Hello there! I came across this project a couple of days ago, in the midst of a game of Civ 3. Well, since then I haven't resumed it, and instead spent my evenings catching up on this complete thread and anything related/linked. Exciting stuff!
Thank you so much for these fixes, Flintlock! It's crazy how after all these years, the dreams came true. I looked into asm (for other games) in the past, but could never find the time and dedication (esp. without a sufficient IT background) to pull through. So you have my utmost respect.
I've collected a couple of quotes across the pages that I'd like to reply to:
[...] Even if I had EXEs with and without the patch it would be quite a bit of effort to analyze them. And I don't even have them, I don't even have the disc version of PTW, and even if I did, the original disc versions don't even work with Windows 10
I can't test my old CD-version Civ 3 complete, since it complains about lacking a CD drive (which is correct, I currently don't have my CD/DVD drive plugged into the MB due to needing a SATA cable the other day), despite running without a CD in the first place... guess they didn't do the job quite right when shipping a no-CD Civ3 Complete DVD. My original Civ3 Conquests (seperate, not from Complete) certainly works fine on Windows 10. Now I also bought the GOG version, so I guess I own this game three times now. Oh well.
In my current testgame with the CCM mod (24 civs on a 180 x 180 random map) until now all is working well. The only very small problem are some unit graphics and the scrolling in the game working 'by fits and starts' (I hope this is the correct English term for "ruckartig") for a short period of time soon after loading a save file.
I can 100% confirm this, and it is entirely unrelated to C3X. Whenever I start up the GOG-exe, I get massive initial lag (For a good 2 minutes or so, I hadn't yet tracked it) when starting or loading a game. Which is extremely painful when you frequently reload for whatever reason like I sometimes do. When I start the original exe on the same computer (Windows 10), the game runs flawlessly.
I originally bought the GOG version so that I could play Civ3 again on my newly installed operating system. Simply copying over all my game installation files from my previous OS did not work, since Civ3 requires some registry keys to be set before it likes to launch. I didn't know what these were and didn't find sufficient info online, so I just got the version on GOG, thinking to just use that instead. However, due to the issue above, this quickly turned out to be very uncomfortable, while I also noticed that my old files would run now - without any such issues!. So after getting the GOG install to fix my registry keys, I ditched it again... for about two weeks, because that's when I found this patch.
Glad to hear the mod is working for you. What's the problem you're having with unit graphics? I haven't noticed anything like that myself and the mod does not currently touch the unit graphics at all, or at least not intentionally. I have noticed that the map scrolling is choppy for a while after loading a save. But there too the mod doesn't affect map scrolling, or at least it shouldn't, and it doesn't add any significant code that gets run continuously that could cause performance problems. So I don't know what to make of this issue. What makes it even more mysterious is that it only seems to affect the GOG version and not the Steam version of the game.
As said above, it's 100% unrelated to C3X. I've seen similar issues mentioned online in a few places, including here by Civinator and I think at least 1 other person, but I don't know what could be the cause. So while I will now use the GOG version for your patch (the positives of C3X make me endure the problems of the GOG-exe

), I still dream of getting a patched original exe at some point.
It's odd that run.bat and install.bat aren't giving you the same error message, but anyway that message indicates the CD Complete EXE is not compatible (the important line is "Civ3Conquests.exe: Unrecognized"). I was hoping it would be compatible since as far as I know the GOG Complete version is functionally identical to the CD Complete version and I figured maybe the GOG version is just a repackage of that CD version. But unfortunately that's not the case.
There must definitely be something different about the GOG-exe due to the aforementioned issues. :/
The instruction at 0x45A35F corresponds to the expression "(capital->Body).Y", which crashes because "capital" is null, which it will be whenever the civ's stored capital ID doesn't correspond to an actual city. I'll have to investigate this some more to figure out a good fix. I don't know yet what this function does but it's part of the unit AI, so I don't think the crash is related to settler maintenance, pop cost, etc. It's still a mystery why this crash was so hard to trigger, I set up a scenario where I could capture all of an AI's cities leaving it with only a settler on a galley and never got a crash so there's definitely some kind of subtlety to it.
Maybe the disbanding-due-to-money logic didn't always trigger due to difficulty-induced free unit support?
For tiles with immediate access to freshwater (whether via adjacency to a river or lake, or via Irrigation serving a neighbouring town), the AI will also irrigate all Floodplains, Plains, and Desert, and about 50% of the Grassland tiles.
For tiles which do not have immediate access to freshwater, and prior to learning Electricity, the AI will mine 100% of Grass and Plains, and will not change this unless the tile is pillaged.
(IIRC, the Vanilla + PTW AI would alter its terrain improvements, but the Conquests AI was changed to use the "Automate, keeping existing improvements" routine).
And they will chop Forests (regardless of whether that helps with the nearest town's current build) before clearing Jungle and Marsh, and later plant Forests on all Tundra, but rarely if ever on Grass + Plains (presumably because Irrigation or Mining give higher raw-yields).
I am 99% sure the Civ3 (pre-PTW or pre-Conquests, I never played PTW myself, just a ton of vanilla) worker AI knew how to chain irrigation from some far away river (possibly many tiles outside of the civ border!) to irrigate a nearby town. But maybe that was just for automated human-owned workers, and not for the AI.
I'd love a way to make paratroopers able to move/attack after jumping. Apologies if this is already accomplishable through the editor.
I was actually about to post this suggestion as well, and while reading through the thread I was wondering how nobody else had suggested it, but then you got it two pages before the last

This would be amazing to have. Then finally paratroopers could be used for something, as a commando of some sorts or a "blitzkrieg" role of swifty seizing enemy unguarded or weakly guarded radio towers or airfields behind the lines, or even just workers. Hell, even fortifying in place would help.

And it would give them a solid distinction from other helicopter-dropped foot units.