I think that is a bug in Pic-0.1, or perhaps you have a special version of C3C - there is no Worker or F-15 folder in the Conquests/Art/Units folders, and there isn't supposed to be. The game will find the files just fine if they are in the Civ3PtW/Art/Units folder or even the Civilization III/Art/Units folder.Nikox said:I used Pic-0.1 to check your pediaicons file and while I saw the missing files it said that I was missing the links for the f-15 and the modern worker too, so I checked it and I found a bug in the original C3C .ini files what is supposed to be corrected with PTW or at least I think so as I found the corrected .ini files in the PTW units folder for f-15 and modern worker.
Thanks. I'll copy in a file too.One more bug found with Pic-0.1 is the misssing sound in the Uniformly Medium Junk junkfidget.wav, I solved it copying the sound from another ship and renaming it.
Thanks, I will check them out.Nikox said:Here are the Missing graphic files what I found around, plus the new flavor units for germans what I loved to have.
..and the relative scenario file too, of course!! (nearby to forget to attach it)
I'm not sure, but I think Kal-el and Elucidus (of 'The Balancer' mod) were among the first to use them.so I've time for one more question:
Do you know who had the idea to make flavor units??
Sure, just create them for usTalking about graphic ..I almost filled up all missing icons and changed them when I had the same icon for two different buildings, but I couldn't find any pedia image for philosopher school, manor, water mill. Any suggestion how can I solve it?
Weird. Well, fortunately I have Rufus T. Firefly's version handy, so that will be used in the next patch.One more graphic bug:
the large icon for the TECH Civil Liberties result as a wrong pcx file.
It's with capital letters in the Civilopedia file by mistake, but seems to be fine in the Pediaicons.txt.Found the answer for one of the minor bugs I reported:
- the RPIMa unit has the PRTO wrote "PRTO_Rpima" in the unit list inside the biq file instead of "PRTO_RPIMa" as wrote in the civilopedia e pediaicons files. Changing it with the editor (the mendax's editor...) it's working fine.
IND civs get an early advantage with the no-upkeep Serf, but are not supposed to go on having it. Remember that they still have a natural advantage (which we can't do anything about as it's hardcoded) that makes their workers work faster than other Civ's workers.Crewd said:One thing about the Peasants, though. I've noticed that if you're an IND civ the serf -> peasant upgrade gives you nothing, instead you just get to pay the 1gpt upkeep. Serf is just as fast as a Peasant even though there's a 25% speed difference - what's up with that?
And what a wonderful advantage it is - it's why I love playing with an IND civ the mostIsak said:IND civs get an early advantage with the no-upkeep Serf, but are not supposed to go on having it. Remember that they still have a natural advantage (which we can't do anything about as it's hardcoded) that makes their workers work faster than other Civ's workers.
Yes, this is something I might have overlooked in my haste. But I think that at the time I made a notice about the serf->peasant upgrade giving me no distinct speed increase, I had put the Peasant to clear a forest and the task took the same 8 turns which it would've taken for a serf to do.And the serf shouldn't be as fast as a Peasant, but remember that the 25% increase is rounded down, so if the task only takes 2-3 turns for a serf, it will take the same amount for a Peasant.
I was thinking that maybe for some reason the Peasant wouldn't be affected by the IND worker speed advantage... And there's always the possibility, that I had started that game with the faulty 1.02 version, which would make sense now that I think about it.If it doesn't work like that, then the Worker Strength functionality is definitely bugged (but I'm pretty sure it's not - though are settings in 1.02 are).
Bezhukov said:DocTS,
For the next RaR SG, I'd like to try to see just how many beakers we can get one city to produce.
2000, 3000?!?
Making full use of tourism (as I think you've noted once or twice) and all the collosi effects. Might be a fun puzzle. What do you think?
One more graphic bug:
the large icon for the TECH Civil Liberties result as a wrong pcx file.
Weird. Well, fortunately I have Rufus T. Firefly's version handy, so that will be used in the next patch.
BenWilbur said:First 2 have more to do with Conquests.. First what is the little white triangle on the right of the city name with some sort of sword or something.
BenWilbur said:The other is what is the seed number on the beginning of the scenario?
BenWilbur said:(...)what would be the easiet and least painful way to add the dutch? Would the import function work or just screw things up. I know i would have to add the swiss merc, king unit, and being dutch. Would that be it?(...)