My Antal1987-List

Civinator

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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
 
Speaking of Civ III bugs something that I've noticed is that it seems the AI is rather disinclined to use aircraft to bombard a square if there's a defending fighter aircraft performing an air superiority mission. Has anybody else ran across this problem or is it just my imagination?

I apologize in advance for the thread hijack.
 
Ok, I'll conder that. Maybe smth will succeed :)

Antal1987, if only one of them could be fixed, this would be an outstanding success. In more than ten years nobody here was able to fix these items (including Firaxis).
 
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.

I've read about this happening, but I've not been able to replicate it. I have the Crusader and Ancient Cavalry in the epic game upgrade several times to modern units that all have the "King" flag and they seem to keep the appropriate name I've given them.

It would be fantastic if #'s 1 & 6 could somehow be fixed though.
 
I find the resource bug (No more than 32 lux\strat) and the limit of 256 buildings especially irksome. Would love to see these addressed.
 
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.

Since AI does use artillery units when they are captured from the other civs or created by enslavement there should be some code for the correct behaviour, which is turned off by default, I think. If possible I would like to ask Antal to have a look at "Requires Escort" routine. AI tends to send stacks of it's best naval units to escort one or two transports...
 
Antal, I have an issue on my car where the throttle sticks and it idles too high. Also, I have to work the night of my girlfriend's birthday. So if you could fix those items while you're at it, it would really help my civ 3 game.
 
If you only could have fixed pt 1 (sub bug) and pt 6 (the crazy Land artillery) it would be the biggest break for this old game, IMHO
 
I do not know if my wishes are possible (and more important welcomed by other players ;) ).

To make it possible to capture ships in harbours (like artillery and workers).

To make it possible to capture units you can not build yourself (like the korean Hwach'a) but based on the point that you have the required tech (in this case metallurgy).

To make it possible that once a Privateer captured an enemy ship it will not convert into something totally different type (like Destroyer to Privateer), but retained its type (and allways gets destroyed when the Privateer owner does not have the required tech).
 
I'd like to add a few notes too, but it's not that important:
1) barbarians units could enslave (currently it's possible to set the enslaved unit, but barbarian unit enslavement never works);
2) barbarian cities - is it possible?
3) >256 resources total? (it's OK for me 32 lux/strat)
 
I could simulate submarine bug.



Galeon belongs to friendly Civ. It attempts to move rigth into tile where the submarine is situated and then friendly civ declares a war and the battle between galeon and submarine begins.

So, what behaviour should be considered as correct: submarine should skip turn or pass without declaring a war?

I wonder whether there was a case when 2 units from 2 different civs share the same tile...
 
I wonder whether there was a case when 2 units from 2 different civs share the same tile...

It's possible to have a "land" unit with the invisible flag occupy the same space as a rival civ's unit currently without declaring war, but for some reason it won't work with a submarine "sea" unit.
 
It's possible to have a "land" unit with the invisible flag occupy the same space as a rival civ's unit currently without declaring war, but for some reason it won't work with a submarine "sea" unit.
I do not think so.

Often I use the submarine-bug to lure another civilisation into declaring war on me by placing a Spy (invisible Footunit) into the path of one of their units. Interesting even non combat units like Workers attack the Spy once they stumble over her. ;)
 
I should elaborate on my statement - If the invisible unit has 0 attack and defense (it can have bombard) and the "Hidden Nationality" flag then a rival civ unit can occupy the same space (I have spies set up this way). Now that I think of it subs could also be set up this way although I've not done so, but it would be nice not to have the HN and 0-A&D qualifiers.
 
I could simulate submarine bug.



Galeon belongs to friendly Civ. It attempts to move rigth into tile where the submarine is situated and then friendly civ declares a war and the battle between galeon and submarine begins.

So, what behaviour should be considered as correct: submarine should skip turn or pass without declaring a war?


Antal1987 it´s great that you found the problem. :):goodjob: As far as I can remember in Civ 3 Vanilla, when that bug was fixed, the boat did move on without triggering a war, what makes sense, as the sub is dived and the normal boat continues ist trip at the surface. I will have a look into it, but as I have a lot of pressure at present in my Job, this could last some days.

May be another civer at this forum can confirm the correct behaviour more early. :)


I wonder whether there was a case when 2 units from 2 different civs share the same tile

I documented such a situation (even without the Special HN, 0A,0D setting): http://forums.civfanatics.com/showthread.php?t=430541

The Germans occupied the Polish City of Lodz. The airfield in the radius of that City, covered by a Polish garrison, became a visit by German aircraft (Me-109).
 
This sub bug intrigues me, and
in the case of oneself as the visible unit stumbling into a foreign submarine one gets a question if one really wish to attack and start a war with the civ owning the submarine.

Isn´t this whats causing the problem in the first case. The AI just don´t get that option but register a normal attack is imminent. The bug should then be cleared if some programming if_then "asked" the AI if it wishes to attack or not.

Of course ultimate thing is that one could sail over the submarine and even as mentioned end up on top of it, but I think that would be more troublesome programming.
In this other case one would still need to have a question of attacking or not, since otherwise I do believe one could have no way of ever attacking a sub. That is since the whole game is based on moving into another unit to start a fight.

Civinators case with airfield was something I stumbled on in "TCW fifthies" too. It created what I remember a strange and complicated issue. Can´t recall how it was solved but I wasn´t able to attack and retake the airfield until my own troops left it.
It was a mix of my units and the other civs aircrafts on that airfield, if I recall correctly.
It was indeed confusing and BUG alert was very clear.

:nuke::nuke::nuke:
If I may add a small question whether this would be possible.

Building an improvement/wonder in a city the resource could required to be within the city radius. If this could be the same with UNITS that would give some nice possibilities.
Of course having a certain Government before being able to build a unit is also a great help. These restrictions are today only for improvements/wonders but could enhance the game if this also could apply to unit-building.

I know this would even require fixing editors, so it remains a dream. :sleep:
 
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