- Joined
- May 5, 2005
- Messages
- 10,084
Dear Antal1987, it is astonishing and sensationel how you can explain the mechanics of C3C like no other modder before. Therefore I took my free time to write down a list, what in my eyes would be the most important fixes for
C3C:
1. Fix of the submarine bug
2. The problem, that the upgrade of a unit with the king-flag to another unit with the king-flag automatically has the name of the leader of the civ.
This is more important as it may sound to you. With the king-flag units can be set upgradable, but not normally buildable. A building can autoproduce a unit that is not normally buildable (per example by setting it unbuildable for every civ in a game), this unit can upgrade to another unit, that is not normally buildable by giving that unit the king-flag. If ths unit with the king-flag upgrades to the next unit with a king-flag, that unit looses its normal name and receives the name of the leader of the civ.
3. The fix of AI armies
4. Worker armies -if possible
5. The fix of the stealth attack for land- and seaunits
At present stealth attack for those units only works if a stack contains two units that are set as stealth targets. From the logic it should work, if the stack contains only one unit that is set as a target for a stealth attack.
An example: An antitank-gun is set to stealth attack against tanks (and nothing else). The attacked stack contains two tanks. The antitank-gun can stealthattack one of these tanks.
If the stack conatins only one tank and some infantry units (that are not set as targets for an stealth attack), the antitankgun cannot pick out the single tank from the stack by stealth attack.
6. The fix of the spoiled artifical routine of Civ 3 land artillery
The landartillery always tends to retire to their own cities. The AI almost never uses it offensively -other than bombardement by seaunits, that is working well.
7. A fix of the "Maximum hypertext links exceeded" bug
8. Different names of leaders of a civ for different eras of a game
C3C:
1. Fix of the submarine bug
2. The problem, that the upgrade of a unit with the king-flag to another unit with the king-flag automatically has the name of the leader of the civ.
This is more important as it may sound to you. With the king-flag units can be set upgradable, but not normally buildable. A building can autoproduce a unit that is not normally buildable (per example by setting it unbuildable for every civ in a game), this unit can upgrade to another unit, that is not normally buildable by giving that unit the king-flag. If ths unit with the king-flag upgrades to the next unit with a king-flag, that unit looses its normal name and receives the name of the leader of the civ.
3. The fix of AI armies
4. Worker armies -if possible
5. The fix of the stealth attack for land- and seaunits
At present stealth attack for those units only works if a stack contains two units that are set as stealth targets. From the logic it should work, if the stack contains only one unit that is set as a target for a stealth attack.
An example: An antitank-gun is set to stealth attack against tanks (and nothing else). The attacked stack contains two tanks. The antitank-gun can stealthattack one of these tanks.
If the stack conatins only one tank and some infantry units (that are not set as targets for an stealth attack), the antitankgun cannot pick out the single tank from the stack by stealth attack.
6. The fix of the spoiled artifical routine of Civ 3 land artillery
The landartillery always tends to retire to their own cities. The AI almost never uses it offensively -other than bombardement by seaunits, that is working well.
7. A fix of the "Maximum hypertext links exceeded" bug
8. Different names of leaders of a civ for different eras of a game