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C3X Release 22

New in this version:
- Can adjust the size of the area cities can work
--- Setting named city_work_radius, standard radius is 2, can be set 1 - 7
--- work_area_limit option allows the workable areas to be limited based on cities' cultural levels
- Option do_not_unassign_workers_from_polluted_tiles (off by default)
- Fix AI players sometimes spawning nonsensical units when hitting a unit limit
- Pressing the Z key on the city screen toggles the zoom level of the map display
New in this version:
- Allow perfume amounts to be specified as percentages
- Option to limit how many units can share each tile, named limit_units_per_tile
- Adjustable chance for max one HP units to be destroyed by nuclear strikes
--- Controlled by config option chance_for_nukes_to_destroy_max_one_hp_units
- Add limited_railroads_work_like_fast_roads option which does just that
- Option to allow sale of buildings like aqueducts that uncap population growth, named allow_sale_of_aqueducts_and_hospitals
- Option stopping non-sea detector units from revealing invisible sea units and vice-versa, named no_cross_shore_detection
- Do not apply all-units special retreat rule to immobile units
- Group foreign units on the right-click menu based only on their surface characteristics
- Fix charm flag controlling PTW arty targeting not working for reloaded games
- Fix building unit prereqs interfering with unit limits
- Fix double despawn of barb unit entering city after hit by lethal ZoC
- Fix incorrect ETAs shown for one tile paths when railroad movement is limited
New in this version:
- Remove city improvement limit
--- Controlled by config option remove_city_improvement_limit
- Polish precision striking by cruise missiles
--- Now plays the correct animations and despawns the unit afterward
--- Controlled by the polish_precision_striking config option, which used to be named polish_non_air_precision_striking
- Enable cruise missiles to perform stealth attack bombard
- Add ability to perfume technologies and governments
--- Options named technology_perfume and government_perfume, respectively
--- The perfume_specs option from before has been renamed to production_perfume but the old name still works as an alias
- Fix bug related to "Disables Diseases From Flood Plains" tech flag
--- Option named patch_disease_stopping_tech_flag_bug, off by default b/c this fix causes a lot more disease under the standard rules
- Option to show unit hitpoints on the stealth attack target selection popup (named show_hp_of_stealth_attack_options in config)
- Option to have a warning when the building you've selected to build would replace another already built in the city
--- Named warn_when_chosen_building_would_replace_another in config, off by default
- Option to prevent stealth attacks from targeting units that are invisible and unrevealed (named exclude_invisible_units_from_stealth_attack)
- Display negative yields from generated resources
- Option to show more strategic resources (up to 13) in the box on the top left of the city screen by packing them in more tightly
--- Named compact_strategic_resource_display_on_city_screen, off by default
- Option to make planting forests produce LM forest terrain (named convert_to_landmark_after_planting_forest)
- Stop barbarian spawns from bankrupting the barbarian player (matters only if barbs are allowed to capture cities)
- Option stopping pollution of impassable tiles also covers volcanic eruptions
- Make barbarians defend cities they've captured as if they were camps
- Load a third config file, custom.c3x_config.ini, if present
- Fix AIs not switching off a unit build when it can't complete due to a limit
- Fix free unit glitch from switching production to a building through the unit limit reached popup
- Stop units from airdropping multiple times in one turn
--- This only matters when dont_end_units_turn_after_airdrop has been activated
- Do not group together units with different names on right-click menu
- Record which units have used extra defensive bombards in save files
- Rebuild the trade network after loading save data for improvements beyond the limit
- Fix describe_states_of_units_on_menu setting being ignored
- Fix tile visibility check in stealth attack bombard
- Fix yields from resource generating buildings not always appearing after a new scenario is loaded
- Touch up action descriptions for auto precision striking and fortified exhausted units
- Correct description of lethal zone of control setting in default config
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New in this version:
- Option to stop pollution from appearing on impassable tiles
- Rework UnitRCMIcons.pcx so busy & combat units can be given special icons
- Fix bombers not doing stack bombard and not showing as attack-capable on right-click menu
- Fix crash when opening right-click menu with fleeing automated workers
- Fix lethal ZoC setting allowing coastal fortresses to knock the last hit point off passing units
- Fix dont_escort_unflagged_units option interfering with group movement of units
- Put right-click menu sword icon on non-empty armies
- Describe the action of passenger units as "Transported" instead of "Fortified"
- Describe the action of units waiting to fortify as "Fortified" instead of leaving it unreplaced
This update fixes an oversight that was preventing the descriptive unit menu text feature from working on the Steam version of the game.
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New in this version:
- Unit limits
- Expand AI two-city start to any number of cities
--- Config option has been renamed to ai_multi_city_start
- AI's starter cities in multi-city start can begin with improvements, inc. "extra palaces" which respawn like the real palace
- Right-click menu enhancements
--- Place icons next to units showing movement and combat status
--- Replace Wake/Activate with descriptions of what the units are doing
--- Gray out units if they have no remaining moves
--- Stop grouping automated and non-automated workers
- Can set multiplier on AI research rate (replaces halve_ai_research_rate)
- Option to allow upgrades in any city
- Option to stop the map generator from placing volcanos
- Apply GridOn setting from conquests.ini after loading a save
- Fix crashes and strange behavior caused by use-after-free bug in config loader
- Fix resource generation not always updated after an input was gained or lost due to city improv change
- Rework some code related to resource generation and trade to improve stability and efficiency
This small update fixes a nasty little bug in the config loader affecting the perfume specs option. The bug can cause various issues including crashes and config loading not working as it's supposed to.
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New in this version:
- Optimize computation of trade networks
--- For details, see the info text file in the Trade Net X folder
- Civ and leader names can vary by era
- Option to measure turn times
- Zone of control changes
--- Allow land-to-sea and sea-to-land attacks, only using bombard stat
--- May be lethal
--- May be exerted by air units
--- Show attack animation even when attacker is not at the top of its stack
- Defensive bombard changes
--- May be lethal
--- May be performed by air units
--- Invisible, undetected units may be made immune
--- May be performed multiple times per turn with blitz
--- Naval units in a city may perform defensive bombard vs land attackers
- Enable resource generating buildings to add the resource's yields to their city
- Display icons for generated resources on top of the generating building
- Allow precision strikes to target tile improvements
- Option not to end a unit's turn after it bombards a barricade
- Fix freezes caused by undisembarkable escorting unit
--- Covered by the disembark immobile bug fix option, which has been renamed
- Fix graphical issues when running on Wine
- Option to allow defensive retreat on water tiles
- Can increase unit maintenance costs based on their build costs
- Adjustable AI worker requirement
- Option to stop AI from escorting units without the "requires escort" flag
- Fix a rare edge case where stack bombard would continue attacking an empty tile
- Option to pack the list of luxuries more tightly into the box on the city screen
- Apply perfume to all unit types & buildings with the specified name
--- Fixes perfume only applying to one sub-type when a unit type has multiple AI strategies
- Option to allow airdrops without airports
- Fix max_ai_naval_escorts setting interfering with group movement of naval units belonging to human players
- Option to allow bombardment of other improvements on a tile with an occupied airfield
- Option to boost OCN increase from forbidden palaces in non-communal governments
- Fix modified sea retreat rules interfering with naval combat animations
- Overhaul implementation of shared visibility for simplicity and correctness
- Fix possible freeze when a trade deal is broken for a resource that's an input to a resource generating building
- Display total city count (disabled by default, appears on demographics screen)
- Allow list items to be placed on separate lines for perfume_specs and buildings_generating_resources
- Improve accuracy of line numbers on error messages
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New in this version:
- Barbarian city capture & production (experimental)
- Option to share visibility among all human players in a hotseat game
- Can use charm flag to control PTW-like artillery targeting
- Option to allow land units to bombard aircraft and naval units in cities
- Option to ignore king flag on defense, so kings aren't always last to defend in a stack
- Limit AI artillery units to one escort (w/ offensive artillery AI)
- Harbor/airport city icons indicate unit effects not trade abilities
- Separate land & sea retreat rules
- Fix incorrect ETAs in go-to mode when railroad movement is limited
- Can limit the number of escorts the AI assigns to its naval transports and carriers
- Fix barbarian diagonal bug
- Fix cached building maintenance amounts not being updated when buildings are obsoleted
- Optimize improvement loops
- Option to show untradable techs on trade screen
- Disallow useless bombard attacks vs airfields
- Option to remove Elvis Easter egg
- Gray out build city button when too close to another city and min separation has been increased
- Mitigate issue with pathfinding, limited railroad movement, and units with many moves
--- Mitigation applies if GCD(road movement rate, railroad limit) > 1
- Fix freeze related to trespassing restriction and AI disembarking
- Rework sub bug fix in order not to interfere with AI pathing vs enemy units
- Re-enable main GUI before showing hotseat AI replay
- Prevent music from being reset during hotseat AI replay
- Make config options more intuitive: anarchy length reduction, minimum city separation, AI naval escort cap
- Load mod button images from scenario folder if present
- Update UI after stack bombarding (fixes bombard button not disappearing for multi-move units w/o blitz)
- Fix potential trade net issue in games with a very large number of tiles and resource generating buildings
- Reduce default ai_build_artillery_ratio from 20 to 16
- Match only complete names from config
- Improve config read error messages
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New in this version:
- Option to replay AI moves for human players in hotseat mode
- Enable stealth attacks via bombardment
- Artillery can be set to use PTW-like targeting against cities
- Recon missions can be made vulnerable to interception
- Option to charge one move for recon missions and interception
- Allow players to opt out of stealth attacks
- Polish precision striking by land or sea units
--- Use regular bombard animation instead of flying animation
--- Use bombard range instead of operational range
--- Cannot be intercepted
- Message appears after bomber dodges interception by air defense buildings
- Restore unit directions on game load
- Option to immunize aircraft against bombardment
- Disallow stealth attack against single unit by default
--- Fixes a compatibility issue with the EFZI mod
- L key unloads unit over activating AI city loc highlighter
- Show AI strategy in production ranking for unit types with multiple strategies
- Tweak messages on bankruptcy popups
New in this version:
- Automatically cut research spending to avoid bankruptcy
- Option to aggressively penalize bankrupt players
--- Sells non-gold-generating buildings, non-free units, and switches city production to Wealth
- Remove pause for "we love the king" messages
- Holding shift while a stack bombard is going will temporarily turn off combat animations
- Fix units could trespass by attacking an enemy unit across a restricted border
- Widen C3X error, info, and warning popups
- Warn if two-city start contains adjacent cities or missing FP cities
- Gold amount autofill activates when editing an amount on the table
- Option to remove exception to tile penalty for city tiles with fresh water and Agri trait
- Suppress "maximum hypertext links exceeded" popup
- NoRaze restriction applies to the human player as well as AIs
- Civilopedia indicates when units go obsolete but cannot be upgraded
New in this version:
- AI two-city start
- Remove cap on turn limit
- Option to strengthen forbidden palace decorruption effect to match the palace's
- Option to allow military great leaders to hurry wonders
- Option to reduce AI research rate by half
- Resource generation from buildings can be set to ignore revealing tech
- Address some issues with text encoding
--- Includes fix for encoding error on Windows 8.1
- Apply building prereqs to all unit types with the same name
--- Fixes prereq sometimes not applying to AIs
New in this version:
- Support for the executable from PCGames.de
- Option to modify rules for retreat eligibility
- Automatically re-encode config file contents from UTF-8 to match Civ 3's internal encoding
- Accented Latin characters no longer separate words
- Fix crash when a building-generated resource triggers the advisor popup for first connection
- Fix workers in boats can do "extra" jobs (road-to, auto-irrigate, etc.) despite restriction
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New in this version:
- Buildings can generate resources
- Buildings can be set as prerequisites for unit production
- On the city screen, hold shift when clicking a specialist to switch to the previous type
- Can cancel out pop pollution with negative pollution amount on building flagged as removing pop pollution
- Disallow workers from improving water tiles
- Exempt invisible and hidden nationality units from trespassing restriction
- Do not group units with differing charm statuses
Fixes a crash caused by the patch for the phantom resource bug
New in this version:
- Scenario-specific mod configurations
- Mod info button
- Better logic for grouping units on right click menu
- Option to let units move after airdropping
- Fix phantom resource bug
- Fix air units losing a turn after being set to intercept
- L key loads unit over activating AI city loc highlighter
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New in this version:
- Perfume can be applied to multiple improvements or unit types
- Corruption can be completely removed with "OFF" government setting
- Press P in city screen to see AI point value for each available build
- Press L on map to see how desirable the AI finds each tile as a city location
- AI naval invasion forces can include artillery (with offensive artillery AI enabled)
- Option to disable worker automation
- Disallow land settlers from founding on water
- Warn in case perfume target doesn't match any unit or improvement name
- Fix tile coords replacing resource name in the info box on the Steam version
- Proper movement check for replacement army inclusion criteria
New in this version:
- Stack fortify, upgrade, and disband
- AI routine for "pop units" that may appear in mods
- Group units on right click menu
- Show coordinates and chopped status in tile info box
- Show golden age turns remaining
- Trespassing prevention (experimental)
- Land/sea intersections
- Adjustable anarchy length
- "Perfume" an improvement to make it more appealing to the AI
- No special king unit names in non-regicide games
- Stack worker commands apply across unit types
New in this version:
- Buttons on trade screen to quickly switch between civs
- Ask/offer gold popup autofills best amount
- Adjustable minimum city distance
Changes in this version:
- Add option to increase AI artillery and bomber production
- Allow AI to grab artillery escorts from city defenders so its arty can be used in the field
- Improve leader unit AI: fix bug allowing rush of any city build, prefer forming armies, select better rush targets
- Improve AI army inclusion criteria: exclude HN & defensive units, fix movement check
- Fix for immobile unit disembark crash
- Fix for for houseboat bug
- Set LAA bit when creating modded EXE
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