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C3X: EXE Mod including Bug Fixes, Stack Bombard, and Much More Release 22

Think of the command prompt like a less pretty version of windows explorer. The current directory is your system folder, but you want it to be your civ 3 folder. There's a nice little shortcut to do that which I use all the time.

Open the civ 3 folder that has install.bat in it. Click on the white "address bar" at the top of the window. Delete what's in it and type "cmd" then press enter.

This will start command prompt in the right directory. Now type install.bat, press enter and see what it does
 
Okay, I did this and it said something about a potential virus. My laptop came with 1 month free subscription of McAfee, so I put the Install.bat file on the exclusion list so could run it.

The new message says the temp.exe file is being run by another process.

Could this still be McAfee trying to stop me from playing C3X? :(
 

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Hello,

First off, thank you for creating this! The QoL improvements really make this old game even better to play!

However, I seem to have run into a problem. I don't know if it is related to C3X or not. So I'm looking for advice on how to diagnose the problem.

Some basic info:
OS: XP SP4 v3.1b
CPU: Pentium Dual-Core E6800 @ 3.33GHz
RAM: 2GB
Civ3Conquests.exe v1.22 3,517KB (size as patched by C3X) noCD
C3X R22

C3X did not install on the noCD .exe I had been using in the past, so I used the info in the thread to find the noCD .exe that C3X liked. It seemed to patch the file just fine, and no problems at all until 304 turns into the game. I do own the Civilization III Complete gold box set.

This is the first game I have played with C3X, and it has been perfect until turn 304-305. I end turn 304 and when it seems it is close to or at the end of the AI turns, near the point where turn 305 should start, it crashes. Is there any debug mode that can be activated to produce logging/dump data to be examined? I have tried going back a few saves and just hitting the next turn button but it still crashes at the same point. I tried turning off all animations and sound, same result. Completely rebooted the computer several times. If I play through previous turns there is no problem until I end turn 304.

The .biq is not bog standard Conquests, the changed settings are:
World Size: 160x160
Width: 160
Height: 160
Number of Civs: 25
Distance Between Civs: 24
Optimal Number of Cities: 36
Tech Rate: 460

Of course I can provide save files, .biq, the patched Civ3Conquests.exe, and the Windows crash report file if that would help. Just tell me where to post/send the files.

My custom.c3x_config.ini contains:
dont_pause_for_love_the_king_messages = false
suppress_hypertext_links_exceeded_popup = false
warn_when_chosen_building_would_replace_another = true
do_not_unassign_workers_from_polluted_tiles = true
patch_disease_stopping_tech_flag_bug = true
intercept_recon_missions = true
charge_one_move_for_recon_and_interception = true
enable_city_capture_by_barbarians = true
show_total_city_count = true

I've never had a crash with Conquests before, and I've been playing it on XP for many years now. But of course it could be just a coincidence that this crash is happening the first time I tried C3X.

Thanks!
 
Hi, first time I have logged back into this site in possibly 10 years since 2020, just so I can ask one or two stupid questions.

If I turn up the workable tiles will the AI alter how they place cities?

and

If I limit the number of units per tile including in cities will the AI stack some of its defenders outside of its cities to keep them safe?
(Would be cool if the AI learned how to use fortress and barricades as well, but I have never seen that at all)


Also as a separate request could you pretty please create a setting that adjusts how much the AI spreads our or how fast. The way my family likes to play it is incredibly annoying that the AI gobbles up all the land.

Or, maybe a setting on how much they are willing to settle right next.
(They even love to land on a nearly fully occupied island just to eat a few tiles. I even saw settles do this in a war zone, sneaking in when a city was razed.)

I'm assuming the answer to both of my questions and my request is no, but I had to ask anyway. Thanks for the mod and all the work, I look forward to checking it out more.
 
The mod currently has a building_prereqs_for_units as a strict rule. Is it possible to soften it so that an improvement changes production by a variable percentage for the listed units (similar to Civ 4)? For example, instead of a strict harbor prerequisite for triremes, their production will be accelerated by 25-50-75% if there is a harbor in the city, or vice versa - slowed down if there is no one. This would be both more realistic and easier for AI behavior. I would even prefer the second one (to slow down), because there will be no need to change the cost of units.

This idea can be extended to some resources, such as stone. If there is no stone in the city radius, then the speed of stone-tying improvements production is halved.
 
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