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

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?
Only in vanilla and PTW does the Great Wall buff walls. In C3C that flag is unused and the GW only gives free walls if I'm not mistaken.
 
Only in vanilla and PTW does the Great Wall buff walls. In C3C that flag is unused and the GW only gives free walls if I'm not mistaken.
The "doubles city defenses" flag is used in the Conquests scenario Mesoamerica, for the wonder with an unpronounceable name that replicates Sun Tzu's Art of War. I guess it has a limited use in that scenario.
 
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?
It only doubles the regular defense stat. Now that I think about it a bit more, the real reason I don't like that wonder effect comes down to the fact that the best defense is a good offense, as they say. Even if the Great Wall gave you free double strength walls in every city, it would still cost the same as 10 swordsmen, and I'd rather have the swords in almost every case. The exceptions would be things like an always war game as Greece, where it could be useful to have hoplites with 100% def bonus in every border city. Otherwise, even on defense with buffed walls, I'd rather be attacking out of a city with swords than defending it with spears.
 
Does the unit limit function apply to small wonder auto produced units as well? It would be nice for small client rump states to not be able to amass a significant auto produced force just by staying alive with a couple cities with their small wonders.
 
@Flintlock: A while ago, when leader and civilization names per era was added, you were also looking into having different points per map size for a cultural victory. As far as I remember, you had a good plan and almost solved it. Any chance you could add this for the next release? 🙏:xmas:
 
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Anyone who has made changes to the game (adding units, buildings) or simply played different mods or scenarios has encountered similar error messages.
1726905742131.png

After closing such a window, the game crashes to the Desktop.
This often happens due to ordinary carelessness or "clumsy hands". Sometimes there can be several such errors, and having eliminated one, when switching you come across another, and so on. When the transition is very long, this is very annoying.
Is it possible to make your wonderful C3X mod intercept such errors and allow you to fix them without crashing to the Desktop. For example, you can add a "Retry" button to the error message. After the error window appears, press Alt-TAB, and then add the missing file or change its incorrect name. Then go back to the game and use the "Retry" button to force the game to re-access this file without crashing to the Desktop. This will greatly help fans of the game.
Thanks again for the great mod that made good old Civilization III even better. I recently tried playing without C3X - and it's a completely different game.
 
Hola
Tengo instalada la versión civ3 completa gog en el pc y el mod va genial
Y tengo la misma versión en exagear android el juego va genial pero el mod de bombardeo en pila no me sale el comando.
haciendo instalar el mod bien pero el archivo run.bat no se ejecuta
Yda plissss.....
 
Is it possible to make your wonderful C3X mod intercept such errors and allow you to fix them without crashing to the Desktop.
No clue if it's possible, but huge if true. :please:

Hola
Tengo instalada la versión civ3 completa gog en el pc y el mod va genial
Y tengo la misma versión en exagear android el juego va genial pero el mod de bombardeo en pila no me sale el comando.
haciendo instalar el mod bien pero el archivo run.bat no se ejecuta
Yda plissss.....
If I understand this correctly, they're able to play Civ3 (GOG version) on Android via an emulator; the mod mostly works but Stack Bombard doesn't show up, and run.bat doesn't execute.
 
Hi Flintlock, like most people here I've been enjoying and amazed by what you've been able to do to the game - I really appreciate the time and effort you've put in to give us all a better gaming experience. I was thinking the other day about the variants Elimination, Regicide and Mass Regicide. At the moment when you fulfill the conditions the remaining AI opponents cities fall into ruins. Would it be possible instead to have them flip to the attacking player? This opens up possibilities for ancient/medieval scenarios, where a decisive battle, or series of decisive encounters, settles the war (rather than having to capture every last city). Could even be tied to VP locations (though I suspect this would be trickier). Any thoughts?
 
Does the unit limit function apply to small wonder auto produced units as well?
It does, or at least it really should. I never tested auto production from small wonders specifically, but I know it works for great wonders.

@Flintlock: A while ago, when leader and civilization names per era was added, you were also looking into having different points per map size for a cultural victory. As far as I remember, you had a good plan and almost solved it. Any chance you could add this for the next release? 🙏:xmas:
Maybe for the final version of R20. The next release is going to be the R20 preview and for that I'm already at the point where I don't want to delay it by adding anything that's not already planned. The last major thing I have planned is to remove the 256 improvement limit. That shouldn't be very difficult, hopefully nothing nasty comes up.

Anyone who has made changes to the game (adding units, buildings) or simply played different mods or scenarios has encountered similar error messages.
This would be easy for at least some cases. There are 9 different places where this missing PediaIcons entry error can occur. One is for looking up unit icons, another for looking up unit animations, another for opening the wonder splash screen, and the other six I haven't figured out. For the first two it would be relatively easy to implement a redo option because those are in functions that look up one thing, so to redo you could just rerun the function. For the other cases I'm not sure, I can see at least one of them were the error occurs in the middle of processing all city improvements so rerunning the whole function might not be a good idea. I'd have to look into it some more.

Hola
Tengo instalada la versión civ3 completa gog en el pc y el mod va genial
Y tengo la misma versión en exagear android el juego va genial pero el mod de bombardeo en pila no me sale el comando.
haciendo instalar el mod bien pero el archivo run.bat no se ejecuta
Yda plissss.....
Hello. I don't know why RUN.bat wouldn't work on ExaGear as I don't know anything about it. In fact I've never even heard of it until you mentioned it. You could try installing the mod on PC then copying over the modified Civ3Conquests.exe and C3X folder to your Android install of the game. That should work. Also, when you say stack bombard doesn't work, do you mean the button doesn't appear or it doesn't work at all? The button might not appear because the mod can't find the stacked button PCX images, but in that case you should still be able to do stack bombard using the hotkey (CTRL+click a tile in bombard mode).

At the moment when you fulfill the conditions the remaining AI opponents cities fall into ruins. Would it be possible instead to have them flip to the attacking player? This opens up possibilities for ancient/medieval scenarios, where a decisive battle, or series of decisive encounters, settles the war (rather than having to capture every last city). Could even be tied to VP locations (though I suspect this would be trickier). Any thoughts?
Sounds doable. There's a game function for capturing cities so it should just be a matter of figuring out where cities get razed for eliminated players and capturing them over instead. Even if there's a problem with capturing without an attacking unit, they could be culture flipped instead (it's the same function in both cases).
 
Great work. I've looked through the details best I could and scanned the discussion. I was wondering if it's possible to implement a unit stack limit? Or have I overlooked it?
 
Exactly what is this? I have never encountered it.

There is currently a hard limit of 256 total buildings (small and great wonders, improvements, and spaceship components combined). Mods like Civinator's CCM have long needed more but it hasn't been possible. Once you add enough buildings in the editor to reach the limit, it is not possible to add more.
 
Flintlock, at one time you had stated that you would fix the issue where when a city is "captured" through diplomatic means, the resulting unit would be veteran if there was a barracks type building. Has this been implemented? Because I recently diplomatically captured several cities and had a barracks type unit from a wonder and still received the regular (i.e. not veteran) unit. If it has been implemented, there may be an order of execution problem with respect to barracks provided through wonders.
 
There is currently a hard limit of 256 total buildings (small and great wonders, improvements, and spaceship components combined). Mods like Civinator's CCM have long needed more but it hasn't been possible. Once you add enough buildings in the editor to reach the limit, it is not possible to add more.
Okay, now I understand. I have not really added buildings to most of my mods, so never had any problems. Thank you for the reply.
 
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Great work. I've looked through the details best I could and scanned the discussion. I was wondering if it's possible to implement a unit stack limit? Or have I overlooked it?
A unit stack limit might be easy, or hard, or in the worst case scenario it would appear easy but then cause all sorts of nasty little problems. It would be easy to block movement onto tiles with too many units on them, like I already did for the trespassing restriction. Though I'm concerned the AI wouldn't be able to handle that. I can already anticipate one issue, because it's bitten me before, the movement of AI escorting units and their escortees. If you limit tiles to three units, and then have a tile with two units that a spearman+settler pair is trying to move onto, that could create a problem since the move would be allowed at first but become disallowed half way through, after the escorting spearman moves.

There is currently a hard limit of 256 total buildings (small and great wonders, improvements, and spaceship components combined). Mods like Civinator's CCM have long needed more but it hasn't been possible. Once you add enough buildings in the editor to reach the limit, it is not possible to add more.
To add to this: you can create scenarios with more than 256 buildings using Quintillus's editor, and the game will even load such scenarios without complaining. The problem is that the engine was programmed assuming there are no more than 256 buildings so the extra ones will cause strange behavior and maybe crashes. That's because there's a list (actually two lists) of 256 bits inside the game's city objects recording which buildings are present. If there are more than 256 buildings, it simply reads & writes beyond the end of that list, interfering with some other data.

Flintlock, at one time you had stated that you would fix the issue where when a city is "captured" through diplomatic means, the resulting unit would be veteran if there was a barracks type building. Has this been implemented?
It's still on the list for now. I expect it will be easy so I'll try to get to it soon-ish.
 
A unit stack limit might be easy, or hard, or in the worst case scenario it would appear easy but then cause all sorts of nasty little problems. It would be easy to block movement onto tiles with too many units on them, like I already did for the trespassing restriction. Though I'm concerned the AI wouldn't be able to handle that. I can already anticipate one issue, because it's bitten me before, the movement of AI escorting units and their escortees. If you limit tiles to three units, and then have a tile with two units that a spearman+settler pair is trying to move onto, that could create a problem since the move would be allowed at first but become disallowed half way through, after the escorting spearman moves.
I understand your hesitation. I do think problems could arise from it, but I believe the potential payoff to be worth the trouble of tinkering with the values of stacks. Mainly differentiating between how many units may be stacked into a city, fortress, outpost, regular square, etc. I believe each will have a sweet spot number where the AI will still play well, not bust the game, and open up new strategic possibilities.

Hope you consider adding it in at some point.
 
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