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C3X: EXE Mod including Bug Fixes, Stack Bombard, and Much More Release 25

The fact that notifications are disbanded and I don't have to click every damn time that bloody pop up, actually double the performance of the game.

Let me explain.

There is a point in the game that everybody fight each other.

At that point every civilization has established an embassy with your civilization.

I benchmark the time in both situations and the data are clear.

Looking at the timestamps of the auto save files, without disbanding notifications I get 2 turns (save files) every 9 minutes, on average. That's 4.5 minutes per turn

When the notifications are disbanded I get 5 turns every 11 minutes. That's 2.2 minutes per turn.

The values I show are on average and the interactions (pop ups that you have to respond) with the game are none or minimal.

I save about 5-10 clicks per turn. Some turns I counted 20-25 notifications. These are crazy numbers!!!

Kudos to the magician. Excellent work!

PS: I will extensively for the city limit when I progress enough for my current playthrough (I also test things and extra time is required)
Hear! Hear! :)
 
I was hoping stack worker commands would work in mp, but they are still disabled. Any chance for it happening?
There is also couple of annoying things in MP:
- When after moving a unit the game automatically selects different one, even if the one you moved still has movement left. If you turn on "Do not auto-select units in Multiplayer" it just drops selection after movement, so it doesn't help much.
- "Always build previously built unit" setting doesn't work at all.
If it is possible to fix these, it woud be great.
 
This would not be a game-breaking bug if these king or flag units did not have the requiring support box checked and if the disband function correctly determined who to disband. The basic prerequisite for disbanding due to lack of funds should be whether the unit requires support. Or is it not?
It is not. The method to find a unit to disband on bankruptcy is surprisingly complicated but never considers the requires support flag. It searches through all of a player's units and rules out any that (1) have the "king" or "flag unit" abilities, (2) are in an army, (3) have other units loaded inside, (4) are of a different race than their owner i.e. are captured from another player, or (5) are escorting another unit while outside of a city. After that, it evaluates the units according to their stats, AI strategy, the continent they're on, the distance to the nearest city, if there are any enemy units nearby, and maybe some other things, to find the "best" unit to disband. Someone wrote all those conditions but forgot about the requires support flag.

On the Steam version, custom music simply doesn't work for play-by-email. The base game music is loaded instead.
To replicate: load a scenario with custom music on the Steam version in play-by-email. It won't work.
This doesn't appear to be an issue on my (disc) patch of Conquests, so there's a starting point.
Alright, I'll look into it.

So, I've looked over the tread, and sorry if it was answered, but is "air units dying instantly when attacked" fix possible? So we could have actual fantasy dragons and all.
This would probably not be too difficult. I'll make note of it, it feels like a post-Lua thing.

I was hoping stack worker commands would work in mp, but they are still disabled. Any chance for it happening?
I've been meaning to look into this for years now but there are always other things getting in the way. I still intend to do it at some point. I don't even expect it would be all that difficult, now that I know more about how the EXE works compared to back when I added the stack unit commands in the first place. I'll make note of those other MP issues, too, but I don't know when I'll get around to them. There's so much to do.
 
@instafluff
Great job on the day/night textures. Are there any other parameters that can be used to use them as trigger to change textures besides time?

@Flintlock
Can air units be made to not die when a ground unit tries to attack them? When you remove the immobile flag and you run around you can attack, but if you finish your moves and leave the air unit on the field and a foot unit tries to attack it, it tries to capture it and then it gets destroyed. It's A/D values are ignored for defense and gets run over like a worker.
 
Is there away for a resource to deny things from being built? This could allow for unique flavor variations of city improvements that don't generate culture like courthouses to be captured, put to use still not allow the conqueror to build their own native courthouse on top of that.
 
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This would probably not be too difficult. I'll make note of it, it feels like a post-Lua thing.
Thank you! It was honestly so frustrating back in day that there is fully functional air mechanics, yet you can't make things like combat helicopters.
 
Is there away for a resource to deny things from being built? This could allow for unique flavor variations of city improvements that don't generate culture like courthouses to be captured, put to use still not allow the conqueror to build their own native courthouse on top of that.
I 2nd this.

Also, would be superb to have building limits similar to unit limits (i.e. 1 tank factory per 5 cities).
 
Not sure where to put this, so the EXEmod is where.

I had a rather unusual experience the other day where unit moves no longer had any animations, on top of that, some units seem to have disappeared. Also, AI turn times got significantly reduced. This impacted not only that saved file but all other saves. It also impacted fresh scenario starts, even with a full game exit and re lunch.



Turning off the laptop and trying again the next day seemed to have "fixed" the problem, even the save files are fine, however I assume the most recent few are corrupted.


Anyone experience a noticeable game issue like this?
 
We do, where? I didn't see it in V25 unless I missed that part.
My bad. It's the unit limit I was thinking of. Only way to limit a "building" would be to have multiple identical versions of it tied to different small wonders.
 
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Only way to limit a "building" would be to have multiple identical versions of it tied to different small wonders.
The easiest way to "tie" different versions of a building to a certain tech is to give all those civs there own era-none tech. Now there are several ways to set civspecific buildings in a mod or scenario:

a) Allow a civspecific building that can be directly been built by that era-none tech and set this civspecific building as a prerequisite of other civspecific buildings. Give the cicspecific buildings culture to assure, that they are no longer existing, when the city is captured by a different civ.

This is the way civspecific buildings were set in CCM up to CCM 2.50. The civspecific buildings that were directly buildable by the different era-none techs of the civs were era-specific flags/symbols of that civ.

b) Since CCM 3 a different methode for civspecific buildings had to be used, as there were only 256 building slots available at that time. The different civspecific versions of a building are tied directly to the civspecific era-none tech of that civ and this civ-specific building needs another prerequisite (another building or a resource), that becomes available by the tech, when that building should be really available in the game.

To assure, that the building in the techtree appears in the box of the tech when it really should be available in the game (the tech that makes the resource/building prerequisite available), the creation of a "dummy-information", in CCM 3 based on a "dummy-unit" with the name of that building, is needed.
 
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Anyone experience a noticeable game issue like this?
I had this in some very rare occasions in win 7, but never in win 10 and win 11. The acceleration happened without any changing of the settings in the game preferations like disabling animations.

If you have set measure_turn_times = true in the C3X configurations, you can receive a similar result.
 
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The easiest way to "tie" different versions of a building to a certain tech is to give all those civs there own era-none tech. Now there are several ways to set civspecific buildings in a mod or scenario:

a) Allow a civspecific building that can be directly been built by that era-none tech and set this civspecific building as a prerequisite of other civspecific buildings. Give the cicspecific buildings culture to assure, that they are no longer existing, when the city is captured by a different civ.

This is the way civspecific buildings were set in CCM up to CCM 2.50. The civspecific buildings that were directly buildable by the different era-none techs of the civs were era-specific flags/symbols of that civ.

b) Since CCM 3 a different methode for civspecific buildings had to be used, as there were only 256 building slots available at that time. The different civspecific versions of a building are tied directly to the civspecific era-none tech of that civ and this civ-specific building needs another prerequisite (another building or a resource), that becomes available by the tech, when that building should be really available in the game.

To assure, that the building in the techtree appears in the box of the tech when it really should be available in the game (the tech that makes the resource/building prerequisite available), the creation of a "dummy-information", in CCM 3 based on a "dummy-unit" with the name of that building, is needed.
I think what he means is the amount of such a building being built. Like if you could only construct 2 granaries max. Right now we don't have any mechanism to put a limit on how many granaries a civ can build. What we can do is have 1 improvements : "Granary" and "Granary2", each of them are tied to an SW. But that doesn't prevent the AI from stacking those 2 granaries redundantly on top of each other. So it would only work for things like auto production facilities. But then why even bother making them improvements instead of having the SWs themselves auto produce? Well, improvements can be destroyed via bombardment if that's what the modder desires.
 
You have it Predator145.

I'm looking for exactly something which limits the quantity of buildings being built either by some other building (think a building requiring oil in the radius like an "oil pump", then if you have 5 "oil pumps" you can build "Oil Tycoon" residence, but the "Tycoon residence" isn't a wonder but a building, so if you had 10 "oil pumps" you could build 2 Tycoon residences".

To put another way:
Manufacturing Plant (1 building MIN, +1 building per 10 cities)
Advanced Manufacturing Plant (1 building MIN, + 1 building per 3 Manufacturing Plants)
Molecular Manufacturing Plant (1 building per 2 Advanced Manufacturing Plants)

So, as the empire grows, the productivity can increase. Prefect scenario would be the same mechanics as what was already implemented for units. However, with the addition of being able to choose between using a city to limit, or to a building (for instances where you need a resource within the city radius to build something).

As always, when writing in this thread, I feel I have to say thanks for the tremendous EXE work Flintlock! --- Simply amazing!
 
Wow... had me looking at my calendar to make sure it wasn't April fools lol. This looks epic! Any chance you can apply this same idea to mines? Mines need variation badly and maybe even different art per era. As it stands making mine textures is painful since we know the AI will spam it all over the map when it has no access to fresh water.
 
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Wow... had me looking at my calendar to make sure it wasn't April fools lol.
Yep, this is the real deal :)

Any chance you can apply this same idea to mines? Mines need variation badly and maybe even different art per era. As it stands making mine textures is painful since we know the AI will spam it all over the map when it has no access to fresh water.
I think it would be straightforward, yes. With Flintlock's help at this point I have terrain & building rendering mostly down to a science. And mine art has always bothered me too (and on a related note, roads on *every* tile as well: it would be nice to perhaps make the roads actually on a trade route visually prominent, and other roads less so...). Anyway if someone had a PCX file of alternate mine art I could probably add it.

"standing on the shoulders of giants!" :D
:)
 
Wow, that's insane stuff! You two guys really manage to surprise us over and over.

Distribution hubs are a really good idea, I've always wanted to enable something like food cities feeding more distant production hubs.

A few questions about them:
- Does that mean that if you have more cities than the divisor of the distribution hub, you have a net gain of shields? (Corruption aside)

Do you think the system could be modified further so that
- cities can add local yields to the network themselves?
- the network is zero sum and cities can individually take from it, e.g. having a city or hub add 4 food 5 shields to the network, then a specific city could take 3 food from it and the other city 1 food 5 shields, and other cities would not gain anything?

Edit: How do aerodromes behave regarding bombardement? And how do neighbourhoods interact with the aqueduct/hospital/freshwater mechanics?
 
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