I can't say exactly how difficult this would be because I don't understand the game's interface that well. It would for sure be more difficult than coloring owned water tiles on the minimap. In that case, all I had to do was modify the point in the game's logic where it's coloring tiles on the minimap and checking whether each tile is water in order to skip over it. The modification causes that check to return that every tile is not water so they all get colored. I was able to get the multiplayer-style messages to appear on the left because I figured out how to trigger them, there's a bit the game sets when opening a popup message to indicate that it's supposed to appear multiplayer-style. Actually, it was more difficult than that since I also had to figure out how to refresh the UI so the messages appeared while the turn was still processing. But to add another info display to the screen, I'd have to figure out how things are drawn in more detail.Could we have a top 3 rivals + yourself showing key strategic resources user defined similar to the multiplayer text, but permanent (just updates as details change).
I think that would interfere with the little global warming sun icon that appears in the top left of that box, but it could probably be made to fit by shifting the beaker and buttons downward. My idea was to have the +/- buttons on either side of the research line at the bottom of that box, what's showing "Literature (13 turns)" in your screenshot. That line already gets cut off especially during golden ages.Regarding the science slider, in my opinion, you don't need to double the size, but do it somehow like this
Turns out that flag that doubles city capture gold was the collateral damage flag, so it's not a completely new ability, just part of the collateral damage ability that no one's noticed before (as far as I know). Already in the base game using the official editor, you can give units the ability to double gold captured from cities by ticking the collateral damage box. Though they must be given some bombard strength to enable the box, and that will also mean they can do bombard damage to a city when attacking it.That's fantastic.
If you find more ways to add such features, that will be excellent.
Sure, I'll add it to the list. This shouldn't be hard.Another neat unit feature would be being able to apply the cruise missile 1 time use flag to defensive units and their zone of control so you could have "trap" style lethal units.
Ah, ok -- too bad, appreciate the feedback though.I can't say exactly how difficult this would be because I don't understand the game's interface that well. It would for sure be more difficult than coloring owned water tiles on the minimap. In that case, all I had to do was modify the point in the game's logic where it's coloring tiles on the minimap and checking whether each tile is water in order to skip over it. The modification causes that check to return that every tile is not water so they all get colored. I was able to get the multiplayer-style messages to appear on the left because I figured out how to trigger them, there's a bit the game sets when opening a popup message to indicate that it's supposed to appear multiplayer-style. Actually, it was more difficult than that since I also had to figure out how to refresh the UI so the messages appeared while the turn was still processing. But to add another info display to the screen, I'd have to figure out how things are drawn in more detail.
Apparently, no one except me needs this idea, because they don't offer their own options, so do what you think is best. If you place the +- buttons on both sides of the science field, I would also indicate the percentage of science to help you navigate. And where to place it so that it is obvious and understandable? The main thing is to destroy the general appearance of the original interface as little as possible.I think that would interfere with the little global warming sun icon that appears in the top left of that box, but it could probably be made to fit by shifting the beaker and buttons downward. My idea was to have the +/- buttons on either side of the research line at the bottom of that box, what's showing "Literature (13 turns)" in your screenshot. That line already gets cut off especially during golden ages.

I think Flintlock mentioned before recently, that the game doesn't count how many seperate copies of each resource a city has access to if it isn't connected to the capital through trade routes.I'm having in R25 an issue with the phantom resource bug.
Despite having that setting set to "true", i.e. fix the phantom resource, extra resources still pop up. To be clear, only the correct resource shows, however the count includes all for the entire empire, not just that city and an connected.
In the city below should should only be one count of that item. Note: in this scenario airports do exist, but this city doesn't have any, nor does it have any other connection to the trade network.
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If I double the size of that box in the lower right, there would be plenty of room to add things like the current science slider setting. I'm tempted to do something similar to what I did for the city production info and have the mod just tell you how much of a surplus you're running. It could say, for example, "Surplus: 20%" on a new line when you could reduce the slider by 20% without slowing the current research project.Apparently, no one except me needs this idea, because they don't offer their own options, so do what you think is best. If you place the +- buttons on both sides of the science field, I would also indicate the percentage of science to help you navigate.
This annoys me too and I don't know what causes it. As far as I know, the game just loops over all units on a tile and adds them one by one to the menu. Waking a unit shouldn't change its place in the list of units on its tile, but evidently it does or I'm missing something about how units are added to the menu. I'd have to look into the code that fills in the right click menu in detail to determine what's going on. It's not easy because that code is annoyingly verbose.1) When waking unit stack 1 by 1 by shift-clicking it on the list, makes the fortified stack you are waking jump wildly up/down randomly on the list. I've been dealing with that for ages now while trying to split out 10, 20, 30 etc units out of a massive stack.
This I also can't explain. I'll try to look into it at some point.2) When right-clicking a stack that is above 255~256 units, it starts taking a lot of time for the list to appear, and dealing with such massive stack is slow as well. I had 330 units stack that has 500ms+ freeze delay on the list appearing, and another stack that was 390 units had already 1000ms+ delay. It grows exponentially fast like that with it's size going up.
Someone sent me a save near the limit a while ago. As far as I could tell, the save file limit is not really a hard limit, it's a side effect of the game running out of memory. As memory becomes scarce, saving is the first thing that's affected because when saving the game tries to allocate a contiguous chunk of memory that's large enough to hold the entire contents of the uncompressed save file and fails when there's no 30+ MB chunk of memory available. Other game functions still work because they allocate in smaller pieces so can still slot in somewhere.Also my games are getting very close to the save game filesize limit - compressed manual saves are in 1.6~1.7MB ballpark, but I see an uncompressed autosave is at 36.5MB, so maybe they will be of use to you for testing/breaking the limit?
It would be possible to make irrigation work like that, it would just require effort to program. As for the wall built by workers, that depends what you would want it to do. Block movement, I guess? You can already sort of build a wall on the map by building fortresses in a line. They need to be garrisoned to be effective, but that is at least realistic.- a setting to "cut" (with pillage) the irrigation - and as an image: the fields to "dry up", or to make the irrigation disappear from the fields!
- a worker can build a 3,4...10 tile long wall in your territory... after the Great Wall of China is built!![]()
The main thing is not to abandon this idea with science on the main screen. I think it will be useful to many.If I double the size of that box in the lower right, there would be plenty of room to add things like the current science slider setting. I'm tempted to do something similar to what I did for the city production info and have the mod just tell you how much of a surplus you're running. It could say, for example, "Surplus: 20%" on a new line when you could reduce the slider by 20% without slowing the current research project.
Yup I'm running the exe, so LAA should be present... But then again the game must be coded in such way that allows the use of it since signed 4 byte pointers will overflow past the 2GB. That's always a possible issue to keep in mind with LAA - most of the code might not mind but then you run into some obscure game subroutine that actually do mind it and goes bonkers over time.I'm curious at what point you'll hit the limit, assuming you're using C3X installed to the EXE. Installation sets the large address aware bit, meaning the program can allocate up to about 3.5 GB instead of 2.0 GB like a non-LAA 32-bit program. Using RUN.bat does not set the LAA bit. That should mean you can go farther than the ~36 MB point at which the limit usually appears. Though if it appears at that point anyway, then I'm not entirely sure what's happening. If you hit the limit, you can send me the save and I'll check it out.


I myself didnt like how civ4 had too much crap on the screen. I do think increasing the size of the box to match the minimap would be good to balance out the screen. The numbers that it does display for science and lux is not the most clear, so I guess with more space, would have a little more clarity with what info is there.The easiest way to show scores is probably to show that list of players that appears in the top right in multiplayer. Adding a science slider to the main screen would be possible, though I don't know of a good place for it. It's probably best to have it around the display of the current research project and turns remaining but there's already not enough space there. That reminds me, it would be nice to double the size of that box in the lower right like I did for the minimap, but it's also more difficult than the minimap because it has various elements that would need to be repositioned.
This annoys me too and I don't know what causes it. As far as I know, the game just loops over all units on a tile and adds them one by one to the menu. Waking a unit shouldn't change its place in the list of units on its tile, but evidently it does or I'm missing something about how units are added to the menu. I'd have to look into the code that fills in the right click menu in detail to determine what's going on. It's not easy because that code is annoyingly verbose.
I completely agree with this. It is one of the biggest advantages of Civ 3 over Civ 4,5,6 and 7, that it don´t has so much crap on the screen.I myself didnt like how civ4 had too much crap on the screen.

I can sign under this, a developed civilization built up only with railways is already looking sufficiently overloaded.I completely agree with this. It is one of the biggest advantages of Civ 3 over Civ 4,5,6 and 7, that it don´t has so much crap on the screen.![]()
Given that the slider settings are already displayed on the info-box, would it maybe be possible to recode that part of the display so that when an overspend is imminent, the science-value gets made bold/ underlined/ changes to red/ starts blinking, or similar?The numbers that it does display for science and lux is not the most clear, so I guess with more space, would have a little more clarity with what info is there
Something like that would make it useful. The numbers there dont really mean much to me as I always have to think when I see them. It's much easier to pull up Domestic Advisor and see the slider settings. I use Domestic Advisor a lot to track happiness as well. All the advisor pages have fast response times so I have no issues with using them. I've always been a big fan of the civ3 minimalist interface and being able to find the info you need quickly in the advisor pages than just all out in front screaming at you all the time.Given that the slider settings are already displayed on the info-box, would it maybe be possible to recode that part of the display so that when an overspend is imminent, the science-value gets made bold/ underlined/ changes to red/ starts blinking, or similar?
It does go up as well unfortunately. As example, I am waking up a fortified stack that starts, from top to bottom, as 3rd on the list. it will move several times to 4th, back to 3rd, to 4th, to 5th, 6th, back to 5th, had it even go up back to 4th. General trend is "downwards" but it keeps hovering up "upwards" as well. There is somekind of unit numbering going on regarding the position on the list, because IF it goes up, say it was 4th and went up to 3rd, and I wake an unit, lets call the imposter, from stack that took it's place sitting as 4th - the positions will momentarily switch back with stack I wanted to wake going back to 4th, and imposter unit back to its place.If so, maybe it might be an idea to cycle the units on the tile and then pick the last one in the group to wake. This should keep the rest of the stack in the same place I think; currently when waking individual units in a stack, the remaining stack only moves down the list it doesn't jump up it.