Modding Q&A

A bonus resource cannot be a prerequisite for a building (or a unit) - and it cannot be traded. As far as I know, there is no appearance ratio for bonus resources.
What would be the best option? Strategic and Luxury can both be traded, correct? Maybe as a Virtual Resource created by a small number of Religious GWs?
 
I want to add a Holy Relic resource that is required to build the Crusading Order SW. It should be rare so that not every Civ can build. I was thinking of making it a Bonus resource so it can't be traded. Does appearance ratio work with Bonus resources?
For a building to require a resource, it must be either a Strategic or Luxury resource. To limit the requirement further, you could require the resource to be within the city's radius, and have the resource appear in either Mountain or Marsh tiles. That does assume that you cannot build a city in Mountain tiles.
 
What would be the best option? Strategic and Luxury can both be traded, correct? Maybe as a Virtual Resource created by a small number of Religious GWs?
The strictest random limitation would be a strategic resource and an appearance rate of 1, as this means, that there exists only one such resource on the map. Not so strict limitations could be done with virtual resources in several variations.
 
Is it possible to create a unit - travel only by road?
The only way I can think of to do this would be to set all terrain-types to be "Impassable to Wheeled", and then set those unit(s) which you want to move only on roads as Wheeled. Road-building Worker-type units would of course have to be non-Wheeled in this case.

But IIRC, doing this may have unwanted side-effects, e.g. if a Wheeled escort-unit is accompanying or protecting a non-Wheeled D=0 unit (such as a Worker or Settler), pathfinding errors and freezes can occur. @Civinator may be able to add information on this...?
 
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Yes, the only methode I know for this is to set all terrain as forbidden to wheeled units and to give the units, that can only move on roads the wheeled flag and all other units no wheeled flag and may be the all-terrain-as-road flag. In my eyes this is not worth the endavour (for rail guns and so on).

A well documented pathfinding error (with an existing save file at that time at the former existing SOC site) is in the CCM 1 pre-betatest thread, when a charriot which can not enter a mountain, escorting a settler who is allowed to enter a mountain, attacked a unit on top of a mountain, that should be safe of such an attack and than the stack of the chariot and the settler freeze for the rest of the game.

Edit: I found the link: https://forums.civfanatics.com/threads/ccm-epic-mod-preview-thread.291104/page-19#post-8817524
 
Rail artillery is still something that can't be satisfyingly implemented. C3X can't really help with the "only move on railed terrain" demand.

As Civinator said, limiting them to roads would mean nerfing all other wheeled units.

IMO the best current implementation of them would be regular wheeled units. C3X can be used to limit them to 1-3 pieces max, representing the enormous strain they put on a nation. You could think of them moving 1 tile on unroaded, unrailled terrain as having more temporary rails-spur lines. The reason they're slow is because they can only move after the rails have been constructed. Having regular roads aids with spur line construction, thus making them move faster.

"In February 1942, Heavy Artillery Unit (E) 672 reorganised and went on the march, and Schwerer Gustav began its long ride to Crimea. The train carrying the gun was of 25 cars, a total length of 1.5 kilometres (0.9 mi). The gun reached the Perekop Isthmus in early March 1942, where it was held until early April. The Germans built a special railway spur line to the Simferopol-Sevastopol railway 16 kilometres (9.9 mi) north of the target. At the end of the spur, they built four semi-circular tracks especially for the Gustav to traverse. Outer tracks were required for the cranes that assembled Gustav."

These spur lines are not permanent and thus can't be used by other units.
 
Is it possible to have a different city graphic for each nation in the game? Or we can have only five city graphics, one for each culture group?
 
Do you guys want this thread pinned?
Blake00, thank you very much for pinning the "In Memoriam" thread. :thumbsup:

Other than the "In Memoriam" thread, this thread is not containing something very special. It is one of many, many threads about modding problems with Civ 3. As every stickied thread uses place on every page of this forum that we are looking at - and therefore is shrinking the place for different information on every of those pages, I don´t want that this thread, that in my eyes is quite a normal thread about modding of Civ 3 and contains nothing very special as it is the "In Memoriam" thread, becomes stickied. Of course this is only my opinion and others can see this quite different.
 
I have a problem, which I'm sure someone int he community has already figured out.

I have grassland set to not being able to build farms. However, I have the grassland landmark terrain set to being able to build farms. I seem to be able to do this in game. Issue is I don't seem to be able to preplace farms on the grassland landmark terrain despite my ability to build in the game.

Also, side note, I know AI will fill their controlled lands with farms (which I don't want see above), if I let the AI build mines, and they can't build farms, will they fill up the city tiles with mines even if they don't have the population to do anything with it?

I'm using the base editor which comes with the game.
 
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I have a problem, which I'm sure someone int he community has already figured out.

I have grassland set to not being able to build farms. However, I have the grassland landmark terrain set to being able to build farms. I seem to be able to do this in game. Issue is I don't seem to be able to preplace farms on the grassland landmark terrain despite my ability to build in the game.

Also, side note, I know AI will fill their controlled lands with farms (which I don't want see above), if I let the AI build mines, and they can't build farms, will they fill up the city tiles with mines even if they don't have the population to do anything with it?

I'm using the base editor which comes with the game.
Very probably.
 
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Yes. I have noticed the same behaviour long ago when working on the SOE map. In the case of irrigation being not allowed on the normal grassland, it cannot be set on the map with the editor for LM grassland, too, even if the LM terrain allows irrigation. Even the option to irrigate LM terrain in that case is grayed out in the tiles properties of the editor.

And one other speciality that was noticed for LM terrain in SOE: Units cannot heal on LM terrain. This is nice when using normal terrain only for tiles that are allowed to carry roads and all other tiles are LM terrain to simulate that units beside road connection are out of supply, but the problem is that the AI is not handling this well and has the tendency to fortify their heavy damaged units even on LM terrain.

To your second question: In my eyes the AI will try to improve every terrain and doesn´t take into account that at present it doesn´t have the population in a city to work all these improved tiles. In some way this can also be helpful, if the AI must irrigate tiles from a source of clear water over other tiles to tiles of a city that has no such source in its fat cross.
 
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if I let the AI build mines, and they can't build farms, will they fill up the city tiles with mines even if they don't have the population to do anything with it?
Can guarantee that if the only job an AI can 'see' for a given terrain is "Build Mine" (either because an otherwise Irrigate-able tile has no freshwater supply, or due to a .biq-imposed restriction), then that is what they will do.

You see this all the time in the unmodded game, where the AI has assiduously mined all the Plains tiles around a town with no freshwater in its BFC -- usually because that town was founded and improved before any of its neighbouring towns' BFC tiles were sufficiently Irrigated to allow the AI's Workers to chain-Irrigate out to the dry Plains-town.
 
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Thank you all for your responses!

I understand the mine question, so I know what to do now -- thanks again!

Regarding the LM terrain: just to confirm, is there absolutely no way to pre-place farms on these terrains using the editor?
  • Would it be possible to swap the terrain roles? Specifically, I’d like to have regular grasslands able to build farms, while LM grasslands would not be able to build farms at all. When I tested in the game, I noticed that I can still build a farm on LM terrain, but it doesn’t provide any food bonus. I'm okay with this if the AI also avoids building farms there, but I’m concerned that it won’t recognize that these farms offer no benefit and will build them anyway. As such, if this works, is there an easy way to switch one terrain type for another? I’d need to change all my LM grasslands to regular Grasslands and vice versa.
@Civinator, I haven’t noticed any issues with healing on LM terrain -- I’ve been using it for a while now, but maybe I just wasn’t paying attention. Has this been confirmed as a bug?

Thanks!
 
@Civinator, I haven’t noticed any issues with healing on LM terrain -- I’ve been using it for a while now, but maybe I just wasn’t paying attention. Has this been confirmed as a bug?
We had such observations in SOE and I think Anthony Boscia had them too.

Edit:

After a little search:

https://forums.civfanatics.com/threads/storm-over-europe-soe.454785/page-10#post-15870996
https://forums.civfanatics.com/threads/storm-over-europe-soe.454785/page-7#post-12577916

Ok., all these observations were for SOE with a very special methode of creating a map - may be this is to early to speak of a confirmed bug, but please have an eye on this topic.
 
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Continuing with my ask above:

Following instructions (the Vuldacon "How to make a Single Leaderhead" ones), I'm able to get to the JASC Animation shop portion. Attached is my issue --- image loads fine, but there is something wrong with my pallets. I have the .PAL conversion and the original GIMP pallet.

Helpppppppppppppp why is this tiny thing so annoying :undecide:
 

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