CCCP Latest Version Download

Excellent work. I take a month off from playing civ and come back to some great mods.

Not sure if this has been reported, but I was playing around with the new XML tags, and the "FreeUnitTimer" tag... seems to work fine, every X years, the conscript pops out. The only problem I noticed is when the Tech is researched that expires the wonder, it seems to not cancel out the effect, i.e. the conscripts keep getting produced.
 
I'm trying to learn how to mod CivIV, since I love mods but can't find one that I think is exactly what I'm looking for. I was hoping that perhaps this promising component could function as my base, since I don't know anything beyond some cut-and-paste XML stuff (I can follow tutorials to change civs and leaderheads). I do have two questions right off though:

1) Where do the files go and where is the file that you use to activate the features? I put the whole thing under a new mod folder under Assets, but I can't find anything that lists all the components with 0s that can be changed to 1s. Did I do something incorrectly? How ought this to be installed?

2) In the Assets download, there was a text file listing future changes that are being worked on. Particularly, you mentioned the Favorite Religion and Inquisitor components, both of which I am very interested in. Could you offer a status report now that the text file is more than two months out of date?

Also, how quickly do you expect to transfer this to Beyond the Sword when it comes out? Do you expect it to be a complex job that takes months or a simple tweak that takes a few weeks?
 
With this CCCP add-on you will will be able to just add civs by dragging them into a custom Civilizations folder.

I have 65 of such civs ready for release in the next couple days
can you wait a couple days for them?

as for where they go... place them within the Assets folder
then read up in this forum to figure out what 0 and 1's you can change
I read a thread with this info somewhere
 
What I'd REALLY like to see is the exposure of CvArea::setTargetCity to python, as outlined in Gerikes' post here.
 
I have found a few bugs.:badcomp::(
1. The Air Strike Mission Absolutly Won't Work :cry:
2. The Screen That Pops Up After You Finish A Technology Asking You To Select A Technology Doesn't Have The Big Picture Button (A Very Usefull Button)
I Think That About Does It. Hope This Helps Make A Great MOD Greater.:cool:

Oh, When Do You Think The Fixed Version Will Be Done?:P:goodjob:

P.S Are you going to incorperate the ranged bombard.

P.S.S
- Flying tag by RogerBacon:
Units given the <bFlying> tag, will move over water but will still obey TerrainImpassible flags, any unit can dynamicaly gain or losse flying abilities through the setFlying(bool) Python call, Units need to get the UNIT_AI_NAVEL_ATTACK in their XML to properly hunt and kill ships
I tryed to set the Gunship with the flying ability so it could go over ocean and coast. It just doesn't work (or I did it wrong). Also could provide the links to the places where we can get the mission xmls for the new missions?
 
Thank Zebra, I hadn't heard about any problems with the tech chooser, thanks for the tip.
 
ive been looking for changing some traits but there was no trait XML please help
im thinking of making a mod that adds a unique trait. Should i use this project for it?
 
Their are several new tags on Traits that could be useful for you see the first page for lists, what in particular do you want the new trait to do? I'd recommend waiting for the BtS edition which should be out simultaneously with the game hitting store shelves.

P.S. Their are a lot of things you could do with Traits using only the original code supplied by Firaxis so long as you employ them in interesting ways.
 
Will there be working cccp DLL for Warlords 2.13? You've probably seen this thread which tells that dll from 2.08 version isn't working with version 2.13.

When will be BtS version be available? ;)
 
I have to admit, I'm curious too. Some ideas that I am working with would be much easier for me to implement with some of the new XML tags in the CCCP.
 
A few questions ( from someone who has no idea how to create schema):

Could the Free Specialist tag be tweaked to provide specific specialists, like a Free Merchant for the Portuguese?

Could the Diplomacy modifier be tweaked to apply only to specific civilizations. For example, a French civ getting a diplomacy bonus only toward native american civs for a colonization style mod?
 
Back
Top Bottom