Flintlock
Emperor
- Joined
- Sep 25, 2004
- Messages
- 1,178
Hello and happy new year. Does that happen for every autosave or just the ones from a particular game? I have a save that reliably crashes if I load it after loading some scenarios, but works if loaded first thing after starting up the game. I investigated that issue once and found it was related to the minimap somehow, as if the game wasn't resetting the minimap properly between the two saves. I'm not familiar with that part of the code so I wasn't able to see what exactly the issue was and in the end I decided it wasn't worth the time to look deeper. That might be the same bug you're seeing.Hi Flintlock! Happy new year everyone, BTW.
I encounter some bug. Every time I try to load auto-saved game, it crashes, but when I restart it loads successfuly. Have someone reported similar thing?
Hello again. Someone mentioned a subforum for C3X before. I think that would make sense after I add Lua scripting to the game, if I ever do, because then C3X would be a real platform for other mods. Right now one thread of requests is already more than enough and I don't think there's much else to discuss.Hi folks, I've really lost track of this thread and recent releases (has there been any talk of splitting C3X out into its own subforum?) so apologies if some of this is rehashing topics already covered or even implemented, but I've been collecting some more ideas that I'd like to apply in future projects: ...
About your list:
- I'll try putting a limit on how many units are allowed on each tile for the next version since that's been requested several times now and it would be easy to do at least as an experiment. I'd implement it similarly to the trespassing restriction, as another condition in the movement logic that makes certain moves invalid. I'm not sure the AI will be able to deal with it, but we'll see.
- Allowing barbs to capture and enslave and making commercial buildings half price for commercial civs ought to be easy, I'll look into those.
- The unit limit already applies to unit spawning buildings. Specifically, it applies to spawning buildings, normal city production, and upgrading. It does not apply to any other forms of unit creation.
- Maintenance from cities themselves would be easy since it could be tacked onto an existing method that sums maintenance from buildings. I really think it should be communicated somewhere on the city screen, though, maybe as a dummy entry in the list of improvements?
- I'm not sure about allowing siege units to hit multiple units in one volley, that sounds a bit difficult but is probably doable.
The first challenge I can think of for long range air defense is the animations. That animation with the rocket shooting straight upward is a tile effect, as I recall, which is why replacing it with an animating unit is not easy (that's been requested a few times). To let air defense units defend nearby tiles it would be necessary to replace that animation. Those next two things you mentioned would be easy, again it would be nice if they could put in little Lua scripts...The option to give units range for their air defense values. Long range SAM systems like the Patriot have the range of 160km, that's more than tube artillery. So they should be able to cover a radius of 2 tiles around them.
The option of city improvement preventing another improvement from even appearing in the menu. The palace can prevent courthouses and police stations from being built.
A unit limit on how many each city can produce. So we can have things like immobile defenders and artillery that the AI won't overbuild or get auto produced out of control. A coastal fortress for example would only auto produce 1 coastal battery.
Alright, thanks for posting this. I'll look into it.So I've tested it again in my mod and in stock game on debug mode. Strangely enough, it worked fine in stock game debug with the Scout unit limit being set to 2. Yet in my mod it doesn't. It seems to be the same with the whole PTW targeting. If you could look into that again that would be appreciated. Maybe play the mod till you get catapults and bombard with them. There maybe something that happens in modding that prevents the C3X patch from doing its work.