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C3X: EXE Mod including Bug Fixes, Stack Bombard, and Much More Release 19

Another from the wish-list department (if I'm being annoying, please advise). It's similar, I think, to what you did for luxuries in the City Status screen. If it'd be relatively easy for you to do, it'd be awesome if you could shrink the civ icons on the Foreign Advisor screen, allowing for more, even a lot more, civs to appear. As it is now, there's only seven civs (plus player) displayed. I generally play with an average of 24 civs, so having more civs appear would make it easier to see who I'm trading with and what treaties I have with whom.

Again, if this would be a difficult or long endeavor, maybe put it on the back burner. I know you already have a lot on your plate, some of which I've already added. :)
 
mr. @Flintlock
I want to thank you because your mod (which I consider more a patch) gave me back the pleasure of playing Civ 3 which had some things that bothered me, such as the territory crossed by units without transit permission, I really thank you :worship:
I'm glad to hear you're enjoying it :)

If it'd be relatively easy for you to do, it'd be awesome if you could shrink the civ icons on the Foreign Advisor screen, allowing for more, even a lot more, civs to appear.
I don't know how easy this would be since I've never looked into the code for the foreign advisor screen, but I'll check it out when I get a chance. This is the sort of thing I normally just go ahead and add if it's not too hard.
 
Another from the wish-list department (if I'm being annoying, please advise). It's similar, I think, to what you did for luxuries in the City Status screen. If it'd be relatively easy for you to do, it'd be awesome if you could shrink the civ icons on the Foreign Advisor screen, allowing for more, even a lot more, civs to appear. As it is now, there's only seven civs (plus player) displayed. I generally play with an average of 24 civs, so having more civs appear would make it easier to see who I'm trading with and what treaties I have with whom.
Do you know that it is very easy to see in the foreign advisor screen of C3C with which AI civs you are trading, what you are trading and what treaties you have for all up to 30 AI civs in the game?

You only have to mark one of the AI civs, press the button marked in the screenshot below, and replace that civ by a civ out of a list of civs that are currently not shown in the screen.

Foreign Advisor.jpg


Foreign Advisor2.jpg
 
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Do you know that it is very easy to see in the foreign advisor screen of C3C with which AI civs you are trading, what you are trading and what treaties you have for all up to 30 AI civs in the game?
Fully aware, yes. But when you have a lot of AI civs, that's two clicks just to see trade and treaties for one civ (more if you wish to put the 'exchanged' civ back in place). But like I said, if it's a difficult fix, I'm not pleading any urgency.
 
Would it be an easy fix to have bombers stack in a city's right-click menu (like most other units)?
 
Fully aware, yes. But when you have a lot of AI civs, that's two clicks just to see trade and treaties for one civ (more if you wish to put the 'exchanged' civ back in place). But like I said, if it's a difficult fix, I'm not pleading any urgency.
I agree. With a big map and a lot of Civs it takes forever and is annoying to swap out each civ one at a time. I'd even be ok if all could be replaced at once and current ones moved to the tab. But I imagine interface stuff like that is much harder for Flintlock to hack.
 
What is the benefit of "allowing stealth attack against a single unit"?
The benefit of this option in C3X is, that you can select the listed target unit in a stack, even if there is only one listed unit that can be a target for this kind of an attack in the stack. With the normal settings in C3C you need at least two units of the listed targets for a stealth attack in the stack to use the stealth attack option.
 
Would it be an easy fix to have bombers stack in a city's right-click menu (like most other units)?
For me they do stack, as they're supposed to. Are your bombers modded? The only reason I can think of that they wouldn't stack if if they have a transport capacity > 0.
 
For me they do stack, as they're supposed to. Are your bombers modded? The only reason I can think of that they wouldn't stack if if they have a transport capacity > 0.
Oops, you're right. I did some finagling to prevent bombers being carried on carriers, including them having faux transport capacity. Kind of amazing that you diagnosed that so easily. :)
 
Flintlock, out of sheer curiosity, do you think of C3X as a patch or a mod? In my mind, it's sorta both.
 
My metric is: If you can live without it, it's a mod. If it's a bona fide requirement, it's a patch. :p
 
Oops, you're right. I did some finagling to prevent bombers being carried on carriers, including them having faux transport capacity. Kind of amazing that you diagnosed that so easily. :)
I figured that was it because transports are the only units that never stack. I could make it so empty transports stack but it's awkward because the only way to know if there are any units in a transport is to check every other unit on its tile. Units track what unit they're contained in but container units don't track what units are inside them. Also I didn't think it was worth bothering with stacking transports since you generally don't have many transports anyway.

Flintlock, out of sheer curiosity, do you think of C3X as a patch or a mod? In my mind, it's sorta both.
I've been calling it a mod because in my mind that's a generic term that's simply short for "modification". To me a patch feels like a small change, like a fix for a bug. There are parts of C3X that are patches like the unit limit removal, various small rule changes, and ofc. the bug fixes, but other parts of C3X are more elaborate, like Trade Net X which rewrites the game's sea trade logic. So I don't call the overall thing a patch.
 
Also I didn't think it was worth bothering with stacking transports since you generally don't have many transports anyway.
Agreed. I've just gotta figure out a way to keep bombers off carriers without being transports themselves.
I've been calling it a mod because in my mind that's a generic term that's simply short for "modification". To me a patch feels like a small change, like a fix for a bug. There are parts of C3X that are patches like the unit limit removal, various small rule changes, and ofc. the bug fixes, but other parts of C3X are more elaborate, like Trade Net X which rewrites the game's sea trade logic. So I don't call the overall thing a patch.
Perhaps a way in my mind to think of it: pod, match, motch, or ...
 
I just started my first attempt at the game of the month competition. It is unmodded (including no C3X). It has been so long now since I have played without Flintlock's amazing patch that I could barely play a standard game. I got too spoiled with the ease-of-use features (like switching at the trade screen, multiple pop suppression, etc.), speed improvement between turns, stack bombard, etc. that playing without seems like connecting to the internet via AOL. lol
 
@Flintlock I wanted to remove the ability for mounted units to fortify. However, when I tested this, if I removed fortify they also couldn't Sentry. I am wondering if that is something that can be fixed?
 
Sentry is just fortifying but with the caveat of waking up if a unit ends their turn in the line of sight of the sentried unit. They get the same defensive boost as with fortifying, which is probably not what you want. A better solution would be a list for units that don't get a defensive bonus from fortifying, but I feel like that will get complicated really fast.
 
Sentry is just fortifying but with the caveat of waking up if a unit ends their turn in the line of sight of the sentried unit. They get the same defensive boost as with fortifying, which is probably not what you want. A better solution would be a list for units that don't get a defensive bonus from fortifying, but I feel like that will get complicated really fast.
Thanks. Good to know. For some reason, I always thought they didn't get the bonus.
 
I wanted to remove the ability for mounted units to fortify.
I wanted to do this too, but gave up since it didn't work. I would have liked to have only infantry being able to fortify and get the defensive bonus. Not cavalry or mechanized units. And especially not ships!
A better solution would be a list for units that don't get a defensive bonus from fortifying
That would work for me. But it might be hard to implement in a mod with a very high number of units, like CCM.
Sentry is just fortifying but with the caveat of waking up if a unit ends their turn in the line of sight of the sentried unit. They get the same defensive boost as with fortifying, which is probably not what you want.
Two possible solutions:
  1. Only units with the "Foot" flag checked (i.e. foot infantry) get a defense bonus when fortified or sentry.
  2. If a unit has been flagged with the ability to Sentry, but not Fortify, then it doesn't get the defense bonus. But if both options are checked (like all vanilla units), the bonus is applied.
Not sure how the AI would cope if Fortify was removed, though.
 
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