Yes. Units can be limited to city improvements. Have the gov specific small wonder that generates world wide improvements in your cities. And then these units will require that improvement to be built.Is it now possible to limit units to specific governments?
Alright, I'll look into it again but I'm pretty sure I already tested that back when I fixed that bug.That is not difficult to reproduce. Let's have Civ 1, Civ 2 and Civ 3 where Civ 2 and Civ 3 have the right of passage and Civ 1 and Civ 2 share a border. Move unit of Civ 3 into the border tile of Civ 2. Then attack it directly with units of Civ 1.
Yes and yes to your first two questions. The limits are applied per-player and are based off the number of units a player has on the map, so if a unit is destroyed it can be replaced.I also wanted to ask about a feature that limits the production of units to specific number. If we have something like "Super Death Star" limited to 2 does it allow each Civ to produce 2 units of this type? Can they replenish their losses of such unit(s)? Or is it 2 for the whole map. I have not tested this feature yet but I have high expectations of it.
I think so. As I recall, chopped status is unrelated to LM terrain, so you can chop each tile once regardless of what kind of forest is or was on it.Can you still chop down LM Forests for shields? Would be handy if you couldn't, stops the player from planting forests on virgin land then chopping them down for a 'free' one-off shield bump which feels like cheating.
I've gotten several requests now to make aqueducts & hospitals sellable so I'll try to prioritize that. I expect it would be a simple change.Here's a tiny request to add to the list - to be able to sell/remove Aquaducts and Sewers
... Is it possible to combine the two building requirements so you need five libraries including one in the city you want to build the college in?
... Don't know how hard it would be to have the option to switch between a flat speed or a bonus, but would be useful when you don't use the feature as an actual railway. Although flying creatures would get an unearned bump.
Press P when viewing an AI city for the production ranking. Is there anything unusual about the Scout (AI) unit or your setup here? You might have to send it to me since I can't imagine what's wrong. In my testing the unit limit applies to the AI as it should.It seems like the issue of the AI not switching off a unit that has reached its number limit still remains. Here are the debug screenshots. I made sure to have installed version 20. I manually switched the Scout (AI) build to settler but as you can see, it's still in the menu and with a heavy perfume, the AI will try to build them again.
Also, I forgot. How do you display the the AI build preference ranking?
Yes, the BIQ plus whatever else I'd need to load it up. I want to poke around inside the game as it runs to see how it's determining whether or not the limit has been reached for that Scout (AI) unit.What should I send you? My biq plus the pedialcon so you can test it?
I've been using Ghidra to reverse the executables. Most of the structures in the header were decoded by Antal1987 before me, and he was using IDA. I wasn't able to get his IDA project (as I recall he posted a link to it somewhere but the link was dead) so I imported his Civ3Conquests.h into Ghidra and continued working from there.Dealing with Civ3 there is certainly easier time with some limitations as up to 32 players are allowed where in SMAC the limit was set at 8 players at compile time, the first one is natives in both. I'm wondering now how much of the code structure was carried over from SMAC into Civ3, at least some of the bugs like the submarine issue seemed to be quite similar in both games. What kind of reverse engineering tools were used to gather the header definitions for the game, did not see if this was mentioned?
- Allow barbs to spawn (camps) or pop (huts) any unit marked as available to them, perhaps if a number of civs have the indicated technology. Either in addition to or an alternative to them capturing cities, this would help make them more relevant through long games.
I have been upgrading the Barbarian units for years. They now have the Celtic Swordsman with increased hit points as the basic unit, with the Cossack with increased combat stats and hit points as the spawned unit. Then I may give them some additional special units as well. I have upgraded the Sea unit to the Privateer, or in Test of Time, the Pirate ship. Theov's scenario also had boosted Barbarian units. It does make the game more challenging as I have also reduced the Civilization bonus against barbarian units. Do not get me started on using the Dinosaurs in the Test of Time scenario for Barbarians. I have decided that an Upgraded T-Rex unit is overdoing it.Wow, you read my mind, I was just thinking about a similar thing. It's quite boring that barbarians have only two units availible which can't be upgraded. I have not inspected source code, but I think it would not be very complicated. There should be function to get latest availible upgrade of some unit, right? For example, barbarians have warriors and horsemen. When all civs (or maybe half of them) research Iron Working, call that function and change primary barbarian unit to Swordsman. I think it works kinda that way.
i liked the graphics and units you are using, so, what mods are you using? I'm trying to return to Civ3... and some more feedback about the optimization of the trade net:
One of the longest interturn times in my test game on a 250 x 250 map. It occurred when several AI civs became access to Mutual Protection Pacts:
View attachment 679578
One of the shortest interturn messages in that game with positive account (here I also was pleased, that the change to half-year turns in the interface, starting with WW2, worked very well):
View attachment 679579
I also received two turns with negative accounts from the "interturn tool", as seen in the post above.
Edit: Another turn with a negative account:
View attachment 679634
Allow barbs to spawn (camps) or pop (huts) any unit marked as available to them, perhaps if a number of civs have the indicated technology.
Wow, you read my mind, I was just thinking about a similar thing. ...