Hello. Thanks again to Flintlock for the great C3X mod.
I've been playing around with the C3X_R19 mod for a bit. It works well for the most part. But there are a few small issues I've noticed.
1. Incorrect display of indicators.
Unit status indicators are a great help in the game. Many thanks for finding this and implementing it into the game. I've made some changes to the UnitRCMIcons.pcx file. When a unit doesn't fully complete its movement before the end of its turn, the indicator is incorrectly displayed on the next turn. The pop-up shows the Moving action and the "not moving/busy" indicator (A3 or A4).
It also shows the "green shield and sword" indicator (A1) for combat units that can't move at all (stationary garrisons in cities).
2. Automation error.
When you press the “Automate: Build Trade” button for a slave (captured unit), it starts building a railroad (in the game – an imperial road), although according to the scenario settings it cannot do this. When you press the “Automate” button, slaves do not build anything at all, but remain in place, although the window indicates the action “Automated” (D4). When you press such a unit, it switches to “Idle” mode (D2). There are workers in the game that are created in buildings. They are well-friendly with automation.
In the settings - disable_worker_automation = false
3. Pollution from volcanoes.
The do_not_pollute_impassable_tiles = true function (disallow pollution in impassable areas) works well. But there is a problem with volcanoes. They pollute impassable areas. Can this also be fixed?
4. Unescorted transport ships.
They remain in place, waiting for escort ships to come to them, or to be sunk. Can they be forced to flee to the nearest friendly port or warship?
5. Strange AI behavior in diplomacy.
I don't know if this is related to the C3X mod. I made a treaty with Armenia for the right of passage, hoping to use it in the future war with Pontus. Armenia treated me well, I even started building a road on its territory. But suddenly Armenia declared war on me and attacked my city.
I conducted an experiment. I went back to the previous turn, declared war on Pontus and made a military alliance with Armenia. But on the next turn, Armenia attacked me again, and I got two wars instead of one. I repeated this move several times, but each time Armenia attacked me. I tried attacking Pontus units immediately after declaring war, but the result was the same. In the game, Armenia moves before Pontus.
6. Culture in cities.
I don't know if this is related to the C3X mod. For example, in a city, one building gives +3 culture. But there are 2 more buildings that give -2 culture each. Total: -1 / turn. In the city window at the top right it says - Culture per turn: 0. The overall culture level in the city does not decrease on the next turn either.
I've been playing around with the C3X_R19 mod for a bit. It works well for the most part. But there are a few small issues I've noticed.
1. Incorrect display of indicators.
Unit status indicators are a great help in the game. Many thanks for finding this and implementing it into the game. I've made some changes to the UnitRCMIcons.pcx file. When a unit doesn't fully complete its movement before the end of its turn, the indicator is incorrectly displayed on the next turn. The pop-up shows the Moving action and the "not moving/busy" indicator (A3 or A4).
It also shows the "green shield and sword" indicator (A1) for combat units that can't move at all (stationary garrisons in cities).
2. Automation error.
When you press the “Automate: Build Trade” button for a slave (captured unit), it starts building a railroad (in the game – an imperial road), although according to the scenario settings it cannot do this. When you press the “Automate” button, slaves do not build anything at all, but remain in place, although the window indicates the action “Automated” (D4). When you press such a unit, it switches to “Idle” mode (D2). There are workers in the game that are created in buildings. They are well-friendly with automation.
In the settings - disable_worker_automation = false
3. Pollution from volcanoes.
The do_not_pollute_impassable_tiles = true function (disallow pollution in impassable areas) works well. But there is a problem with volcanoes. They pollute impassable areas. Can this also be fixed?
4. Unescorted transport ships.
They remain in place, waiting for escort ships to come to them, or to be sunk. Can they be forced to flee to the nearest friendly port or warship?
5. Strange AI behavior in diplomacy.
I don't know if this is related to the C3X mod. I made a treaty with Armenia for the right of passage, hoping to use it in the future war with Pontus. Armenia treated me well, I even started building a road on its territory. But suddenly Armenia declared war on me and attacked my city.
I conducted an experiment. I went back to the previous turn, declared war on Pontus and made a military alliance with Armenia. But on the next turn, Armenia attacked me again, and I got two wars instead of one. I repeated this move several times, but each time Armenia attacked me. I tried attacking Pontus units immediately after declaring war, but the result was the same. In the game, Armenia moves before Pontus.
6. Culture in cities.
I don't know if this is related to the C3X mod. For example, in a city, one building gives +3 culture. But there are 2 more buildings that give -2 culture each. Total: -1 / turn. In the city window at the top right it says - Culture per turn: 0. The overall culture level in the city does not decrease on the next turn either.