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C3X: EXE Mod including Bug Fixes, Stack Bombard, and Much More Release 23

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One other I noticed and I think it’s from R15 is that after you do a group bombard, the button to bombard still remains on the units that still have movement remaining. Once you start moving it disappears.
I've noticed the same thing playing meteorman's Overlord scenario when I ordered a stack of submarines to group bombard.
 
Perhaps something helpful: "Game Wizard 1.01"

At "civ-blog.ru" (I have had this site vetted as "safe" by our mods) -

"|Game Wizard| is a clever and sophisticated program that opens up deeper levels of communication with the game to the user. The most valuable advantage of the program is that its capabilities are available when working with almost any game or application program. |GW| Allows the user to improve the parameters of the game to their liking and optimally adjust the speed of the program. The user can also ship/load the state of the game at any time convenient for him, regardless of whether it is provided by the authors of the game or not."

For Civ 3, here's one entry (among many) -
Spoiler 20.1 WOLFENSTEIN 3-D :
Suppose you want to determine in which address in RAM the program stores the "health" of your hero.1. Install |Game Wizard| residentially in memory.2. Download & Launch |Wolfenstein 3-D|.3. Starting the first level, wait until the "health" parameter is shown on the screen and 100% at it.4. Activate |Game Wizard| by pressing the "'" key (it is located to the left of the key with the number 1). From the main menu, select the Memory Address Search mode.5. At the request of what you want to find ("Search for:"), enter the number you are looking for - 100 (the level of "health").6. In the main menu, press the [ESC] key and return to the game. Play a little until someone hurts you.7. Reactivate |Game Wizard| and again select the Memory Address Search mode from the main menu.8. Enter a new number corresponding to your health level and press [ENTER].9. In this place |Game Wizard| should already be able to determine the address in RAM in which the "Health" parameter is stored.10. In this case |Game Wizard| will automatically switch to the Result of Memory Address Search mode. In this mode, you can "mark" the found address by moving the highlighted bar and pressing the [ENTER] key.11. When the address you are looking for is "marked", go to the Table of Memory Locations. Here, start a new table by pressing the E (Edit) key to edit the record. Type the word "Health" as a description of the parameter, and then press either [ENTER] or [TAB] to move to the next column (address column). The address "marked" according to the search results should be entered here automatically. If this is not the case, then press [Ctrl-S] to enter it.Now go to the next column (value) and enter the number 100 (one hundred percent health) here. Press [ENTER] to save the constructed record.12. If now you want to play with undiminishing health, you need to "freeze" this record. Then the game will not be able to change the contents of this memory cell. The parameter is "frozen" by pressing the [F] key.13. Return to the game - now you must become immortal.


:D
 
Having separate retreat rules for land & sea units would definitely be easy. Restricting bombardment to land or sea would probably be easy but I'd have to look into that to see what it would entail.
Both would be very nice, especially for WW2 submarines. This way land bombardment by torpedoes fired from WW1 or WW2 subs could be avoided easily and a special "retreat before attacked" option for all kind of submarines would be very cool, too.
 
Having separate retreat rules for land & sea units would definitely be easy. Restricting bombardment to land or sea would probably be easy but I'd have to look into that to see what it would entail.

Yeah, I didn't want to clutter this thread with yet more requests, but this is a big one, for sure. It's quite annoying to have 20 submarines torpedoing a city to 1 pop 0 buildings.
 
I'm echoeing the naval bombardment behavior request as well. Currently, AI naval power would only reduce 1 coastal city to rubble and then continue to beat that dead horse. Imagine them moving on and hitting all coastal cities. The human then could not simply ignore that.
 
Hello, I'm sure this has been asked and answered somewhere in the 77 pages of this thread, but does this mod work in online multiplayer? And if not, is making it compatible on the table?

I'm particularly interested in the "replay AI turn" option. I've also always been wanting a way to enable animations in multiplayer in general.
 
Hello, I'm sure this has been asked and answered somewhere in the 77 pages of this thread, but does this mod work in online multiplayer? And if not, is making it compatible on the table?

I'm particularly interested in the "replay AI turn" option. I've also always been wanting a way to enable animations in multiplayer in general.

Hello Takfloyd,

I assume that by online multiplayer you mean the simultaneous-moves game mode. As far as I can tell, the AI make their "simultaneous moves" the instant the turn begins, and the humans effectively need to wait until that finishes to make their moves. Anyways, this mod does not re-play those AI moves to the human players. The re-playing Flintlock discussed was for other multiplayer modes, like Hotseat and Play-by-Email.

However, many of the other changes do work. As far as I can tell, the interface changes (like stack bombard and an end-of-turn popup warning about upcoming unhappiness) do NOT apply to live multiplayer, but the engine changes DO apply. By engine changes I mean things like min city distance limit, land-sea intersections, railroad limits, AI behavior (including the submarine bug patch), etc. For changes that go beyond AI behavior and affect which game states are legal, it is crucial for all players to have the same C3X config -- otherwise when a boat goes through a land-sea intersection or something like that, computers which still think it's not allowed will complain.
 
I don't know whether anyone has mentioned this before or not, but the single feature I miss most from the Civ2 Editor was the ability to Flag a Unit as "Cavalry" as well as "x2 Defense Against Cavalry." Which worked not only for Pikemen and Knights, but Armor and Anti-tank Guns as well.
My gut tells me that this one falls under the category of "Mission Impossible" but ... :spear:

:D
 
The AI is using armies beautifully thanks to you. The combination of bug fixes and perfumes (for both the Mil Acad and Armies) have made them an AI staple. There's only one aspect left that I feel are problematic with armies: The AI refuses to attack them, resulting in a single army being able to just stroll into their core and pillage it bare. AI artillery use helps as in my games my pillaging impi armies (which are already nerfed down to just 1 carry capacity and 5hp bonus) were finally killed with the help of catapults (the AI had longbows but refused to attack before the army was down to like 8 HPs). But not before they've caused insane damage. If the AI could just suicide a couple of offensive units the human player would never risk an army for pillaging unless it's to sever an important strat resource.
 
I don't know whether anyone has mentioned this before or not, but the single feature I miss most from the Civ2 Editor was the ability to Flag a Unit as "Cavalry" as well as "x2 Defense Against Cavalry." Which worked not only for Pikemen and Knights, but Armor and Anti-tank Guns as well.
Technically the Pikeman Bonus was hard-coded against units with 2MP/1HP (and was bugged, calculating the current movement rather than total MP), though user mods now enable manhandling the whole combat system directly, to Civ4 levels of specificity. :cool:
 
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Technically the Pikeman Bonus was hard-coded against units with 2MP/1HP/1FP (and was bugged, calculating the current movement rather than total MP), though user mods now enable manhandling the whole combat system directly, to Civ4 levels of specificity. :cool:
:confused: I specifically recall being able to Mod Armor with the Cavalry ("Mounted?") Flag and ATG as "x2 Against Mounted." I don't recall it being called the "Pikeman Bonus." Perhaps @Blake00 (who is heavily into Civs 1-3) might weight in here.
 
:confused: I specifically recall being able to Mod Armor with the Cavalry ("Mounted?") Flag and ATG as "x2 Against Mounted." I don't recall it being called the "Pikeman Bonus." Perhaps @Blake00 (who is heavily into Civs 1-3) might weight in here.

I always knew it as the "pikemen flag" as in Civ 2 it was attached to the pikemen while the first defense unit (the Phalanx) didn´t have that flag - and yes, it is faulty. The attachment of that flag can be modded.
Spoiler :


Pikemen Flag.jpg

 
Funnily enough pretty recently I was looking into the Pikemen bonus flag (ie was it really 2x or 1.5x) and found a good Civ2 combat thread talking about it here:
 
How do you get improvement generated resource to stay local and not enter the trade network? I've typed in the "local" as instructed but the "Palace Res" is not limited to my capital and has entered the trade network. Res number 2 is "Palace Res" and is not supposed to show up outside of Zimbabwe.
 

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How do you get improvement generated resource to stay local and not enter the trade network? I've typed in the "local" as instructed but the "Palace Res" is not limited to my capital and has entered the trade network. Res number 2 is "Palace Res" and is not supposed to show up outside of Zimbabwe.
This setting is working very well in the upcoming next version of CCM - but it seems not for the Palace. I don´t know the code that is injected here by the Flintlock mod, but may be the "local" setting interrupts the trade net connection to the palace - but when the Palace is producing that resource, this resource has reached the city with the palace and therefore the trade net (only a speculation). :think: Please try a different building for producing a local limited resource.
 
This setting is working very well in the upcoming next version of CCM - but it seems not for the Palace. I don´t know the code that is injected here by the Flintlock mod, but may be the "local" setting interrupts the trade net connection to the palace - but when the Palace is producing that resource, this resource has reached the city with the palace and therefore the trade net (only a speculation). :think: Please try a different building for producing a local limited resource.
My goal is to have something that ensures an improvement/unit can only be produced at the capital but also require other improvements. So I could simply circumvent this issue by introducing an improvement requiring a palace that produces the strat res?
 
Here is a view into the lively German capital Berlin in 1850 in the next version of CCM:

Local resources.jpg


The Steam Engine produces the local strategic resource Electric Power, that is needed for advanced production in the industrial cities. So the Steam Engine doesn´t have the palace as a prerequisite and must be constructed in every city, of course it can be built in the capital, too. The resource Electric Power delivered by the Steam Engine in the capital in CCM 2.6 is not available via trade net in other cities. Each of these cities must build a steam engine (and later much more developed power plants) to have access to electric power for more advanced production.

Therefore my guess is, that even a building, that has the palace as a prerequisite, can produce a local resource, that is only available in the capital.
 
I'm pretty sure Flintlock has stated before that attack bonuses are possible to make. Just how to configure them wouldn't be.
 
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