Civ3Ext

This utility allowed me to have more than 512 cities in PTW, but when my own civilization has more than 512 cities, the Domestic Advisor screen accessed with the 'F1' key always kills PTW. And I can't access the Advisors from the Advisor icon without PTW dying. I haven't tried any of the other adviors that would include a list of cities, such as the Cultural Advisor (F5 key). But the 'show locations' (Ctrl+Shift+L) DOES list all the cities, even those above the initial 512.
 
I am reading thriug your replies and it seems no else seems to have my problem. I try to run the program and it asks for a password. Is there some thing I am missing or could youn post this password if it is not confidential. I shall go back and try to get the patch to run. Thanx
 
I hope you're gonna update your program to C3C.
I'm playing C3C and have bumped on the 512 city limmit already two times and it frustated me a lot. I'm playing on smaller maps with lesser civs now to compensate.
But hopefully soon I can play on Huge maps with 31 civs again!!
 
I thought they increased the max number of cities in C3C... :confused:
 
Sounds like the great tool I have been waiting for... especially getting rid of thís ridiculous city limit, which has been anoying me in a lot of scenarios....
Hope a conquest version of the tool will come, great work already...
How is the compatibility, playing in MP with others you don't have it installed?
 
New version. Civ3Ext 1.10 :
- Civ3 1.29f version.
- Many internal changes.
- (bug) Beakers cascade in multiplayer games.
 
The people who don't have any of the expansion packs will love this :goodjob: , but will you also create a version for the people who have all the expansion packs? Will you create a version for Conquests? Please! :D

Does a person who doesn't understand anything of these internal changes you made (like me) notice any differences ingame of this new version?

Thank you for your continuing work on this utility :thanx:
 
Does a person who doesn't understand anything of these internal changes you made (like me) notice any differences ingame of this new version?
:D
In fact, these changes are necessary if I want to add new features.
And I always wonder if I should tell that Civ3Ext now stores the prefs in the savegame (except for the D/G list)...
Now, Civ3Ext's behaviour is better.

Apart from that, there is only the bugfix.

I see I must say something about C3C. In fact, from what I've read, C3C doesn't interest me and I won't buy it.
If I can borrow it and if I have time, I'll certainly make a C3C version to promote food/shields/beakers cascade.
 
Thank you for the explanation. I notice that it is one version for Civ3 vanilla and Civ3 PTW. Could it possibly also work for Civ3 Conquests?


Originally posted by Muchembled

I see I must say something about C3C. In fact, from what I've read, C3C doesn't interest me and I won't buy it.
If I can borrow it and if I have time, I'll certainly make a C3C version to promote food/shields/beakers cascade.

What a pity. You're probably a player who likes the main game (not very much added to this part of the game) and doesn't play a lot of scenario's (although you created a utility that changes the game). For me the nicest parts added to the game (in Conquests) are the parts that give a (slight) boost to gameplay like lethal bombard for bombers vs AA-guns on land and sea units. Other gameplay issues I like are attacking specific units inside a stack for units like submarines and different governments that couldn't be created using the editor in a previous version of the game. I like to mod the game into (what I consider) a better game and such editor flags are going to help me do that. But you probably read some info on the game and decided that the added items to the game don't add a lot of gameplay. :(

Is there a chance that your utility might already work with Conquests (as it works with both vanilla Civ3 and PTW)? I haven't installed Conquests yet as I'm still finishing a PTW game and don't want to risk any game changes. So I can't test your utility with Conquests myself. I'll test it myself after I've finished this game.

Thank you again for sharing this utility with the Civ3 community.
 
Is there a chance that your utility might already work with Conquests (as it works with both vanilla Civ3 and PTW)?
No it's impossible, and Civ3Ext won't even try because C3C would crash immediately.
Besides, the version for PTW is for PTW 1.27f only. It wouldn't work with a previous patch.

Note that if you try to use Civ3Ext.PTW.exe for C3C, you won't be informed that Civ3Ext don't patch it, since it only tries to detect PTW.
For PTW 1.21f, it would be different : Civ3Ext.PTW.exe would detect PTW but would inform that the executable doesn't match.
 
Thank you for the explanation. I hadn't noticed that there are two executibles in your utility now. So now it makes a lot more sense to me that it won't work for Conquests.
 
I ran into a little problem with your new version.

I continued a game that I played using the previous version of your utility and when I tried to upgrade a unit Civ3 PTW 1.27f crashed to the desktop (Windows XP).

I restarted the game a few times with older savegames and tried to upgrade a different unit, with the same results. Then I restarted again and clicked next turn. I got the usual nice overview of the cities that had grown and now I can again upgrade my units again without problems. So my problems are gone, but I still wanted to report this.

Any idea as to why this happened? It is probably only a problem when you switch between versions while continuing the same game. Civ III has never crashed before so I really think it has something to do with switching between versions of your utility.
 
I could upgrade units without any problem, so if you can reproduce the crash with a particular savegame, you should be more precise and send me the save.
There souldn't be any problem when you switch between versions while continuing the same game.
 
I tried to reproduce the error using the editor in debug mode: create game with utility active and play a few turns and save. Exit game, exit utility. Then restart game and restart utility. Give myself enough money and technologies to upgrade and a unit that is upgradeble and upgrade it the same turn. No problem.

So I can't be sure what went wrong with my old game. I can't reproduce it.

But I can give you my savegame. If you start it and upgrade a unit in the same turn (don't click next turn) then the game will crash to the desktop. You'll need to loan some money from India to be able to upgrade (not cheap, got a bad reputation when some civ I was trading with got destroyed) and upgradeble units in cities with barracks are in the northern most island. If you go to the next turn, it will be no problem to upgrade units. The game won't crash.

If you would play a few more turns, exit the game and utility again and restart from this new savegame, the same problems will arise.

I can't be sure that it has something to do with your utility, but it is the first time in 1 1/2 years of playing Civ3 that the game crashed.

Note that it is a modded game, but the changes are only rule changes in the .bix file (I tried to make the game more difficult) and it didn't crash before and I can't reproduce it in debug mode of the editor.

I suspect this strange behaviour of this game will remain a mystery and it isn't that bad as I can work around the crashing of the game by not upgrading the turn I start the game.

Some other observations: With the huge modern age civs in this game of mine, we might be above the maximum number of units. Maybe that can give problems when I just loaded the game.

The savegame.

Maybe I gave to much detail here, but you asked for it.;) Don't feel obligated to look into it. It might have nothing to do with your utility.
 
If I start the utility before I load the game then there are no problems. Sorry. Just ignore me in the future.
 
If I start the utility before I load the game then there are no problems. Sorry. Just ignore me in the future.
Yes.
The game crashes if it can't upgrade a unit because there are too many units (approximately 5410 :crazyeye: ). Of course, it happens only if the limit has been exceeded, but as long as there too many units, you need this utility to continue to play the game.
Civ3Ext is active if the "exit" command is grayed.
 
Originally posted by Muchembled
Yes.
The game crashes if it can't upgrade a unit because there are too many units (approximately 5410 :crazyeye: ). Of course, it happens only if the limit has been exceeded, but as long as there too many units, you need this utility to continue to play the game.
Civ3Ext is active if the "exit" command is grayed.

Several of my enemies are in the modern age, their land is wel developed and it is an archipelago game. The AI tends to build a lot of units in such a game before it will use them against an enemy on another island. Also rank corruption is significantly reduced in my mod causing the AI to have more funds to build and maintain units.

I will have a look at their armies when I have build the intelligence agency. It looks like I'm in for a lot of fighting.

Thank you for the explanation as to why the utility has to be active to upgrade units in my game.
 
New version. Civ3Ext 1.11 :
- Corruption.

"This extension allows you to play with a customized model of corruption, and it has been designed so that programmers can implement new ones. It should help to experiment new formulas and solve the current bugs.
There are currently 3 models :
- Civ3/PTW : It reproduces exactly the behaviour of Civ3/PTW.
- C3C_112 : this one is based on what I have read about this patch, because I don't own C3C.
- Example 1 : This is an example of how to fix all bugs, ie rank sharing and separate rank lists.

For programmers :
You only have to modify Corruption.cpp and rebuild the application. The 'CorCtxt' class provides all the information you need. You can add a new method there and reference it with a new entry in the 'models' structure."
 
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