Most issues on the stack limit seem to have been sorted. Have to ask this one though: is it uniform across every tile or is it possible to do by terrain type? I guess it depends if the original code checks the terrain type at the appropriate point (I'm no programmer). Just wondered, seems to fit logically that you can't move huge armies across a desert as easily as you can grasslands which makes the terrain more important to strategy.
With the code I've inserted, it's possible to set the stack limit on a per-tile basis, so yes, it could easily be made to vary based on terrain type. This is again one of those features that would be easy to make work in terms of game logic but hard to read in from the config file. I suppose the best way to do it would be to have a list of percentages by terrain type so you could set something like [Desert: 50, Mountain: 50] so deserts & mountains have half the stack limit.
Is there a way to make it impossible to capture city improvements if the capturer doesn't have the technology for it?
Probably. I could probably modify whatever logic checks for culture and other building characteristics when deciding whether a building is lost on city capture to include additional criteria.
This may have already been done, but is it possible to limit the unloading/loading of a unit in different transport ships during the same game turn (this would multiply the unit's movement, which is completely illogical)?
I remember someone requested this earlier but I didn't end up doing it. It probably wouldn't be difficult to do, though it does depend on how specifically it's to be done. The simple way would be to make it so that units lose all their remaining moves when loaded into a transport. The more complex way, but truer to the original game rules, would be to allow units to load only once per turn without spending moves. That's more complex since you have to track what units have been loaded and keep that data in the save.
Unit healing, I wonder if there is any room to play with this? Units that don't heal at all (battleships at sea), units that heal double-quick (partizans) etc. Barracks is currently all or nothing, variation would add spice.
Unit healing is awkward to modify but doable. I think the best approach would be to reimplement the game's heal-at-start-of-turn method in the mod's own code. I generally try to avoid doing that sort of thing but in this case the original logic is awkward to modify and it's a relatively small method anyway. This is where I'd really like to have Lua integrated so I could call out to a Lua script to get a healing amount for each unit. I'm sure once healing is moddable, I'll get a dozen requests for different healing rules.
Every step in providing events to C3C in my eyes would be a big step forwards for C3C. A completely scriptable game is not necessairy. What kind of events for Civ 3 are you having in mind ?
My plan is to scatter script hooks everywhere that can be used to create whatever events people want. I don't have many events in mind myself. But for a simple example, with a hook that runs a script at the start of every turn, it would be possible to have events that trigger based on the in game time. Those events could spawn in a bunch of units for some player, spawn cities, really whatever you want as long as there's a good interface with the game logic. I remember someone a long time ago asked for an event that adds a new civ to the game, and though that might be difficult to do properly, you could simulate it by leaving a settler on a mountain off in the corner of the map then having the event script move it into its real starting position at the appropriate time.
I'll add hooks for all sorts of things like city founding/destruction, unit creation/destruction, city production, technology unlocks, government changes, and more things I'm not thinking of at the moment. So you could have an event be triggered by the fall of a particular city. This also reminds me I was at one time planning to insert hooks into the map generator. I already did a little proof of concept of that, calling a Lua script after the base terrain was generated so it could be customized before the generator goes on to place forests, resources, starting locations, and so forth. In principle every part of the map generation pipeline could be made moddable, and in fact the whole thing could be replaced by a Lua script if desired. The only limitation is that I haven't worked out completely how the generator works so there are some parts I wouldn't be able to swap out right now without breaking it.
This is what I have been doing for a while now, or better said, tried to do. Maybe it's an easy fix by just defining "Barbarian Era = Human Player 1 Era", just to put it in a oversimplified way.
Swapping out the barbarian unit graphics for different eras ought to be easy. I remember doing something similar for their city graphics, which were bugged because barbs don't have a valid culture group. I agree that using the human player's era for the barb graphics is the simplest approach.