Moding and Editor Question Thread:

You don't NEED to replace the exe, you know... you can place the patched exe NEXT TO the conquests.exe in the same folder, rename it to anything, for example ridemymagiccarpet.exe or ilikeeatingstrawberries.exe, and it will WORK... trust me.
 
Yes. I'm using two exe files, one for regular playing (epic games), one for my personal "Stahlgewitter" WW2 PBEM with my friends.

I have made shortcuts to each file, "Civ3 Conquests" and "Stahlgewitter". You could also provide a "MyMod.exe" with your mod, for example a "The Cold War.exe".

:)
 

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No the do not if your no raze patch is working correctly.

Look, all I know is that I have done Every thing you have suggested.

I don't get even get the option to Keep or Raze a City when I capture it.

But, when I or the AI capture a newly founded City, or a City that has No Culture, and a Population of 1-2, it always gets Destroyed/Auto-Razed...
 
Edit: Redwall, that has nothing to do with the noraze patch, it's part of the game. Anytime you capture a city sized 1-2 <10 culture it is autorazed, patch or no.
 
I&#8217;ve just read in another Thread that you can preplace roads on water using the editor.

Not the interesting question is; Do these roads still make Trade Links?

In the Scenario I&#8217;m working on all Air and Sea Trade is turned off to speedup Turn/Load Time.
Now; this has caused some problems, even the Suez and Panama Canals cause a break in trade that there is no way of getting around.
If I were to build roads across the Canals, would a Trade link be Restored?
 
An interesting idea as far as trade. One thing about it though is that it does not allow land units to cross as a bridge nor does it increase ship movement IIRC.
 
Yes, I know that :( it does not allow the crossing land units.

My Idea is to create some sort of regional export/import relationships.
The USA would for example import its oil and natural gas from Venezuela or Canada, while most of Europe and Asia would buy oil and gas from the Middle East and/or Russia.
 
It does allow trade links, but the drawbacks are the artificial idiot can't use them, and if yo build a road from one empire to another overseas to make a trade route, harbours stop working.
 
He said he turned off sea trade anyway.
 
My bad then. Didn't notice that.
But other than that, it's still more or less the same. Roads build over water make a trade route.
About the only other thing they do is increase commerce slightly if in a city radius. Other than that, they're pretty much useless.
 
Is there any way to make Improvements/Wonders increase Corruption?
 
Increase corruption? It is bad enough already :p Anyway I also have a question...why do land units have 'ignore sea' on? I cannot figure out why :lol: I tried ferrying a checked and unchecked unit and they where the same (Maybe an AI thing??).
 
Increase corruption? It is bad enough already :p Anyway I also have a question...why do land units have 'ignore sea' on? I cannot figure out why :lol: I tried ferrying a checked and unchecked unit and they where the same (Maybe an AI thing??).

Where in the Editor is "Ignore Sea"??

-Oz
 
Maybe he means the ignore terrain cost part. Though I've never actually seen any land unit with coast, sea or ocean selected in there.
 
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