TheDS
Regular Riot
Going through the Editor for C3C to document all the settings into a spreadsheet, so I would know what I was changing, and came across a few ambiguities.
Units
Most units have "Sea" as a "Terrain to Ignore Movement Cost" in. For Land units, this probably doesn't matter, and as I recall, editing movement rates for naval vessels has no effect either, so this is probably not causing any problems. I saw not actual problems from playing a game either.
Cossack and Sipahi are both alternate units to Cavalry. The Cossack costs 90 vs 80, and the Sipahi costs 100. Why does the Cossack cost 90 when it's only got the single point's worth of improvement over its base? Why does the Sipahi cost 100 when it is only 2 points over base? I would expect it to be 90 at the most. Neither unit gets any other kind of breaks; they are otherwise the same as Cavalry.
The Koreans have the Hwach'a to replace the Cannon, but they can still produce the Cannon. And since Cannon upgrades to Hwach'a, they might get gyped when it comes time to get Artillery.
The Privateer had a Bombard strength, but no ROF, so it probably doesn't bombard.
The TOW Infantry has a Worker Speed of 100, but doesn't have any Worker Abilities. (The Crusader can build Fortresses, for instance.)
The Tactical Nuke has the "Explore" Standard Order Flag enabled. I suspect no one wants these things to explore their territory.
Overall, a lot of the loose ends have been tied up; there are far fewer obsolete units stuck in your production queue than before, but there are still a few. Cavalry doesn't upgrade to anything (Actually, it's the Cossack), so you will always have Cav, even when there's no point to building them.
Improvements
The Commercial Dock is not Coastal. However, since it requires a Harbor, and Harbor's ARE Coastal, this is not really a problem.
The Commercial flag is not set on Wall Street; perhaps it should be?
A question: Why are there Characteristic flags for Small Wonders? (Comercial, Agricultural,...) IIRC, you don't get a production bonus and you can't get a Golden Age off them, so what other part would they play?
Techs
There is no longer an Icon for each Tech. Are these now hard-coded?
Civs and Governments
In general, Gov't have a reciprocal relationship with other gov'ts. For instance, Monarchy vs Despotism gives -5 resistance, while Despotism vs Monarchy gives +5 resistance. However, the two new govt's don't do this. The appearance is that the two were simply thrown in at the last minute, with best-guesses on some parts and total neglect for the most part. They also completely destroy the symmetry the chart had without them. And, of course, there's really not much difference between Feudalism and Monarchy, and Fascism and Despotism in RW, so making these govt's seems to me like they were stuck in by some of these hard-up modders who seem to think there's some merit in the "more is always better" philosophy, which Civ3 originally disproved quite well if you recall. (Civ3 was likened to a cut-down Civ, rather than a suped-up Civ2.)
Additionally, the two new govt's don't have very good representation in the Civs themselves. Only 1 civ likes each of them, while Republic and Monarchy are over-represented.
The Incas and the Mayans are INDENTICAL, excepting their UUs and their colors.
1 New civ has Aggression 5, but none are Aggression 1. (This being the difference between Civ and Conq; I never got around to getting PTW.)
What exactly is a Conquistador supposed to do? While it's true that they could not have beaten the Indians in a straight up fight, they DID beat them. I would expect them to be more than a glorified Explorer (which they replace). Sure, they're not front-line material, but really, I think they are underpowered for their historical role. Perhaps Spain should receive a different UU, but I have no helpful suggestion for what it would be at this time.
Other stuff I've noticed
Archer-type units have a bombard ability, to give them a defensive first strike. The Javelin Thrower doesn't; I think he should. Aircraft look like they might actually do something; it might take less than 100 to cause a hit against a target now! I really like that the Stealth Fighter has been moved to being more of an F-22 aircraft, rather than F-117, but the graphic hasn't changed with it.
Even the original release of Civ3 was a disorganized jumble of units (as regards the editor), but with two expansions, the jumble is hard to sort out even WITH a spreadsheet. I know it was done this way for compatability, but as I recall, .BIC, .BIX, and .BIQ aren't really compatible anyway.
What really is the point of the Guerilla? All the cost of Infantry, but half the effectiveness (but it fires first defensively). If it were possible to make Barbarians use them later in the game, I could see a point. The TOW Infantry and the Mech Infantry have a similar relationship. TOW costs more, but is less capable; it only has a first-shot defense going for it. (Giving Guerilla and TOW the Stealth Attack ability might be nice.)
Was it really necessary to make 31 different King units?
Regarding Landmark Terrain, I could not find the rhyme or reason for when it is enabled or disabled, or why some of the selections had wildly different resource values.
Could we see an illustrative example of how to use Flavors? And are these additional characteristics, like Commercial, Militaristic, and so on? So far, none of them are in use (excepting perhaps in the Conquests, which I haven't combed through yet).
Does the AI still have a full map and still able to see invisible units at all times? The partial game I played suggested that the AI does have a full map, and I kind of expect them to also still see Subs.
That's all I got for now.
Please write your bug the way it's shown in the Bug Reports Guideline thread, and include your gamesave and/or screenshot. Also read the changes to the game in the Comprehensive Survey thread in the main C3C forum.
Units
Most units have "Sea" as a "Terrain to Ignore Movement Cost" in. For Land units, this probably doesn't matter, and as I recall, editing movement rates for naval vessels has no effect either, so this is probably not causing any problems. I saw not actual problems from playing a game either.
Cossack and Sipahi are both alternate units to Cavalry. The Cossack costs 90 vs 80, and the Sipahi costs 100. Why does the Cossack cost 90 when it's only got the single point's worth of improvement over its base? Why does the Sipahi cost 100 when it is only 2 points over base? I would expect it to be 90 at the most. Neither unit gets any other kind of breaks; they are otherwise the same as Cavalry.
The Koreans have the Hwach'a to replace the Cannon, but they can still produce the Cannon. And since Cannon upgrades to Hwach'a, they might get gyped when it comes time to get Artillery.
The Privateer had a Bombard strength, but no ROF, so it probably doesn't bombard.
The TOW Infantry has a Worker Speed of 100, but doesn't have any Worker Abilities. (The Crusader can build Fortresses, for instance.)
The Tactical Nuke has the "Explore" Standard Order Flag enabled. I suspect no one wants these things to explore their territory.
Overall, a lot of the loose ends have been tied up; there are far fewer obsolete units stuck in your production queue than before, but there are still a few. Cavalry doesn't upgrade to anything (Actually, it's the Cossack), so you will always have Cav, even when there's no point to building them.
Improvements
The Commercial Dock is not Coastal. However, since it requires a Harbor, and Harbor's ARE Coastal, this is not really a problem.
The Commercial flag is not set on Wall Street; perhaps it should be?
A question: Why are there Characteristic flags for Small Wonders? (Comercial, Agricultural,...) IIRC, you don't get a production bonus and you can't get a Golden Age off them, so what other part would they play?
Techs
There is no longer an Icon for each Tech. Are these now hard-coded?
Civs and Governments
In general, Gov't have a reciprocal relationship with other gov'ts. For instance, Monarchy vs Despotism gives -5 resistance, while Despotism vs Monarchy gives +5 resistance. However, the two new govt's don't do this. The appearance is that the two were simply thrown in at the last minute, with best-guesses on some parts and total neglect for the most part. They also completely destroy the symmetry the chart had without them. And, of course, there's really not much difference between Feudalism and Monarchy, and Fascism and Despotism in RW, so making these govt's seems to me like they were stuck in by some of these hard-up modders who seem to think there's some merit in the "more is always better" philosophy, which Civ3 originally disproved quite well if you recall. (Civ3 was likened to a cut-down Civ, rather than a suped-up Civ2.)
Additionally, the two new govt's don't have very good representation in the Civs themselves. Only 1 civ likes each of them, while Republic and Monarchy are over-represented.
The Incas and the Mayans are INDENTICAL, excepting their UUs and their colors.
1 New civ has Aggression 5, but none are Aggression 1. (This being the difference between Civ and Conq; I never got around to getting PTW.)
What exactly is a Conquistador supposed to do? While it's true that they could not have beaten the Indians in a straight up fight, they DID beat them. I would expect them to be more than a glorified Explorer (which they replace). Sure, they're not front-line material, but really, I think they are underpowered for their historical role. Perhaps Spain should receive a different UU, but I have no helpful suggestion for what it would be at this time.
Other stuff I've noticed
Archer-type units have a bombard ability, to give them a defensive first strike. The Javelin Thrower doesn't; I think he should. Aircraft look like they might actually do something; it might take less than 100 to cause a hit against a target now! I really like that the Stealth Fighter has been moved to being more of an F-22 aircraft, rather than F-117, but the graphic hasn't changed with it.
Even the original release of Civ3 was a disorganized jumble of units (as regards the editor), but with two expansions, the jumble is hard to sort out even WITH a spreadsheet. I know it was done this way for compatability, but as I recall, .BIC, .BIX, and .BIQ aren't really compatible anyway.
What really is the point of the Guerilla? All the cost of Infantry, but half the effectiveness (but it fires first defensively). If it were possible to make Barbarians use them later in the game, I could see a point. The TOW Infantry and the Mech Infantry have a similar relationship. TOW costs more, but is less capable; it only has a first-shot defense going for it. (Giving Guerilla and TOW the Stealth Attack ability might be nice.)
Was it really necessary to make 31 different King units?
Regarding Landmark Terrain, I could not find the rhyme or reason for when it is enabled or disabled, or why some of the selections had wildly different resource values.
Could we see an illustrative example of how to use Flavors? And are these additional characteristics, like Commercial, Militaristic, and so on? So far, none of them are in use (excepting perhaps in the Conquests, which I haven't combed through yet).
Does the AI still have a full map and still able to see invisible units at all times? The partial game I played suggested that the AI does have a full map, and I kind of expect them to also still see Subs.
That's all I got for now.
Please write your bug the way it's shown in the Bug Reports Guideline thread, and include your gamesave and/or screenshot. Also read the changes to the game in the Comprehensive Survey thread in the main C3C forum.