Elephantium - CD version Flintlock patch is OUT. Until such point the Flintlock supports CD version, this isn't happening.
The Civ 3 Complete version of GOG is on sale at GOG all few weeks for € 1,29 (or the adequate price in dollar). This is about the price of a bottle of beer or a soft drink, but you are rewarded with a much better C3C. The Flintlock patch should work with the steam version, too, but it is developed on the GOG version and the steam version additionally needs a patch for the labels text file as steam inserted into the labels text file an additional line with the text "Unknown", playing havoc with the texts of mods and scenarios.
I have some questions about the Flintlock patch.
I ran the "Install.bat" and it appears to have successfully installed the patch.
I then copied the patched Civ3Conquests.exe and the flintlock patch folder from the drive were I had just installed civ3 to the drive I have LK185 installed on.
I have been able to start a new CMM game and I was able to start an old save from the current game a test some worker stack commands.
The Flintlock patch works with existing save files and saves made with the mod active will still work in the game without the Flintlock patch (see the readme file).
The installation instructions refer to a config file. The only one I find is default.c3x_config.com with a Nov 8, 2021 modify date. Am I missing a config file?
The default.c3x_config of R9 (Release 9) is the current file. R10 will come soon.
Are we as a team going to use the same settings in the config file or can we have different setting and not Bork the game? e.g. I personally would turn off automate workers.
In my eyes it is useful if players in a succession game use the same config file settings.
My limited test shows that the worker stack commands will need to be applied carefully. Most likely if you wanted to build a road, railroad, pant a forest, and mine with a mixed group of workers, you would have to move the request number of workers/slaves there for each task and not be able to use a group of 4 bulldozers and 9 slaves by issuing 4 stack commands and have the correct group chosen. I am not complaining. Just saying we have to use a little care when using mixed groups.
If the stack commands are enabled, they are an addition to the normal unit commands. The normal unit commands are still available. For workers in CCM the only small situation for still using the normal commands is when moving into a tile that has no road in it and than a road should be created in the next tile as here both MV points of a worker will be used before the remaining workers can build a road in the next tile. Otherwise with the 2 MV workers in CCM the workers can move into one tile with the stack command "build road" and when there is enough capacity in the worker stack for building the road in one turn, the remaining capacity of that stack can be used to build a mine or irrigate that tile or to move to another tile that is connected by a road and improving that tile with a mine, irrigation, railway and so on. It is a massive reduction of micromanagement in the game.
The same happens with the stack bombard command when beeing used. If there is enough capacity in the bombarding stack, the remaining units can do other actions if all targets in a tile are destroyed. If this is not wanted, individual bombardment can be used for each unit in a stack as it is in the normal game.
Is there a thread I can read to find out how the stack and other commands work in game?
The Flintlock patch holds a README file: