The most recent add-on in the unit package expansion falls short of the previously planned one, which I can add if I solve the problems.
The EGMII 1.13 beta patch will contain the expanded units, so the map and missions will not be based on generic units, but on those used in reality.
:scan::)
I pay attention to the downloadable modern units of CivFanatics, which are constantly expanding thanks to the work of some enthusiastic fans, I also thank them for making units for the Civilization III game to this day, which ensures the continued existence of this great game and the possibility of replayability.
 
Hi Players,

First of all, I wish everyone a Happy New Year :snowcool:.
I'm re-adding the units to EGMII, due to troubleshooting, when the error you had when loading the development tree before, hopefully I'll avoid it now. I also reduce the civilopedia references in parallel with the current unit installation.

I started a test game after adding infantry units to the map. I noticed the following thing, namely that I can only build guerillas in the city (Dublin here) that lacks the raw materials needed for infantry (since it is not connected to the capital). In cities where I can build infantry, the option to build guerillas does not appear there.
Do you think this is a bug, or is it originally supposed to work this way?

Second, I don't know why the leader is allowed to be built, I'll look into that, because I might have set something wrong in the editor.

EGMII-1-13-1+_no guerilla_000.jpg

EGMII-1-13-1+_no guerilla_002.jpg EGMII-1-13-1+_no guerilla_001.jpg

That's all I found...
If everything goes well, I will add the mechanized units to the map, which can be reconnaissance units, ground transport units (anyone can build them freely, but according to my plans, mechanized infantry units, tanks, anti-tanks, artillery units, anti-aircraft units , etc.) will be linked to military industry or weapons acquisition, which will reduce the amount of mechanized units on the map, because it will cost more rounds to produce/acquire a unit through purchase.
 
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I'm afraid that the fact that the leaders allow me to build it just indicates some kind of error, all the settings are enabled in the editor as they should be, I haven't deviated from the settings of the epic game. This is depressing because then I can throw my restarted work in the trash, I have a guess as to the cause of the error, because I uploaded the units to a completely empty map, which may be the cause of the newly occurring error. So it's worth not deviating from the original map, I will re-upload the units there. After that, I exported the completed files from the empty map (in this case, the newly uploaded units). :wallbash:
leader error.jpg
I'm waiting for some old players to see what can cause the leaders to not work properly, the functioning of the guerrillas also makes me think, even though it would seem logical that a people can build guerrillas if they don't have the strategic resources to build infantry.
 
Next annoying error happened, I deleted almost all the units (except the settler unit, which I don't use on the map) then all the 'Player Starting location' disappeared from the map. The other annoying thing is that once this happens, you can't reset any Player Starting locations! What could be causing this? It disappeared when I deleted the worker units, which is the second unit in line. Has anyone experienced this error? :shifty:

I'm getting desperate! :cry:
 
Have you set in the general settings the leader to be a battle-created unit ?

General settings.jpg


If the guerilla upgrades to normal infantry, than it is normal, that you cannot build the guerilla in cities, that can build the upgraded infantry.
 
Hi All!

I'm making progress with rebuilding the Earth Globalis Mod 1.13 unit. Now, after inserting each unit group, I test how it works.
Infantry units are mostly free to build in the mode, even some mechanized scout units. However, the infantry fighting vehicle (wheeled, tracked), light tanks, MBT, mechanized artillery, the multiple rocket launcher, sam...etc units.
It is not possible to build units in every city.
This is where the story splits into two (or three), depending on whether a civilization has advanced industry or not, you can buy war machines! which has different conditions!
In the fighting vehicle factory, a special factory in developed industrial countries, you will be able to get the combat vehicle by designing it, and then sometimes an engineer will build the desired combat vehicle.
Industrially weaker countries cannot build combat units, but they can buy them, they must have at least one military warehouse in order to be able to order military equipment. What is sometimes ordered by a procurement engineer after a separate special order, which can be converted into a combat vehicle.
Of course, there are countries with weaker industry that can build some combat units and some that cannot, they have to be bought!
(Mostly based on real data and the existing animated units, it was set which country has a developed industry and which one does not or has a weak industry.)

My question would be, if there is a requirement to build machine units through several lines, will the AI find it? The AI will recognize that building the row of buildings will get the desired military unit?
Development line for the construction of mechanized combat vehicles of advanced industrial countries:
Factory->War Industry->Fighting Vehicle Factory ->Wheeled IFV design
(Here, the requirements for the developments are a little longer, there is also a need for raw materials, but it will be completed sooner).
Countries with no industry to purchase mechanized combat vehicles:
Hangar->Purchase of Military Equipment->Wheeled IFV order
(No raw materials are required here, but it costs one and a half times more).
 

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It's very disturbing that the AI voluntarily gives all of its income, for an improvement, without consideration! I collected all of them in the first round, and almost all of them were given away. Can Ai be made smarter, or is there a patch or setting that can help with this?

(The offers shown in the picture were made by AI for the requested development.)
 

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Hi @Civinator

The next problem is that it perceives the engineer as a king unit, based on which I should have received a boxer IFV or converted it to one, (marker 'no invisible' is turned on), so I don't get the desired unit. What could be the reason? (The upgradeable units are also in the hidden development folder, selected for a given civilization.)
 

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Unartis, at present I don´t have much time for answering such questions as I am in the final stages of releasing the next version of CCM (what is a major effort). In general, if one doesn´t receive the unit in upgrading as expected, something in the settings for the unit that should be received by upgrading is wrong.
 
Unartis, at present I don´t have much time for answering such questions as I am in the final stages of releasing the next version of CCM (what is a major effort). In general, if one doesn´t receive the unit in upgrading as expected, something in the settings for the unit that should be received by upgrading is wrong.
Civinator,
Thanks for your reply, then good job on the new edition of CCM! :)
I realized something wasn't set up right. I still have time, because I still have to upload a lot of units, if the problem is solved I will definitely let you know later, if I don't wait and ask the question again. :D
 
I hope in about one week I have the time to look deeper in your question.
 
I think I found what the problem could be. In EGMII, there is no king unit inserted on the civilization screen, but in CCM 2.50 there is a king unit, this could be the problem.
I will try it and report the result!:hatsoff:
 

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Hi @Civinator

The unit development building is your idea, which you used in your own mod: in CCM and will be transplanted into my own mod, EGMII, 1.13 is very good. , which is now being prepared.
Interestingly, I start the development of all units with the same settings, with the engineers (all separate units so that they can be derived separately) I was already very happy that it works for the infantry fighting vehicles.
Even with the multiple rocket launcher (MRL), but I can't upgrade the Light Tanks and Main Battle tanks, I wonder why it doesn't work? Perhaps the blitz option should also be set for the engineer, which I expect to be able to be developed into tanks?

It already occurred to me that in order to further develop the unit, you need to have a barrack, because you need it to upgrade the foot units, but after I built the barrack, it was not possible to further develop it.

My plan would have been that almost all mechanized units could be further developed in such a way that the Fighting Vehicle Factory would make available an engineer from an all-purpose unit after the combat vehicle design, which could be developed into a unit preferred by each countries.


EgmII-13-21_LT_E-bug.jpg EgmII-13-21_LT_E-bug2.jpg

EgmII-13-21_MBT_E_bug.jpg EgmII-13-21_MBT_E_bug2.jpg
 
Sorry, your questions still have to wait as there was a delay in the process of uploading and changing of CCM 3 and the connected RARR files.
 
Civinator,

Thank you and I look forward to your future assistance...:)

OK, I'll be patient, I'll try to complete my question.
However, I thought of another related question, whether I can apply this units development/units construction solution to all types of units?
So, in addition to land units, will I be able to produce sea and air units in this way?
This is still a question for the future, as patch EGMII 1.13 will only include the expansion of land units, which I am already nearing the end of.

The good news is that the game is loading fine so far, while I have paid very close attention to correcting all errors while adding units in the editor, no matter what type of error I am looking for and fixing.
 
My other question is, is the AI smart enough and does it realize that it can get mechanized units if it builds a building and then it starts producing, which it already has if it upgrades it?
I am not sure if I understood your question well.

The Flintlock mod holds an option, that some named units (and these can be a lot) can only be produced when there is a defined building in the city.

In general the advanced autoproduction, that I introduced with CCM, is working well for land units, sea units and air units, as this can be seen in the mod CCM, per example for heavy tanks (land units), super dreadnoughts and carriers (sea units) and dive bombers, heavy fighters, attack helicopters and nuclear bombers (air units) - and many more.

Of course upgrading a unit needs the prerequisites for upgrading them (gold, necessary resources and a building for upgrading in a city). The new R18 and R18B version of the Flintlock mod are holding a very helpful option, that units can be upgraded in any city of a civ without a special building).

It is not necessary that the basic unit for the upgrades has the king-flag. I use the king-flag in CCM for the upgraded units, that should not been built normally in the game because they are mostly "heavy units", that should only appear in smaller numbers in addition to the "normal" units in a game.

I always look, that the basic unit for the upgrades is immobile and the building that is autoproducing that unit has the flag to produce veteran units, so a direct upgrade of the autoproduced units in the city where it is produced, is possible. When the autoproduced basic units can move outside the city, the AI frequently is not clever enough to draw that basic unit into another city for upgrading it. It is much better to force the AI to its luck.

You have to observe if the AI is really upgrading those units in Debug mode, as there were cases during the development of CCM, when the AI simply killed the basic unit, because it thought, that such a unit is not needed.

Another problem you should be aware when creating a mod that massivly depends on autoproduction. Long ago Steph had a problem with his Napoleon scenario, that only should have autoproduced units. This project chrashed until he recognized, that there must be at least one unit in each turn, that can be built normally (better more units).

Good luck!
 
Thank you for the abundantly explained answer!


My other question is, is the AI smart enough and does it realize that it can get mechanized units if it builds a building and then it starts producing, which it already has if it upgrades it?
I am not sure if I understood your question well.
My plan would be that the construction of mechanized units with greater combat capability could be obtained in a special way,
which would be split into two already at the beginning of production, the few countries that have a military industry would get land mechanized units in such a way that after the construction of the 'Fighting Vehicle Factory' building, by carrying out a given type of design (a small wonder), they would occasionally receive an engeener who would manufacture the a unit typical of a country's army.
At first, my plan was that the Fighting Vehicle Factory would also be a unique building (by the small wonder), because larger countries, built in several places, could build the plans with the small wonder setting in parallel, while small countries, such as Israel or the two Koreas , only one after the other (because they consist of only one city on the map).
According to another option, the Fighting Vehicle Factory should be a normal building by default, so that if a civilization loses a city where there was such a factory, it can continue planning and thus get access to the units, this is a big dilemma.

The other way is for countries to get mechanized units, which can be obtained after the existence of a military warehouse(hangar), after building weapons procurement, only here it is procurement instead of planning, essentially the same as the other, only this brings a little atmosphere to the game. After all, few countries in the world manufacture serious combat units, most buy them.

Smaller volume units can be produced nationally, such as foot units, mechanized reconnaissance units, MRAPs, towed artillery units, etc. But the infantry fighting vehicle, light tanks, MBT, self propelled artillery, TOW units can only be built in a Fighting Vehicle Factory.


The Flintlock mod holds an option, that some named units (and these can be a lot) can only be produced when there is a defined building in the city.

In general the advanced autoproduction, that I introduced with CCM, is working well for land units, sea units and air units, as this can be seen in the mod CCM, per example for heavy tanks (land units), super dreadnoughts and carriers (sea units) and dive bombers, heavy fighters, attack helicopters and nuclear bombers (air units) - and many more.

Of course upgrading a unit needs the prerequisites for upgrading them (gold, necessary resources and a building for upgrading in a city). The new R18 and R18B version of the Flintlock mod are holding a very helpful option, that units can be upgraded in any city of a civ without a special building).

It is not necessary that the basic unit for the upgrades has the king-flag. I use the king-flag in CCM for the upgraded units, that should not been built normally in the game because they are mostly "heavy units", that should only appear in smaller numbers in addition to the "normal" units in a game.
The DVD version is now installed on the my PC, can the Flintlock mod be installed on it?


Another problem you should be aware when creating a mod that massivly depends on autoproduction. Long ago Steph had a problem with his Napoleon scenario, that only should have autoproduced units. This project chrashed until he recognized, that there must be at least one unit in each turn, that can be built normally (better more units).
Are you thinking that the AI must build at least one (in this case mechanized) unit per era?


:hatsoff:I downloaded CCM 3.0 and will install it soon, CCM 2.50 version also helped a lot, Thank you my friend for your help.
 
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