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C3X: EXE Mod including Bug Fixes, Stack Bombard, and Much More Release 20

Maybe an orphaned development that got axed, then. Do you know what the certain circumstances were?

Oh, it very occasionally does, but we still appear to not know how, why nor what for.
So you've observed it being done? But then how would you not know when it's played? Is it a combat animation that only plays when a unit is being attacked? I can see how it can be applied for things like defensive machine gun animations on things like SPGs or an infantry fighting back animation for cruise missile units.
 
It would also be nice if certain units could be made exempt from the impassability rule, for example Workers/Engineers
This is what the "Wheeled" flag already does - just give it to every unit except the ones you want to be able to traverse the impassable terrain, and then make sure the impassable terrain is the only terrain with the "Impassable to Wheeled Units" flag. Don't use the other impassable flag for this.
I'm aware of that possibility. The problem is I would like forest, jungle and marsh terrain to stay impassable to units that actually do have wheels, just like I have it now. But not foot units or cavalry. At the same time I'm experimenting with mountain ranges as natural barriers that are impassable to everyone. I can't use the flag twice. But since the game provides two layers of impassability, it's easy make it work the way I want. The only problem is that Workers can't develop tiles that they cannot enter.
 
Is it a combat animation that only plays when a unit is being attacked? I can see how it can be applied for things like defensive machine gun animations on things like SPGs or an infantry fighting back animation for cruise missile units.
Bombers firing back against attacking fighters ?
 
Bombers firing back against attacking fighters ?
Well, usually they'd use their Attack animation. But I wonder if you have set a Defend animation that's what they will use instead and only use Attack for performing interceptions. That would be nice since we have nice gun animations for many air units. But I've never seen air combat go into the second or 3rd Attack animation.
 
This is my thought where a defense animation really would make sense (that´s why I have put a question mark behind that sentence). I have not set them yet to this setting. Bombers are not using their attack animation when defending fighter attacks in their event triggered battles (intercept mission by fighters). Bombers set to intercept missions is historical nonsense. I am not writing about fighter-bombers.
 
This is my thought where a defense animation really would make sense (that´s why I have put a question mark behind that sentence). I have not set them yet to this setting. Bombers are not using their attack animation when defending fighter attacks in their event triggered battles (intercept mission by fighters). Bombers set to intercept missions is historical nonsense. I am not writing about fighter-bombers.
Really? I always thought bombers would use their Attack animation to fight off fighters when intercepted. That's because in stock game that's how it's set up. The Defend slot is always empty. Air combat is very blurry and fast so I never really paid enough attention.
 
If flintlock says that the game doesn't even read it at all, I'm likely to believe that.
Yes, but this is no contradiction to posts what could have been the intention of Firaxis about including such a setting in the unit.Ini files. C3X in many parts fixes constellations of C3C that are not working as intended.
 
Here is another very minor issue. In the espionage screen, once I scroll down to find the civ I am interested in and take an action, the game put the screen back to the top of the list.
Alright, I'll add it to the list. This would probably be a very easy fix but who knows.

I generally turn off most unit animations, but prefer to keep Battle Animations turned on so I can keep track of who's doing what along the front. But watching 20 (or 30 or 50 or...) AI Cats+Trebs+Cannon firing randomly one by one every interturn can get a wee bit tedious.
Sooo... While it's great that the AI can now build and use land bombard-units, would it be possible to get them to use the stack-bombard function as well?
Speeding up the combat animations is something I've had in the back of my mind for a while now. I agree that it's nice to have them turned on so you know what's going on but they just take too long. My ideas so far are, first, to cut out the fortify animations that play before units attack. Especially in the case of bombarding units, I don't think those little animations would be missed, but maybe for general combat they provide a nice transition out of the idle animation. My other idea is to skip animations for all rounds of combat except the last. So you'd see two units prepare for combat, take one swipe at each other, then one of them would die or retreat. All the damage they take would appear after the one swipe, you wouldn't have to watch them going back and forth.

Stack bombard for AI artillery is another good idea, I'll try to keep that in mind though I don't know when I'll get around to any of this. Technically stack bombard is not supposed to skip animations, even though I know it sometimes does. I know what you mean that, when the AI attacks with multiple artillery units from the same tile against the same target, you could skip the attack animations and just show the hits.

BTW, if you hold shift while stack bombard is going, it'll turn off combat animations temporarily. I added that since I was annoyed by how often I forgot to turn off combat animations before doing a stack bombard with a huge stack of units. I don't remember if I added that after R13 or not.

When playing a game on larger map, I have 100+ cities under control, it is very hard to tackle civil disorders manually in every city picking it one-by-one if I have riots in most of the cities. Could this be resolved by a button or function auto-resolve by removing one labourer from production to entertainment or tax collection?
Also, just came to my mind. I remember from Civ 1, when a nation had civil unrest under Democracy after 3 turns if I remember correctly, the revolution happened and a nation sometimes split to two equally technologically advanced nations. Or better, when a nation loose its capitol part of its country can rebel against it. Is it doable in Civ3?
I don't think it would be too difficult to add a button to the domestic advisor screen that reassigns all your citizens to fix happiness issues. Splitting a civ in two would be a lot harder, probably. I don't really know what would entail since there's no way to add a civ to an existing game at the moment.

Pollution has now been stopped from spawning on impassable terrain. But I encountered a similar problem: If, for example, you make Mountains and Volcanoes impassable, then Barbarian camps will appear there, and it is impossible to attack them. So they can spew out Barbarians for thousands of years, and there is nothing you can do about it. Actually, if the mountain range is large enough, the Barbs can even be trapped up there, unable to move anywhere.
It would also be nice if certain units could be made exempt from the impassability rule, for example Workers/Engineers so they can build roads there, and maybe certain scout units or mountaineers or whatever.
It should be easy to stop barb camps from spawning on impassible terrain though I'd have to do some searching to figure out where to make that change. Allowing some unit types to enter impassible terrain might be easy but it depends on how many spots in the code need to be modified. The thing is, when the game checks whether a tile is impassible or not, it doesn't do that with respect to any particular unit so that bit of info has to be wired in somehow. That's not an issue if it's only one place that needs to be done but if there are many, especially some I don't know about, that would become a problem.

Oh, it very occasionally does, but we still appear to not know how, why nor what for.
I'd be very interested to know where the defend animation comes into play, if it really does. Is that field even filled in for any of the base game's unit INI files? I've had a look at the game's method that reads in the unit INIs and I can see that, after focusing on the "Animations" section, it reads in a list of values from 19 fields. Those fields are: BLANK, DEFAULT, RUN, ATTACK1/2/3, DEATH, FORTIFY, FIDGET, VICTORY, CAPTURE, FORTRESS, BUILD, ROAD, MINE, IRRIGATE, JUNGLE, FOREST, and PLANT. I suppose it's possible that there's another method somewhere that accesses the INIs again to load some other animations than those, but that would be very weird.
 
BTW, if you hold shift while stack bombard is going, it'll turn off combat animations temporarily. I added that since I was annoyed by how often I forgot to turn off combat animations before doing a stack bombard with a huge stack of units. I don't remember if I added that after R13 or not.
That alone sounds like it would be a fix for the tedium -- but yes, it does seem to have been added in a later release than R13. Guess I really do need to get my internet connection problems sorted...
 
I don't think it would be too difficult to add a button to the domestic advisor screen that reassigns all your citizens to fix happiness issues. Splitting a civ in two would be a lot harder, probably. I don't really know what would entail since there's no way to add a civ to an existing game at the moment.
The civ which would appear after a split would be one of these already in the game but destroyed earlier, so no matter what civ but when.
The other thing just came to my mind, remember this from Civ1 again, would be guerrilla uprising in later game appearing on map near the city which has civil disorder at the time. This could be done, I imagine, by drafting (so not every government would be prone to guerrilla, only this which allows drafting), low rank default units, which do not need resources to be build or citizens(for this, separate unit has to be created like barbarian unit) and spread around the affected city, randomly once every 10th or 50th or whatever number civil disorders.
 
I'd be very interested to know where the defend animation comes into play, if it really does. Is that field even filled in for any of the base game's unit INI files? I've had a look at the game's method that reads in the unit INIs and I can see that, after focusing on the "Animations" section, it reads in a list of values from 19 fields. Those fields are: BLANK, DEFAULT, RUN, ATTACK1/2/3, DEATH, FORTIFY, FIDGET, VICTORY, CAPTURE, FORTRESS, BUILD, ROAD, MINE, IRRIGATE, JUNGLE, FOREST, and PLANT. I suppose it's possible that there's another method somewhere that accesses the INIs again to load some other animations than those, but that would be very weird.

Look in this here dusty old tome for some reference

Basically seems to be an alternate attack animation which plays under specific circumstances. I imagine like the other attack animations, the game merely skips for one of the available animations it if there's no entry.
 
I was looking for the dusty old tome in question! @Predator145, that's where we discussed it… 18 years ago?
 
The civ which would appear after a split would be one of these already in the game but destroyed earlier, so no matter what civ but when.
The other thing just came to my mind, remember this from Civ1 again, would be guerrilla uprising in later game appearing on map near the city which has civil disorder at the time.
Resurrecting a dead civ might be easier, or it might not. I don't know what happens to civs that have been eliminated, how thoroughly they're deleted from the game. It would be easy to spawn some appropriately powerful barbs around rioting cities, although C3X kind of pre-emptively counters that with the disorder warning.

Look in this here dusty old tome for some reference
Basically seems to be an alternate attack animation which plays under specific circumstances. I imagine like the other attack animations, the game merely skips for one of the available animations it if there's no entry.
Thanks for the link. If only Spacer One had posted his scenario that could trigger this fabled animation. I spent a couple of hours today digging through the game's animation code but afterward I'm even further convinced that the game only uses the 19 animations I listed before. I was trying to find where in the code it switches between ATTACK1 and ATTACK2, because in the combat logic I only see it triggering ATTACK1. I figured if there's some logic somewhere that's cycling the attack animations, it could be playing DEFEND as well, although it would still be a mystery how that animation got loaded in the first place. However what I found was a table associating animations together, with 19 rows as expected for 19 animations, and the attack anims all associated together in a ring 1 -> 2 -> 3 -> 1. Could this defense animation people claim to see just be ATTACK3?
 
Resurrecting a dead civ might be easier, or it might not. I don't know what happens to civs that have been eliminated, how thoroughly they're deleted from the game. It would be easy to spawn some appropriately powerful barbs around rioting cities, although C3X kind of pre-emptively counters that with the disorder warning.
Is respawn AI players not working in a way that is bringing back destroyed civ?
 
Resurrecting a dead civ might be easier, or it might not. I don't know what happens to civs that have been eliminated, how thoroughly they're deleted from the game.
These are the conditions for a restart of a civilization according to the German Civ 3 Wiki:

1. The Option "Respawn AI players" must be enabled when starting a game
2. Only one new start of a destroyed civilization in the same game.
3. On the same continent where the civilization was destroyed, there must be at least one tile without culture, that allows settling.
4. In a radius of 5 tiles around that settlement tile without culture, no units and no culture by other civs are allowed to exist.
 
I remember there were questions about expanding the science eras to more than 4, but I think that ultimately turned out to be too difficult to implement. So I thought of another approach to achieve a gain of twice as many science screens (not eras) in this case instead of the current 4.

The range of X and Y coordinates to place civilization advances in the editor is from -5000 to 5000, which is a lot of wasted space when due to the resolution all technologies are placed between 0 to 1000 for X and between 0 to 800 for Y.

Thus, would it be feasible to add a button here that would switch between screens (science_ancient.pcx and science_ancient2.pcx in ancient times, science_middle.pcx and science_middle2.pcx in the middle ages, etc.) and shift correctly between coordinates (if, for example, all technologies for "late ancient times" (and for all remaining eras as well) were placed on the X axis from 4000 to 5000 and on the Y axis normally, pressing the button would make the screen instantly shift by 4000 on the X axis, so that the originally displayed "early ancient times" located on the X axis from 0 to 1000 would be shifted away/replaced) in each era?
 
Once all the game's bugs have been fixed, which Flintlock seems to have done (thx again), there are still a few expansion possibilities I've had in mind for some time.
These game expansions could be activated or deactivated by reading a txt or ini file in the scenario folder.

Some of these expansions concern diplomacy and others are completely new, such as the integration of events.

For example, in order to break the monotony of successive turns, random events could appear when the game loads.
These events would only be valid for 1 game turn. Most of the time, nothing would happen (ordinary turn), but in certain cases (depending on the political regime, the level of technology reached, etc.) an event could appear at turn loading in two forms:
- a window containing an image (like a wonder) with simply an OK button and a message;
- a choice window identical to the previous one, but with 2 YES/NO buttons, depending on whether you accept or reject the proposal.
I've got lots of possible events in mind, some of which I'm sure are easy to implement. Here are a few examples:
- Drought period: Infobox-OK - More frequent if global pollution levels are high - Probability of occurrence: 2% - Effects: -1 food/hex producing food and +1 move for all land units.
- Subsidize scientific research: Yes/No choice window - Must have discovered “University” - Probability: 1% - Effects: Completes current research if you agree to pay 100 gold.
- Floods - Infobox OK - More frequent if global pollution levels are high, proba 1% - effects: Rivers are impassable, irrigations/mines along rivers are destroyed.
- Exceptional harvest - Infobox OK - occurrence: 2% - effects: +1 food/irrigated hex
- Massive strike - Infobox OK - Period of occurrence: after 1850 AD - Frequency varies according to political regime - Effects: Workers' efficiency is halved

Etc etc...
If you're interested, I've got lots of events planned!
 
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I'm sorry for the inundation of requests, but there is a QOL feature I just realized I was missing. It would be nice if fortified transports were woken up when you load the last unit that can fit. It is otherwise awkward to select the correct transport in a city that has 6+ caravels.
 
I remember there were questions about expanding the science eras to more than 4, but I think that ultimately turned out to be too difficult to implement. So I thought of another approach to achieve a gain of twice as many science screens (not eras) in this case instead of the current 4.

The range of X and Y coordinates to place civilization advances in the editor is from -5000 to 5000, which is a lot of wasted space when due to the resolution all technologies are placed between 0 to 1000 for X and between 0 to 800 for Y.

Thus, would it be feasible to add a button here that would switch between screens (science_ancient.pcx and science_ancient2.pcx in ancient times, science_middle.pcx and science_middle2.pcx in the middle ages, etc.) and shift correctly between coordinates (if, for example, all technologies for "late ancient times" (and for all remaining eras as well) were placed on the X axis from 4000 to 5000 and on the Y axis normally, pressing the button would make the screen instantly shift by 4000 on the X axis, so that the originally displayed "early ancient times" located on the X axis from 0 to 1000 would be shifted away/replaced) in each era?
You can already sorta fit more stuff into a single box, CCM and RARR both do that a lot. Move feudalism from medieval to ancient, shuffle some stuff...
The only real thing eras do is scientific civ trait free techs. Nationalism for example, could be easily a part of medieval, just by changing it's requirements to the four latest required techs for the era.
 
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