (as in maybe the code in the SDK had an uncorrected error). The SDK code agrees with the game code -...
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    The Curious Cat - City Upkeep Explained

    The formulas for maintenance start at Line 4,872 in CvCity.cpp. I haven't checked these formulas against any data, this is just deciphering the code and putting it into a presentable form. Distance Maintenance Here is the tidy formula (ignoring rounding): {from CvCity.cpp L4,899}...
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    No futher patch

    I haven't played for a few months, I can't believe the patch isn't out yet. I wouldn't put it past Firaxis to release the patch in the expansion, and in any case it is too late to for them to win me back.
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    A petition to fix bombardment

    I like that idea. You could tweak it so catapults don't have to be attached to any unit what so ever. Just say if a unit attacks a city and there is a catapult with movement left in the same square as the attacker then the catapult fires a support shot. The defensive catapult idea (both for...
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