Alekseyev_
Prince
- Joined
- Jul 18, 2014
- Messages
- 320
Don't think there is a better catch-all term than either upgrades to/obsolete with, but being able to have two different texts would be perfect to make this a non-issue. 

Superseded by?
Don't think there is a better catch-all term than either upgrades to/obsolete with, but being able to have two different texts would be perfect to make this a non-issue.![]()
Thanks for the info. I got the text replacement working, now the Civilopedia page will say "Obsoleted By" instead of "Upgrades To" for unit types that do not have the upgrade ability. "Obsoleted By" sounds a bit better to me than "Obsolete With", but the replacement label is stored in C3X's own labels.txt file for easy customization or translation. This change ended up being more difficult than I anticipated. I thought it would be a quick 15 minute job but it ended up taking a couple of hours, so I hope you guys appreciate it. It was one of those cases where the job seemed simple but then a little problem appeared, and I resolved it, then another appeared, and got resolved, then another, and so on. I was able to replace the label by intercepting a function call just not the one I was expecting. I intercepted a weird little function "check_ptr" that checks that some label text comes from a text buffer created to store some labels. I have no idea what the point of that function is but I'm glad it's there since it makes it easy to swap out label text.This effect is achieved (as far as I know since El Justo´s great scenario AoI) by setting a unit into the upgrade box, but not tickling the upgrade function of that unit.
Alright, I'll add it to the list. This reminds me I haven't updated the list in quite a while.One more super minor "bug" I came across once again: Specialists with multiple types of yield stack them visually. I.e. to have a specialist that "shows" 1 happy face and 1 tax, it would have to have 1 tax and 2 happy faces, as the first happy face would be obscured behind the tax icon. If it could be changed to show them all successively, that would be a nice minor QOL feature for mods with more diverse specialists.
Good question, I hadn't thought about that when I wrote that code. In general the strategies are considered independently, so production can be switched off of a unit as long as it has either the offense or defense strategies regardless of any others, and a unit type will be considered artillery as long as it has the artillery strategy regardless of any others it has in addition. There is one point of conflict, when comparing the strongest available artillery and strongest available direct attack unit, if a unit type has both strategies assigned it will be considered to be artillery and not an attacker. The numbers of units the players have for each strategy are provided by the base game so I don't know how it accounts for units with multiple strategies. I'd expect them to be counted multiple times.Question about build-rates for units with AI double-strategies in the Flintlock mod:
In the Flintlock mod there can be set build ratios concerning the new AI routine for land artillery and for bombers:
How are units with AI double strategies treated in these calculations ?
Interesting you mention this now, this is something @Vaughn has asked me to look into so it's already a priority for R15. (I'll post R14 as soon as I get around to it, it's been in "just one last thing" mode for a couple of weeks now.) So far I haven't seen any sign that the original developers tried to implement stealth bombard in the game's engine, but I am going to try to patch it in.It seems like the devs had the idea of stealth bombard in mind and tried to unsuccessfully implement it. You can still see in the editor how some late game air units and the kamikaze have "Stealth Attack" as a command and the a unit targeted list. But of course that would only work if they actually attack and not bombard/bomb.
Thank you so much! And sorry that it took so long in the end.Thanks for the info. I got the text replacement working, now the Civilopedia page will say "Obsoleted By" instead of "Upgrades To" for unit types that do not have the upgrade ability. "Obsoleted By" sounds a bit better to me than "Obsolete With", but the replacement label is stored in C3X's own labels.txt file for easy customization or translation. This change ended up being more difficult than I anticipated. I thought it would be a quick 15 minute job but it ended up taking a couple of hours, so I hope you guys appreciate it. It was one of those cases where the job seemed simple but then a little problem appeared, and I resolved it, then another appeared, and got resolved, then another, and so on. I was able to replace the label by intercepting a function call just not the one I was expecting. I intercepted a weird little function "check_ptr" that checks that some label text comes from a text buffer created to store some labels. I have no idea what the point of that function is but I'm glad it's there since it makes it easy to swap out label text.
Alright, I'll add it to the list. This reminds me I haven't updated the list in quite a while.
Good question, I hadn't thought about that when I wrote that code. In general the strategies are considered independently, so production can be switched off of a unit as long as it has either the offense or defense strategies regardless of any others, and a unit type will be considered artillery as long as it has the artillery strategy regardless of any others it has in addition. There is one point of conflict, when comparing the strongest available artillery and strongest available direct attack unit, if a unit type has both strategies assigned it will be considered to be artillery and not an attacker. The numbers of units the players have for each strategy are provided by the base game so I don't know how it accounts for units with multiple strategies. I'd expect them to be counted multiple times.
Interesting you mention this now, this is something @Vaughn has asked me to look into so it's already a priority for R15. (I'll post R14 as soon as I get around to it, it's been in "just one last thing" mode for a couple of weeks now.) So far I haven't seen any sign that the original developers tried to implement stealth bombard in the game's engine, but I am going to try to patch it in.
New in this version:
- Automatically cut research spending to avoid bankruptcy
- Option to aggressively penalize bankrupt players
--- Sells non-gold-generating buildings, non-free units, and switches city production to Wealth
- Remove pause for "we love the king" messages
- Holding shift while a stack bombard is going will temporarily turn off combat animations
- Fix units could trespass by attacking an enemy unit across a restricted border
- Widen C3X error, info, and warning popups
- Warn...
Blimey, this looks to have been a lot of hard work. I've not yet downloaded any mods but this one stands out. Before taking the plunge I have a few queries, with apologies if any of these turn out to be non-specific to this particular mod.
1) is it safer for me to create a duplicate directory prior to downloading or is the way C3X creates a backup .exe pretty much safe enough?
2) does the AI use of bombard and armies increase the difficulty of the game (e.g. do they use these options pretty intelligently?)
3) does the AI use of bombard increase their building and use of basic archers in the early game as an offensive alternative, even after discovering horsemen and swordsmen?
4) I've not played the game for a while so apologies if they do this in vanilla Civ3, does the AI in C3X use bombard on naval units?
5) does the AI bombard land tiles to destroy improvements (I'm thinking mainly naval here)
6) does the AI use great leaders to make wonders?
Thanks in advance. I'm a particular fan of the listed changes in terms of rail movement limits, zero corruption government option and a more powerful forbidden palace.
I don't think you're alone in that opinionI tend to disband captured AI artillery to keep the game fun! The AI will sit 2 tiles back on a hill and pound your city with a few Arty, every once in a while it will send offensive units to attack the city, if it has a surplus of units. The best improvement of the Flintlock Mod in my opinion.
This should still be current.The only supported versions of Civ 3 are the Steam and GOG versions of Complete, although other versions might work if they use the same executable as GOG.
Thank you. I will not touch it then.This should still be current.