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

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!

That was my plan, too. I haven't tested it, yet. How did it not work? If you remove the flag, you could still fortify? Or the AI could still fortify?
 
How did it not work? If you remove the flag, you could still fortify? Or the AI could still fortify?
If you uncheck Fortify, then Sentry doesn't work either. You get the Sentry button on the screen, but clicking it does nothing. So you need Fortify as a foundation for Sentry.

But even if it did work, there might be problems with the AI not having the option to Fortify.
 
Hi Flintlock, thanks again for the wonderful work you've done!

I've become a bit interested in how armies function (I've posted a couple of threads about this) and I'm curious if I can figure things out a little as to their functions and whatnot in the .exe. I dusted off Ghidra and remembered how to get things going again. Is there any chance you can post a latest version of your Ghidra project like you have before? Or is this available by other means? I'd like to take advantage of your latest labelling.

Ta!

Trent
 
Hi Flintlock,

Everything you've done here is amazing. Really enjoying the quality of life improvements as I play CCM3. Quick question: I'm the type of nerd who likes assign unique names to every unit I build starting later in the game (USS George Washington, 1st Infantry Battalion, etc.). When I try to do this, even when the units have unique names, the unit grouping merges them together under one of their names. For example, I'll see "3x Fortified USS Brooklyn" despite the other two cruisers being named something else. Is there any way to turn just that feature off in the startup settings?
 
Aye, you can change "group_units_on_right_click_menu" from "true" to "false" in the "default.c3x_config.ini" inside the C3X-folder to go back to default Civ3 behaviour. If you want only unique names to not group, then that'd require further changes from Flintlock.
 
Aye, you can change "group_units_on_right_click_menu" from "true" to "false" in the "default.c3x_config.ini" inside the C3X-folder to go back to default Civ3 behaviour. If you want only unique names to not group, then that'd require further changes from Flintlock.
Thaat's perfect, thanks!!!!!
 
Is there any chance you can post a latest version of your Ghidra project like you have before? Or is this available by other means? I'd like to take advantage of your latest labelling.
Sure, I PM'd you about this.

Quick question: I'm the type of nerd who likes assign unique names to every unit I build starting later in the game (USS George Washington, 1st Infantry Battalion, etc.). When I try to do this, even when the units have unique names, the unit grouping merges them together under one of their names.
I suppose units with different names really shouldn't be grouped together. That's an easy change. Now that you mention it, I believe someone requested that a long time ago but it slipped my mind since then.
 
Flintlock since you are the code master, have you found what exactly "double city defences" does? It was in vanilla for Walls, but not later versions. It is still an option in the editor. I have searched and nobody ever seemed to figure out what exactly it does. By city does it mean any city? Or does it mean level 2 cities which are labeled as "city"? Or does it do nothing? Thanks.
 
Neither nor. In the Civ3ConquestEdit it is clearly noted, that this flag doubles the defense value vs. Barbarians of a city that the wonder resides in.

Civ3ConquestsEdit.jpg
 
Neither nor. In the Civ3ConquestEdit it is clearly noted, that this flag doubles the defense value vs. Barbarians of a city that the wonder resides in.

View attachment 703428

That is a separate setting. I don't know about in the stock editor as I use Quintillus editor. There are two flags: "Double combat vs barbarians" AND "Double City Defences (Global)".
 
Based on gameplay experience I can tell for sure that the "Double combat strength vs barbs" is exactly what is says. Your units have their stats doubled when fighting barb units everywhere. I give all militaristic civs a SW with that effect to boost the trait. It's a huge difference having that on Deity. So here I'd have to say the Firaxis explanation is wrong.

The other effect of the Great Wall is "Double city defenses". Does it mean in PTW and vanilla walled cities with the GW wonder would be harder to take than size 7 cities?
 
Based on gameplay experience I can tell for sure that the "Double combat strength vs barbs" is exactly what is says. Your units have their stats doubled when fighting barb units everywhere. I give all militaristic civs a SW with that effect to boost the trait. It's a huge difference having that on Deity. So here I'd have to say the Firaxis explanation is wrong.

The other effect of the Great Wall is "Double city defenses". Does it mean in PTW and vanilla walled cities with the GW wonder would be harder to take than size 7 cities?
Looking at the screenshot that Civinator posted, at the bottom of the white box you can see: Doubles City Defenses = City's Defense Ratings Doubled. Which is not clear AT ALL. Does it mean cities of ALL SIZES? So, for a town with 0 defense it does nothing, a city with 50 defense it makes it 100, a metro with 100 defense it makes it 200? Or only size 2 cities? Or does it mean something else completely? Doubling defenses of any size city (globally) could actually be useful.
 
I'm pretty sure it only applies to the city the wonder is built in, regardless of the size, though I'm not sure what happens if there are no defense modifiers in place as in an unwalled size 1 city. Though doesn't the underlying terrain's defense modifier still apply?
 
My apologies if this has no relation to C3X. I put it up in the General Discussion forum a couple of weeks ago, but didn't get much of a response. I'm playing a self-modded (using the self-editor) epic game using C3X (I suppose that should be obvious) on a 180x180 earth map with 24 civs at Regent difficulty.

The issue is that the AI doesn't seem to be purposely busting goody huts -- i.e., only when building a city close enough to auto-pop it. This hut shyness extends to expansive civs and their scouts. I'm playing with CSX's no trespass, but this doesn't appear to be a limiting factor with where the huts lie.

Someone on GA suggested it might be because of the difficulty level. However, when I was playing at lower levels with unmodded games, it was a veritable race to pop huts before the AI would. I've scoured the editor and haven't found a seemingly related setting, nor a direct link to C3X's options. I'd be glad to entertain any ideas, help, or insults.
 
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!
While I'm not sure about cavalry, Dragoons most certainly would have the ability to fortify as they only rode horses to get to the battlefield and then fought as dismounted infantry. As for mechanized units, they have fortification tactics such as being "hull down" behind a berm or an entrenchment. There's at least one video of a tank firing its cannon and then rolling hull down just in time to dodge an ATGM that flew overhead.
1726494741297.png
 
Flintlock since you are the code master, have you found what exactly "double city defences" does? It was in vanilla for Walls, but not later versions. It is still an option in the editor. I have searched and nobody ever seemed to figure out what exactly it does. By city does it mean any city? Or does it mean level 2 cities which are labeled as "city"? Or does it do nothing? Thanks.
That flag doubles the defense strength of any improvement with a bombard combat value > 0, so in other words it doubles the strength of walls but not civil defense. Level 2 & 3 cities can't benefit from that effect since they don't get any defense bonus from walls.
 
That flag doubles the defense strength of any improvement with a bombard combat value > 0, so in other words it doubles the strength of walls but not civil defense. Level 2 & 3 cities can't benefit from that effect since they don't get any defense bonus from walls.
I guess it's also global in C3C? If that's the case then it's very awkward. A city under size 7 would then be harder to take. It's not very rewarding.
 
I guess it's also global in C3C? If that's the case then it's very awkward. A city under size 7 would then be harder to take. It's not very rewarding.
Nope. Especially since it comes at the same time as aqueducts when your cities are growing to size 2. If it doubled defenses globally (from whatever you had in the biq for different city sizes) then it could be useful. As of now, I was thinking of either moving earlier in the tech tree or having it auto-produce a wall guard every x turns (or even give every city a wall guard improvement that auto-produces an immobile wall guard unit for MP duties).
 
I guess it's also global in C3C? If that's the case then it's very awkward. A city under size 7 would then be harder to take. It's not very rewarding.
Yes, it's global as in it applies to all cities in your empire. I agree it's not a very appealing wonder effect. Maybe the idea was to provide defense over a broad area, inspired by the actual Great Wall, but in the context of Civ 3 gameplay it makes no sense. It's an investment in the defense of your least valuable cities.
 
I dunno, it adds walls to all your towns and then buffs them. Sounds pretty decent to me. Aqueducts take time to build, and certainly aren't going to be your focus when conquering frontier towns from rival civs.

Does the flag also double the bombard defense itself, or just the regular defense of the applicable improvements?
 
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