Discussion in 'Civ3 - Creation & Customization' started by Civinator, Sep 13, 2008.
sounds good, looking really forward to the beta
Here is a screenshot from a current CCM-testgame, showing a supplytransport of era 1 coming home. In that screenshot you can also see Vuldacon´s tricky mining graphics that are still showing the resources with the mines above them. And you can see the CCM TNT-graphics (small blue shields) for Snoopy´s terrain. The game plays on a random map.
Looking Good Civinator... I am absolutely sure you are Working with all your spare time to complete all details for this Great Game.
... and I am also equally certain that you will have more work as time elapses. Such is the nature of such Grand Endeavors
Hope springs eternal... hoping unit load problem is soon fixed! But in any case thanks for your work.
I found this topic while looking for the solution to Scientific Great Leaders mysteriously disabling... and I see a LOT of cleverness from a number of parties here. You are all amazing. I look forward to this mod, I look forward to future updates of the editor, and I look forward to seeing what else you can all come up with! I'm very glad this game is still very much being supported by such talented people. - ZM
Thank you all for your interest in CCM (so the waiting time now still is longer than I expected). Here is a status report: Unfortunately there are still freezes in CCM. One reason is, that in CCM the movement system was modified heavily and these freezings only appear in very special situations. So here is an example of one of the later freezes:
It happened, when a transport ship, that is enabled for all movement in all kind of seaterrain, is accompanied by an escort of an “coastal”ship that has the wheeled flag and can only move in coastal waters (as sea- and ocean-terrain are not enabled for units with the “wheeled”-flag). Now when this transport ship is loaded with a unit that has the wheeled flag and another unit that doesn´t have the wheeled-flag and is passing landterrain where landunits with the wheeled flag are not allowed, a freeze can occur. The freeze doesn´t occur if the “coastal” ship doesn´t escort a transport ship with that constellation (or the transport is empty). The same if the transportship with the constellation above isn´t escorted by such a coastal ship is passing the same landterrain that is forbidden for wheeled landunits.
This is an example to show about the special difficulties that appear with adjusting this mod. But all that have seen and tested it, think that it´s worth it. The map with the new settings for terrain and units is much more interesting to play and we are all astonished, what interesting random maps in huge setting the map generator does create for CCM.
And now a update of a CCM feature, that was still revealed (there are also features in CCM, that are not revealed yet ):
The multiple leader system is working very nicely. But there are hardcoded situations, where there are interferences in the texts of these leaders as the names are of course very long if several leadernames with spaces between them are chained. There-fore the multiple leadersystem of CCM was streamlined. The rulers now only have the simple name ... well: Ruler. Ruler of Greece, Ruler of Egypt and so on.
To inform the players of CCM, who have forgotten the names of the leaders, these leaders are now listed in the civilopedia entry for that civ - and the best, these entries are now linked to other civilopedia-informations about those different leaders. So CCM can provide the player with much more information about each of these leaders as it was possible with the conventional race-civilopedia-entry. And additionally, now it is no problem to operate with 4 different leaders for each civ (if so many different leaderheads for that civ exist).
I demonstrate this with Egypt as an example:
I never liked the idea of Wonders allowing sea and ocean passage (by addings MPs or "Safe Sea Passage"), so I don't use them. Instead, any type of ship will sink or float based strictly on the unit's flag(s). I find this much more realistic and believe it better models reality - e.g., Coastal Tiles cost 2 MP, but almost every ship type except submarines ignores the Coast MP cost (simulates subs operating in constricted waterways). This approach also lets one do away with the wheeled-flag use for sea units and I believe presents more options.
Best As Always,
Oz, these settings were always part of the sea-terrain movement-rules in CCM. Except that all seaterrain in CCM has movement handicaps and these handicaps are compensated with movement boni for certain classes of ships. With this methode per example a caravel, so it has always the same amount of movement points, in seaterrain moves faster than in ocean terrain. The former wheeled ships were always very quick in coastal terrain (what still stays), but after removing the wheeled flag, are lame ducks in sea- or oceanterrain.
CCM contains a small contest about the race for the Blue Ribband, wonders in the industrial and modern era that speed up movement in water-terrain, cause I like these big ships.
That looks so awesome. Though for Egypt you should have leaders besides Cleopatra for the Discovery and Industrial ages.
Hey, you changed your location? Visiting the civilized world?
What existing Civ 3 leaderheads would you suggest? And as you like what you have seen, you get an additional glimpse.
Steph, if this is meant for me I don´t understand it. My locations are mostly civilized.
This epic pwns. Who are the Chinese leaders? May I suggest (you can't stop me )
1. Qin Shi Huang Di (R8XFT)
2. Tang Taizong (Chinese Firaxis, uploaded by embryodead)
3. Kang Xi (ShiroKobbure's Qin Shi Huang Di in the industrial age)
I'm loving how this is going along-and there are loads of clues you've given that I just can't understand!
I really want to play this mod...
And I'm not really sure whether Stongehenge should be in London, because it's not really very close to it. But I'm sure it'll work out.
You can see the leaders here in the older named version:
looks like you wrote the city as "theben"? should be "Thebes" (although thats not exactly where the pyramids are). just letting you know in case theres an error in the city list for egypt...
also i cannot wait. looks amazing.
I cannot tell you how awesome this mod looks.
Oops, here a German spelling made it into the Egyptian city list. I correct that. Thanks for the hint King Coltrane.
Sorry Virote for answering your question lately, but this is an absolute core concept of CCM:
Better implementation of religions:
At least since the mod "Rhye's of Civilization", it was shown, that different religions can be an interesting part of Civ 3. But I only knew mods, where different religions worked alternative, mostly with their own alternative techboxes. In CCM religions work cumulative for a civ and in CCM a lot more of happiness provided by cummulative religious buildings is needed to balance a lot more of unhappiness compared to the standard Civ 3 caused by other new gaming concepts in CCM (especially the concept that industrial pollution causes unhappiness).
How do cumulative religions work? The use of my "enhanced Techtree-methode" allows that the same techbox can contain different buildings for different religions (p.e. the techbox Religion contains a basilica for the christians and a mosque for the moslems).
If there are enough cities with temples (3 in CCM), religious communities of a basic religious tendancy can be formed (for the modders: An era none tech for the given religious tendancy and three temples as additional perequisite to form a special religious community in that city). In CCM there are the following religious communities: The Christian Community, Islamic Community, Buddhistic Community, Hinduistic Community, Hebrew Community and of course the good old bloodcult of mesoamerican civilizations.
When looking on these religious communities, I have a certain tendency to Hinduism .
If you have such a community in your city, you can construct buildings for them with the proper technologies (p.e. a basilica with the tech "Religion" and a christian community in that city as perequisite). If you have enough communities of the same religion in your civilization, you can form a worldreligion (p.e. with 3 islamic communities as perequisite the Great Wonder "Worldreligion Islam".
If you found such a worldreligion, you not only receive a religious community of that religion in every city you have around the globe, but also the hapiness of all your religious "level 1-buildings" (mosques, basilicas, etc.) is doubled as long as you hold the holy city, where that worldreligion was founded.
If you capture a holy city where another worldreligion was founded, you get enough communities of that worldreligion to additionally build religious buildings and wonders of that religion, too. That civilization now has the possibilty to make other parts of its population happy, that otherwise would be surpressed by a single state religion.
And there are a few "Crossover Religious Buildings" that are similar important for more than one worldreligion. Par example the "Dome Of The Rock" gives an islamic community all around the world and additionally an hebrew community in every city of the continent, what is mostly enough to build the religious buildings of that religion, too. Other "crossover religious buildings" are the Hagia Sophia, Angkor Wat and the Mesoamerican Christianization (the last one allowing the bloodcult civs to switch to Christianity if they want that). If you catch a holy city containing one of these wonders and you have a third religion as your basic religion, you have access to two more worldreligions.
Of course there are wonders in CCM like the Vatican, the Kaaba, the Potala Palace and so on, boosting level 2 religious buildings (like cathedrals, great mosques, etc.).
Additionally each religion can build its own special religious units. If your civ has more religions, it can construct more buildings that can autoproduce religious units. As perequisite for building new religious units your civ must be in government Theocracy. There are two kinds of religious units:
a) Holy men:
Prophets, missionaries, priests, yogis, mullahs (and so on) are autoproduced by special religious small wonders. These units are able to convert other units as monks for their religion and these monks can give a lot of culture to cities of that civ (see the CCM concept "Great cultural persons").
b) Religious warriors:
There are some religions, which can build small wonders autoproducing special religious warriors. So for example Christian civs can build the Crusade, Islamic civs can build the Jihad and Buddhist civs can build the Monastry of Martial Arts, producing Crusaders, Ansar Warrior and Warrior Monks. Hindu, Hebrew and Mesoamerican civs can´t produce religious warriors, but they have other advantages to compensate this.
The trait religious in CCM is added to every civ to cut down the phases of Anarchy in gameplay and therefore this is no special trait any longer. Some great wonders still have the Religious flag, so Golden Ages triggered by by Great Wonders in CCM are still possible. In CCM you need three triggered traits to receive a Golden Age by wonders.
Hmm...I don't think that Buddhism should be in Japan. If you don't want India to have two, maybe a place in China or Tibet would be better (i.e. Lhasa, Xi'an, etc.)
Very cool idea though! Hinduism should be in Varanasi/Benares, though. But I'm just nitpicking.
The locations of all these Great Wonders is only to visualize them. CCM can be used on random maps (what makes the construction of this mod much more difficult). A CCM World map, based on a new and massively improved technique to do Civ 3 maps, will follow later. So don´t worry about the locations of the wonders you see here.
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