CCM1 (epic mod)

JSnider there should be a button that is for the culture bomb. It looks like a musicial note to me.
 
Artillery never could keep up with lightning fast blitzkrieg operations to begin with, not back in the day at least. The cannons are very useful when attacking a tougher city, such as a Capitol. And if you save them for such a thing, it helps to use them.

Try sending them to attack a different city (with defensive guards); at the same time fast cavalry is attacking other cities. Why not do this? Better to use them then let them sit back.

One of the problems is that you still are not used to CCM. If you want to have war to regions far away, you must build a road to your enemy for your units that only can move 1 tile/turn. On roads even old arty is as quick as mounted units (what is a little too fast - not too slow.:)).

As tom2050 said, arty can be very useful to catch better defended cities. And don´t forget if you are fighting stacks outside of cities, that some kinds of arty have limited stealth attack, what can be useful, too.
 
Here is the problem... in your diplomacy.txt file, there is no line break between 2 of the sentences, so game does not see it. Adding a line break will fix it.

Yours:
"My friend, we would like to offer you a deal...""We would like to propose a deal..."
"We wish to propose a deal..."

Original
"Friend $LEADER0, We would like to offer you a deal..."
"We would like to propose a deal..."
"We wish to propose a deal..."

To correct, make yours like this:
"My friend, we would like to offer you a deal..."
"We would like to propose a deal..."
"We wish to propose a deal..."

To find it; which is near the bottom, just do a find (ctrl-F) for 'we would like to propose a deal' and it will take you there. It is under #USERPROPOSAL.

Tom

Tom2050, thank you very much. :) This is a great help to fix that bug.
 
yep that is the one I hit and for some reason got nothing .. was strange since always worked before. Not to say I didn't mess up in the heat of battle, still don't understand why no culture is accum though in these cities. I have another artsie around in storage so will send it over and see what happens this time.
 
I found a rather annoying bug. It says mounties, the Canadian UU can attack multiple times, but at this moment, they can only attack once :sad:

TheRat, the multiple attack flag was removed of the mountie as it was too strong and also was not adequate to their real performanc. But mounties still have another big advantage over normal cavalry units: They have no movement penalty in hills and forests. :)
 
Hmm .. must have missed something here, have disbanded a great artist in a city that conquered (was oversea ... across oceans) like others here have mentioned and had absolutely no effect, did not expand at all). After that I look closer at the city and saw that culture is not growing at all even though have a positive growth for the city, it stays at 0/10 and has for quite some time. Still at war with the original owner. I like the effect but haven't figured out why working, curious is all. Might have something to do with not having maintain culture (or whatever called?) checked.

JSnider, if you are in Fascist government all is clear. :)
 
Yep that is me ... what did i miss. Sounds like a nice touch though, went to this to get barracks after Nubia declared war on me (was dem=no barracks). So once war is over will have to go back to dem then, nice touch that, to grow my holdings.
 
Yep that is me ... what did i miss.

The government fascism always was -and also in CCM is - xenophobic. This means a city only can get culture, if more than 50% of the citizens are belonging to the fascist civ. So if nearly all citizens in a city belong to the nationality of a different civ, in governement fascism, there is no growth in culture - even if you use a "culture bomb".
 
I am starting to think there are too many units with Stealth attack. I think that is the one that lets the unit select the target to attack out of a stack. Even units like BA10, that are not invisible, but have this ability.

It lets you take out those bombardment units, basically nullifies their bonus. I took a stack of
BA10 units to a large stack and picked out all the Long Bow units. Then my other units could attack and not suffer any hit point loss, before the encounter.

This let me feel free to use my 3/3 units as I did not have to worry about them starting the combat at 2/3.
 
Almost forgot the reason I came to post. I wonder, if you may want to consider some later game comm trading. I am one tech from the last age and have no way to contact the last unmet nation (Nubian).

I stole a map long ago and see them, but they are land locked. This means we cannot met, unless they take a town on the coast or I invade that continent. I doubt that I will get around to that.

So I may well end the game and not have contact with them, unless some tech provides a means. I don't think Sat will do that. If it is even in the game and gives the map to the world.
 
Almost forgot the reason I came to post. I wonder, if you may want to consider some later game comm trading. I am one tech from the last age and have no way to contact the last unmet nation (Nubian).

I stole a map long ago and see them, but they are land locked. This means we cannot met, unless they take a town on the coast or I invade that continent. I doubt that I will get around to that.

So I may well end the game and not have contact with them, unless some tech provides a means. I don't think Sat will do that. If it is even in the game and gives the map to the world.

Even in real history it can be that we don´t have contact to all people in the jungles of the world. if you really want to have contact with them, I´m sure you will find a way to do it. Pleae don´t forget, you can make contact even with HN units, the peacekeepers and lot of other units.
 
I would say that those "jungles" are more analogious to the barbs in Conquest, not an actual nation. I would at least have to land some unit(s) of some type on that landmass to make contact, would I not?

I have no plans to make boats and escorts just to make contact. I am not even sure how many escorts I would need to get to the continent as I have not bothered to see how many nations there are at war with me.

Certainly somem are and some on my continent and all may try to sink my boats. Then I would have to get the units to survive the trek to the Nubian nation. Not worth the shnields and effort.

It just seems wrong to not be able to get all contacts, in a game that will not be short. Anyway, just my .02, no big deal.
 
It just seems wrong to not be able to get all contacts, in a game that will not be short. Anyway, just my .02, no big deal.

May be I find a place in a very late tech to add that option. :)
 
I would say that those "jungles" are more analogious to the barbs in Conquest, not an actual nation. I would at least have to land some unit(s) of some type on that landmass to make contact, would I not?

I have no plans to make boats and escorts just to make contact. I am not even sure how many escorts I would need to get to the continent as I have not bothered to see how many nations there are at war with me.

Certainly somem are and some on my continent and all may try to sink my boats. Then I would have to get the units to survive the trek to the Nubian nation. Not worth the shnields and effort.

It just seems wrong to not be able to get all contacts, in a game that will not be short. Anyway, just my .02, no big deal.

I have a suggestion for you.

You'll need a ship (galley perhaps) plus worker and settler. Transport worker and settler to a jungle location, land the worker, and clear the jungle. When done clearing the jungle establish a city. It will take awhile, but at least you'll have a city and contact with the locals.

Remember that Civinator's scheme only limits the number of cities you can build.
 
I have a suggestion for you.

You'll need a ship (galley perhaps) plus worker and settler. Transport worker and settler to a jungle location, land the worker, and clear the jungle. When done clearing the jungle establish a city. It will take awhile, but at least you'll have a city and contact with the locals.

Remember that Civinator's scheme only limits the number of cities you can build.

Why would I want to send off my two hard to come by units, worker and settler. I don't want to met the one civ that bad. I cannot be sure I could safely get from my land to their land.

Then I have to stay alive, till I get all that done and make contact. It could be done, but not cheaply. If they have not managed to break out to the coast, they are not going to be important.

If I did elect to go find them, I would send enough to fend off all the unfriendlies. Enough to take some land from someone. I can do it, but I am too lazy. I will be hard pressed to take out all the nations on my continent, before the game ends.:)
 
Not only is it not going to happen (trade communication) but it shouldn't. If you cannot see that you can get units there, you need an imagination fix. I know it sound silly but I have a warrior unit in the third era sitting on mountain. Why? Because he keeps the Barbs from popping up! If I had wanted Mongols to continually send troops to kill barbs I would have disbanded him. Land an Elite lawyer and go contact Nubia!
 
immobile units should not have the "go to" ability (apprentice)

I´m now doing all the fixes you all have suggested to the version of the CCM biq. And you are correct. The apprentice had the immobile flag :eek: (that I had removed some versions before). Now I let that unit immobile as it seemes to work with that setting, but of course remove the "go to" and the "explore" ability.

Weasel Op, thank you very much for reporting this. :)
 
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