Thanks again to Flintlock for doing a great job creating and maintaining the C3X mod.
I noticed a few small problems with the mod.
1. Sometimes the route of movement of units when using a combination of roads and railways is not chosen optimally.
For example, the script settings are given:
- driving on the road =6;
- movement by rail (in the scenario - imperial road) =12;
- unit movement =2 (along the road =12, along the imperial road also =12).
The picture shows the movement of two units between the cities of Massilia and Ariminum. The shortest distance between cities is 11 tiles.
Unit 1 goes from Massilia to Ariminum, the length of the C3X route is 11 tiles (optimal).
Unit 2 goes from Ariminum to Massilia, the length of the route C3X is 12 tiles (not optimal).
The thin red line is the unit movement suggested by C3X.
Blue line - the section with the imperial road is used.
The green line is one of the sections of the optimal route (with a regular road).
Unit 2 prefers to travel along a longer section with a railway instead of traveling along a short section with a regular road.
2. Problem when city defense structures fire at passing ships. A ship that has received health damage down to level 0 (and the workers on it) hangs on a water tile. After the destruction of this civilization, the workers disappeared, but the ship remained in the game. The pirate ship of the AI civilization (not barbarians) disappeared 20-25 turns after freezing, the reason for the disappearance is unknown. It is impossible to attack these ships with your own ships. They can only be fired upon by ships with lethal bombardment, but they could not be sunk.
3. In some scenarios, military units can build roads, fortifications and clean up pollution. The description of the action before the unit name is very useful information. But it does not allow you to visually quickly identify units that are working.
Therefore, I ask you to return the “blue indicators” to the unit activity menu (or the ability to configure them), if possible.
I also ask you to replace the “green indicators” (with or without a sword) with “red” ones for stationary units.
4. Addition to the calculation of the cost of maintaining units - extra_unit_maintenance_per_shields.
If I understand correctly, then each unit with a construction cost above the specified limit extra_unit_maintenance_per_shields = X counts as 2, 3 or more units.
For example:
- in government type settings, the cost of maintaining a unit = 8;
- number of free units = 30;
- in the C3X_R18B settings it is specified - extra_unit_maintenance_per_shields = 100.
I have 30 units that require payment, of which 4 cost 150, and 1 costs 250. Then in the units window (F3) it will be indicated that I have 36 units, and the cost of their maintenance = 48.
Did I count correctly?
Is it possible to add a unit cost factor (or %) from the government type specified in the settings?
For example, the coefficient will be set to 0.6. Then the maintenance of each unit costing 0-99 will be =4.8; 100-199 will be =9.6; from 200-299 it will be =14.4.
This will allow you to more optimally adjust the cost of maintaining units during the game, without making changes to the *.biq file.
Rounding to whole numbers can be done in two ways:
- immediately: 0.6*8=4.8 (=5), in the above example 5*6=30;
- when calculating the final amount: 4.8*6=28.8 (=29).
Is it possible to add such changes to C3X?
A few more proposals, some of which have already been voiced earlier.
1. Prohibition of pollution in impassable areas.
Some scenarios have impassable areas. For example, in the Rise and Fall of the Roman Empire (RFRE) scenario, these are mountains, volcanoes and swamps. These tiles are often contaminated by cities and volcanoes, but workers can never clean them up.
Is it possible to prevent the appearance of contaminants on impassable tiles? After all, marine tiles do not suffer from pollution. Or another option is to automatically clear impassable tiles after X moves.
2. Resumption of workers' activities after interruption of work.
Often the work of units is interrupted due to enemy attacks on workers/military units who are improving tiles or removing pollution. For example, 5 workers are building a road, 70 out of 75 are built. There is only 1 turn left. It's a shame that the work will have to start all over again.
Is it possible to make it so that the amount of work performed on a tile is remembered, and re-construction after an interruption begins not from 1, but from 71?
3. "Rubber" tiles.
When there are a lot of units in the game, they invade enemy territory in a huge mass. There can be 100 or more units on one tile. This looks implausible. Is it possible to limit the number of units that can be on one cell at the same time?
There may be multiple restriction settings.
1) No more than X units in total - this gives preference to certain types of units.
2) No more than Y units of each type - forces the use of different types of units.
3) No more than Z units in the city, but taking into account the values of X and Y - depending on its size (number of residents).
This will force players to expand the front line, organize defense not only in the cities themselves, but also in the surrounding cities. This is especially important for 20th century scenarios where the front line must be continuous.
This rule should not apply to units building roads, mines, fortifications or removing pollution (having a "blue indicator").
4. Possibility of improving armies.
When a leader appears in the game, he can speed up production in the city or create an army. But this army cannot be upgraded to another army. This is necessary so that different civilizations have different armies. I couldn't do this in the standard editor.
Is it possible to solve this problem?
5. Bridges over rivers?
Units can cross the river at any place without interrupting their progress (after studying the technology with the “allow bridges” checkbox). This looks implausible. Is it possible to build bridges across rivers? But I don't have any ideas how this can be done.