Will start looking into getting this ready.
The Flintlock mod in its config file (and the CCM 3 scenario config file) has some adjustments for graphical bugs when running on Linux using Wine. May be testing the different adjustment options can help you. Here is a copy of the default setting for this problem in that file:Thanks for the heads-up. I was going to just modify my existing set-up. Guess I will back up my existing setup to a flash drive and do a fresh install.
I have a linux based install using wine and have some minor graphics problems (they don't impact game play). I am thinking of switching to steam and running civ3/ccm3 using their proton system. Does anyone have experience using steam and running civ3/ccm using proton?
I will post a new CCM 3 biq with the fixed transport plane entry. On the other side this error will not influence a started game as no civ can build that plane.CCM3 working
What is wrong with the default starting options and supply shipments ? In my test game the starting options worked well for the human player and the Ai for using supply shipments. During CCM 2.5 it was found out, that enabling the option of victory points is not needed for supply shipments to work in the game.LKendter (I/P) Testing game right now. Need to verify map trading and supply shipments. The default starting options were wrong for supply shipments.
What is wrong with the default starting options and supply shipments ? In my test game the starting options worked well for the human player and the Ai for using supply shipments. During CCM 2.5 it was found out, that enabling the option of victory points is not needed for supply shipments to work in the game.
Were the SWs, that can autoproduce supply shipments, connected to the needed resources and were these resources normally available in the game (enabling tech researched) ?My first game I clicked on supply shipments. I could escort them to the capitol. However, then were never delivered. Not sure what happened.
Were the SWs, that can autoproduce supply shipments, connected to the needed resources and were these resources normally available in the game (enabling tech researched) ?
The supplycenter (wines) builds a supplyshipment all 15 turns. The resource wines must be in the city radius of the city, that holds the SW supplycenter (wines). So if wines are in the city radius of the city with that supplycenter you should receive the autoproduced supply shipment all 15 turns.Yes to all. Wines was the resource.
So if wines are in the city radius of the city with that supplycenter you should receive the autoproduced supply shipment all 15 turns.
I asked Flintlock about the version R18 and R18B and he answered, that one don't has to update any config files for 18B, so it is no problem if the succession game is played by players with the versions R18 and R18B:I am able to play using the 18B flintlock. I didn't make any changes for the flintlock init.
It works are advertised. First time in a long time since I have seen the "peace lines" in the Foreign Advisors window. I am going to post in Flintlocks thread to let him know.The Flintlock mod in its config file (and the CCM 3 scenario config file) has some adjustments for graphical bugs when running on Linux using Wine.
This option only applies to techs that can't be traded, as pointed out in the help text.I think this option would be convenient (and save having to refer to civ assist) so we should switch it to true. (line 424)
; Untradable techs will appear grayed out on the trade screen. This lets you see which untradable techs the AI has just like for tradable
; ones. "Untradable" means techs that have been flagged as "cannot be traded" in the editor. This option only matters for modded games as there are no
; untradable techs in the standard game.
show_untradable_techs_on_trade_screen = false
This probably helps the AI more than it helps you guys, since AI can't rotate units in and out of a barracks city to upgrade its units, where as players can and will do so.I think this setting makes the game easier and we should change it to false to make the game a little more difficult. (line 553)
; Removes barracks/harbor/airport requirement from upgrades
allow_upgrades_in_any_city = true