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C3X: EXE Mod including Bug Fixes, Stack Bombard, and Much More Release 26 Preview 1

Yes you can. Just exit the game, enter the desired city limit number in c3x_config.ini and re-start the game.
Already figured it out :) And it works!
Even more impressible, it works on a save game that I've used with old C3X probably revision 8 applied over the broken/bugged NoCityLimit patch known for memory corruption, that allows to go about 50+ cities above limit before breaking the game completely. If that wasn't crazy enough, having city limit set to 2048 fixes a corrupted memory segment in the save that prevents opening of preferences menu after loading the save, resulting in a crash (a known NCL bug), that persist even if one loads save game from NCL into regular Civ3/C3X with regular 512 city limit. C3X rev. 25 with bumped up city limit lets me access the preferences menu once again! :worship:

I will probably run into save file size limit bug soon :lol: When I stopped playing year ago the size was already at 35.1MB uncompressed/1.63.MB compressed. I guess the limit is 37~ MB unless Flintlock did any work on that issue.
 
Already figured it out :) And it works!
Even more impressible, it works on a save game that I've used with old C3X probably revision 8 applied over the broken/bugged NoCityLimit patch known for memory corruption, that allows to go about 50+ cities above limit before breaking the game completely. If that wasn't crazy enough, having city limit set to 2048 fixes a corrupted memory segment in the save that prevents opening of preferences menu after loading the save, resulting in a crash (a known NCL bug), that persist even if one loads save game from NCL into regular Civ3/C3X with regular 512 city limit. C3X rev. 25 with bumped up city limit lets me access the preferences menu once again! :worship:

I will probably run into save file size limit bug soon :lol: When I stopped playing year ago the size was already at 35.1MB uncompressed/1.63.MB compressed. I guess the limit is 37~ MB unless Flintlock did any work on that issue.
Yes, you probably will.

The solution to this problem is to enable the aggressively_penalize_bankruptcy option.

The reason the save file is that big is that there are a lot of units.

The AI created hundreds of units without restriction.

The aggressively_penalize_bankruptcy option exactly fixes that problem.

There are other problems this fix creates but it's bad design AI's fault and not this fix.
 
@Volman.me Yeah I'm aware but I also like it that way :D
I'm playing a hand tweaked old version of marathon monstrosity map, basically set units to have regular price, upkeep and stats (but with boosted HP) and city improvements to be very cheap/no maintenance, while techs are extremely slow.
The result is that I get to enjoy extremely large wars, even tiny cramped in nations like byzantine with 8~9 6pop cities had like 1500~ units strong standing army, while nations that had no obstacles in expansion phase have easily over 3000+ units.
I think it's quite neat actually, the only issue is that AI calculations for strength of other AIs got nonfunctional - the AIs don't fight each other at all, I am the only one that wages wars. It's quite sad cause it makes it so there won't be a massive supernation opponent to fight later on... at least it wasn't until 2048 cities C3X patch dropped :)

My plan is to wait a bit until I hit last workable save filesize, then load it with raised limit from stock 512 to either 1024 or 2048 that will allow AIs that still have plenty of space to grow into huge empires.
At least on the paper, since I'm not sure how will it work out with memory used by the civ3 process. Right now it's already taking 1.5GB, and since it's a 32bit game it will either crash at 2GB or 4GB if it's LAA compatible. If I could somehow force a war between AIs so they cull down their numbers then it would be a non-issue but I don't think I can. So I will have to tread carefully.
 
@Volman.me Yeah I'm aware but I also like it that way :D
I'm playing a hand tweaked old version of marathon monstrosity map, basically set units to have regular price, upkeep and stats (but with boosted HP) and city improvements to be very cheap/no maintenance, while techs are extremely slow.
The result is that I get to enjoy extremely large wars, even tiny cramped in nations like byzantine with 8~9 6pop cities had like 1500~ units strong standing army, while nations that had no obstacles in expansion phase have easily over 3000+ units.
I think it's quite neat actually, the only issue is that AI calculations for strength of other AIs got nonfunctional - the AIs don't fight each other at all, I am the only one that wages wars. It's quite sad cause it makes it so there won't be a massive supernation opponent to fight later on... at least it wasn't until 2048 cities C3X patch dropped :)

My plan is to wait a bit until I hit last workable save filesize, then load it with raised limit from stock 512 to either 1024 or 2048 that will allow AIs that still have plenty of space to grow into huge empires.
At least on the paper, since I'm not sure how will it work out with memory used by the civ3 process. Right now it's already taking 1.5GB, and since it's a 32bit game it will either crash at 2GB or 4GB if it's LAA compatible. If I could somehow force a war between AIs so they cull down their numbers then it would be a non-issue but I don't think I can. So I will have to tread carefully.
That's sweet.

The marathon edition of the map have gotten evolved a lot. I will probably post the new version about Christmas.

The new version makes everybody fight each other. I also testing a trick so every nation have at least a few hundred units and still respecting the save limit bug.

I also like wars with hundreds of units and I have tried a lot of tricks to bypass this game's bad economy management.

The game with city limit raised to 2048 is a new kind of experience, much much better.

The problem is you cannot have 2048 cities AND aggressively_penalize_bankruptcy disabled.
 
@Volman.me If it would be possible to auto force AI to go to war against nearby opponent each time it reaches something like 100 x amount of cities number of units then bumped up city limit would work without need for aggressive bankruptcy enabled.
That would allow to keep huge wars without running into save file size issues, nor the 32bit process memory limit. It probably still would need an additional change, like make sure AIs cannot make a peace with other AI in 50 or more turns since declaration of war (but the player offered peace would be except from this rule) to make sure they have time to travel and fight/avoid any of possible unit strength miscalculations that would make the war-winning AI sue for peace, etc.
 
@Flintlock is there a way to have a "cool down" similar to the settler? If we can manually set the unit and cooldown per unit, I think this could help the AI produce a better mix of units and buildings.

Also, could we have limits on how many buildings you can build, Tank factory for example would be 1 per 5 cities + 1 or something along those lines -- similar to how you have limits set up for units.

As always, stelar MOD, your efforts are much appreciated!
 
Wow, I just found this mod and am astounded by the quality.
The features are great of course, but also very well documented and noob friendly, and I love that it's technically loosely coupled. Great work!

So I just gave it a first try and have some feedback, suggestions & questions.
Of course, I'm aware development with extra constraints can be a lot of complex work, but I'll let you sort out whether my ideas are Good / Bad / NotWorthIt / Impossible and will just focus on delivering them here.
My setup worked fine, but just so it's shared : I launch via run.bat, am using Win7 and don't bother with Steam (Game yells with some SteamAPI_init() error at launch, which doesn't seem to have any impact on solo). ATM, I just loaded saves from recent games, made without the mod and checked the features. All was fine.



Let's start with what looks like issues to me :
  1. Destroyed_wonders_can_be_built_again APPLIES despite enable_wonder_districts being off.
    Very handy with theory of evolution and great scientist(s) to re-rush it, but probably not intentional. More generally, I expect the "enable_district" option(s) being set to false to make this whole section consequenceless. An overlook, I guess ?

    Btw, vanilla Civ3 has a known bug, where bombarding a city with virtual walls given by Great Wall can make the "next building" get destroyed instead (I recently destroyed a great lighthouse with... a catapult !).
    Not C3X's fault, but maybe it should include an option to fix this ?
    This also makes me suspect of the completed_wonder_districts_can_be_destroyed option now xD (I didn't test, but just wonder(!) whether it could create a similar bug).

  2. Batch commands didn't seem to work for me when using hotkeys (e.g. Ctrl-I instead of Ctrl+click to mass "irrigate"). Might be related to the complexity of modifying the interface but I assume hooking commands to a hotkey should be doable. (I barely use mouse, so I'm not sure I'll ever use the feature if I have to click)

  3. In diplomacy, "Would you care to offer something in exchange for..." didn't give me the max gold I could ask for. Of course, a right click on the gold amount fixed it, but the purpose of this mod option is to remove such convolutions. (can share a save)

  4. Toggling debug mode requires to type "D E B U G", but typing D tries to disband the active unit, preventing from toggling the mode unless all units have been played. I assume B would also try to build on a settler, etc. Maybe a button somewhere would be better ?



Now, here are improvements I'd enjoy. I tried to order them by importance... to my eyes, which is of course very subjective :

1) Making the game easier to decipher in general feels like a good direction. C3X improving QOL made me think of several extra options to help learning & understanding the game.
  • "Show explained Culture conversion chances".
    Could be displayed by pressing a key when hovering a city to check its flip chances for every country around (Hey, [Ctrl]-alt-C are free !), but a permanent display over each city of the summed chances of flipping in % would be even better.
  • "Culture conversions relocate troops" (instead of vanishing them).
    Maybe the code from "Your troops will move automatically" might be reused here ? An option so saved troops suffer some bombardment sounds fair too. I'd set this off by default anyway, since it alters balance... but I assume many players would appreciate a nerf of the original "BS".
  • "Display tech costs in tech tree"
    e.g. with a number above the rectangles
  • "Show detailed corruption calculations"
    Would be incredibly valuable (so maybe one day I could understand how it works :p)
  • "Show despotism wasted yield"
    e.g. As black shield/food/commerce when it applies (might need new art, but community is wonderful, so I wouldn't even be surprised it already exists)
  • "Show combat modifiers summary"
    Probably when hovering over an enemy attackable/bombardable unit. Ideally, with a potential results breakdown. I assume players overlooking or not even knowing some terrain/river/city bonuses is a very common issue.
Maybe the display of some of those extra infos should be toggled by pressing ALT in advisor/city/world screen, or when hovering specific elements ? Potential for UX improvement looks great here !

2) Prefixing saves name with TURN NUMBER so they are ordered properly would be nice.
Having BC and AD mixed UP makes me so mad...

3) Allowing Autosaves at end of turn (either instead or in addition to saves when turn starts).
Going back in the game recently, I took the habit of saving at the end of EVERY turn because of disorders. I know C3X should fix this, but such autosaves could still be handy sometimes.

4) A hotkey to toggle the minimap doublesize might be useful.
One might also think of a button next to the existing "show geography" one, or even an option to auto-toggle it when hovering over the minimap.
Similarly, show_territory_colors_on_water_tiles_in_minimap could be a map option with button & hotkey as well, since it's a double-edged one too.

5) Unit grouping looks neat, but I'd probably like to only enable it if stack is bigger than a parameter (e.g. 20 units).
It seems to miss visual clue(s) to me, like a red "MANY UNITS HERE" line above tile contents.
Brainstorming around it, what bugs me with large stacks is mainly the need to scroll for accessing buttons. Maybe I don't like grouping at all, and would just prefer the wake/fortify all buttons (and maybe pedia ones?) be moved above of units instead of sinking under massive stacks ?
Also, options to change the list item's colors per row depending on the number of units might be nice too (like, yellow for 2/3 units, orange up to 10, and red for 20 or above ?)

6) I have a save where game tells me I get literature in 2 turns, but I actually get it in one.
From what I see, it's because one worker completes a road, increasing my science output from 16 to 17. (I don't know the arcanes of things like the interturn)
  • I'm afraid making the prediction take every details in account might just be too complex, but adding (in F1 or F6 advisor) a detailed teching status similar to what was made for cities prod would help a lot already.
  • Also, an option to have a warning or automatically lower spending when player is wasting on research would be handy. Hitting the 4 turns minimum cap while having reached all the beakers too fast, or even just keeping 100% when you could lower to 20% can be a major waste, but having to think about both lowering then raising again every few turns is pretty tedious and leads to mistakes.
6) While I'll personally never play MP, I think making the mod's coolest features compatible with multiplayer would be one of the most welcomed (and impactful) additions for the community. I don't know the barriers and limits yet.

7) The AI improvements (for artillery/workers...) look nice, but should IMO all be disabled by default.
Probably with a global "Improve some vanilla rules/behaviors" setting, like for districts ?

8) Hotkeys for play/pause/step on the replay screen would be handy.





And finally two simple questions:
  • Does setting the max number of cities disable the associated code (and hence any potential regressions/issues induced) ?
    That's how I'd love it. There's already too many cities in any standard game for my taste anyway !

  • The do_not_pollute_impassable_tiles feature puzzled me : do such tiles exist in base games, or is it for mod's "Civ6 mountains" and alike ?
    The only case of unreachable tiles I thought of would be a volcano on a small island in a lake where one couldn't build boats, but I'm not even sure this can exist in the first place, and don't even know if volcano polluted tiles account the same as factory ones for global warming.
 
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