CCM (epic mod) preview thread

I don't think you can make them era-specific at all; the slots are there, but for the Radar Tower, it ignores the other two. At least, that's what I have seen.
 
:lol: OK, I feel as though I'm asking you to give away CCM implementations prematurely :mischief: but how are you getting Riflemen to perform Terraform tasks? Is it as, um, "effective" as Roman Legions building Fortresses?

Best,

Oz
 
:lol: OK, I feel as though I'm asking you to give away CCM implementations prematurely :mischief: but how are you getting Riflemen to perform Terraform tasks? Is it as, um, "effective" as Roman Legions building Fortresses?


Hi Oz, rifleman is the nickname of the civer, who posted that idea. :lol:

It is the workerjob order: Build radarstation.
 
Is there any chance for limitation for the number of units in the game for example to 100 per country or 10 per city...?
Iam not getting the idea why u need 100/200/2000 units instead of 10/20 fighting each other..
Its useless, only the time for battle is increasing and the overall turn-time will be enormous...!
After u saw all combat animations it will be very boring to wait all that time for the same thing on&on....
 
Is there any chance for limitation for the number of units in the game for example to 100 per country or 10 per city...?
Iam not getting the idea why u need 100/200/2000 units instead of 10/20 fighting each other..
Its useless, only the time for battle is increasing and the overall turn-time will be enormous...!
After u saw all combat animations it will be very boring to wait all that time for the same thing on&on....

Hi civ3conquests, there are a lot of civers, who have the same opinion as you stated here. Even between the CCM prebetatesters this point is discussed. At present these settings stay as they are, as we have a lot of fun with it. :)
 
I browsed quickly thru your mod, it has very interesting inovations - new technologies, new tech-tree, many new and curious units and i would like one day to spend some time to discover this scenario, i hope in the future it will appear some opportunity for limit of the units.

BTW i didnt realize very well these so called automate-producing units, who is producing them ?
 
BTW i didnt realize very well these so called automate-producing units, who is producing them ?

Thanks for the kind words civ3conquests. :) In C3C buildings can produce units. This process is called "autoproduction as this production is added to the normal production of a city. CCM has a very special way of doing this autoproduction so it is possible to have a bundle of different units for different civs and different times from one single building type. Autoproduction of units is not possible for former versions of Civ 3. The mod CCM only can be run with C3C.
 
Is there any chance for limitation for the number of units in the game for example to 100 per country or 10 per city...?
Iam not getting the idea why u need 100/200/2000 units instead of 10/20 fighting each other..
Its useless, only the time for battle is increasing and the overall turn-time will be enormous...!
After u saw all combat animations it will be very boring to wait all that time for the same thing on&on....

Most games of this sort do not have unit caps on them, and if they did, it would be wise to let the player set this option for their preference. If you do not wish to see the combat animations, you can just go into the preferences and turn off 'combat animations', then you don't have to watch them. Turn time for huge maps will increase, but this can be avoided by playing smaller maps.

I myself, love absolutely huge battles (like the ones that Rocoteh's WW2-Global was infamous for) in which Soviet-Germany wars often consisted of over 300-500 units each along the border.

But since it is so time-consuming, I myself switch to smaller games if I don't feel like waiting so long.

Tom
 
Is the Public Beta CCM soon to be uploaded?

The term "soon" is relative. To be more precise: I hope the CCM public Betatest can start in November this year. :) At present I´m fiddling with a new concept for the Civ 3-tradenet for random maps to cut down the turntimes for huge maps in the late stages of the game. If this should work the CCM civilopedia must be adapted to it.

Will it be at Stormoverciv's site?

Yes, the download will be at that site. :)


Will Earth map be on a Biq ?

A special Earth Map for CCM? What? Where? When? :nope::yup: Ok: :yup:

The Earth map for CCM is based on Aeldrik´s Earth map in the reworked version of Rocoteh's famous Civ 3 scenario "WW2-Global" with enough place for European civs. It´s a nice coincidence that tom2050 mentioned that famous scenario of the great gentleman and scholar of modding Civ 3 only some posts above: Rocoteh :hatsoff:

But this earthmap is a very special story and a chapter for itself. The innovative mechanics working in the background of that earth map allow me to say: It´s a new kind of Earth map for Civ 3. :)

Here are only some catchwords for that worldmap: Resource cities in combination with controlled City Sprawl terrain, cityspot-terrain with barbarian cities and inhabitants, fixed citynames for fixed locations (may be era-specific) and a lot more culturegroups than in normal civ 3 based on resource cities.

One thing is sure: That Earth map will come later than the CCM Betatest biq. :)

Here are some screenshots of early versions of that Earth map, done about three years ago:

CiRWorld4.JPG


CiRWorld1.JPG


CiRWorld2.JPG


ChinaKorea.JPG


ChinaMongolia.JPG


Silkroad.JPG


Danube.JPG


Caribic.JPG


USMexico.JPG


USCanada.JPG


South_America.JPG
 
Wow.0
 
Work on CCM is still progressing. :)

Here is a screenshot of the new tradenet for random maps cutting out seatrade (as a sideeffect this makes the flag for ships sinking in sea or ocean more precious for later eras). On that screene you can also see the garrison feature (an idea by rifleman) used in CCM:

attachment.php


On the next screenshot you can see the solution for walled cities in CCM for era 3 and 4. In these eras walls alone loose their effect they had in era 1 and 2. In era 3 and 4 CCM has fortress cities, marked by a symbol for a defensive system of machineguns, trenches, watchtowers and mines that in their combination give a certain defensive value to the city.

attachment.php
 

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Whew! I thought you had removed this thread in preparation of your beta release. I saw that Gary might need your help, might that be what you are doing today? In any case I am biding time with a standard size of pre-CCM.
 
I just uploaded the (I hope) last prebetatest mainfiles (617,2 MB rared) and the new CCM biq to the SOC server. Now prebetatesters please, do your final pre-tests in the next week so we can start the public betatest of CCM in about two weeks.

Moosezilla, I gave Garry a first answer to his problem and can explain him all in details when I come back from my seminar in about one week. :)
 
=D It's going to be the longest two weeks ever.

I agree Underpaid, as it will be more than two weeks. :) Some days ago rhodie surprised me with 62 pages of text for the CCM civilopedia that of course will be incorporated to the game. Among the last testgames there were two freezes that are difficult to filter out, as these testgames were not in debug mod.

About the new tradenet of CCM here is a comment of one of the prebetatesters with a low end pc configuration: AI turn times are much better. Still very much fun.

And here is a screenshot of an -in my eyes- clever use of a garrison by the AI in my current testgame:

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The Indian AI built the garrison on top of a mountain with the only access by a road comming from the protected AI city. Only very few units in CCM can move on mountains without roads.
 

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Now that's a very clever AI, but it might be more clever for the AI to have placed a spearman on the mountain for better defence, as it has a road.:)
 
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