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Modding Q&A

(as I understand it, since the AI-Civs don't use the GUI, they would be able to upgrade such obsolete units — if they have the cash).
I have now tested this as well - I do not believe they are able to upgrade without the Upgrade Unit flag. I gave the AI plenty of gold and barracks to upgrade from a Warrior to a 10.10.2 Spearman, which they started building, but never upgraded to.
 
Does anyone have an idea what could have caused this?
UGi1loC.png

I've never had a similar problem with the editor before, even earlier today it worked perfectly. Do you have any suggestions? I don't think I did anything that should disrupt this folder.
 
mpeti, I had this problem several times - always after Windows updates. Set the editor in the compability mode to WinXP, Service pack 3 and open the editor as administrator. When remembering well, this procedure helped me to overcome those problems.
 
Okay, it was premature of me to add "perfectly" to the end there...
Now I the editor works, if I run it as an admin, but there's one issue. I don't know whether this is a common problem, or if there's a well known solution to it, but for me the editor alway worked as follows:
When I create a scenario with the editor, instead of copying an already existing one like a map that I want to base my scenario on, the BIQ file is not there in the conquest folder. The editor and the game both see it, meaning it's not a huge problem, and seems to be intended behaviour, so I was never too hung up about it. I tried to look for the their location both on my computer and online, but not having found anything, I just figured everyone just accepeted the reality of the situation. Which I still, think is the case, but I'm explaining this to make it easy to state my problem, and for us to be on the same page.
The editor now doesn't seem to see the scenarios that are not visible from the file explorer. They are still *somewhere*, since I checked and the gam sees them just fine, so the editor should be able to find them wherever it found them before.
Also just to report back, I checked some other launch option, and the compatibility mode seems to have no positive effect. If I launch it as admin, the editor works with that setting, even with it, the elusive files do not appear.
Thanks for all the help, mpeti
 
I have been struck by a certain series of ideas.

Our Popheads can be marked as male or female, changing graphics also according to the era and the culture.
City graphics can change according to the culture.
Our units and buildings can be marked to have different gfx for each era already.

Can units be assigned female traits, and/or also change according to the culture?

:scan:
 
When I create a scenario with the editor, instead of copying an already existing one like a map that I want to base my scenario on, the BIQ file is not there in the conquest folder. The editor and the game both see it, meaning it's not a huge problem, and seems to be intended behaviour, so I was never too hung up about it. I tried to look for the their location both on my computer and online, but not having found anything, I just figured everyone just accepeted the reality of the situation.

mpeti, depending on your version of Windows, those files can be shoveled to the VirtualStore of your pc. The same can happen to your Civ 3 save files. Some civers try to avoid this problem by not installing Civ 3 into the Programme (x86) folder but it is sufficient to search the VirtualStore and to drop a connection to it on your desktop. Paste a copy of your modded biqs from the VirtualStore of your pc into the normal scenarios or conquests folders of C3C and than delete those files in the VirtualStore, otherwise it can happen, that these files in the VirtualStore will overwrite your copied files with the same name again.
 
that virtualstore thing , will it be in English in all computers ? Because it has been inflicting my saving lately and ı would like to clean that . (ı save multiole times in each turn and when ı lose a combat ı find myself 2 or 3 turns and hundreds of combats back)
 
I tested 2 different versions and believe the ignores defense is false.

Tested once with City size 2, and a second version with the building defense given a high rating. In both, the attacker was easily killed and absolutely did not ignore defenses. It's possible at some point in time after his article, that something got changed in the coding and game rules.

If I'm wrong, be free to correct me.

What are the stats you tested them with? If it's 8 or even 12 vs infantry in the open they'd still get slaughtered, let alone vs defensive bonuses. There is no mechanism to tell if the attacker ignored the defenses or not. So I wouldn't be so sure to use "absolutely".

You'd have to test with significantly higher attack to see a difference. Test a 16 Attack Marine vs an 8 Defense Infantry and you will get enough rolls after a couple of fights.
 
that virtualstore thing , will it be in English in all computers ? Because it has been inflicting my saving lately and ı would like to clean that . (ı save multiole times in each turn and when ı lose a combat ı find myself 2 or 3 turns and hundreds of combats back)

r16, I´m not a computer specialist and only try to help, based on my own experiences. The easiest way in your case could be to search the virtualstore at your pc and to have a look what is in it. :)
 
computer has Turkish language , virtual doesn't show up in a search , ı could turn the language to English but this is a level where everything usually scares me doing , will look for the user/app-whatever kind of manual investigation . But trust me , even that "limited" information has been an eye opener for me and thanks for that .
 
sure enough ı found the virtualstore thing but there is nothing there . Using windows 8 , not upgraded or something since ı bought it in 2013 . Naturally ı will point out those people who know everything ı do on a computer without me never hearing of it .

anyhow , one more question , ı am in a normal game and when ı sell buildings in the 4th era ı get 25%(?) shields and apparently one gold for every shield recycled . Which tech or box in the editor provides that ?
 
anyhow , one more question , ı am in a normal game and when ı sell buildings in the 4th era ı get 25%(?) shields and apparently one gold for every shield recycled . Which tech or box in the editor provides that ?
Getting 1 gold per 4 shields back when selling a building is standard, no special tech required.

To get 1/4 shields back as well (in the epic game) requires learning the tech "Recycling", and the relevant tech-flag is -- strangely enough! -- "Enables recycling" ;)

I have a modding question, if anyone can answer it:

Has anyone in the history of CFC ever combined all the respective building/ unit/ resources .pcx files from the 9 Firaxis Conquest scenarios, with the respective epic-game files? And I mean only the Firaxis assets, not including any additional homebrew stuff (good as some of that is).

I ask because I'd like to have the option of adding some/all of the Conquests-specific resources, Wonders, etc. into my epic-game mod-in-progress, but find the idea of modding all those .pcx files myself rather... er... daunting (read: I'm too old/ stupid/ lazy to figure out how to do it!). And CFC's site-search function is pants.

So if anyone knows of someone who's already done that work (username and/or links, please!?), that would make my life a lot easier...
 
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What are the stats you tested them with? If it's 8 or even 12 vs infantry in the open they'd still get slaughtered, let alone vs defensive bonuses. There is no mechanism to tell if the attacker ignored the defenses or not. So I wouldn't be so sure to use "absolutely".

You'd have to test with significantly higher attack to see a difference. Test a 16 Attack Marine vs an 8 Defense Infantry and you will get enough rolls after a couple of fights.
Yeah I should've mentioned what I used, as I am a big skeptic as well.

I used a 10 attack marine vs a 2 defense defender. Of course, the attacker won relatively solidly each time.

Next, using those same units in 2 different tests, with city size 2 defenses at 1000, and a different test with city walls at 1000, both times the attacker repeatedly lost.

In all 3, the marine was attacking from a Transport.
 
mpeti, depending on your version of Windows, those files can be shoveled to the VirtualStore of your pc. The same can happen to your Civ 3 save files. Some civers try to avoid this problem by not installing Civ 3 into the Programme (x86) folder but it is sufficient to search the VirtualStore and to drop a connection to it on your desktop. Paste a copy of your modded biqs from the VirtualStore of your pc into the normal scenarios or conquests folders of C3C and than delete those files in the VirtualStore, otherwise it can happen, that these files in the VirtualStore will overwrite your copied files with the same name again.
The biggest thanks Civinator. You not only saved me this time, but solved a years old annoyance of mine.
 
Yeah I should've mentioned what I used, as I am a big skeptic as well.

I used a 10 attack marine vs a 2 defense defender. Of course, the attacker won relatively solidly each time.

Next, using those same units in 2 different tests, with city size 2 defenses at 1000, and a different test with city walls at 1000, both times the attacker repeatedly lost.

In all 3, the marine was attacking from a Transport.

I didn't know you can make the defensive bonus that high. Yeah, in that case it's settled. Amph. units don't ignore defensive bonuses.
 
marines are definitely heart breakers for me . They die easily attacking from the sea , even worse from the ground . They would be more potent in an army , and of course you can neither get elite marines (without first losing an inordinate number) nor make your single marine in an army to last two combats in one turn ...

Since testing has shown that amph units don't ignore def bonuses I suggest modding the marine line to be stronger. I have mine start out at 12 attack (100 shields) and top out at 16 attack (120 shields) costing no resources. Infantry units needing rubber (while rubber-tired artillery doesn't) is silly. With this marines can be a no res attacker like the longbow and make amph assaults a thing with both human and AI. Better guard your coastal core cities properly now with 16 attack marines floating in the fog of war.
 
elsewhere in the mods ı really do great things or at least acceptable stuff with 6/1/1 composite bowmen , attacking from the sea , it is just that epic game's Marines are a bit off and requiring a seperate tech , too ...

Getting 1 gold per 4 shields back when selling a building is standard, no special tech required.

To get 1/4 shields back as well (in the epic game) requires learning the tech "Recycling", and the relevant tech-flag is -- strangely enough! -- "Enables recycling" ;)
honestly enough ı had not noticed that enabling box , but then modding techs have been a minor part of a minor experience in modding . Thanks for the answer .
 
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