So, you wouldn't give mobile artillery a chance to retreat?IMO it's best to make all artillery units have token defense value and -4 HP. Captured artillery does not balance well at all in game play.
So, you wouldn't give mobile artillery a chance to retreat?IMO it's best to make all artillery units have token defense value and -4 HP. Captured artillery does not balance well at all in game play.
I am going to have to try this once I wrap up the current game. Too much artillery floating around (which is good until captured). I love that the AI is being more aggressive and effective with artillery using C3X, but way unbalanced once I capture 50 in a couple of turns.IMO it's best to make all artillery units have token defense value and -4 HP. Captured artillery does not balance well at all in game play.
For while now I've been thinking of making it so that units aren't always captured but rather have a chance to be. The chance would be set in the config and probably should be different for artillery vs other unit types. I agree that capturing large amounts of artillery off the AI lets the human player snowball too easily, but I think it's a shame to make artillery uncapturable entirely since capturing units is a fun mechanic.So, I need to work out a balance. Maybe make it not able to be captured? Or maybe something simpler like artillery can't be upgraded. So, it can be effective for a short time, but after being captured outdated artillery can be converted to shields and act like booty from your victories.
1. I never even thought of immobile units when I programmed the indicators. You're right it makes more sense for them to use the same indicator as units that can't move because they've spent all their moves. That's an easy change.And a few questions:
1. Motion and attack indicators are very useful in the game. But for stationary units they also show the ability to move and attack. Can this be fixed?
2. Reloading a saved game when using C3X_R18_Preview_1 freezes at 2%.
It would be simple to edit the logic for city growth so that it ignores access to fresh water. The only issue is I'm not sure that edit would also allow players to build aqueducts in riverside cities or if another edit would be necessary. It should work for everything else since that logic is in a method (I named it City::requires_improvement_to_grow) that's used in many places including for example the worker AI.Is there any way to disable a Town adjacent to a River automatically growing to a City?
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.
I don't think they need it. Considering now artillery helps hold ground. You can run into a situation where you only have 2 real defenders holding a city plus 6 artillery pieces. The defenders get killed along with a couple artillery pieces. But the AI ran out of units to exploit the gap. That alone is a buff to artillery and balances the PTW targeting.So, you wouldn't give mobile artillery a chance to retreat?
It should be easy enough in the editor to reassign attributes, e.g, Aqueducts can only be built adjacent to Rivers & allow growth to Size 2 (or 3) cities (obviously, there would need to be other Improvements allowing the same.)It would be simple to edit the logic for city growth so that it ignores access to fresh water. The only issue is I'm not sure that edit would also allow players to build aqueducts in riverside cities or if another edit would be necessary. It should work for everything else since that logic is in a method (I named it City::requires_improvement_to_grow) that's used in many places including for example the worker AI.
This gave me a new idea. What about replacing text instead? The game starts every line with one of two words: "Wake" or "Activate". Neither are very informative, and could mean many things each. For example, "Activate" in relation to a Worker could mean it is working, it is automated, has unfinished move orders, or currently has no orders and is ready to be given some. Those two words could be replaced with the current orders instead. Such as: Idle, Expended, Fortified, Sentry, Transported, Automated, Working, Moving, Exploring, or Intercepting.
We probably wouldn't need the blue light then; it would just be necessary for the lights to indicate attack ability and movement left.
Anyway, I can see how this would not be obvious to players. It probably is better to drop the blue LED and indicate busyness using text instead.
And a few questions:
1. Motion and attack indicators are very useful in the game. But for stationary units they also show the ability to move and attack. Can this be fixed?
1. I never even thought of immobile units when I programmed the indicators. You're right it makes more sense for them to use the same indicator as units that can't move because they've spent all their moves. That's an easy change.
Flintlock needs the CCM 3 files to reproduce the freeze and to find a fix.Any ETA on the fix for Civinator's issue with war declarations?
Hello. I'm not sure how terrain types are recorded inside the engine since I've never had to look into it in detail. Based on Antal's decoding of the Tile object, there are two fields, a "SquareType", which is one of the base terrain types you see in the editor, and a "Terrain_Overlay", which presumably includes forests somehow. I don't know whether a grassland forest is stored as grassland base + forest overlay or simply forest base terrain. In any case, it would be possible to prevent settling on tundra forest once it's determined how tundra forests are recorded. Again it would be nice to call out to a little Lua script to determine which tiles can be settled, that way anyone could insert whatever arbitrary rules they'd like.Hello again!
Do game engine differ forest terrain by base terrain? Would it be possible to restrict settling cities on tundra-forest or so?
I agree that the best way to minimize player confusion would be to match the movement LEDs on the menu with the LEDs already on top of the HP bars. That does complicate things somewhat since the base game LEDs have five different colors, three in between green and red. I could of course ignore two of those and use the middle yellow for everything in between, but if I'm going to replicate the base game's LEDs then I'll feel compelled to replicate them exactly. That means I'd have to look up exactly how the game picks which color to use. Not really a big deal.While there's a wealth of information, it should be easy to read and almost self-explanatory: The tiny swords indicate units that can still attack. The green, yellow and red LEDs indicate movement left, and are exactly the same as those on top of the health bar of every unit on the map. They should be familiar to players, and require no further explanation. And finally, the orders of units are explicit, so you can look at any stack and immediately know what all the units on the list are doing.
If I modify the Activate/Wake text, which I plan to do, the blue indicators would become redundant and I agree should be dropped. My original idea was that blue would indicate units that are not necessarily busy but busy in a way that the player probably doesn't want to interrupt. For example, you wouldn't want to interrupt intercepting fighters since putting them back in the intercept state causes them to lose a turn (although C3X fixes that bug). Similarly you probably wouldn't want to interrupt a worker doing an action since it would lose its progress. On the other hand, interrupting an automated worker that's not invested in any action doesn't cost anything, so that wouldn't be marked blue.Note that I removed the blue LED indicator, since it is redundant with the added text. The problem with having blue lamps indicating not only intercepting aircraft, but also Workers, auto-bombardment, or any unit that is busy, is this: If you look at the screenshot, they are in fact all busy, or occupied somehow. Only the ones marked as "Idle" are not. So having a whole bunch of blue lamps would just add complexity and cause confusion in my opinion.
Huh, I never knew all aircraft are immobile. You can even remove the immobile flag then move them around the map like normal units, over both water and land. That's neat. Anyway it would have been a simple matter to carve out an exception for immobile air units and ICBMs, etc. When I posted that I was thinking of immobile land defender units, like in Tides of Crimson there are tower units you can build whose only function is to defend the city they were built in. Also I wasn't going to gray them out entirely, as in make them non-clickable, just give them the gray "off" LED indicating they can't move.I don't think it would be wise to gray out immobile units the same way as units that have spent their entire movement for the turn. Remember that all aircraft in the game are immobile. If you gray out all the aircraft, or give them an indicator that makes it look like they've spent all their movement and unable to attack, it would undermine the arguably greatest benefit of having the indicators in the first place: You have no other way of knowing which aircraft have moved, and which ones have not.
Is this affecting you too? Like @Civinator said, I'm waiting for the CCM 3 files so I can reproduce the issue. He already sent me the save. I have an idea for how to fix the problem, based on a guess as to what's causing it, but if I can't reproduce the problem then I can't check my guess, and couldn't even verify that any fix I implement actually works.Any ETA on the fix for Civinator's issue with war declarations?
Huh, I never knew all aircraft are immobile. You can even remove the immobile flag then move them around the map like normal units, over both water and land. That's neat.
LKendter organizes a team of dedicated Civ 3 players in the CFC succession games. In a succession game each player plays several turns in a game and writes down meticulously all actions of the player and against the player in a turn of that game. Since many years the team plays with the mod CCM, what is a great help in developing and improving that mod. The succession games played with the mod CCM mostly have the suffix CCM in their titles and (in addition) carry several additional hundreds of thousands of views of CCM-experience in them.Is this affecting you too?
It is true that the game provides 5 different shades for movement LEDs, but in practice it only uses the green, yellow and red ones. The yellow-green and orange ones are not in use. You can check this by giving a unit very high movement, say, a Warrior with 20 moves. It will start green, then stay yellow throughout every move, before it turns red on the last one.I agree that the best way to minimize player confusion would be to match the movement LEDs on the menu with the LEDs already on top of the HP bars. That does complicate things somewhat since the base game LEDs have five different colors, three in between green and red. I could of course ignore two of those and use the middle yellow for everything in between, but if I'm going to replicate the base game's LEDs then I'll feel compelled to replicate them exactly. That means I'd have to look up exactly how the game picks which color to use. Not really a big deal.
I think there are a couple of advantages to using a sword symbol. First, it is easy to understand: Sword = combat. Second, having a symbol that is separate from the LED is easy for the eye to pick out. If you are attacking with a stack, and only need to know which units are available to attack with, you can just look at the swords and ignore the rest.The sword icons are eyesores in my opinion. Though I can't think of any better way to indicate attackers with the base LEDs. Maybe give the attackers' LEDs a red outline instead of black? Or leave the black outline and make the non-attackers' outlines white? Maybe the attackers' LEDs could be brighter? I don't know that those would look good and they might confuse players which would defeat the point.
I suspect this would have caused more problems than it solved. What would determine which units qualify for the exception? The standard game and almost every mod have many immobile air units. If an exception were to be made, I think standard behavior should be the norm, and rare cases such as immobile land units with limited abilities, the exception. Units can have many special properties. In cases such as this, I think it would be better to just write it in the Civilopedia. Most of the potential for misunderstanding which units can move or not will disappear once the text with explicit orders is implemented.Anyway it would have been a simple matter to carve out an exception for immobile air units and ICBMs, etc. When I posted that I was thinking of immobile land defender units, like in Tides of Crimson there are tower units you can build whose only function is to defend the city they were built in. Also I wasn't going to gray them out entirely, as in make them non-clickable, just give them the gray "off" LED indicating they can't move.
I've also experimented with unrestricted movement ability for helicopters (and airships). But their lack of ability to defend themselves is a problem, and the AI seems to have trouble taking advantage of this ability. So I gave up on the idea.Yes, this would be an especially interesting setting for helicopters. The big problem since the release of Civ 3 is, that in Civ 3 there is a special programming, that destroys every mobile air unit when a land unit of another civ is drawing on the tile with the mobile air unit without any regard to the defense values of the mobile air unit. I think it is the same programming, that destroys all air units in a city that is captured by an enemy land unit.
I don't think that limiting Airdrop/Rebase missions to helicopters is a good idea, unless it is an option. Better yet (except that I imagine that both are too deeply embedded in the code to address) would be:I wish helicopters could do something like an Airdrop/Rebase mission to any tile on the map instead (within its operational range). Let's call the ability Land or Relocate or something. Then the ability of helicopters to land and rebase anywhere would be their special power that separates them from other aircraft. Transport helicopters could land somewhere within 6 tiles, and pick up infantry to evacuate them or move them quickly to a new location. Or you could land a helicopter on the coast, to shuttle infantry across a narrow strait to a different continent. Attack helicopters with limited range could be compensated by placing them closer to the front lines. Just some thoughts I had while creating Attack Helicopters for my mod, but it probably isn't doable.
The only instance of an aircraft having "unlimited movement" is in the WW2 Pacific scenario - where the B29 is flagged as a nukeI've also experimented with unrestricted movement ability for helicopters (and airships).
I wasn't thinking of removing other aircraft's abilities. Just that helicopters could have an entirely new skill which is special to them, to be able to land (rebase) on any land tile on the map (within operational range). Then that location would become its new base of operations. Which isn't too unrealistic, one of the advantages of a real life helicopter is its ability to land virtually anywhere.I don't think that limiting Airdrop/Rebase missions to helicopters is a good idea, unless it is an option.
What do you think about my idea re: Loaded Choppers landing on Carriers? This would be the equivalent of any modern assault ship carrying marines.I wasn't thinking of removing other aircraft's abilities. Just that helicopters could have an entirely new skill which is special to them, to be able to land (rebase) on any land tile on the map (within operational range). Then that location would become its new base of operations. Which isn't too unrealistic, one of the advantages of a real life helicopter is its ability to land virtually anywhere.