CCM1 (epic mod)

hey all..

i started playing this awhile back.. then the 1.3 version came out, so i started again.. now im @ 1821AD, with the Germans & Theocracy Government. and its a brilliant game! love all the extra units, buildings etc etc

just two problems so far so i thought i'd sign up to the forum (finally) and see if you can help.

1) some of the unit images in the bottom right hand of the screen (in box with all info) are too high, for example, the cusader's head is chopped off where as the hussar is perfect in the middle.

2) the game crashes after 1821AD.. i think its something to do with auto producing the German77 gun... error code: FILE NOT FOUND "Art\Units\Schneider75\..\WW1 Artillery\ArtilleryRun.wav2
The Game Will Now Exit.

and 3) one of my boats just sank, but instead of sinking.. it disappeared into some sort of puddle vortex lol

besides that its an awsome add-on to the original game! i just hope i don't have to start again, as ive got a nice wall of german knights, hussars & crusaders around my kingdom :D


Hi Grievous, welcome to CFC. [party]:band:

I´m glad that you like CCM and it´s a special honour, that CCM convinced you in joining these forums. Concerning your questions:

1.) This is a problem coming from the animated units and I don´t think that there is an easy fix for it. As far as I know, the first frame of the unit animations is used for that image in the city menue. So each of these animations must be fixed to receive a proper image here and this is not doable for me, but: I´m not a unit specialist. If there should be an easy way for fixing these images known by one of the civers, that read this post, please let me know.

2) Grievous, in your first post you reported here two errors contained in the INI files of the Schneider 75 and the German 77. Thank you very much. :) In early betatest versions of CCM the Heavy Artillery was named WWI Artillery. After rebuilding the arty unit lines in CCM the WWI Artillery was renamed to Heavy Artillery and all kinds of WWII artillery were deactivated. Now for the CCM betatest biq v1.3 these guns were "reactivated", but as CCM at present still uses the old main file, here these units have the old names in the linked sound files.

Each of the INIs of both units can easily be corrected by autoreplacing WWI Artillery with Heavy Artillery. The INIs are also fixed now for the next upload of the CCM main files what will be in the future (I still hope, that Wyrmshadow will make a M-109 SPA and Sandris his Immortal -Tom2050 yet has done nice recolouring jobs on the Egypt settler and worker)

And yes, after changing the unit INIs to the correct names you can continue your game.

3) This sounds funny. :D Can you please name that boat, so I can have a look on the death animation?
 
I still hope, that Wyrmshadow will make a M-109 SPA and Sandris his Immortal -Tom2050 yet has done nice recolouring jobs on the Egypt

Yes, soon.
 
and 3) one of my boats just sank, but instead of sinking.. it disappeared into some sort of puddle vortex lol

Wyrm's Gato Class SS? If so, it would be some oil emerging to the surface.
 
3) This sounds funny. :D Can you please name that boat, so I can have a look on the death animation?
it was a standard Galleass, destroyed by a War Galleon (damn Russians!) :lol:

Wyrm's Gato Class SS? If so, it would be some oil emerging to the surface.

no oil... it was strange, like a ripple or some sort.. not the ripple of the water as it goes down.. its hard to explain.. maybe i was in an intoxicated state of mind :mischief:

also, thankyou Civinator for the ease of installation, and the upgrade itself. Ive played on Civ4 on the pc and Civ5 on the PS3, and both are rubbish compared to Civ3! so this modpack is brilliant in my view :goodjob:
 
The historian in me has a complaint: the M551 Sheridan. This tank was used only by the US. The australians tested it but gave up. So, I sugest either giving other nations another upgrade (more work for you :sad: ) or simply give it only to the US. Or drop it altogether. It wasn't much of a tank anyway...
 
The historian in me has a complaint: the M551 Sheridan. This tank was used only by the US. The australians tested it but gave up. So, I sugest either giving other nations another upgrade (more work for you :sad: ) or simply give it only to the US. Or drop it altogether. It wasn't much of a tank anyway...

I suspect the problem would be finding more comparable, contemporaneous, air-droppable tanks; AFAIK the only contemporary to the M-551 would have been the PT-76, also (obviously) limited in which nations deployed it.

Best,

Oz
 
The light tank for "western" civs should have been the M-41 Walker Bulldog. As this tank isn´t existing, I tried to cheat a little bit and named the existing M-24 Chaffee "M-41 Walker Bulldog". But this didn´t convince me. :) As Ozymandias stated, the PT-76 is only for a lot of "eastern" civs and there is no such tank for western civs -despite the M551 Sheridan. This is the simple story. :)
 
Yes, I know you gave them money and so did I but; it still crashes! So I reloaded to an earlier save in the same year and declined the sitting duck- no crash! I will upload the two end turn saves.
Other notes:1) I like that workers can build RR on islands now.
2) Entry for Marine Infantry does not state "upgrades to". 3) Enslaved 'Partisan' comes up named 'Ruler' (is it a king flagged unit?).
 

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Boy am I surprised that my workers cannot build RR on the next continent w/no one else there. I can build on Islands. Oh whatda?

For building railroads you need iron and coal. Islands only have access to these resources

a) by harbours connected to the resource via coastal waters

(as sea trade in CCM is not possible over sea- and ocean tiles to increase gamespeed)

b) if a city on that island is connected to the tradenet of a friendly civ.

Moosezilla, I will have a look on your save files. Thank you for posting them.
 
Yes, I know you gave them money and so did I but; it still crashes! So I reloaded to an earlier save in the same year and declined the sitting duck- no crash! I will upload the two end turn saves.

In your first save game the game crashes after the Mayas declare war and do some naval military actions. When looking in the screen for diplomatic/espionage actions, in the first save game the Mayas are completely blocked for each kind of these actions -what isn´t normal and shouldn´t be if they are at peace with you at that time (CCM only allows diplomatic actions in peace to gain gamespeed in the later stages of the game).

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In the second save game you first have another diplomatic/trade-action with the Canadians and than the Mayas declare war to the Incas. The diplomatic/spy screen for the incas against the Mayas here is working as it should when Incas and mayas are still in time of peace. Here the Maya city of Lazapa can be invested and the other actions as map-stealing and and the stealing of military plans is still possible as it should be:

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So this crash at present is somewhat mysterious to me. The diplomats/spy-screen behaves as beeing in war, but the diplomatic relations-screen shows still peace between these civs. I don´t know what triggers this. For the next biq, I will enable these missions also for spies (as it is in standard civ 3), but still not allow a building for triggering spy missions.

If anybody has ideas or experences to the subject of changing diplomatic/spy-missions, please post them.
 

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1) Why does Art Idiot DOW in the first place? 2) Why doesn't a gift of 500 gold not sustain the Mayan ship?

Sorry, I don´t know the meaning of DOW? The diplomatic file for the Mayas in save file one is some kind of "dead". Moosezilla, did you have a diplomatic interaction with the Mayas before soon before save file one was created, and what kind of interaction was this?
 
It seems to me this is going back to the crash issue we all still have and that is if you take out the last city of a Civ that has a settler somewhere still alive. The game will then crash in the IT. Whatever the reasons is.

This is also why you don't have any diplomatic options, as the last city was taken out yet there is a settler somewhere.
 
It seems to me this is going back to the crash issue we all still have and that is if you take out the last city of a Civ that has a settler somewhere still alive. The game will then crash in the IT. Whatever the reasons is.

This is also why you don't have any diplomatic options, as the last city was taken out yet there is a settler somewhere.

Yes, ThERat, that is exactly what happened here. :yup: In save-file one the last city of the Mayas -Lazapa- was autorazed by bloodthursty Moosezilla :lol:, but there is a Mayan settler remaining in a ship.

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In the second save-file, the city of Lazapa was shunned by bloodthursty Moosezilla :), and therefore the game continues.

The decisive question is, what leads to that crash. In normal Civ 3 the settlers have 2 population points and in CCM the settlers have one population point -so both have population points. In normal civ 3 the game doesn´t crash in these situations (at least I don´t know about that). One difference here in CCM to normal Civ 3 is, that the settler is upgraded by another unit -the clan. The clan has no population points. May be I should give the clan also one population point? I don´t know if this fixes the problem, but I will try this for the next biq if nobody else here has a convincing explanation and solution for this problem.
 

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BTW there is a strange lone settler issue in C3C. The game does not crash, but the civ is destroyed. I could not figure it out, but it was posted on the forum. It was stated that it was a function of being brroke, but that is not case.

I loaded that game and gave them 10 gold and they still were destroyed. No one attacked them, neither player, AI or barbs. The settler was on a galley with a warrior. Others say they have seen this, me I always have to run them down.

The one thing that may have an impact is the level. There is no free support below Monarch, just what you get from the form of gov. I would have thought the game would not disband the settler, but maybe it disbands the boat?
 
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