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C3X: EXE Mod including Bug Fixes, Stack Bombard, and Much More Release 24

In vanilla and PTW, artillery units target cities the same way air bombard does. You have a 1/3 chance to either hit the units, the improvements or the population. In C3C artillery is "smart" and only targets units until all of them have been redlined. IMO it's both unrealistic and overpowered and heavily favors the human player. The AI often doesn't concentrate enough artillery and offensive for an outright assault but due to its sheer numbers will manage to bombard your cities for a good number of turns. I've made artillery not capture-able otherwise they'd just be donating them without doing any damage. Had the targeting been PTW style, my defending city would have been severely damaged even if the AI couldn't storm it.

Also air bombard has been changed in C3C. Air bombard in C3C can lethally affect air units and will smartly target them first. Bombers thus combat fighters chiefly by bombing them. A fighter has 2 defense. If the bomber slips past the interception chance of 50% it would likely severely damage or even kill the fighter with its 12x3 bombard.

Cruise Missile units in C3C will always target sea units first. I'm not sure if that's the case in PTW.

I think the difference in bombardment between PTW and C3C results from the fact, that in C3C the new Collateral Damage flag was introduced. Long time ago, during the game tests of CCM I set the strategic bombers of that mod to have the precision bombing and the collateral damage flags. I made a screenshot when one of these strategic bombers with one attack was able to take out two buildings of the bombed city:

strategic-bombing-jpg.219194


You can read that report and the reactions here: https://forums.civfanatics.com/threads/ccm-epic-mod-preview-thread.291104/page-12#post-8212728

May be if the land artillery additionally receives the collateral damage flag, too, one bombardment to a city could damage a unit and additionally takes out a building. This would need some testing, but at present my time for such tests is limited.

Spoiler :

Collateral Damage.jpg


Collateral Damage1.jpg
 
No, he has already explained why. Search the thread for similar questions, you're not the first. :D
 
No, he has already explained why. Search the thread for similar questions, you're not the first. :D

Yeah I saw that it may be difficult to replicate that kind of code for civ 3.

But onto another Stupid question. Do you think its possible to combine the Flintlock Civ 3 .exe and the no Raze one? Or the Flintlock Script injector for No Raze.exe?
 
Applying the mod to another executable would require quite a lot of work. It's probably easier to recreate whatever features those other EXEs have in C3X, in fact I've already brought over several features from Antal's EXEs. What "other functionality" do you have in mind?

About the city limit removal: I've explained before why it would be difficult to do a proper job of it. I doubt any of the NCL EXEs floating around do a proper job because I've only seen one person report they could play a game with 700+ cities but many others report that the game becomes unstable beyond the city limit to the point of being unplayable at about 560 cities. It's possible that there's an NCL EXE out there that supports 700+ cities since a simple job of removing the limit could work depending on how the memory is laid out inside the EXE. If such an EXE exists, that might be a case where it's worth the trouble to port C3X over to it. I know for a fact that doing a simple job of NCL would not work well in the GOG or Steam EXEs that the mod already supports.
 
Excuse me if this is already written somewhere, but is this mod compatible with other mods like RAR, worldwide or CCM2.50?
 
Applying the mod to another executable would require quite a lot of work. It's probably easier to recreate whatever features those other EXEs have in C3X, in fact I've already brought over several features from Antal's EXEs. What "other functionality" do you have in mind?

Have you played with the Sima Qian EXE, it allows multiplayer games with up to 31 other players, or 31 hotseat players, or a human can control barbarians?
 
Excuse me if this is already written somewhere, but is this mod compatible with other mods like RAR, worldwide or CCM2.50?

Dupz, this mod is definitely compatible with the mods CCM 2.50, RARR, RAR and Worldwide. As it is the boosted exe of C3C, I think it should be compatible with all single player C3C mods and scenarios, when using the GOG or the steam version of Civ 3 Complete.
 
Dupz, this mod is definitely compatible with the mods CCM 2.50, RARR, RAR and Worldwide. As it is the boosted exe of C3C, I think it should be compatible with all single player C3C mods and scenarios, when using the GOG or the steam version of Civ 3 Complete.

That´s nice. Thanks.
 
I've been getting CTD's when using the phantom resource bug fix. Turning the fix off stops the CTD's.

I've not been able to recreate what causes them - there's no error message, they seem to be occurring intermittently, and when reloading the autosave they don't seem to trigger again at the same point. Furthermore, they don't seem to be related to changes in resource connection directly - most of the crashes have occurred during my own turn, when I have been moving units round.

I am testing with a file with a lot of resources though - is there some kind of soft limit to how many there should be, or perhaps a recommended way of ordering them? Is there a crash log stored anywhere which could help?

EDIT: Actually, loading the autosave does cause the same CTD to reoccur, this could be useful
 
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I've been getting CTD's when using the phantom resource bug fix. Turning the fix off stops the CTD's.

That is interesting. At present I don´t have the time to do such tests myself.
 
Civinator,do you know how to set civ III at widescreen in win11?

Also, I´ve deleted the file "labels" in the text folder and changed the file "labels-Steam CivComplete Patch" to "labels", following your instructions at the CCM2.50 thread. I´ve also installed this mod and RARR. Now, If I start the game using the Civ3Conquests-Antal.exe the text in game are ok, but if I start it using the Civ3Conquests.exe that is modded by this mod, my text get all messed up. So I´m not been able to use this mod together with RARR. Did I make any mistake here?
 
Have you played with the Sima Qian EXE, it allows multiplayer games with up to 31 other players, or 31 hotseat players, or a human can control barbarians?
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.
I've been getting CTD's when using the phantom resource bug fix. Turning the fix off stops the CTD's.
Darn. My bug fix shouldn't be putting any limit on the number of resources you can have, and order shouldn't matter. There is no crash log, unless the base game is generating one somewhere that I don't know about. Now that you mention it, I might be able to patch in a crash logger or at least generate a useful error message before the crash. That's not necessary for crashes that are reproducible since I can get all the info I need by letting the game crash with a debugger attached. It would be very helpful if you would post that save game that's crashing, please.
 
Civinator,do you know how to set civ III at widescreen in win11?

Also, I´ve deleted the file "labels" in the text folder and changed the file "labels-Steam CivComplete Patch" to "labels", following your instructions at the CCM2.50 thread. I´ve also installed this mod and RARR. Now, If I start the game using the Civ3Conquests-Antal.exe the text in game are ok, but if I start it using the Civ3Conquests.exe that is modded by this mod, my text get all messed up. So I´m not been able to use this mod together with RARR. Did I make any mistake here?

Dupz, I have neither Win11 nor the steam version of Civ 3 Complete myself. In my Win10 installation both CCM 2.50 and RARR are running without any problems when started by the Flintlock exe and the GOG version or the Civ Chronicles version of Civ 3 Complete.

You have not written, if you only have problems with the resolution of your game or if the texts are playing havoc with your game. If you have text problems, have you changed the labels text file in the C3C mainfolder for CCM 2.50 and additionally the labels textfile for the RARR mod in the textfolder of the RARR scenario, installed in the scenario folder ?
 
It would be very helpful if you would post that save game that's crashing, please.

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?
 

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Dupz, I have neither Win11 nor the steam version of Civ 3 Complete myself. In my Win10 installation both CCM 2.50 and RARR are running without any problems when started by the Flintlock exe and the GOG version or the Civ Chronicles version of Civ 3 Complete.

You have not written, if you only have problems with the resolution of your game or if the texts are playing havoc with your game. If you have text problems, have you changed the labels text file in the C3C mainfolder for CCM 2.50 and additionally the labels textfile for the RARR mod in the textfolder of the RARR scenario, installed in the scenario folder ?

I had both problems, but I managed to solve my text problem following what you just said. I didn´t know I had to change the labels textfile for the RARR mod in the textfolder of the RARR scenario. My texts are working fine now, thanks.

I just have to find a solution for my resolution problem now. The game is not running in widescreen.
 
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