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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization III > Civ3-Creation > A list of things never to do!
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16.Sep: 7 NEW FILES
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Unconquered is offline Unconquered
Warlord
America
Nov 2001
time: 23:20
  Old Post 07-08-2002 03:51
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#31 Report this post to a moderator
Increase the size of your Attachments

Never assign cruise missile and nuclear missile toggles to the same unit... It freezes the game

miccofl is offline miccofl
Prince
Micco, FL
Jun 2002
time: 00:20
  Old Post 07-08-2002 18:10 Visit miccofl's homepage!
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#32 Report this post to a moderator
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Don't allow cities on water! For more information check this thread: http://apolyton.net/forums/showthre...&threadid=57796

Jaybe is offline Jaybe

King
Las Vegas, NV USA
Sep 2001
time: 21:20
  Old Post 08-08-2002 04:21
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#33 Report this post to a moderator
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Do NOT assign Roads a "Commerce = 0" for any terrain. Doing so prohibits your building roads there at all.

Prohibited roads are not good when you want the ability to build colonies.

--
Regarding giving "Blitz" capability to modern naval units, the jury (of one, myself) is still out. It DOES allow multiple bombardments, but it also allows a single modern unit to take out a transport and its escort in one turn (which is good, especially when its medeival shipping).

Father Beast is offline Father Beast
King
My head stuck permanently in my civ
Feb 2000
time: 22:20
Exclamation  Old Post 08-08-2002 17:22
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#34 Report this post to a moderator
Inflate your Upload Space

quote:
Originally posted by Willem


Perhaps you may have noticed that he had "sometimes" in quotation marks?

I hope you understand as well that the AI will have no idea of what to do with a Settler/Worker. By giving that unit those particular abilities, you're giving yourself a very big advantage. Considering how stupid the AI is overall, I wouldn't consider it very fair myself.


Come to think of it, when playing that mod, the AI never did seem to build any roads, mines, or irrigation.

I'm going to try making a settler clon and calling it a "worker" and see if the AI uses that...

Father Beast is offline Father Beast
King
My head stuck permanently in my civ
Feb 2000
time: 22:20
  Old Post 13-08-2002 05:23
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#35 Report this post to a moderator
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NEVER EVER give a settler both the AI strategies of "settle" and "terraform". if you do , ALL the AI beginning settlers will just stand there and never found a city!

unless you want to play by yourself....

My worker and settler are identical in every way, except that the worker has the ai strategy of "terraform", and the settler has the AI strategy of "settle". I myself only build settlers, as it makes no difference to me...

Level is offline Level
Warlord
Utah, USA
May 2002
time: 22:20
  Old Post 13-08-2002 11:26
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I have given a unit (the only unit the AI had)settle, terraform, offencive, and defenceice, in some games they make a lot of citys, in others they attacked, and in others they just sat there intil I killed them and they responed.

Zen is offline Zen
Chieftain

Jul 2000
time: 05:20
  Old Post 13-08-2002 18:58
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#37 Report this post to a moderator
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Does anyone know if there are any problems related with too many starting civs/culture or something of that sort?

I have a scenario which crashes upon loading and I haven't been able to successfully troubleshoot it.
I have about 130-140 cities. This was the checking stage before unit additions.

The map by itself works, and the map with about 50 cities works.


thanks,

-Zen

Thrawn05 is offline Thrawn05
King
All Your Posts Are Belong To Ming
Dec 2001
time: 00:20
  Old Post 13-08-2002 22:34 Visit Thrawn05's homepage!
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#38 Report this post to a moderator
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Never:

Delete all improvments

Or:

Delete all techs


This causes Civ3 to hang while it's loading the game.

EDIT: Nor place units under the control of civs that didn't research that tech yet. Game crashes.

miccofl is offline miccofl
Prince
Micco, FL
Jun 2002
time: 00:20
  Old Post 14-08-2002 02:57 Visit miccofl's homepage!
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#39 Report this post to a moderator
Suffering from ads?

Never work on a mod and keep adding to it, improving it, adding units, graphics, etc. without checking the file size of the mod as you go. Otherwise you will end up like I did with a mod that is 37MB uncompressed, 22MB as a zip file and 18MB as an ace file. I have some games (entire games) that don't take up that much space. FYI: It was the 11 units I added that took the most space 25MB.

Andrew_Jay is offline Andrew_Jay
Prince
St. John's, NF
Aug 2001
time: 01:50
  Old Post 14-08-2002 03:11
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In fact, never delete wonders or improvements at all. I made an ancient scenario and got rid of everything Medieval, Industrial and Modern. When ever a Wonder or Great Wonder is built it crashes because it can't bring up the splash screen. Also, the graphics in the build list are messed up (Harbours look like Universities, Forbidden Palace like a SAM Battery).

Thrawn05 is offline Thrawn05
King
All Your Posts Are Belong To Ming
Dec 2001
time: 00:20
  Old Post 14-08-2002 04:44 Visit Thrawn05's homepage!
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quote:
Originally posted by Andrew_Jay
In fact, never delete wonders or improvements at all. I made an ancient scenario and got rid of everything Medieval, Industrial and Modern. When ever a Wonder or Great Wonder is built it crashes because it can't bring up the splash screen. Also, the graphics in the build list are messed up (Harbours look like Universities, Forbidden Palace like a SAM Battery).


I wonder then why Firaxis put a Remove button there to begin with? I guess someone was tripping and decided to add it to every tab and not just a couple.

Thrawn05 is offline Thrawn05
King
All Your Posts Are Belong To Ming
Dec 2001
time: 00:20
  Old Post 14-08-2002 04:47 Visit Thrawn05's homepage!
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#42 Report this post to a moderator
Enter the AD-FREE zone

Here's another:

Don't do whatever I did that causes the game not to see that some units can only be built by some civs and not others in my AvP mod.

Father Beast is offline Father Beast
King
My head stuck permanently in my civ
Feb 2000
time: 22:20
Smile  Old Post 14-08-2002 17:09
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#43 Report this post to a moderator
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quote:
Originally posted by Andrew_Jay
In fact, never delete wonders or improvements at all. I made an ancient scenario and got rid of everything Medieval, Industrial and Modern. When ever a Wonder or Great Wonder is built it crashes because it can't bring up the splash screen. Also, the graphics in the build list are messed up (Harbours look like Universities, Forbidden Palace like a SAM Battery).


I think that the game assigns a number to improvements and wonders based on their position in the impovements listing in the editor. in my civ1 mod, I deleted a number of improvements and wonders, and sure enough, the game crashed when I tried to build the collossus. said it was unable to load WON_SPLASH_22. I looked in the pediaicons.txt, and sure enough, there was no number 22. the won_splash's started at 32.

Now, if you look at the editor, you will note that in the unmodified civ3mod.bic, there are 31 in the list before you get to the first wonder, the Pyramids. if you felt inspired, you could set the appropriate won_splash number for each wonder. myself, I just copied about 12, pasted them right above, and renumbered them 20 - 31. That keeps the game from crashing (even though the splashes are sometimes wrong) and lets me play the original civ3 without a hitch.

now I have the same problem in the city view, and it is odd to build hoover dam and have it look like the Pyramids, but I can still play, so I don't let it worry me too much. Perhaps some exploration of pediaicons.txt would be in order if it bugs you.

Andrew_Jay is offline Andrew_Jay
Prince
St. John's, NF
Aug 2001
time: 01:50
  Old Post 14-08-2002 21:54
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#44 Report this post to a moderator
Put an end to popups!

I got around it by putting all Medieval Techs in the "none" age. That way you'll never get those buildings (you weren't supposed to get out of the ancient age anyway).


Another thing not to do is to indiscriminately delete all of the techs, even if you're not using them. I did this in the same scenario because, again, it was to be ancient only, and I wanted to clean out my lists of stuff to make editing easier. This is rather a stupid mistake looking back, because it made EVERYTHING possible. There was no longer a prerequisite for railroads or the such. Luckily I had deleted all the units I didn't want (which causes no problems at all, unlike deleting improvements).

dunk is offline dunk
Prince
Philadelphia, PA
Mar 2002
time: 00:20
  Old Post 15-08-2002 01:47
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#45 Report this post to a moderator
Increase Your PM Length

Never add too much to the bic file without testing it.

Add very slowly and test before proceding. At least until you get the hang of what needs to be done for each addition.

Never delete too much either. Same reasons.

For example, a new civ requires a leaderhead for the diplomacy screen, one for the diplomatic advisor, one for the endgame screen, one for the civilopedia, etc. etc. Forget one of those and your game may crash or simply not function properly. So remember to either copy, create, or download all of these before proceeding.

Thrawn05 is offline Thrawn05
King
All Your Posts Are Belong To Ming
Dec 2001
time: 00:20
  Old Post 15-08-2002 23:00 Visit Thrawn05's homepage!
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#46 Report this post to a moderator
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Only add cities that are listed in the city list within the Civ tab in the editor. I find that this causes the game to crash.


Althought not a bug, but a pain in the butt, don't forgot to place a palace in one of your cities, unless you like 100% corruption.

smellymummy is offline smellymummy
King

Aug 1999
time: 21:20
  Old Post 15-08-2002 23:39
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quote:
Originally posted by Andrew_Jay
I got around it by putting all Medieval Techs in the "none" age. That way you'll never get those buildings (you weren't supposed to get out of the ancient age anyway).


Another thing not to do is to indiscriminately delete all of the techs, even if you're not using them. I did this in the same scenario because, again, it was to be ancient only, and I wanted to clean out my lists of stuff to make editing easier. This is rather a stupid mistake looking back, because it made EVERYTHING possible. There was no longer a prerequisite for railroads or the such. Luckily I had deleted all the units I didn't want (which causes no problems at all, unlike deleting improvements).


you can play though even with lots of techs removed, as lond as you fix the requirements for all those things you mentioned.

Funny thing is, if you delete ancient advances (like the wheel) for a modern day scenario, and you play it, your sid advisor tells you about discovering the wonderful round and turning wheel, or the wonders of pottery and storing food, when your just interested in tanks...

Zen is offline Zen
Chieftain

Jul 2000
time: 05:20
  Old Post 19-08-2002 05:02
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#48 Report this post to a moderator
Increase the size of your Attachments

Be careful with Flat maps (Civ3 multi-tool). Can cause game crashes.

-Zen

Craftsman is offline Craftsman
Chieftain
São Leopoldo, RS - Brazil
Feb 2001
time: 02:20
  Old Post 20-08-2002 08:33
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#49 Report this post to a moderator
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quote:
Don’t give naval units (with the possible exception of transport) the airlift capability – it won’t crash the game but the whole idea is ridiculous!


What about Paradropping Ships!! (Remember Civ2?)

On a more serious note: never place your first city on a flooded plains - specially if it is just your second Civ3 game...

Best regards,

smellymummy is offline smellymummy
King

Aug 1999
time: 21:20
  Old Post 20-08-2002 09:03
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#50 Report this post to a moderator
Lose 30 kilos (of popups)

quote:
Originally posted by Craftsman


What about Paradropping Ships!! (Remember Civ2?)

On a more serious note: never place your first city on a flooded plains - specially if it is just your second Civ3 game...

Best regards,



why not?

 
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