CCM1 (epic mod)

I would say keep the horse prereq, but give the player the chance to kill or fortify the training chariot
You can fortify them if you first wake all units in the city and then fortify them all. Try it out, it works
 
Finnally managed to download the mod. Am playing with Carthage. So far so good, no errors/crashes.

The whole "can't create settlers" is really forcing a change in tacts!
 
You can fortify them if you first wake all units in the city and then fortify them all. Try it out, it works

I saw that in your fist post, and that's what I've been doing - thanks! :)
 
Am up to 600 AD. Some issues:
-the workers are too fast; these should be basically some guys on foot but they move a lot faster than that. Suggest you get them back to 1 move point;
-the enslavers are the most powerfull unit in the game! I lost 2 cities to them (and yes, I had troops there) and yet I can't defend myself without declaring war. I think it's wrong. Think about it: who wouldn't instantly declare war upon seeing their people enslaved and cities destryoed?
 
Am up to 600 AD. Some issues:
-the workers are too fast; these should be basically some guys on foot but they move a lot faster than that. Suggest you get them back to 1 move point;
-too many invisible, "pirate", units? I'm being attacked (cities and workers) by invisible units all over the place. I have to put 2-3 defenders in each city, and have to escort all the workers... where have all these "ninja" come from?...

jlvfr, the settings for the workers are very good the way they are. Why? Please read the post about the improved workers in the CCM Information Sector or the CCM civilopedia. Here nothing will be changed.

Concerning the attacks by invisible units, CCM is tougher than normal C3C. As you noticed, you have to invest much more in your defense. On the other side, city growth in CCM is faster as you don´t have to spend population points for settlers and workers and therefore the production capacity of the cities in CCM is better. It is intended in CCM to force the player to some interesting decisions, for example: Shall I produce this interesting wonder that gives me a big benefit but on the other side in that time my cities could be steamhammered by enslavers, holy men, chariots and other units. You must have a better look on your defense, using an additional view about the defence possibilities of the terrain surrounding your cities and your neighbours, especially if your neighbours are possessing GWs that produce holy men.

CCM here has a different gameplay than normal C3C and this is intended. :)
 
the enslavers are the most powerfull unit in the game! I lost 2 cities to them (and yes, I had troops there) and yet I can't defend myself without declaring war. I think it's wrong. Think about it: who wouldn't instantly declare war upon seeing their people enslaved and cities destryoed?

You can always attack the enslavers without triggering a war. The enslavers are HN (hidden Nation) units and therefore attacking such an unit is like attacking a barbarian. It doesn´t trigger a war with another civ (as long as the HN unit isn´t stacked by a normal unit of the other civ).
 
You can always attack the enslavers without triggering a war. The enslavers are HN (hidden Nation) units and therefore attacking such an unit is like attacking a barbarian. It doesn´t trigger a war with another civ (as long as the HN unit isn´t stacked by a normal unit of the other civ).

All true, but:
-they are invisible, so, attacking them is a bit hard. Chances are they are no longer where a fight occured by the time your units get;
-I've played other mods with invisible units. It's a pain but, hey, that's war. What I think it's wrong is that a enslaving unit doesn't cause war. That's the wrong part. Traditionally, any atempt at enslavement brings as much retaliation as possible.
 
All true, but:
-they are invisible, so, attacking them is a bit hard. Chances are they are no longer where a fight occured by the time your units get;
-I've played other mods with invisible units. It's a pain but, hey, that's war. What I think it's wrong is that a enslaving unit doesn't cause war. That's the wrong part. Traditionally, any atempt at enslavement brings as much retaliation as possible.

But what, if it is a private enslaver? For dealing with them may be you should have a look to the CCM introduction story by TheRat. He is dealing with them at demigod level.

You need some experience to deal with them, p.e you can look from what fields slaves are moving, you can post guards, you can use the terrain surrounding your cities (please remember that enslavers can´t pass mountains, volcanos and marshes without roads and are slow in desert) and the best against slavers is if you are lucky enough to posess holy men. These prophets, priests, missionairies and so on are very well informed by their supporters about the things going on in their surroundings. Therefore they are able to see invisible units. :)
 
But what, if it is a private enslaver? For dealing with them may be you should have a look to the CCM introduction story by TheRat. He is dealing with them at demigod level.

Never did any diference. The locals see "man of tribe X kidnaping our people" and they respond, regardless of who sends him...:sad:
 
I have only started, so not run into slavers yet. Possibly the issue is not slavers themselve, rather the number of them. If every town can make a hut and they each pop one out every x turns and they are free of support..

The AI will love them and you will get an endless stream of them. Of course my method will be to kill all the nations anyway, but I can see where a peaceful game will be hard to manage.
 
Never did any diference. The locals see "man of tribe X kidnaping our people" and they respond, regardless of who sends him...:sad:

You need some fast units (chariots, horsemen, elephants, enslavers, holymen) and so to hunt them on the fields where they can stay so that they can´t escape. Your early experiences with enslavers are normal. Nearly every CCM prebetatester at first stated, that this unit is too strong or should dissapear. After gaining some experince with them, they all loved this unit. In fact in my eyes this is one of the best done units of CCM.
 
If every town can make a hut and they each pop one out every x turns and they are free of support..

The slavers hut is a small wonder. So each civ can only posses one slavers hut. It is balanced.
 
I have only started, so not run into slavers yet. Possibly the issue is not slavers themselve, rather the number of them. If every town can make a hut and they each pop one out every x turns and they are free of support..

This, as well. I've just had a great turn, in which I killed NINE of them... :mad:
 
I looked in the pedia and it says every 10 turns. It also says they cost 5 shields? They are auto produced, so how do they cost shield? Anyway it does not say anything about unit support.

BTW I ran 4 test starts for about 20 turns each. In everyone the first tech I popped was Sail. Was that just a fluke? This lead me to wonder, if goody huts are the same or can they yield things like stronger barbs?

I ran into some 1/2/1 guys that looked like Gallic Swords. Will barbs change in later ages?
 
The slavers hut is a small wonder. So each civ can only posses one slavers hut. It is balanced.

That sounds good to me. jlvfr must have a lot of friends near him. 9 slavers would need 90 turns from one nation.
 
I've played this for a couple of hours now. Very interesting mod.
Just one thing that got me abit confused so far, how comes the swordmen are so cheap to make? What were the thought behind of that?
 
I looked in the pedia and it says every 10 turns. It also says they cost 5 shields? They are auto produced, so how do they cost shield? Anyway it does not say anything about unit support.

The enslaver is disbandable, so if there is a need you can rush another production a little bit and the unit needs support costs.



BTW I ran 4 test starts for about 20 turns each. In everyone the first tech I popped was Sail. Was that just a fluke?

The tech Sail frequently (but not always) pops up if you are lucky with goddy huts.

This lead me to wonder, if goody huts are the same or can they yield things like stronger barbs?

Goody hut are working as always. I didn´t find a way to improve them. They can´t produce units stronger than barbs.


I ran into some 1/2/1 guys that looked like Gallic Swords. Will barbs change in later ages?

The graphic for foot barbs uses the graphics of that unit. These units can´t be done eraspecific so they must stay as they are. In my eyes it´s the best to set barbarian activity to "only in barb villages" to avoid big processions of units in the industrial age and to keep the AI turns down.
 
I've played this for a couple of hours now. Very interesting mod.
Just one thing that got me abit confused so far, how comes the swordmen are so cheap to make? What were the thought behind of that?

The more expensive archer (with an attack factor of only two) has limited stealth attack. The early swordsmen should be produced by the AI when the AI can produce them. The warriors should be allowed to upgrade to swordsman without additional costs. But the costs for swordsmen can be changed if there should be a need for it.
 
Top Bottom