timerover51
Deity
But Windows XP still works for me. Happy camper.FWIW, W7 stopped being supported a looooooooooong time ago.
On GOG, you can d/l an offline CIV 3 installer, which has worked just fine for me on both W10 &11.


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But Windows XP still works for me. Happy camper.FWIW, W7 stopped being supported a looooooooooong time ago.
On GOG, you can d/l an offline CIV 3 installer, which has worked just fine for me on both W10 &11.


Looking at the file sizes, those EXEs are based on the PCGames.de EXE, which is compatible with C3X. I added support for that EXE back in mod version 12. I don't know if the edits for no unit limit, etc. would conflict with the edits done by C3X. Probably not, but I can imagine they might depending on what specifically they change.I’m running Civilization III Complete using Knuckles’ No CD application. Is there a way I can use C3X.exe?
I would love this feature too!Would it be possible to limit the number of Units in a Tile? I'd love to try playing the game without Stacks Of Doom.
Good point: it almost certainly should not apply in cities.I would love this feature too!
I see two possible issues and maybe some fixes:
1. Would this limit apply to cities and if so, does that stop unit production or auto-production?
I'd love first just to see what the AI does first - Emergent behavior? (2. The trickiest part might be AI path-planning. Can they plan for the fact that something *will* be open even though their own units are currently blocking their way? One simple way around this issue might be to make the "is-spot-available" function always say yes even if it's full of your units *unless* you're right next to the tile. That way you can't actually break the rule, but you can head in the right direction, and as long as your other units move in the meantime, there won't be many issues in practice.
)I'm not certain that it would weaken the AI. If Flintlock chooses to, and can, the next step (Regardless, for multiplayer purposes this limit would be really cool even if the AI is somewhat weakened.
) might be to force the AI to balance each stack into some (on land) ratio of A
:Artillery.I'd love first just to see what the AI does first - Emergent behavior? ()
My point precisely: the game cannot violate its own algorithms, so we'd hypothetically have, e.g., not one stack of 20 Units advancing, but two stacks of 10. I've not had the time to think this through all the way yetI imagine it would behave as the ai currently does when its path is blocked by other players - it would start a new pathing movement around the blocked tiles
help: @Civinator? @Quintillus? @WildWeazel?) but I suspect that it could be a genuine game changer.
I am intrigued by Charm. Although I have tom2050's study on it bookmarked, I have never used it, although I believe I recall encountering it in your creations & @AnthonyBoscia's (R/L far too often gets in the way of my "One More Turn" time) - Rather than continuing to Thread Jack, do you gents think it's worth another thread?Additionally the charm attack settings allow to dim down the defense quality of complete stacks of land units [...]
I've noticed this too, I just stick with the text in the config file. The only issue is there are some scenarios with tons of Arty and Naval units, but you just gotta write them all out.Is the editor induced PTW style targeting bombard still work-in-progress in the test V16? I've tested it in a minimalist modded game with all the land artillery and naval bombard units having been ticked the charm flag in the editor. The config sheet has charm_flag_triggers_ptw_like_targeting = true.
What happens is that the charm bombard effect of def stat halfing has been removed. But the units go back to C3C targeting and not PTW.
The Firaxis boys were probably planning on something unique with this feature, but ran out of time, or abandoned it all together when it failed to materialize. Too bad they didn't have Mr. Flintlock on staff to fix all of their mess!!I like 'charm' but the only thing is you can't use it against units that are in a city. Also, artillery units don't seem to damage hit points. They just reduce the defense of every unit in a stack that is out in the field by half.
If such stack limits should be so nice, why are you not using the simplest solution for multiplayer games to set a limit for units in a stack between the human players ? If you play your multiplayer games with a mixture of human and AI players, you should not completely ignore the big problems the AI has with such limitations in C3C. The existing traffic problems for the AI triggered by such tile limitations were already posted above. The argument to make the maps much bigger doesn´t solve this problem, at least if you want still to have an interesting playable map for your game.In regard to Civinator's point that stack limits are not needed to deal with stacks of doom, I mostly agree but think that you're missing three reasons that tile limits could still be very valuable:
1. Not all mods have the features you mentioned implemented, and thus it would be nice to get to import stack limits into pre-existing mods.
2. More importantly, it would be fun to have battles spread out over a larger area regardless of whether or not we can deal with doom stacks. It would be fun to be forced to do this as a human.
3. Lastly, I don't know if charm works in live multiplayer, but I know from personal experience that teleport does not. Based on what I've seen, Flintlock's engine changes work in live multiplayer; specifically, I've tested that land-sea intersections work.