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

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?
Use governors.
I had the same problem and at the end, even governors have many disadvantages, they are useful on that matter and have even less disadvantages when your civ discovers hospitals (so you can max out population in your cities)
 
Use governors.
I had the same problem and at the end, even governors have many disadvantages, they are useful on that matter and have even less disadvantages when your civ discovers hospitals (so you can max out population in your cities)
I do not remeber when I played vanilla game the last time, probably years ago. When I play a mod under Imperialism goverment, which allows to have large armies and has low war weariness, having constatnt wars in countless turns, governors won't help. Sometimes when I stop scientific research and spend more on luxury tax it doesn't make any difference. I have a large army upkeep cost and need to find a right balance between regular tax and luxury, so I can't spend 100%. Signing a peace treaty helps of course but if I want to finish a game quickly I push toward conflict and then entire nation is uprising.
It depends from a game, not every game is like this but when this happens, imagine 100+ cities rioting ever turn, you have to sort each one manually and then next turn another cities start buzzing plus many other you sorted buzzing again. This is very time consuming and spoils a game a lot.
 
One more thing for today. Would it be possible to have specifically selected strategic resources always displayed when viewing the city screen in the area below the strategic resources and above the city improvements depending on the science era? (for the case where there are more than 8 strategic resources in the city)

The point is that when one has dozens and dozens of strategic resources in a city, which may now additionally be divided into local and global or may be part of production chains, it would be clearer to see them immediately when entering the city instead of opening another window and looking for a specific resource whose position in the table may change depending on the total amount of resources.

Additionally, the importance of each resources is different in each era, so if, for example, in the industrial era I have access to oil and my factory produces steel, I don't need to be shown that I also have horses and iron in this area unlike, say, ancient times.
 
Thanks,

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Here's what you get in the map editor when you add a LM terrain. The yellow diamond marks its location for the editor, however the overlay shading used in the game is offset by half a square. here it spills into the sea. Looks messy and its not obvious whch square is the LM without the yellow editor marker.

Strategic resource limits on units probably best left on the backburner for now, sounds complicated.

I only wanted to remove all the extra resources from buildings because I didn't want to mix shown ones with invisible negative food ones. However it sounds like you've got this coverd for a future version so good news.

As for multiple building resources, perhaps I had a double entry for the same building, rather than putting both extra resources into one. Basically I wanted to create two new bonus resources, one adding shields and food and another gold for example, and allocating them both to a single building. Nothing vital that can't be worked around, I see now the explanatory text says "pairs". So perhaps "Coal Mine": yields bonus1 bonus2, isn't the correct format anyway. Easy enough to package the extra stuff I want into one bonus resource, I was just trying to minimize how many I created, because I can't help but tweak everything slightly differently :)

Cheers
 
That's about what I expected. Looks like the LM property extends off the corner of the tile, not much that can be done about that, because the in-game graphics are all built that way anyway. (you can even see the lines on other tiles in that image, it isn't subtle.)
 
Is respawn AI players not working in a way that is bringing back destroyed civ?
I don't think so because AI respawn triggers at the moment the AI player gets eliminated, and might stop that player from being fully eliminated. The respawn happens in the same method that's responsible for doing some cleanup of eliminated players, like deleting their cities, units, tile buildings, etc. I can see that the player slot gets marked as empty during the cleanup then marked again as occupied during the respawn, so maybe it is doing a full elimination and ressurection. But I'm not sure, for example I don't see where the player's diplo status gets reset.

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?
That should be feasible, with enough effort anyway. Completely removing the era limit is not really practical, so instead I'd do things like that, emulating more eras in the ways people care about.

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.
Events are something that almost require Lua scripting being integrated into the game. They could be implemented without that but you'd lose so much that it hardly seems worth it. Without Lua, all the events would have to be coded by me and it would be difficult at best for others to modify them or adapt them to different mods since any modifications would have to be done through the config INIs. The possible configurations for something like that would be too complex, it really calls for a full scripting language.

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.
No problem, I'll add it to the list. This one would be easy at least.

One more thing for today. Would it be possible to have specifically selected strategic resources always displayed when viewing the city screen in the area below the strategic resources and above the city improvements depending on the science era? (for the case where there are more than 8 strategic resources in the city)
It would be possible. That reminds me, I was going to look into packing more resources into that box in the top left. That might be sufficient, depending on how many strategic resources you're dealing with.

As for multiple building resources, perhaps I had a double entry for the same building, rather than putting both extra resources into one. Basically I wanted to create two new bonus resources, one adding shields and food and another gold for example, and allocating them both to a single building. Nothing vital that can't be worked around, I see now the explanatory text says "pairs". So perhaps "Coal Mine": yields bonus1 bonus2, isn't the correct format anyway. Easy enough to package the extra stuff I want into one bonus resource, I was just trying to minimize how many I created, because I can't help but tweak everything slightly differently :)
The double entry is definitely supposed to work, in fact that's the only way to have a building produce two resources. "Coal Mine": yields bonus1 bonus2 wouldn't work, I didn't bother supporting things like that since it's not clear whether yields is supposed to apply to one or both of the resources. The simplest way is just to have one resource per entry in the list. If yields from resource generation weren't working for you that might have been because the game wasn't recomputing city economies when it should have after loading a scenario. There was a bug to that effect that I fixed for version 20 Preview 2. If that doesn't fix the issue for you, though, please share more about how you have it set up since it could be another bug in the mod.
 
So, I just noticed something. When I capture a worker of any computer civ, I capture the worked and have no option. However, when a computer civ captures my workers, often they capture them, however on some circumstances, the workers just evaporate. So, should this be an appropriate action? Or should the human player have an option to also evaporate captured workers.
 
Or should the human player have an option to also evaporate captured workers.

It would require a substantial amount of global warming if workers were to vaporize regularly. Humanity has not mastered the elements to have that level of global warming... yet.

All kidding aside, I think the AIs abandon (or disbands) captured workers sometimes. You can capture workers from AIs and abandon them in regular civ III, it just requires another button press. Captured workers raise war weariness. I don't know how disappearing workers would change war weariness. @Predator145 If I recall correctly, your mod makes it so that when you capture artillery type units, they disappear (I don't know if you have an animation accompanying this). Does war weariness points for the AIs rise when you destroy their artillery type units? Any idea about how disappearing captured workers would change war weariness points for the AIs?
 
So, I just noticed something. When I capture a worker of any computer civ, I capture the worked and have no option. However, when a computer civ captures my workers, often they capture them, however on some circumstances, the workers just evaporate.
In Civ 3 you can only capture units, that you are able to build. In several mods (p.e. RARR or CCM) the civs are not able to build all kinds of workers for all civs and therefore cannot capture workers they are not able to build.
 
Which is one, among many, of the reasons I don't like playing with flavour units.

UU's are fine, I just don't like the amount of clutter it makes in the civilopedia.
 
A quick question, could it be possible to add to the unit limit not only the amount of cities but also the amount of structures. Like in example , ["Mercenary": 5 + 1 per Inn], where Inn is well, a building.
 
A quick question, could it be possible to add to the unit limit not only the amount of cities but also the amount of structures. Like in example , ["Mercenary": 5 + 1 per Inn], where Inn is well, a building.
It would be possible. Conveniently, the game already tracks how many of each building each player has. A few months ago when someone else asked about this, I said the game didn't track that but it turns out it does and I just wasn't aware. I only discovered it while working on removing the improvement limit.
 
I can't say enough, brilliant mod!

Similar to the unit limits (which are spectacular for top tier units), has there been any investigation into limiting structures? So, limit certain structures such that you can build 5 "Stables" after that cap, only 1 "Stable" per 3 cities (i.e. the same as for units). Possible? Not possible???
 
I can't say enough, brilliant mod!
Similar to the unit limits (which are spectacular for top tier units), has there been any investigation into limiting structures? So, limit certain structures such that you can build 5 "Stables" after that cap, only 1 "Stable" per 3 cities (i.e. the same as for units). Possible? Not possible???
Thank you!
I don't see any reason why building limits wouldn't be possible. Implementing that would be similar to the unit limits but even easier since the game already tracks building counts per player and there wouldn't be the issue of duplicate types like there is for units.
 
Not sure if this has already been reported/ patched out, but I came across a weird bug(?) in one of my current games (Small Pan map, DG, Random-Celts); still on C3X_R13, though that will be changing soon, now that I have internet access again (looks like one of our ethernet-bridges and/or a LAN cable has died; though why the Windoze troubleshooter couldn't just tell me that, I don't know...).

After a long and protracted war (started with GSwords, finished with Cavs), I captured the last Mongol town, but Khan didn't die — but the game didn't crash either :thumbsup:

O-ho, I thought, he still has a Settler somewhere, and sure enough, when my exhausted Army peeked over the adjacent Mountain range, there it was — crossing Byzzie territory, guarded by a Cavalry unit, and presumably on its way to resettle a hole where an originally Carthaginian town (Leptis Minor — or possibly Major?) had got Pompeii'd many (dozens? hundreds?) turns previously.

Next turn, I assume Dora gave Khan a boot-order (they'd only recently made peace, after Dora helped me clean him out), because he Settled in place, still inside the Byzzies' borders, and a war broke out (not necessarily in that order). I saw her hit him with multiple Cavs, but apparently not enough of them: the new town had somehow been automagically filled with a large contingent of Pikes and LBMs (and as it turned out, also Workers, and at least One. More. Goddam. Settler). I already had an RoP with Dora, but it still took me another 5 or 6 Army- and Cav-attacks to fully clear out the remaining defenders and auto-raze the new town. And yet the Khan still lived!

Ohhhh crap, I thought, did I accidentally turn on AI-Respawn in the game-settings? But CAII said no, and it soon became clear that Khan was once again trekking southwest (after the new town was Settled, a Pike-Settler pair had apparently immediately headed off towards the be-lava'd rubble of Leptis Minjor, but Dora had ignored it). Fortunately, I had one last mostly healthy veteran Cav in range and available to kill that Pike and capture the Settler — and with that, the Great Mongol War was finally over!

But then I got to wondering where all those new Mongol units came from? I didn't make an exact kill-count, but given that Dora and I hit Khan repeatedly before he finally died, it would appear that when he resettled after losing his last town, he got all the bonus-units for DG difficulty level (or their upgrades, based on known tech and available resources), that he would usually have got at game-start (i.e. 6 defenders, 3 attackers, 2 Workers, 1 extra Settler).

So I have to ask ... is this part of the base-game / respawn logic — or is this part of the houseboat-bug fix in C3X?
 
he got all the bonus-units for DG difficulty level (or their upgrades, based on known tech and available resources), that he would usually have got at game-start (i.e. 6 defenders, 3 attackers, 2 Workers, 1 extra Settler). So I have to ask ... is this part of the base-game / respawn logic — or is this part of the houseboat-bug fix in C3X?
This is the normal C3C respawn logic: https://www.civ-wiki.de/wiki/Neustart_vernichteter_Zivilisationen_(Civ3)

The restarting civ receives 1 town, 3 defensive units, 1 offensive unit, 1 settler, 1 worker, 100 additional gold and additionally all units that this civ would have received due to the difficulty level when starting the game.

Spoiler :
Restart.jpg

 
Okay, that confirms it... even when the AI-Respawn Game-option is turned off, the respawn-logic is still applied to a surviving Settler (whether on a boat or not).

Also explains where the extra Mongol Pikes came from, because I killed another 5 or 6 myself after Dora had taken her shot.
 
I think the respawn-option was accidentally enabled. Can it be, that the problem is in CAII ?
 
No, I don't think so. I routinely use what @SuedecivIII calls the "CivFanatics standard rules" for my games, i.e. Default Rules with all VCs enabled (except the Wonder VC), and AI-Respawn and Culturally Linked Starts turned off. But that never stops me from second-guessing myself when something weird happens! :lol:

The Mongols also didn't respawn in the empty land where the Carthage town used to be, as per the rules listed in your Civwiki screenshot. (This was actually the only free 5x5 area left anywhere on the map that wasn't un-Settleable Marsh). They already had their Settler in Byzzie territory, only a couple of tiles away from their last town, when I captured that town.

And I am 100% certain that Khan got all those new units immediately after his Settler violated Byzzie territory by founding inside Dora's borders (presumably because it was next to Iron, which is why he then got Pikes instead of Spears) -- because that Settler was previously covered by only a single Cav.
 
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