C3C Frequently Asked Questions

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Maybe it has something to do with capurable (0 defence) units. Maybe they're not affected. Could you produce a screenshot to back up your statement?
 
Originally posted by smcSoon
My current epic game on a huge map has one tasty sugar hill.

Thanks, good to know it actually happens:D
 
Wanna be part of the sugar hill gang.
:hmm:
Maybe chances increase when you enter "rapper's delight" as world seed.
:lol:
 
when ever you load a game the loading bar always stays stil at the 38% and 78%, anyone knows what is going on at that time?
 
Mine only gets stuck at 38%. That's when I go get a drink or something, take a walk around the block, have a nap etc.
 
The percentage loading screen is only an estimate. While it is loading in the background it is also updating the percentage counter you see on the screen. For some actions during the load it won't be possible to update the loading screen, and in these cases you will notice the counter not increasing - it rarely means nothing is happening.

This is not unique to games or any particular type of program - they all suffer from this. Install programs are another great example of how hard it is to relect the accurate time remaining as a percentage.
 
Subject says it all, really. How does the engineer specialist work? Sometimes he gives me 1 science, sometimes nothing. The civiliopedia says that he's supposed to give extra shields?
 
1 science from civil engineer?? :cool:
;)

You get 2 shields per turn per engineer as long as you build an improvement or wonder. Unit build doesn't count (switching prod to unit would subtract all formerly contributed CE shields from production box).
If the CE "works", there's two shields shown under his specialist icon (total production capacity on city view is not updated when he works). When you build a unit, the shields don't show under the icon (CE pretty much useless during unit build).
 
Originally posted by Grille
1 science from civil engineer?? :cool:
;)

You get 2 shields per turn per engineer as long as you build an improvement or wonder. Unit build doesn't count (switching prod to unit would subtract all formerly contributed CE shields from production box).
If the CE "works", there's two shields shown under his specialist icon (total production capacity on city view is not updated when he works). When you build a unit, the shields don't show under the icon (CE pretty much useless during unit build).

Since we discussed that topic already, I would like to have the CE turn into another specialist automatically, when building a unit in that given town *AND* I still would prefer the suggestion of... sorry, forgot the name for the moment.... well, whoever it was.. .the suggestion that CE-shields at the building queue would be painted in a different colour.
 
Thanks, I was producing units, so that explains it. I guess the one science came from an adjacent scientist, those three science bulbs tend to "overflow" onto the adjacent specialists.

Why isn't essential information such as the fact that civil engineers only work for improvements and wonders mentioned in the civilopedia?
 
Originally posted by Lenvik
Thanks, I was producing units, so that explains it. I guess the one science came from an adjacent scientist, those three science bulbs tend to "overflow" onto the adjacent specialists.

Why isn't essential information such as the fact that civil engineers only work for improvements and wonders mentioned in the civilopedia?

Sorry, but it is:

Go to Civilopedia > Game concepts > Specialists > Civil Engineer:
Once Replacable Parts has been researched, a Civil Engineer can be used to produce additional shields which can be applied toward the production of city improvements and wonders.
 
I bought C3C some days ago but haven't installed the game yet and I have a simple question: is it possible now to kill ground units with planes and ships?
 
Originally posted by Wardog
I bought C3C some days ago but haven't installed the game yet and I have a simple question: is it possible now to kill ground units with planes and ships?

With most planes, yes. Ships do not have lethal land bombard.

Hope that answers your question.
 
Originally posted by lbhhh


With most planes, yes. Ships do not have lethal land bombard.

Hope that answers your question.

But in the editor you could give both the lethal land bombardment, thus making it possible to kill them by bombardment as of these units.
 
I know we have the command that instructs a bombarding unit to repeadely hit the same square turn after turn, but does Conquests have a command that instructs an entire stack of bombard-capable units to bombard, so we do not have to tell them one by one?
 
Originally posted by bradleyfeanor
I know we have the command that instructs a bombarding unit to repeadely hit the same square turn after turn, but does Conquests have a command that instructs an entire stack of bombard-capable units to bombard, so we do not have to tell them one by one?

Unfortunately, the Stack-bombard command does not yet exist.:(
It may someday appear in a patch, but I wouldn't count on it anytime soon.
 
If you rebuff the rebels in a city that is trying to culture flip to you, does anything happen, or does it just stay with the other civ as though it had not tried to flip at all? In seems to me that it should lose some pop points or something as a result of the original civ putting down the rebellion. Just wondering, thanks in advance.
 
There is no change to the city, but the civ it belongs to likes you a little more (you get an attitude bous with that civ).

Likewise, if you accept a flip to you the civ in question likes you less.
 
I always accept the flip, so I was just wondering. I never noticed the attitude hit, thanks for pointing that out.
 
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