CCM2 Epic Mod

Curious, that looks like the normal capture the princess spawn. You're not supposed to start with a supply shipment when you start a game of CCM2. I'm not sure what could be causing it, apart from maybe an installation gone wrong. Maybe @Civinator would know more.
 
Thanks, and is there also a way to change the mine graphic to the one in the base game? The CCM2 one looks pretty bad.
 
Aye, you'd have to modify the "TerrainBuildings.pcx" in the \Art\Terrain-folder with a program that can open and modify .pcx files, like IrfanView, for example, or you could take a look at some of the other terrain packs that come with CCM2. They all begin with "Terrain" in their name in the Art-folder and some of them have different mine graphics. You could even just switch the "TerrainBuildings.pcx" from one of those packs for the one you have right now, if you don't feel like modifying the files themselves in an editor, though even that is a fairly simple cut-and-paste job in the end.
 
Curious, that looks like the normal capture the princess spawn. You're not supposed to start with a supply shipment when you start a game of CCM2. I'm not sure what could be causing it, apart from maybe an installation gone wrong. Maybe @Civinator would know more.
That's not game start, it's 3500 BC. Spices are already hooked, so I'd guess Holan has built the Supply Center Spices in Kyoto, spawned the first Shipment, moved it out and now can't cash it, because the Supply Shipments weren't turned on during setup.

@Holan95, the only way to fix this problem is to start a new game, this time with the Supply Shipment option activated as Arexander described. The best use you can make of any Shipments you'll get in the screenshotted game is just to disband them for 1/4 of their shield-cost.
 
3500 BC is ten turns into the game, they could have built the supply centre, sure, but it takes at least 15 turns for the first supply shipment to appear from the supply centre, leading me to believe they spawned with the supply shipment.
 
Aye, you'd have to modify the "TerrainBuildings.pcx" in the \Art\Terrain-folder with a program that can open and modify .pcx files, like IrfanView, for example, or you could take a look at some of the other terrain packs that come with CCM2. They all begin with "Terrain" in their name in the Art-folder and some of them have different mine graphics. You could even just switch the "TerrainBuildings.pcx" from one of those packs for the one you have right now, if you don't feel like modifying the files themselves in an editor, though even that is a fairly simple cut-and-paste job in the end.
Ok sounds a bit complicated, but I'm sure that I can figure it out.
 
Thanks, I've read the Civilopedia page about it, but I still can't figure it out. Please see the two screenshots attached, where there is no "escort" option, at least not any that I see. Maybe I'm missing something.
Holan95, welcome at CFC :band:[party]and thank you very much for your interest in CCM. :)

Another thank you very much to Arexander and tjs282 for explaining the settings of the supply shipments. :)

The point, that is missing is, that in the Game Preferences of C3C the Advanced Unit Action Buttons must be activated.

Advanced Unit Action Buttons.jpg


This is no big problem as the game preferences can be changed during the game.

This is the civilopedia entry of CCM 3 for the supply shipments. It contains even an own chapter about the escort convoy button and an illustration of that button in the civilopedia entry:

Supply shipments.jpg


So Holan95, it should be no problem to fix this, if you have the supply shipment option enabled at the start of the game. Simply go to the C3C game preferences and enable the advanced buttons. Now the escort convoy button (and some other options as per example naming your units) should appear in the game.

The supply shipment that is eventually appearing too early in the game, could be triggered by a start with a flag unit, that is excluded in the normal CCM settings (but can be enabled by a player accidentally). This should not be a big problem (if no other settings were changed, too) as it means that you only have an additional supply shipment more in the game by this.

The "mine graphics" in CCM are no mines but worker camps, as that option in CCM can also be performed in forest tiles.If you dont like those CCM graphics, simply search the TerrainBuildings file in the Art/Terrain folder and set an additional letter behind it (per example TerrainBuildings-a or something like it) and that file will be replaced by the original Civ 3 TerrainBuildings file. If you later think that the CCM graphics of that file were still the better ones, you could simply delete the suffix (here -a in the example) and the CCM graphics file is in the game again.
 
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3500 BC is ten turns into the game, they could have built the supply centre, sure, but it takes at least 15 turns for the first supply shipment to appear from the supply centre, leading me to believe they spawned with the supply shipment.
Yeah, I spawned with it. Note that I am also not able to disband the supply shipment either.
Holan95, welcome at CFC :band:[party]and thank you very much for your interest in CCM. :)

Another thank you very much to Arexander and tjs282 for explaining the settings of the supply shipments. :)

The point, that is missing is, that in the Game Preferences of C3C the Advanced Unit Action Buttons must be activated.

View attachment 690679

This is no big problem as the game preferences can be changed during the game.

This is the civilopedia entry of CCM 3 for the supply shipments. It contains even an own chapter about the escort convoy button and an illustration of that button in the civilopedia entry:

View attachment 690680

So Holan95, it should be no problem to fix this, if you have the supply shipment option enabled at the start of the game. Simply go to the C3C game preferences and enable the advanced buttons. Now the escort convoy button (and some other options as per example naming your units) should appear in the game.

The supply shipment that is eventually appearing too early in the game, could be triggered by a start with a flag unit, that is excluded in the normal CCM settings (but can be enabled by a player accidentally). This should not be a big problem (if no other settings were changed, too) as it means that you only have an additional supply shipment more in the game by this.

The "mine graphics" in CCM are no mines but worker camps, as that option in CCM can also be performed in forest tiles.If you dont like those CCM graphics, simply search the TerrainBuildings file in the Art/Terrain folder and set an additional letter behind it (per example TerrainBuildings-a or something like it) and that file will be replaced by the original Civ 3 TerrainBuildings file. If you later think that the CCM graphics of that file were still the better ones, you could simply delete the suffix (here -a in the example) and the CCM graphics file is in the game again.
Thanks, but even with the advanced settings enabled I am still running into the same issue as before. Neither of the "advanced" options include the ability to escort. Please see the attached screenshots.




Screenshot 2024-05-09 154542.png




Screenshot 2024-05-09 154627.png
 
Yeah, I spawned with it. Note that I am also not able to disband the supply shipment either.

Thanks, but even with the advanced settings enabled I am still running into the same issue as before. Neither of the "advanced" options include the ability to escort. Please see the attached screenshots.


In that case it seems, that you have not enabled supply shipments in the Player Setup, when starting the game (as Arexander pointed to in the first screenshot of his post). In that case, supply shipments and the escort button cannot be used during the complete game and you have to do a new start of the game, if you want to use them.

Player Setup.jpg
 
Hi Civinator, unfortunately there is still a problem even when the supply shipments option is selected.
Screenshot 2024-05-09 204022.png



Screenshot 2024-05-09 204420.png



Screenshot 2024-05-09 204441.png
 
Holan95, may be you have changed some other settings from the CCM settings in your game. As it seems, that you receive your first supply shipment very early in the game and not autoproduced by a small wonder, it could be that you have accidentaly enabled the box "Auto Place Capture Units". All options of the CCM 2.5 biq in the red box must be disabled. There should also be no changes of the CCM 2.5 biq in the Default Victory Conditions and the Default Game Rules of the CCM 2.5 biq (=replaced conquests biq).

Scenario Properties.jpg


Another way "to kill" the supply shipment settings of CCM 2.5 could be to set the Game Limits in the Player Setup screen to zero instead of 25 gold.

Game Limits.jpg


A third way of causing such a problem could be an old conquests biq in the virtual store of your pc that overwrites your current biq when starting a game.

Edit: BtW.: The "Preserve random seed" option should be enabled in the Player Setup screen to avoid cheating by repeating the same combat after restarting the game until you receive a satisfying result of that combat.
 
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How does the AI manage to do this? - Specifically, the moving-the-Unit-out-of-the-City bit?
In CCM the supply shipments can move on their own and need an escorting land combat unit only for the last move into the capital. The AI handles the "moving-out" of supply shipments from cities somewhat well with one exception: The AI is not able to move out supply shipments that are autoproduced in the capital.

In general the handling of supply shipments by the AI to bring them to the capital is only "sub-optimal". This is why the supply shipments in CCM give only 25 gold when brought into the capital. This is the same gain that a civ receives when destroying a random barbarian village.
 
The AI in CIV3 can be stupid "aaaaarrrggh" or stupid funy. One point I found is that, for some reason, the AI sometimes doesn't upgrade camels. I've had multiple games where I assault a city and there's a stack of 20+ unupgraded camels inside...
 
The AI in CIV3 can be stupid "aaaaarrrggh" or stupid funy. One point I found is that, for some reason, the AI sometimes doesn't upgrade camels. I've had multiple games where I assault a city and there's a stack of 20+ unupgraded camels inside...
This is a problem of AIs that are broke. In those cases the AI has not enough gold to upgrade the autoproduced camels to higher level camel units. One remedy agaist this, is to give even higher level camel units in CCM 3 no upgrading costs.
 
Holan95, may be you have changed some other settings from the CCM settings in your game. As it seems, that you receive your first supply shipment very early in the game and not autoproduced by a small wonder, it could be that you have accidentaly enabled the box "Auto Place Capture Units". All options of the CCM 2.5 biq in the red box must be disabled. There should also be no changes of the CCM 2.5 biq in the Default Victory Conditions and the Default Game Rules of the CCM 2.5 biq (=replaced conquests biq).

View attachment 690707

Another way "to kill" the supply shipment settings of CCM 2.5 could be to set the Game Limits in the Player Setup screen to zero instead of 25 gold.

View attachment 690708

A third way of causing such a problem could be an old conquests biq in the virtual store of your pc that overwrites your current biq when starting a game.

Edit: BtW.: The "Preserve random seed" option should be enabled in the Player Setup screen to avoid cheating by repeating the same combat after restarting the game until you receive a satisfying result of that combat.
Thanks for the very detailed reponse. I am still having issues, but I set the "supply shipment value" and the "gold for supply shipment" to 0, so I guess I just won't play with them, which is fine. I don't get that advantage, but neither does any other civ. I'll also remember to "preserve random seed" from now on.
 
Holan95, I think you are the first civer I could not help with the supply shipments (by nearly 6000 downloads of CCM 2.5). Something is wrong with your settings. Setting the gold for them to zero is killing the supply shipment value, but it is not stopping the autoproduction of these units during the game by several small wonders.
 
This is strange because my settings are the same as yours.
 

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