CCM (epic mod) preview thread

Do you happen to need civlopedia entries?

Bowsling, thank you for your offer. :) At present I get big help with the CCM civilopedia by rhodie. But it is always good to know about civers who like to write civilopedia entries.
 
That´s also good to know Huayna Capac357. :) As said, for CCM I get great support by rhodie. But there is another mod with a civilopedia, that was too much for every single writer who worked on it: SOE (that at present is on a halt, as CCM has priority).

And now back to CCM:

CCM is mainly concepted to be played on huge maps (300 x 280) with 31 civs. A lot of civs can reach the industrial and the modern age (you can have a look on the minimap of my current testgame in the second screenshot of this post). This means, CCM in later phases of the game has problems with the AI turntimes, that can be about 10 minutes. To speed up the AI turntimes, I abolished maintainance costs of buildings, so the pc must not run these calculations and I didn´t use additional hitpoints for nearly all units, so here also less rounds of combat must be calculated.

The "El Justo-methode" to cut down the trade-net also has a big impact on AI turntimes, but I know of it only used in scenarios with fixed maps (with the big advantage of preplaced resources). CCM is a mod for random maps (so it later also will have an Earth-map with some new design-ideas in it).

So I´m reflecting about allowing the palace (or a building that needs the palace as a perequisite) airtrade from start and giving each strategic resource a Small Wonder with that resource in city radius, allowing airtrade in late era 2 (luxury reources each have their Small wonder, working the same way), when normal harbours that allowed seatrade will go obsolete. Airports won´t have airtrade any longer and the flag "airlift" should be removed from every unit. There is no tech, that allows sea- or ocean-trading any longer.

Has anybody here experiences with this idea? Are here some errors I´m not aware of (for example, that obsolete buildings that allowed seatrade even allow it when beeing obsolete)? I have not tested this yet, as this will cause a bigger change in the improvements of CCM. What would be appropriate names for these buildings (p.e. Ministery of Trade for a building based on the palace?).

Another annoying thing are the many popup messages from the foreign advisor, that civ A now has an alliance with Civ B against Civ C, and then another popup window opens that Civ A declares war on Civ C. Has anybody experience with reducing these popups (may be by cutting the texts out of the script.txt file)? What will happen if I allow only spy-missions and no normal diplomatic missions? Will this calm down the foreign advisor?

Here are some screenshots out of my current CCM-testgame:

I´m frequently asked, if the AI uses the CCM arty-concept. Here is a screenshot I made about an hour ago when a Russian arty attacked an Ottoman WWI Infantry unit next to one of my cities. The Russian arty whiped out the Turkish infantry and has nothing to fear from me as at present I´m not in war with Russia.



In the same turn about 50 WW I tanks of Carthage made an encirclement attack against my invasion spearhead that had taken out about 4 cities of that civ. Where they stand now, they took out a lot of my following infantry, amongst them flamethrowers and -what is especially annoying- a big part of my precious mobile "Nebelwerfers". On the other side it seems, the AI had respect of the 8,8 guns in the two heavy Tigertanks and the 3 Jagdpanthers in the encircled stack. BTW.: Turntimes in that game, beeing played on a map with continents and 80 % water are now about 7 minutes and I´m surprised that it is possible to play such a game on my old pc with only a 2,66 hz cpu and only 256 MB ram.


 

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Civinator said:
So I´m reflecting about allowing the palace (or a building that needs the palace as a perequisite) airtrade from start and giving each strategic resource a Small Wonder with that resource in city radius, allowing airtrade in late era 2 (luxury reources each have their Small wonder, working the same way), when normal harbours that allowed seatrade will go obsolete. Airports won´t have airtrade any longer and the flag "airlift" should be removed from every unit. There is no tech, that allows aea- or ocean-trading any longer.
You shouldn't have to remove the airlift feature - so long as the airports still allow the training of "Veteran Air Units", they can still be used to airlift :)

The idea itself should work, although I definitely think there should be some testing on the harbors going obsolete.
 
Airports won´t have airtrade any longer and the flag "airlift" should be removed from every unit.

Does every unit having airlift ability increase the turn times? And you are removing it in another move to decrease the turn times?


Also, you have mentioned before about having freezes from a combination of wheeled units and increased movement cost. I played TAM a few times and it had early wheeled units that could not enter mountains and such, but I don't remember any freezes. Has the increased movement cost of terrain problem in CCM been smoothed out?
 
I love extra huge maps on modded to 3rd Xpak-type proportions. THis mod is going to get me back civving again
 
Thank you all for your help and comments. :)

You shouldn't have to remove the airlift feature - so long as the airports still allow the training of "Veteran Air Units", they can still be used to airlift :) .

Virote_Considon, thank you very much for this hint, as it was long ago, when I had a look in a testgame to the flag that really triggers the airlift feature. So I don´t have to change these stats for a lot of units. Very good! :)

The idea itself should work, although I definitely think there should be some testing on the harbors going obsolete.

… and any experience by other civers to that topic is useful.


Does every unit having airlift ability increase the turn times? And you are removing it in another move to decrease the turn times?

No Takeo, I don´t think that´s the case. I only want to avoid, that units are airlifted only between the capital and some supply-centers. But as Virote_Considon pointed out, the airlift feature is connected with the veteran air-units-flag of the building and not with the “allows-air-trade”-flag. So the airlift option mustn´t be cancelled.

Also, you have mentioned before about having freezes from a combination of wheeled units and increased movement cost. I played TAM a few times and it had early wheeled units that could not enter mountains and such, but I don't remember any freezes. Has the increased movement cost of terrain problem in CCM been smoothed out?

Yes, it seems the freezes are somewhat smoothed out in CCM. In the last testgames only one unidentified freeze was reported and this could also be triggered by some other things on the pc of the prebetatester. And Takeo, I don´t forget, that you also helped a lot to smooth out the freezes with your message about the blanc lines in the citylist. :)


I love extra huge maps on modded to 3rd Xpak-type proportions. THis mod is going to get me back civving again

Hi T.A JONES, great to hear something from you again.

The standard world size of CCM is 226 x 226 with 24 civs, distance between civs of 40, an OCN of 42 and a techrate of 380. Is this saying you something? :)
 
Civinator

I have already contain old times goethes tool :)
I'll play the ad CCM in any case! :drool:


With best regards,
Wotan49 :coffee:
 
Wotan49, thank you for your kind words. :)

Meanwhile Wotan49 is working on the following unit for CCM:

 
Stop teasing us! :p

Tank Guy, the multiunit isn´t ready yet. :) I think there is a gap in Civ 3 air units for units that have strong values in bombardement and in aircombat. It will be a special unit for the US in the periode of WW2 (what is somewhat extensive in CCM).

What would be an adequate name for that unit? Escorted Bombergroup? Suggestions are welcome. :)
 
Hello :D

how about with a Tactical Bomber Squadron

here are two alterative


Liberator of Ripptide Mustang bit older probably Wyrmshadow



Liberator three and a Mustang all Ripptide

:rockon::old:

with best regards
Wotan49
 

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Thank you all very much for your suggestions about the names.:) It seems Wotan49 has his own name for this unit. :)

Wotan49, all these multiunits are looking great. :goodjob: For CCM I would prefer the two Mustangs plus two Liberators combination for the Escorted Bombing Raid (a new name suggestion). Are there still problems with the death animation for this unit? If yes, I have downloaded that animation and will ask Vuldacon for his help with that graphic.

I think you should upload all these units when they are ready at CFC as an addition to your other multiunits. May be some other modders want to use these units, too. :)
 
Vuldacon was so kind to do another button for the interface of CCM: The Garrison Button. It´s an old, but in my eyes very good idea by rifleman to change the workerjob "radar" to the workerjob "garrison". In the next screenshot you can see the new button and an ancient garrison that was built by the AI. The new button is the right one in the second row.



The AI likes to build garrisons and this can be a problem if the AI gets that option too early as the AI tends to give away one of the limited precious first workers too early for that job. So here the right balance must be found (may be a start with two workers could be considered, too).

Here is a link to rifleman´s old thread: http://forums.civfanatics.com/showthread.php?t=106429

I want to do the garrisons for CCM era-specific, but there is a little problem in the graphics-file for it, as there are only three slots for four eras. What two eras share here the same slot in the graphics file?

 

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