Hello Everyone,

Let me bring up the subject of Mach number again... So does Mach number increase the ability to escape?
Does the size of the operational area that a Jet fighter can monitor depend on the aircraft's fuel consumption?
First, the aircraft with the higher Mach number has a greater chance of escaping, depending on the armament of the opposite aircraft. Flying faster increases fuel consumption and reduces maneuverability.

As for your second question, the operational area that a jet can monitor is totally dependent on the aircraft fuel consumption.
 
@Civinator and @SayHayKid thanks,

The ideas you two have written about here open up a new dimension for my mod, because they greatly increase the enjoyment of the mod.
Electricity is also a good idea, the question is whether multiple types of buildings can produce one type of virtual resource? Because electricity can be generated in several ways.

How can I activate these special settings in the editor? What are the requirements to be able to set them?
Is it enough to use the Cross-Platform Editor made by Quintillus ?
 
First, the aircraft with the higher Mach number has a greater chance of escaping, depending on the armament of the opposite aircraft. Flying faster increases fuel consumption and reduces maneuverability.

As for your second question, the operational area that a jet can monitor is totally dependent on the aircraft fuel consumption.

@timerover51 Thanks,

I'll take that into account then.
 
The ideas you two have written about here open up a new dimension for my mod, because they greatly increase the enjoyment of the mod.
Electricity is also a good idea, the question is whether multiple types of buildings can produce one type of virtual resource? Because electricity can be generated in several ways.
Of course different buildings can produce the same virtual resource.

You should really have a look into CCM 3 and see how it is done (per example electric power, faith, capital ships). I had the work to puzzle this all out, as CCM 3, as far as I know, was the first downloadable C3C mod that uses those C3X features and all other modders simply can copy this work and use it with their own settings.
 
Of course different buildings can produce the same virtual resource.

You should really have a look into CCM 3 and see how it is done (per example electric power, faith, capital ships). I had the work to puzzle this all out, as CCM 3, as far as I know, was the first downloadable C3C mod that uses those C3X features and all other modders simply can copy this work and use it with their own settings.
Thank you @Civinator,
I will study CC3,
The whole mod could be reorganized on this basis, this new type of setting gives a lot of possibilities

Regarding virtual resources, I have an idea that food production buildings produce food from different types of food products (grain, poultry, pig, cattle, fish, fruits), which would be a requirement for leg units. I'm still brainstorming other options that would add another color to the mod's palette.
It would be possible to build a weapons factory if there was steel and electricity, which could provide small arms for infantry, e.g. an infantryman in the city can be bult, have a supply of food and a handgun/small arms.
 
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One in my eyes really important point: Please don´t overextend the chains of virtual resources. If you open the CCM 3 resources, you will find several resources like steel, Diesel, aircraft petrol, that all were in my testversion for CCM 3 before the upload. They all didn´t make it into the version that was uploaded, Why ? Because when conquering a city, I needed much to much time in checking what can be built in such a city, what can be built if this or that building will be added to that city and the flow of the game for me was slowed down too much, so for me these bigger chains of virtual resources became no additional fun in playing that game, but becoming annoying.

Of course this is only my opinion and other civers can see this different. :)
 
One in my eyes really important point: Please don´t overextend the chains of virtual resources. If you open the CCM 3 resources, you will find several resources like steel, Diesel, aircraft petrol, that all were in my testversion for CCM 3 before the upload. They all didn´t make it into the version that was uploaded, Why ? Because when conquering a city, I needed much to much time in checking what can be built in such a city, what can be built if this or that building will be added to that city and the flow of the game for me was slowed down too much, so for me these bigger chains of virtual resources became no additional fun in playing that game, but becoming annoying.

Of course this is only my opinion and other civers can see this different. :)
Thank you for sharing your knowledge on the subject.
This setting gives you a lot of options! I don't want to overthink the option, I just use it within the right framework :king:
 
I have an idea, I don't know @Civinator if you did this in CCM3.
In principle, if you can limit the virtual resources in a given city, you can also build desert-colors combat units in desert cities.
I have not set this in CCM 3, but I have created such a setting by a special construction of the map more than one decade ago in the WW2 scenario SOE, long before C3X appeared
 
Earth Globalism Mod II air unit supplement(EGMII 1.15):
Among the air units, helicopters and turboprop aircraft, so they are now available in EGMI 1.15. I still have debt with jet aircraft because I will then put it in the game mod.
I have already installed the helicopters and turboprop aircraft into the development tree. Here is a little preview of the innovations.
 

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I further strengthened the small civilizations on the map. The countries consisting of 1-2 and 3-6 cities and starting the game. These countries have already received a cultural support in previous versions, and now their capitals have a territorial defense bonus, which I called civil resistance.

In the yellow triangle, a red shield indicates strong civil resistance! The countries containing of 1-2 cities, I have edited a strong civilian resistance in the capital.
civil_resistance_red.jpgcivil_resistance_redshield_LG.jpg
In the yellow triangle, a blue shield indicates medium civil resistance! The countries containing of 3-6 cities, I have edited a medium civilian resistance in the capital.
civil_resistance_blue.jpgcivil_resistance_blueshield_LG.jpg
 
Happy Easter,🐇🪺

I continue to expand the EGMII mod by adding air units, here I would like to share how to set the air units. If you have any comments or ideas about your parts, I will be happy to see if you will draw my attention to something better than current settings. When setting the units, I have a blindfold because there was no appropriate unit type in the original game (eg. attack helicopters or anti submarine helicopters, anti submarine aircraft units, AWACS aircraft propeller and jet engine.)
I also included the Mach number in the game mod, which I set to affect the unit in two ways. As the Mach number increases, the attack capacity of that unit is slightly reduced between the units that particular type. Thus, as the Mach number increases, the operation area increases, but attack efficiency/accuracy decreases. I hope this is a bit balanced by the advantage of speed.
I am not close to recording the new unit package at the end. I work on applying jet engine units. I would like to share with your where I am now....:mischief:
 
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The use of air units can also be used in 3 types, depending on the raw material. The possibility of construction of all types of helicopter units is oil and rubber. The possibility of construction of all types of turboprop aircraft are oil and iron. The possibility of construction of all types of jet engine aircraft are oil and aluminum.

I also classified Turboprop aircraft as they used(light attack aircraft, attack aircraft or fighter, fighter-bomber, heavy and strategic bomber)... These settings will come in with Jet powered aircrafts.
turboprop aircraft:
EGMII_A-1 Skyraider.jpg

Here are my questions that are not clear about the game's operation:
For Anti Submarine Aircrafts/Helicopters, I set a stealt attack against all submarine units, will AI use it?

EGMII_AW101 Merlin.jpg EGMII_P-2 Neptune.jpg

For team transport air units and AWCS air units, if I do not set the attack and defense capacity, is hostile civilization capable of capturing, similarly to artillery units?
My last question would be, does the AWACS aircraft units see the other hostile civs air units in the operating area with a radar? Will AI use it?

turbpropl & JET powered AWACS
EGMII_E-2 Hawkeye (AWACS).jpg EGMII_E-3 Sentry(AWACS).jpg
 
Hi All!

There is this website on which the military power of worlds is listed and ranked. Based on this, I will put the units proportionately on the map:

https://www.globalfirepower.com/countries-listing.php

What is the number of units that Civilization III can handle without problems? I remember @Civinator wrote that in 8000 units the maximum.
At the end of the great work, I made all the modern age units a part of the EGM, I found.

Considering the proportions, I would have to place thousands of military units on the world map. And we can even think that civilizations can build new units.
What is the amount of unit that the game can handle without any problems, without any stalling or slowing?
Army_Power_units.png
I plan to put the units on two Earth maps on a 180x180 map and a large size 360x362.

In an Excel file, I send the real quantity of units and data reduced to the map.
Even so, a huge amount of units came out, as they could put a unit larger than 6000 on the big map

Is there any scenario that can load thousands of units without any problems?
 

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What is the number of units that Civilization III can handle without problems? I remember @Civinator wrote that in 8000 units the maximum.
The unit limit (MUA = Maximum units allowed) for C3C is 8192 units - but this limit is no longer relevant when using the C3X mod by Flintlock. For PtW the MUA is half the limit of C3C.

There exist some scenarios with very high numbers of units on the map, per example the cold war scenario 1989.

The question, what number of units the game can handle without any problems, without any stalling or slowing depends massivly on the performance of the player´s pc.
 
The unit limit (MUA = Maximum units allowed) for C3C is 8192 units - but this limit is no longer relevant when using the C3X mod by Flintlock. For PtW the MUA is half the limit of C3C.

There exist some scenarios with very high numbers of units on the map, per example the cold war scenario 1989.

The question, what number of units the game can handle without any problems, without any stalling or slowing depends massivly on the performance of the player´s pc.

Civinator,

Thank you for the information.

Then I will halve the unit number, so I will apply the amount of units for map 180x180 to 360x360.
 
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Civinator Thank you for the information,

Then I will halve the unit number, so I will apply the amount of units for map 180x180 to 360x360.
Many years ago, when I worked on the WW2 scenario SOE, I had a regimental setting for the units (all with their names) but the testplayers run into the MUA quickly (and at that time no fix like C3X was existing). I had to set the starting units to a divisional setting, reducing the number of starting units to 1/3, but giving them HPs x 3.
 
Many years ago, when I worked on the WW2 scenario SOE, I had a regimental setting for the units (all with their names) but the testplayers run into the MUA quickly (and at that time no fix like C3X was existing). I had to set the starting units to a divisional setting, reducing the number of starting units to 1/3, but giving them HPs x 3.

I also thought about the 1/3 unit application, and I don't want to invest a lot of energy in the excess circles that would be a lot of units to be unloaded, so
so that the game cannot be used in the end.

The problem with the high number of units is that civilizations have a huge maintenance cost at the beginning of the game
I am thinking of applying the buildings using negative maintenance costs. It is not quite understandable for me to use which building I can use realistic.
Can be used for the marketplace as it helps you trade or to a factory building that produces? Or a religious building that produces happy faces?
My dilemma is big, but it gives very good opportunities.
 
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