- Joined
- May 5, 2005
- Messages
- 10,290
Armies as landtransports: As can be seen in the expanded CCM2 mainfiles, I have experimented with that idea a little bit, as some of my experimental army units (with big pallette issues) accidentally made it into those download files (and now are disturbing my next version of RARR with existing army units). Besides some other problems, as said before, armies have no unload option. The only way to 'free' the the loaded units is by upgrading armies in special facilities. In my eyes this is no solution for landtransports.
Level 3 City-flag: In my eyes, there is no need in CCM2 for such a limitation. When a civ wants to build - let´s say - a factory in a town with population one, such a build will last forever and if such a building will be rushed, this is a good reason for spending money. CCM2 restricts the expansion of the number of cities to break the ICS strategy, but promotes the performance of the existing faster growing cities to have more fun in the game without the need of nearly only building settlers and workers during big parts of the game.
Artillery tactics: As long as there is no working AI landartillery routine, I consider the use of landartillery (especially in combination with railroads) next to cheating. With the CCM2.50 expanded mainfiles (and a small RARR upload) you will be able to play the next version of RARR, that traditionally holds tons of landartillery units. Here the option of landartillery units will be enlarged by horse artillery, field artillery, siege artillery and WW2 SPAs.
Level 3 City-flag: In my eyes, there is no need in CCM2 for such a limitation. When a civ wants to build - let´s say - a factory in a town with population one, such a build will last forever and if such a building will be rushed, this is a good reason for spending money. CCM2 restricts the expansion of the number of cities to break the ICS strategy, but promotes the performance of the existing faster growing cities to have more fun in the game without the need of nearly only building settlers and workers during big parts of the game.
Artillery tactics: As long as there is no working AI landartillery routine, I consider the use of landartillery (especially in combination with railroads) next to cheating. With the CCM2.50 expanded mainfiles (and a small RARR upload) you will be able to play the next version of RARR, that traditionally holds tons of landartillery units. Here the option of landartillery units will be enlarged by horse artillery, field artillery, siege artillery and WW2 SPAs.
Theoretically it would be possible to set such a terraforming option and to create 'sea workers', that could terraform coast to land and 'landworkers' that could terraform land to coastal terrain. I did such tests long time ago. But the AI would not be able even to start such a terraforming operation, not to mention to move the 'seaworker' from the new land tile back into water terrain or the 'landworker' from the new created 'coast' tile back to a land tile.
when playing or modding Civ 3. Here you will find your no longer needed Civ 3 save files, that fill the harddrive of your pc, because you don´t find them any longer in the Civ 3 save folders for deleting them, your modded biqs when using the editor that are no longer in the Civ 3 scenarios folder and unfortunately also a copy of the current C3C main conquests biq, when a C3C game was started with that biq.