...and... at what stage is this Civ 3 Plus Mod, have you completed it? What is it about?MilsB, it lasted some time until I understood, that you meant this mod , as I have also a project with the similar name Civ 3 Plus in the pipeline.
I never made a secret out of it. You can read it in post 2 of the CCM 3 thread: https://forums.civfanatics.com/threads/ccm3-epic-mod.690497/#post-16624626...and... at what stage is this Civ 3 Plus Mod, have you completed it? What is it about?
PS How many mods do you have in the works? CCM, RARR now Civ 3 Plus...
You are really a good man! I saw how you helped timerover51, even if it's not your game-mod, how you appreciated Dountela's work, you even changed the name of your Game Mod... You're a good man! All my respect!I never made a secret out of it. You can read it in post 2 of the CCM 3 thread: https://forums.civfanatics.com/threads/ccm3-epic-mod.690497/#post-16624626
I consider to rename the project Civ 3 Plus to CCR (Civ Conquests Revisited) as the danger to mix it up with the Civ Conquest mod is too big and the mod with that name was released first.
Nihtantuel, two different lines of infantry units (melee and ranged attack units) in Civ 3 had the problem of a not working AI-routine for land-artillery over more than two decades. Land units in Civ 3, combined with a focus on an attack bombard strength, simply made not much sense in Civ 3 because of that AI problem. Now this problem is somewhat fixed with Flintlock´s C3X mod, but the current system in my eyes is working well and at present I see no need to invest all my free time to experiment about settings for different melee and ranged attack unit lines.
For sea units, where the AI routine for ranged attack units is working since the start of Civ 3, the situation is different as you can see per example in the CCM mods.
This simply are the mechanics of Civ 3. After conquering a city, the game makes a check for every building in it without culture if it can survive. Buildings with culture and SWs are always razed.So, I have noticed that often, when taking over a city, the marketplace will be intact, but certainly the bazar and if they have it, the bank, will not survive. Is this the way that it should be expected, or an artifact of RARR?
Most of the governments in RARR have the rate capped for Science. You can check each Government's advantages/disadvantages in the Civilopedia. As far as the AI being ahead in tech can depend on what difficulty you are playing (higher difficulty they tech faster) or they have more cities, more efficient government, or you aren't trading techs enough.For some reason, I, and I think other AIs cant invest more than 60% in science, and later some AI get more than 8 techs ahead, where can I see what is going on?
something i need to check them a little more, because some civs are like 1 or 2 techs ahead as normal, but others are 7-8 and is just late ancient and early medieval age, and the cap of the governments available are like 60, 70 and max 80, and i cant check what is happening with them because no world edit in the campaign like civ4Most of the governments in RARR have the rate capped for Science. You can check each Government's advantages/disadvantages in the Civilopedia. As far as the AI being ahead in tech can depend on what difficulty you are playing (higher difficulty they tech faster) or they have more cities, more efficient government, or you aren't trading techs enough.
Did you have a look into the CCM 3 art\advisors folder ?So, I am doing a fresh install on a new computer and I got the error message: file not found "art\advisors\Tangaloa_all.pcx"
It isn't in the art\advisors folder. That includes two *_all.pcx entries, Bilgis and NgawangGyatso.
Help please.
Fircrag, this is not normal. It seems you have the same problem with all the games you did post at CFC until now. Open in your post is the difficulty you were playing your game and the turn of the game when you made these countings.The AI doesn’t build cities, it builds 2-6 cities and that’s it, is this normal? I built 25 during the same time
in the CCM 3 mod you can't build settlers, it's terribly stupidFircrag, this is not normal. It seems you have the same problem with all the games you did post at CFC until now. Open in your post is the difficulty you were playing your game and the turn of the game when you made these countings.
If you want to try a Civ 3 game where this cannot happen, try the mod CCM 3. You must have downloaded CCM 3 to be able to play RARR nowadays.
Telling the mod creator that a central concept of their mod is "terribly stupid" may not be your best approach on CFC. Especially considering how helpful the mod creator is on these forums and the "terribly stupid" mod being one of the most downloaded and highest regarded Civ3 mods of all-time. Not to mention, that it is actually a very creative (and not stupid) approach to limiting ICS and unrealistic hyper-expansion that many mods try to to mitigate.in the CCM 3 mod you can't build settlers, it's terribly stupid