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C3X: EXE Mod including Bug Fixes, Stack Bombard, and Much More Release 16

Here's the save, though it'll be without all the necessary art and such. Do you need the mod files, or is poking around in the save's data going to be enough?
The save data doesn't tell me much. I need the mod files so I can load up the save, then I can crash the game and see exactly what it's doing when it crashes. However, I took another look at my phantom resource bug test scenario and found a crash there too. That's probably the same bug you're seeing, so if it's inconvenient to post the mod files you could wait for me to fix that and see if it fixes your issue too. I'll post a special version 10B for this fix within a few days.
 
I have not, in fact I've never even heard of it before. I've looked over his thread and his GitHub, and it looks like his tools would be compatible with C3X except for the fact that there is no version of the game itself that is compatible with both. His tools don't do anything super complex so replicating them in C3X wouldn't be difficult, but since they're open source it might be easier & neater to update them to work with the GOG & Steam versions of Civ 3 Complete.

Sima Qian´s multiplayer tool, allowing multiplayer games with up to 31 players, is attached to every download of CCM 2.50. Unfortunately the multiplayer tool, neither with the GOG version, nor the Civ Chronicles version of Civ 3 Complete is able to detect a C3C exe, that is boosted by the Flintlock mod. Here is a screenshot made with the GOG version of Civ 3 Complete and the boosted exe, trying to apply the multiplayer tool:

Multiplayer Tool.jpg
 
Sima Qian´s multiplayer tool, allowing multiplayer games with up to 31 players, is attached to every download of CCM 2.50. Unfortunately the multiplayer tool, neither with the GOG version, nor the Civ Chronicles version of Civ 3 Complete is able to detect a C3C exe, that is boosted by the Flintlock mod.
I'll look into updating his GUI tool to work with the current (GOG and Steam) versions of Complete. That should be an interesting little project. I don't expect it will take long, the tool only needs to include some offsets for game data in the newer versions. Finding the offsets won't be a problem since I have the memory layout mostly figured out already. If anything the problem will be getting that old project to compile, I've seen it's using Cygwin and Qt 4.8, both are obsolete these days. In fact I don't think anyone uses Cygwin any more.
 
Since you've been able to fix artillery AI behavior, is it possible to code cruise missile and tactical nuke to do the same? Right now one can get the AI to use them like artillery by having the units upgrade into a king unit version with the artillery AI flag. But the draw back is that they treat nuclear weapon like conventional ones and thus nuclear war is guaranteed.
 
Improving the unit AI for cruise missiles and tactical nukes would not be a simple matter. For artillery, I discovered that the game already includes a half decent unit AI except it's never activated in the base game because AI artillery is unable to get an escort unit and without an escort it will never leave its city. I never even had to figure out why the escort finding process is broken, I simply injected a bit of code that allows artillery to grab a defender from the city it's in as an escort. Everything else AI artillery does after that is actually the Firaxis AI at work. For cruise missiles and tactical nukes, Firaxis only wrote a barebones AI, and it's already working as well as it can. To improve the behavior of those units I'd have to write a new AI for them, which is doable, I've already done that for leader units, but it's not easy.
 
Hello all and special thanks to flintlock and evryone wh oare still giving to this game, real big thank you,
Can you consider fixing this ai behviour while defending, they just dont defend their cities and keep their defense oriented units outside the assaulted city,
Another matter conisidering the long turns when playing huge maps and modpacks,I wonder if is it possible to change some code in the game so it run smooth in modern strong computers, I think I hv heard that civ 3 and old games run only on one core of the cpu, if true maybe it can be fixed, have a good day all
 
Right now one can get the AI to use them like artillery by having the units upgrade into a king unit version with the artillery AI flag. But the draw back is that they treat nuclear weapon like conventional ones and thus nuclear war is guaranteed.
Hmm? Could you elaborate on that?
 
Another matter conisidering the long turns when playing huge maps and modpacks,I wonder if is it possible to change some code in the game so it run smooth in modern strong computers, I think I hv heard that civ 3 and old games run only on one core of the cpu, if true maybe it can be fixed, have a good day all

I doubt that utilizing more than one core is on the table, that is probably way beyond the scope of C3X.

Regarding huge maps and modpacks a relevant question is whether the slowdown is due to calculation or due to animation.
 
Hmm? Could you elaborate on that?

Example: Tactical Nuke is given the "tactical nuke" AI strategy flag. That's gonna make sure the AI builds it. But then how is the AI gonna use it? The "Tactical Nuke " AI flag is deficient and does not permit it to leave the city. So the unit is stuck and only able to be fired within its 6 range.

Now if you create an identical unit but give it the "King" unit ability (King ability units can not be built but be upgraded into) and the "Artillery"/"Air Bombard" AI strategy flag the AI will use it the nuke like an artillery/bomber. If you use "air bombard" make sure to give it operational range. Personally, I prefer Air Bombard for tactical nukes and give Nuclear Subs and king version upgrade that has "Carrier" Ai flag. That way, the AI can nuke you from subs.

Here's what it looks like:

Tactical Nuke (Tactical Nuke AI strat, land unit, tactical missile ability, immobile ability) upgrades to => Tactical Nuke2 (King unit ability, land unit, tactical missile ability, immobile ability, Air Bombard AI strat, Operational Range: 6)

Nuclear Sub (Missile Carrier AI strat) upgrades to => Nuclear Sub2 (King unit ability, Carrier AI strat, "transports only tactical missile" ability.

Make sure to perfume barracks, airports and harbor so that the AI can use its units ASAP.
 
I doubt that utilizing more than one core is on the table, that is probably way beyond the scope of C3X.

Regarding huge maps and modpacks a relevant question is whether the slowdown is due to calculation or due to animation.
Yes probably it is a very hard thing to do, in my current game I enabled all cores from msconfig in windows and it shows now that the game is using all cores, this i have the feeling had made the game run a lil bit smoother then b4, although the flintlock mod maybe the reason, bcz i was playing a non modded version b4, anyway this mod of flintlock is amazing man i am impatient abt the next releases,
 
Predator145, I think that solution about tactical nukes is much too complicated. Besides the immobile flag, tactical nukes can be loaded on ships, p.e. submarines with the transport missiles flag, even if these ships are one tile outside of the city, that holds that tactical nuke.

If you want to load a tactical nuke over much more tiles, per example into a submarine many tiles away from the city, it is enough to give the tactical nuke the rebase flag. This also allows the tact. nuke to be transfered to other cities, too. In CCM the polaris missile (the first missile that should be transported by subs in that mod) has such a working solution since many years (I think the setting bombing in air missions is not necessary, but it is in the current setting).

Polaris.jpg
 
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Predator145, I think that solution about tactical nukes is much too complicated. Besides the immobile flag, tactical nukes can be loaded on ships, p.e. submarines with the transport missiles flag, even if these ships are one tile outside of the city, that holds that tactical nuke.

If you want to load a tactical nuke over much more tiles, per example into a submarine many tiles away from the city, it is enough to give the tactical nuke the rebase flag. This also allows the tact. nuke to be transfered to other cities, too. In CCM the polaris missile (the first missile that should be transported by subs in that mod) has such a working solution since many years (I think the setting bombing in air missions is not necessary, but it is in the current setting).

View attachment 627451

With no operational range, you can't rebase. Because rebase range is operational range x 6. And with a "Tactical Nuke" AI strat flag, the AI can't rebase it either because it doesn't know how to rebase anything other than "air bombard+air defense+air transport" AI strat units.

Make sure to put operational range to be the same as bombard range. If OR is higher than bombard range the game bugs out on a loop when fired using the "bombing" mission. The AI doesn't need the "bombing" mission if it has the "Air Bombard" AI strat. It would simply fire the weapon using the operational range with the results depending on whether it's a land/air or cruise missile ability unit.

The AI will never be able to load a Tactical Nuke built in land with the "Tactical Nuke" AI strat into a sub either, because that flag is deficient and the nuke would never leave the city.

And it would never bombard with anything other than "Air Bombard" or "Tactical Nuke" AI strat from a ship even if it has the ability to. It would simply land "Artillery" AI strat units instead of firing from the sea. Since "Tactical Nuke" AI strat is deficient, that leaves us with "Air Bombard".

What the AI knows how to use properly is Air Bombard and Carrier AI strats. But since these 2 flags are needed for the AI to make normal bombers and carriers, the king units are needed.

The solutions here are for the AI.
 
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With no operational range, you can't rebase.

The AI will never be able to load a Tactical Nuke built in land with the "Tactical Nuke" AI strat into a sub either, because that flag is deficient and the nuke would never leave the city.

Yes, I know that this sounds strange - but it is the reality. :)

If you have a download of CCM 2.50 you can test it yourself easily by doing a DEBUG-biq. As I have the prototype of the next version of CCM 2.50 on my pc, I cannot attache here such a DEBUG-biq working with the current CCM 2.50 download myself.

At least you can do such a DEBUG-biq to test it yourself for the standard C3C conquests biq and the tactical nuke. Place such an "immobile" tactical nuke in a city at the coast and place a nuclear sub (able to carry that nuke) one tile next to the city into the water. You will notice, that you can draw that nuke into the sub, despite the immobile flag and no setting of an aircraft range of the nuke. Of course it works, too, if the sub is in the same city as the tactical nuke. The Firaxis comment in the civilopedia about starting that (immobile) nuke from a sub in Civ 3 is correct.
 
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Does the king flag affect how the AI treats the unit, or is that a trick to get the AI to build a unit for one strategy and use it with a different strategy?

At least it influences the AI to use a unit with the king flag to be the last defender in a stack. In CCM, I use this method per example with the apprentice unit to change the strategy of that unit from normal unit to worker strategy (different workers) and later normal strategy for not normally produced HN-units (partisans).
 
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Does the king flag affect how the AI treats the unit, or is that a trick to get the AI to build a unit for one strategy and use it with a different strategy?

The king unit ability is a trick to get the AI to build a unit and then use it with the strategy you would like it to. With Flintlock's perfume you could even use AI strats like "Explore", "Leader", "Flag Unit" and "King" to get the AI to produce units and then have them upgrade into a strategy that the AI can play effectively. The unit ability has no effect on how the AI uses the unit. It's all based on what AI strat it has.

Example: I want the AI to build fighters for both defensive interception and aggressive bombing runs (to actively try to shoot down my defensive fighters).

I could assign "Explore" AI strat to the Fighter on top of "Air Defense". Since the AI doesn't build "Explore" AI strat units I need to perfume the Fighter on the Flintlock patch or by giving it inconsequent things like All the terrain as roads, Stealth Attack, Radar, Enslave, Blitz.

The AI will then build some Fighters as "Explore" and upgrade it into an identical king unit (let's call it "Fighter2") with the "Air Bombard AI strat" and bomb you with them.

And that's how you can avoid having to auto produce.
 
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Yes, I know that this sounds strange - but it is the reality. :)

If you have a download of CCM 2.50 you can test it yourself easily by doing a DEBUG-biq. As I have the prototype of the next version of CCM 2.50 on my pc, I cannot attache here such a DEBUG-biq working with the current CCM 2.50 download myself.

At least you can do such a DEBUG-biq to test it yourself for the standard C3C conquests biq and the tactical nuke. Place such an "immobile" tactical nuke in a city at the coast and place a nuclear sub (able to carry that nuke) one tile next to the city into the water. You will notice, that you can draw that nuke into the sub, despite the immobile flag and no setting of an aircraft range of the nuke. Of course it works, too, if the sub is in the same city as the tactical nuke. The Firaxis comment in the civilopedia about starting that (immobile) nuke from a sub in Civ 3 is correct.

I know the AI can load "Tactical Nuke" AI strat units from COASTAL cities into their "Missile Carrier" units. I've tested that to death when I tried to use the "Tactical Nuke" flag for carrier based aircrafts. What the AI can't do however, is move a "Tactical Nuke" AI strat unit out of an INLAND city to the coast to be loaded into a "Missile Carrier" like the human can. Their inland nukes are stuck uselessly.

I don't see any other solution besides using the king unit ability to get the AI to build their tactical nukes and then move them out of their inland cities to navally strike.
 
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