CCM (epic mod) preview thread

Nice! If AI plays good on Archipelego maps, then that is always good!

My Air defense in the Northern colony has been destroyed because I wasn't guarding the airfield. 20 outdated F-86s. Gone. That was half of my air defense for the colony.

Something that is never good! Even if they are outdated, sounds like Air system has been much improved, since normal Air system AI was never much good at. I've always been a sucker for big number battles, and it sounds like alot of that is going on here. Bravo!

I wonder what circumstances made MarineCorps hit a beach-head on the Aztecs from a northern approach and a southern approach? I would think that a 1 front may be easier from a logistical point of view...

Tom
 
Wow Civinator, I don't know how you managed to make the AI such a formidable opponent, but congratulations.

I think the main reason for this is what the newest CCM prebetatester expressed as following: "I really like the slow expansion on all sides. This also eliminates the imbalance created for agricultural Civs in C3C."

Nobody who tested CCM wants to miss this again. With the abolishment of the ICS strategy it seems, the AI can handle a lot of things much better. :)

I see in another thread that you mentioned different civic variations being possible in Civ3. Is this something you've done in CCM? If so, how many governments do you have and how is the AI handling all the choices?

No it´s not yet included in CCM, but Virote´s post, so targeted to Civ 5, gave me an idea. :) So I´m not a great friend of civics, small wonders with global effects and special governments as perequisites (may be combined with flavors and the replace other buildings-flag) seem possible.
 
I wonder what circumstances made MarineCorps hit a beach-head on the Aztecs from a northern approach and a southern approach? I would think that a 1 front may be easier from a logistical point of view...

Tom2050, please don´t forget, that he also tests the game and tries to watch what the AI will do. He gave me a cornucopia of preciuos hints about things to improve for CCM. :) After that massacre the modern transports will carry 2 units more and move one tile faster.
 
No it´s not yet included in CCM, but Virote´s post, so targeted to Civ 5, gave me an idea. :) So I´m not a great friend of civics, small wonders with global effects and special governments as perequisites (may be combined with flavors and the replace other buildings-flag) seem possible.

From my understanding, small wonders don't go away with the "replace other buildings" flag. But you could make them buildings that require a palace.
 
I can't wait for this mod!
 
hello, Civinator, I have seen that you implemented some new concepts in your mod and they performed just wonderful.. :goodjob: would you like to give some description about this:

10. CCM Movement Rules
11. Better AI-Routine for Land Artillery


How did AI go with them? :)
 
hello, Civinator, I have seen that you implemented some new concepts in your mod and they performed just wonderful.. :goodjob: would you like to give some description about this:

10. CCM Movement Rules
11. Better AI-Routine for Land Artillery


How did AI go with them? :)

Um, I'd humbly beg to know how you achieved these ... But I'm also happy to wait for the mod's release. :)

Best,

Oz
 
I never made a secret about my settings for landartillery in C3C.
You can read here, how it works: http://forums.civfanatics.com/showthread.php?t=248901

Additionally to these settings I massively increased the "retreat-factor" for units with two or more movement points (what also has a nice impact on gameplay for other units like tanks and so on).

And here Oz is a post you made at CFC with a link to my post :lol: :
http://forums.civfanatics.com/showpost.php?p=7647208&postcount=7

The new settings are used well by the AI. Landarty now is defenitely "on the map" for AI civs. The behaviour for landarty with the new routine is close to the performance landarty originally should have in Civ 3. The only points of criticism to these settings by CCM-Prebetastesters are, that landarty is too slow (but it is as slow as normal civ 3 arty "in the field" and much faster when transported by trucks or trains on roads or railroads) and that it cannot shoot on ships. For this situation CCM has another solution. :)

The limited stealth attack of some landarty units was used by a clever CCM prebetatester for using landarty as a kind of spy against cities of other civs. To avoid this, city walls should additionally be set as stealth barrier. The CCM prebetatesters try to win their games with all new possibilities this mod offers to them. :)

The much higher movement costs for landunits on nearly every kind of terrain in combination with the wheeled flag for most of the landunits caused a lot of freezes in the prebetatests of CCM (for details you can read this thread) and is mainly responsible for the delay of starting the CCM public betatest, but I hope now we made a big part of the road to these public betatestings. :)
 
I never made a secret about my settings for landartillery in C3C.
You can read here, how it works: http://forums.civfanatics.com/showthread.php?t=248901

Additionally to these settings I massively increased the "retreat-factor" for units with two or more movement points (what also has a nice impact on gameplay for other units like tanks and so on).

Thanks, I found your post after I put my question, :). I should do more search before ask .. :hammer2:
But imo your settings of "retreat fast" and "close combat" for artillery units are a little unlike what they looks: heavy slow and long range bombard, although it seems AI perfer to this change. I got a little hesitating :dunno:

The much higher movement costs for landunits on nearly every kind of terrain in combination with the wheeled flag for most of the landunits caused a lot of freezes in the prebetatests of CCM (for details you can read this thread) and is mainly responsible for the delay of starting the CCM public betatest, but I hope now we made a big part of the road to these public betatestings. :)

Hope you brilliant guys go well :)

And here Oz is a post you made at CFC with a link to my post :lol: :
http://forums.civfanatics.com/showpost.php?p=7647208&postcount=7

Um.. Oz... :faint:

:D
 
One more time thank you very much for your interest in CCM.

To give you a signal, that the release for the public CCM-Betatest is near, I show you here a central part of CCM: The current buildings (So there will still be some changes due to better adjustment of governments , p.e. migrant workers -a suggestion from rhodie - and production). If you have suggestions or better graphics (may be for the chinese symbol of era 1), I have always an open ear and eye for them. :)


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It's... so beautiful... :cry:
 
I changed the buildings in my last post to better viewable colours. :)
 
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