CCM (epic mod) preview thread

It would have been clever-er if the AI hadn't left the city defenseless though :lol:

Of course the city is defended. The option to show the units on top of the city is disabled, what gives a much better appearance of the cities on the map. I´m used to this setting since I use resource cities (so what you see here is a normal city). :)
 
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.:)

The mountain can only be entered from the direction of the road and that means here: from the city. Only a few units in CCM can enter mountains without roads. The missionairy you can see in the screene is such a unit. And it has the seldom ability to see invisible units. The enslavers defending the garrison are invisible and they can enslave. With the boost of the defense value of mountains, garrison and fortification, the enslaver defended my attacking missionairy and enslaved him.
 
So how is this mod going? I haven't really played Civ3 recently but I think this might give me a reason to do so now.
 
Man, this mod looks epic. Do we have an ETA on it yet? This time of year I have a ton of time to kill.
 
I quite agree, how about an eta for your public Beta? Also a unit stacked w/Settler seems to have the ability to attack into a non road mountain. When I try it it doesn't work for me.
 
Thank you for your kind words :) and sorry for the late answer (having to do with positive RL issues).

The CCM-civilopedia made big progress thanks to the great work of rhodie. :hatsoff:

In some testgames in december we again had some freezes and strange experiences caused by pathfinding errors for landunits with the wheeled flag in combination with settlers that didn´t have that flag. It seems here Firaxis definetely made some mistakes in the programming of C3C.

The rest of my civ-time since my last post in this thread was used to find ways in reducing the AI-turntimes for random maps, that were raising drastically in the phase before entereing the industrial era (what in CCM is the last third of era 2). These efforts until now were not too successful in my eyes. In my last testgame when entering era 3 on a 280 x 260 map with 31 civs (25 still existing at that phase of the game), AI turntimes were about 8 minutes.
 
In some testgames in december we again had some freezes and strange experiences caused by pathfinding errors for landunits with the wheeled flag in combination with settlers that didn´t have that flag. It seems here Firaxis definetely made some mistakes in the programming of C3C.

I feel as though I am forever pestering you for details, but you seem to consistently find and focus on problems I didn't even know about. Might I ask you to elaborate?

:hammer2: ,

Oz
 
This is the situation Moosezilla (who is one of the CCM-prebetatesters) reported some posts above and proved it with a save-file. I made the screenshots from the save-file when the same action (as always) happened again:

In CCM mountains, volcanoes and marshes are not allowed for landunits with the wheeled flag. Most landunits in CCM have the wheeled flag. So the Japanese Asiatic chariot has the wheeled flag, the Japanese settler and the Russian missionary on top of the mountain don´t have the wheeled-flag.

The Russian missionary of the human player finished its turn on the mountain. In the neighbouring tile there are the Japanese chariot and the Japanese settler. This should be an ideal position for an attack of the Russian missionary, as the chariot can´t move on the mountain and the settler can´t attack another unit.



But what happened? The chariot, that escorts the settler and shouldn´t be able to enter the mountain (that has no road on it), attacked the Russian missionary located on the mountain and killed that unit. The result was made visible for the screenshot by another Russian missionary nearby. After that attack both Japanese units keep standing before the mountain until the end of time.




The conflict of units with the wheeled-flag and escorted units without such a flag caused a lot of freezes in CCM (I made a report about such a situation with ships many posts earlier). That this conflict even leads to a situation, that an escorting unit attacks on a terrain, that it shouldn´t be allowed to enter, was something new for me. :)
 
The Wheeled Units still cannot Travel on terrain that a Wheeled unit cannot travel on. It is a simple matter of a Unit taking the place of the Unit it defeated and in this case it was on a Mountain. Then because the Wheeled Unit cannot travel on Non Roaded Mountains, it was stuck.
 
It is a simple matter of a Unit taking the place of the Unit it defeated and in this case it was on a Mountain.

I don´t think it´s so simple. The chariot attacked on a terrain where it was not allowed to attack. The defeat comes after the attack, not before it. :)


That is a frustrating bug... There is no easy way around it from what it sounds like, unless you made Settler's a wheeled unit??Tom

That´s exactly what I did.
 
Apparently the Settler that was not wheeled allowed the chariot to be able to attack the mountain tile because the Settler could go there.
One would think that because the Chariot is doing the Attacking, the Settler would not affect it. Strange game affect there.
 
Apparently the Settler that was not wheeled allowed the chariot to be able to attack the mountain tile because the Settler could go there.
One would think that because the Chariot is doing the Attacking, the Settler would not affect it. Strange game affect there.

Yes that is it.:) A conflict of escort and movement programming. I hope I solved it by giving the wheeled-flag now to all settlers, too.
 
It seems like the AI does not know a unit is there but is merely escorting and would end up not moving if a unit were not on the forbidden terrain. AI seems to be...not so I.
 
The countdown for the public Betatest of CCM is running. The CCM-Information Sector at the SOC-Site now is open for the public, giving tons of information about CCM (so some of them must be rewritten due to changes in the game-settings during the prebetatests):

http://www.stormoverciv.org/forums/showthread.php?t=559

p.s.: The download links there are not yet activated. :D
 
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