CCM1 (epic mod)

Frohe Weihnachten und ein gutes neues Jahr wuensch ich Dir auch.

Vielen Dank! (Translation: Thank you very much!)

I don't quite fancy those cities. Can those be replaced with standard CCM cities?

What you see are size 1 city graphics for era 1, based on resource graphics. These city graphics grow dynamically by road graphics that also contain building graphics and in later eras and/or citysizes these cities will grow to the normally known citygraphics.

This methode has some massive advantages compared to the old way of doing Civ 3 maps. The CCM worldmap holds 512 cities on fixed places with the correct names without assigning them to certain civs (exception are the starting locations of these civs). The former barbarians are now minor civs, that hold and defend most of these cities, so most places for your cities must be conquered first. For example, if the Dutch want to get the city of Cologne, they first have to conquer the citytile from the original inhabitants of that city and than hold that tile until a settler gives the first Dutch population point to that city.
 
So how did thee get thou city name underth the city? It can't be part of the city PCX. I suppose it is resource?

I have 192 resources in CoMM3 now (first 32 strategic/lux, the rest bonus), and for some reason various resources still show up in the trade advisor screen for unconnected cities, although only for a few. I thought that wasn't supposed to happen if resource count was in multiple of 32. If you are using resources to do that, hope you don't have a problem like that (although I suppose the cities are probably connected, so then it shouldn't show).

Interesting though!
 
So how did thee get thou city name underth the city? It can't be part of the city PCX. I suppose it is resource?

Yes, the citynames are on resource files. :)

I have 192 resources in CoMM3 now (first 32 strategic/lux, the rest bonus), and for some reason various resources still show up in the trade advisor screen for unconnected cities, although only for a few. I thought that wasn't supposed to happen if resource count was in multiple of 32. If you are using resources to do that, hope you don't have a problem like that (although I suppose the cities are probably connected, so then it shouldn't show).

This should be a fix against the phantom resources bug in cities unconnected to your capital. These cities have access to all resources, they are connected with, even by trading-connections to other civs.

Interesting though!

Thank you very much tom2050. :)
 
I like the invisable units and the auto producing Settlers and Workers. Why did you remove the Map Making tech? I would prefer having maps. Were Military Alliances removed? I would also prefer to have that option too. Just my two cents. :newyear:
 
Map Making was removed to simulate the real situation, that a lot of the world remained unexplored until the colonial times. It would also lead to ridiculous gpt exploits by the human.

As for alliances, it was shifted to a much later date (forgot which tech enables it) and this leads to the later age wars. This indeed reflects reality much better.

That said, in my current SID game (yes, I am still surviving), France seems to be able to get military alliances with everyone. Is that some sort of bug?
 
That said, in my current SID game (yes, I am still surviving), France seems to be able to get military alliances with everyone. Is that some sort of bug?

No; it's supposed to be a new, made-up trait in this mod called "Diplomatic". France and Great Britain have it. Basically, they can make military alliances, regardless of their level of technology. My understanding is that this is possible through a non-researchable tech that enables MAs, given to France and GB at the start through the editor.
 
Thanks for that explanation, makes sense. I better don't attack France then.

My SID strategy has been to do no research and get into the tech broker role starting with buying techs for gpt and trading to others. This has changed and I am now stealing techs then sell. This gives me around 1500gpt by now.

Vital for that is to have as many contacts as possible. And to attack those nations that went to war before. I wish I had made this into a story, but too late already.
 
Map Making was removed to simulate the real situation, that a lot of the world remained unexplored until the colonial times. It would also lead to ridiculous gpt exploits by the human.

To these relevant points about the removement of maptrading in CCM there is one -in my eyes - very important point to add:

In CCM, played with 31 civs, there stay much more civs in the industrial and modern era than in standard C3C. The breaks triggered by 20 and more pop-up-windows caused by offers of AI civs during each AI turn about trading maps (that are already known) did really annoy me, as it slowed down gameplay a lot and became a very "unfun" element.

But in CCM maps can be stolen if you are in peace with a civ.

About alliances:

No; it's supposed to be a new, made-up trait in this mod called "Diplomatic". France and Great Britain have it. Basically, they can make military alliances, regardless of their level of technology. My understanding is that this is possible through a non-researchable tech that enables MAs, given to France and GB at the start through the editor.

Yes this is the intention. The diplomatic trait was introduced with the last version of the CCM betatest-biq. In my eyes the diplomatic trait for France and Britain didn´t provide more fun to the game. I think I will remove it with the next version of the CCM biq.

Alliances in CCM were not shifted to a later tech. The myriards of pop-up-windows about expiring alliances between twenty and more civs in the industrial and modern era made me angry and I exterminated this unfun element. Additionally, worldwars with mutual protection pacts showed very good results in CCM, as this reflects reality much better (as THERat said). So there was really no need for alliances in CCM.
 
The best way to remove those annoyng popups caused by lots of civs is to kill many of those civs. Certainnly before the modern age. If you drop it down to 15-16 in late IA, you should be fine. As many of those remaininig are going to be at war and not asking for deals.

I think it is a good idea to remove the trait as it will just encourage players to use those civs.
 
The best way to remove those annoyng popups caused by lots of civs is to kill many of those civs. Certainnly before the modern age. If you drop it down to 15-16 in late IA, you should be fine. As many of those remaininig are going to be at war and not asking for deals.

I think it is a good idea to remove the trait as it will just encourage players to use those civs.

So says the rampant warmonger ;)

Keep in mind, many people play a more peaceful style of game than you do -- killing off rival civs early and often may not be at the top of the list of priorities.
 
I just want to say, today is Elvis's birthday. Since the game is hardcoded to animate all units flagged as king units as Elvis today, many of the units in CCM are Elvis. Examples include Galleons (which I don't know why are marked as king...), workers, and settlers :D I love CCM.
 
I just want to say, today is Elvis's birthday. Since the game is hardcoded to animate all units flagged as king units as Elvis today, many of the units in CCM are Elvis. Examples include Galleons (which I don't know why are marked as king...), workers, and settlers :D I love CCM.

Underpaid, thank you very much for your kind words. :) Yes today CCM really rocks. :lol:

Your comment about the galleon is a good reminder. :) The king flag on that transportship was set so it is always the last unit to be attacked in a stack. As the galleon received stronger defence values during the prebeta- and betatest biqs, this setting is no longer necessairy and will be removed with the next biq.
 
Will there soon be a map for this Mod ??

It seams to have a major importance to the game itself. Cities as resources ???
 
Hello again folks.


I did something bad in my version of CCM. I altered the basic scenario rules and win/conditions to Domination/Space Race/Conquest and Preserver Random Seed/Acelerated Production/Allow Cultural Conversions.

Now, when Supply Shipment units are attached to a normal unit, and that unit reaches the capital, the supply unit is not *acepted* by the capital. Anyone knows what did I remove to cause this? :blush:
 
Will there soon be a map for this Mod ??

Sorry, but you have to wait for a longer time. This map means tons of work that can be done in a shorter time when beeing a student or something like that, but not when working in a full time job.

Cities as resources ???

Yes - and resources as cities. To get a better clue about the possibilities that are opened by that modding tech, you can read my posts about invisible cities (that nearly no one did understand, when I posted them). :)
 
Hello again folks.


I did something bad in my version of CCM. I altered the basic scenario rules and win/conditions to Domination/Space Race/Conquest and Preserver Random Seed/Acelerated Production/Allow Cultural Conversions.

Now, when Supply Shipment units are attached to a normal unit, and that unit reaches the capital, the supply unit is not *acepted* by the capital. Anyone knows what did I remove to cause this? :blush:

You were hit by Civinator´s curse when doing such an outrage to the innocent CCM biq. :lol:

End of the joke. It´s not so easy to modify the CCM biq, if you don´t have good knowledge about modding C3C. If you think you have added or changed an item in that biq, it is possible that you have lost something other in it. Have an additional look into your modded biq, if you still can play with 31 civs on the map or if the game is still be able to produce SGLs. For instance to keep the game producing SGLs, you must use C3C editor 1.00 or (may be) Steph´s editor. For playing with 31 civs, the number of civs must be elevated to 31 again and each civ must be manually readjusted in the players settings. For fixing the mistake you made in your modified CCM biq, it is the best to download again a CCM biq and to compare the settings in the scenario properties with the settings you made to that biq - or better: play the downloaded biq. :)
 
End of the joke. It´s not so easy to modify the CCM biq, if you don´t have good knowledge about modding C3C. If you think you have added or changed an item in that biq, it is possible that you have lost something other in it.

The only changes I made was those I specified: win conditions and base scenario rules :(
 
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