It worked, thanks man.
My game is running just fine now
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.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?
Fixes a crash caused by the patch for the phantom resource bug
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'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.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.
Hmm? Could you elaborate on that?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.
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
Hmm? Could you elaborate on that?
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,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.
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).
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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.
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?
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?
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.