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- May 5, 2005
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This is not strange, if you haven´t updated the scenario.c3x_config file to the R18 version.That is strange, because this is the first time I use the Flintlock mod and it clearly states: C3X_R18
This is not strange, if you haven´t updated the scenario.c3x_config file to the R18 version.That is strange, because this is the first time I use the Flintlock mod and it clearly states: C3X_R18
Thanks for clarification on Partisans and Guerillas, it makes sense.Ektufall_Real, welcome at CFCand thank you very much for your interest in CCM and for reporting some errors with wondersplashes! This is a very good start in a first post at CFC.
Indeed the pediaicons entry for the wondersplash of Solomon´s Temple has a typo and must be corrected to #WON_SPLASH_BLDG_Temple_Mount, the typo in the entry of the wondersplash for the Arc de Triomphe to BLDG_Arc De Triomphe must be corrected, too (here additionally the improvment War Memorial will be switched to Tech Military Tradition together with the obsolescence of the Monastery and the obsolescence of the GWs Himeji Castle and Wawel Castle will be switched to Tech Napoleonic Era with the next fix of the biq) and the pediaicons entries of the wondersplashes of Admiral Yi´s Navy and Vasco da Gama's Voyage must be added to the pediaicons file.
The good side is, that the wrong or missing pediaicons entries for the wonder splashes are not relevant, if these civs are played by the AI. When these civs are played by the human player, nearly all can be corrected by fixing the pediaicons file (and the games can be continued), as nearly all those splashes are included in the Wonder Splash folder of CCM 3. The only exception that I am aware of is the splash of Admiral Yi´s Navy. This splash will be posted soon at page 2 of this thread and must be added to the Wonder Splash folder of CCM 3 (or alternative any existing splash can be written in the pediaicons entry of that GW).
The entries for those civs in the civilopedia must be fixed, too and I will post an updated pediaicons file and the missing Korean splash at post 2 of this thread soon.
I think now so much errors are reported, that additionally to the fixed files at post 2 of this thread I can do an update of the general CCM 3 download where all these fixes are included.
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Partisans / Guerillas: The problem of these units in CCM 2.5 was, that these units were much too powerful and with their upgrades from workers they were much too many in numbers. In CCM 2.5 with some luck and some ships the human player was able to conquer the whole world with those units. Therefore something had to be done to balance that problem. The partisans were dimmed down in their options with no additional upgrading and the guerillas were restricted in numbers as they can only be achieved by upgrading from clans in the later stages of the game.
You don't even need to finish your current game! Just save your progress, exit to desktop, update the config file, then restart Civ3 and reload your current game with the new tweaks.Ok, I'll do that after I finished this game.
For me this looks more like text issues - and this is a known problem with the steam version of Civ 3 Complete. That steam version has a bugged labels text file that plays havoc with the texts of mods and scenarios that are not created with the steam version - and this are nearly all C3C mods and scenarios.I'm getting a lot of graphical errors for some reason. This happens both with and without the updated files for CCM3. Any idea what is wrong?
Any structures that have a land bombardment defense cannot be built once the town grows too large. So just search for the buildings with land bombardment defense and you'll have your list.On a side note were are Town requirement stored for improvements in Civ3 ? Tried to find in CCM .biq for Wall or City Fortifations , but do not see one there. I know that defense bonus from this improvements are voided on City level, but I like to build every improvement available in my sandbox game, so would like to know what should I change so Wall/City Fortifications are still available if city level is past town.
ThanksAny structures that have a land bombardment defense cannot be built once the town grows too large. So just search for the buildings with land bombardment defense and you'll have your list.
Yes, an example for such a building that can been built even in level 2 cities in CCM is the castle. Simply set the land bombardment defense to zero.Any structures that have a land bombardment defense cannot be built once the town grows too large. So just search for the buildings with land bombardment defense and you'll have your list.
Here are screens of missing queue icons for mentioned buildings.Thanks for clarification on Partisans and Guerillas, it makes sense.
In turn 121 were there is still space to expand for Monarch AI, they insist on waging hidden wars with me - mixed troops (hidden or shown nationality units) move deep inside my territory and my choices are limited to either harass them with hidden nation. units or wait till they reach capital and declare war.
As for first post in Civfanatics , I was around quite sometime ago , but can not reactivate my old account anymore: https://forums.civfanatics.com/members/ektufall.160425/
Lost emails and the way forums work leaves no chance.
If your are updating main files , will you include icons for building queue in cities for Synagoge improvement and Red Fort wonder? Those two do not have an icon there at least from zoomed in city view.
Also can Indian AI even build Red Fort as requirement to City Fortifications expire way sooner than tech is researched? Towns reach City status very fast at least in my current game - very few AI cities are still in Town level.
On a side note were are Town requirement stored for improvements in Civ3 ? Tried to find in CCM .biq for Wall or City Fortifations , but do not see one there. I know that defense bonus from this improvements are voided on City level, but I like to build every improvement available in my sandbox game, so would like to know what should I change so Wall/City Fortifications are still available if city level is past town.
I am just going through all the error reports. For the synagogue it is a simple correction of the pediaicons file from "era" to "single" to let the image appear in the city screen (additionally I will set the prerequisite in the biq to 1 Hebrew community instead of three). For the Red Fortress I have now created the missing images for the city screen.Here are screens of missing queue icons for mentioned buildings.
llvr, this was one of the first errors that was reported about CCM 3. It is fixed in the updated biq in post 2 of this thread, along with some other issues of Portugal. For playing Portugal, I suggest to wait for the next update of the biq, as Portugal at present cannot build its National Wonder and therefore needs several other GWs to form its GA.Here's a weird one: I started a new game with Portugal and I can't upgrade my "Apprentices"! Other new civs yes, Portugal no...
Hi, This one seems to be missing from the Units folder.
You don't even need to finish your current game! Just save your progress, exit to desktop, update the config file, then restart Civ3 and reload your current game with the new tweaks.
It is very easy and the update can be done even during a game, but for the update you should exit the game (best is to do it when a new turn starts):Can you give me clear instructions how to do that? I have to confess that I am old and quite a bit of a digibeet.....I am afraid to mess things up now that I finally got CCM3 working
Thank you very much for reporting that error.Brit Field Art have something unique , that other Field Art. units does not
They can not move like coastal batteries.