Modding Q&A

Hi guys.

I just wanted to let you know that I’m still working on the next edition of my main mod. You’ve all been very patient and kind but I can only say it will come.
I fully intend to continue work on the other mods as soon as possible.
I’ve not abandoned you guys; I just don’t have enough time to be here as much as I want.
 
I’ve not abandoned you guys; I just don’t have enough time to be here as much as I want.

This is true for many other members these days. Not enough Time in a Day to deal with the tough situations going on but things will improve so hang in there and know you are not alone.
 
Hello!

I have one question. GW is adding improvement in all cities. Improvement is not possible to build with tech “unavailable” which is not assigned to any CIV. When CIV completes GW will it spawn improvement to CIV?
 
CivFan94... You do not need to set a Tech for the Improvements because no Civ can gain the Required Tech anyway.
The Improvements will be placed in all Cities if you set that for the Wonder in the Biq. Just keep in mind that if the Improvements are suppose to Auto-produce Units they will start as soon as the Wonder places them unless you set a Required Resource for the Improvements that will be available later. Then when the Resource is gained, the Auto-production will start.
The Improvements that are placed will immediately provide the Flags checked for them in the Biq but you can control when any Auto-production will start (If Any) by using Resources.
 
Just curious, if barracks are set to require strategic resource, would they still work if this resource is cut from the city? Thinking of siege type thing, cutting roads from the city to stop it from healing units instantly.

Ok, it was answered by Civinator here:
https://forums.civfanatics.com/threads/da-rules-explained.210035/page-4#post-5532422
Only autoproduction is affected by resource connection, any other functions will continue to work.
 
Last edited:
can't tell but as an example a troll cave in the usual scenario ı play keeps costing 2 golds per turn and gives one culture after ı pillage the stone resource , to prevent its loss later in the scenario , with workers roading it only for the turns the caves will autoproduce trolls .
 
Just curious, if barracks are set to require strategic resource, would they still work if this resource is cut from the city? Thinking of siege type thing, cutting roads from the city to stop it from healing units instantly.

As far as I understand, the resource is needed only at the beginning of the construction of the building. The completion of construction and the functioning of the building do not depend on the availability of the resource.
 
The completion of construction and the functioning of the building do not depend on the availability of the resource.
The first part (construction) is true, but the second part is not true for all building functions.

If the building is set to autoproduce a unit, the resource must be/stay hooked to the owner's trade-net, for the unit to be produced.
 
The first part (construction) is true, but the second part is not true for all building functions.

If the building is set to autoproduce a unit, the resource must be/stay hooked to the owner's trade-net, for the unit to be produced.

That is Correct and stated succinctly :thumbsup:
 
If the building is set to autoproduce a unit, the resource must be/stay hooked to the owner's trade-net, for the unit to be produced.

I will add that even if you pre-place a wonder or improvement in your game that auto-produces a Unit, the Resource that is set as the requirement for the Wonder or improvement must be available in the trade-net for the Unit to be Auto-produced.
 
I remember that i have read somewhere nice and clear explanation how to set technology from previous era for technology in next era. Would someone be able to guide me where to find that information?
 
I remember that i have read somewhere nice and clear explanation how to set technology from previous era for technology in next era. Would someone be able to guide me where to find that information?
If you want the tech to be attached to an earlier era (rather than being an "Era=None" tech, as shown in the screenshot above), then this can only be done in the original 16-Civ Vanilla version of the Civ3 Editor.

IIRC, the trick was something along the lines of: you set all techs one by one back to the Ancient Age, impose the "inter-Era" dependencies that you want, and then move the later-Era techs back to their intended era, one era at a time, starting with the most advanced tech.

The modder who discovered the trick is @BTB, and he made extensive use of it for his epic Vanilla mod "Somewhere In Time".
 
If remembering well, this can be done easily with the Quintillus editor for C3C, too.
 
obviously the question then becomes does one's spdcific set-up includes the vanilla editor ?

edit : And get the Quintillus editor , but will it work ?
 
laptop dates back to 2013 , and with a mind of refusing to run things . Might not run the editor at all .
 
Is there anyway to force the AI to stick to the colors you pick in the editor? Even if you set the same color as alternate, while the editor will show both civs as having the same color without issues, in the game the civ will always pick an available color that isn't already used.

LpKhFkd.png
 
Back
Top Bottom