C3C Frequently Asked Questions

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sorrhy bout this, i know the answer is somewhere but really cant remember where.
i installed C3C patch 1.20 then 1.22 (a thing said you had to install 1.20 first?) and now im getting the lines pointing to and from radio etc.

what do i do to get rid of that?
 
t3h_m013 said:
sorrhy bout this, i know the answer is somewhere but really cant remember where.
i installed C3C patch 1.20 then 1.22 (a thing said you had to install 1.20 first?) and now im getting the lines pointing to and from radio etc.

what do i do to get rid of that?

I believe it depends on which version of 1.22 you installed. the following is a quote from Civ fanatics center
Conquests v1.22 Full Patch (All languages, 24.3 MB): Mirror 1 Mirror 2

Conquests v1.22 Patch Update (Requires v1.20, 9.18 MB): Mirror 1 Mirror 2
v1.22 Note: In order to take advantage of the fixes contained within this update you must download and install Patch v1.20 before installing this patch.

If you downloaded the Patch update you will need to install 1.20

If you downloaded the Full Patch that should be everything you need

The best thing I've done with the Patches is to start fresh.
Uninstall the complete program and then reinstall new and add the patch.
I know it's a pain bet it seems to work better for me.
There may be a easier way but someone smarter then I am would have to chime in.
 
ahhhhhhhhhh, didn't see that bit. i just reinstalled and used just the 1.22 patch. and now its all good.

oh yea. now im all patched up i can go play some GOTM games
might wait till next month though.
 
t3h_m013 said:
ahhhhhhhhhh, didn't see that bit. i just reinstalled and used just the 1.22 patch. and now its all good.

oh yea. now im all patched up i can go play some GOTM games
might wait till next month though.

If you haven't already start patching your senerio for the GotM now. Don't wait this can get a bit hairy also. Look in the thread:

Edit: I came back and read my post here. I don't want to scare you off from trying the GotM. It way a bit "hairy" for me because I am basically computer illerate. For the Average computer savy person it is probably a breeze.

http://forums.civfanatics.com/showthread.php?t=71788

good luck in your gotm
 
Krikkitone said:
Anyone know what 'Charm' units do?

Never heard of. Maybe you mean chariots? They are the first fast fighting unit in the tech tree and can be upgraded to horseman.
 
No, the setting in the Editor that allows some bombard units to have a 'Charm Attack' (I'm pretty sure none of the Epic units have it but some of the Conquests might)

PS don't have C3C yet, just saw the cracked editor and was trying to see if it'd be useful for a mod.
 
As far as I remember there has been a posting about this in the customization & creation forum quite some time ago. IIRC, this feature is available only with a hacked /cracked/whatever version of the editor and nobody knows about the effects of this feature - if there are any.
At the moment, I can't remember to have seen this in the "normal" editor.
 
I didn't feel like scanning through the whole thread to find it, so I will just ask it here.

What does Anti-Air Defence mean?

Is the rating the number of kills it can get per turn, or is that the range that it has in squares?
 
It's more like an A/D/M number... the higher the number, the better the Anti-Air defense. I believe four is the highest un-modded. I don't know how high it can go, tho.
 
Apologies if this is a stupid question.

I'm looking for an exact definition of all of the civilization attributes (Industrious, Commercial, etc) in Conquests v1.22. Can anyone point me to/tell me this information?

Thanks.
 
Did you look in the Civilopedia (center radio button on the Game's Map Screen), under Tribes? :)
 
Thanks Eman. I have looked at these definitions, but I'm looking for defintions that are more precise, i.e. spell out the exact consequences of each attribute. For example, I found the following definitions for the Agricultural and Seafaring attributes in the thread at http://forums.civfanatics.com/showthread.php?s=&threadid=61791.


2 new traits (Agricultural and seafaring) leading to redistribution of traits
Agricultural :
-1 bonus food in city square
-Extra food in irrigated desert tiles
-If an Agricultural city tile is next to water, the despotism penalty doesn't apply to the food of the city tile itself
-Cheaper aqueducts, recycling plants and solar plants

Seafaring :
- Ships have movement increased by 1
- Decreased chance of sinking
- Cities built along the coast receive a commerce bonus in the center city square
- Coastal start much more likely
- Cheaper docks and harbors


These definitions are good, but how much cheaper are the aqeducts or docks? How many extra food in desert tiles? How big is the commerce bonus in coastal squares? Are these definitions still accurate for v1.22? And the big one - are there similar definitions for the other attributes?
 
Generally 'cheaper' means 'half-price'. Anything extra is generally one added, so the bonus in Desert w/irrigation is two instead of one. But it's been a while since I've irrigated desert....may be a bit off on that.
 
how often is there a un vote once the un has been built? and can the player who ownes the un trigger it... and how does on do this?
 
t3h_m013 said:
how often is there a un vote once the un has been built? and can the player who ownes the un trigger it... and how does on do this?

11 turns: no matter if you decline to vote or if there was no majority.

The player can't trigger it, it comes up automatically.
 
In Civ 2 when you and an ally were at war with a common enemy, whenever your ally would take an enemy city it would pop up with a message (for example) "The English report they have captured the Russian city of Moscow"

Does this happen in Civ 3?
 
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