CCM1 (epic mod)

Just one more thing i remember from my game, once I got to one of the early industrial age techs (communism or something),i became unable to trade techs with the AI, ie all the techs that i was up on/behind disappeared in the trading screen. Is this intentional?

Yes, this is intended bhinso. If techtrading would be allowed during most of era 3 and 4 in a mod like CCM with more and stronger AI Civs in these eras than in normal Civ 3, the distortions in gameplay coming from techtrading when nearly all the AI civs have contact with each other, would be too big. So after the first row of techs in era 3 techs are no longer ´tradeable, but they can still be stolen. Here CCM some years ago had the same idea for a better research/gameplay concept, as it is now realized by Firaxis for Civ 5, too. :)
 
I am starting a succession game with CCM 1.4. Anyone who is interested, please do sign up

That´s very interesting. :) Unfortunately at present I can´t participate in that game due to a lack of time for Civ 3, but I will give some comments. :D Good luck for the succession game.
 
Civinator, I just downloaded and have been playing your CCM 1.4, but I wanted to take a quick break to compliment you on an excellent game. Your long hours of modding have paid off well. I'm looking forward to playing more and seeing what tweaks and updates you conjure up for future enhancements. Well done.

Hi Civ. THis mod runs smooth lategame like no other. Details are incredible! im learning a lot reading all the full dispt entrys
IN regards to overall? Great job . Your a legend


I have to confess I like to read such posts sometimes. :D But all the civers, who helped CCM to become the mod that it is, shouldn´t be forgotten. Here today I especially want to mention the unit makers and here again Wyrmshadow and Sandris. What would be CCM without the hundreds of high class units done by those two unitmakers? But this is only the top of the iceberg, when looking at all the other wonderful units, graphics, ideas, suggestions and help. In fact, CCM is the product of the civ 3 community and I´m aware of that. So it´s me, who has to say thank you very much. :)
 
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?

Hi Civinator,

I've run into the missing folder problem. Just built my first Schnieder 75 and the game crashed. Shouldn't that heavy artillery folder be re-named "WWI Artillery"? Or duplicated and the copy name "WWI Artillery"? Or should I just wait for CCM 1.5?

BTW, my civ (Americans) has no saltpeter. Don't even have musketeers. I can build WWI era artillery, but it''s supporting pikemen. :mischief:
 
Hi Civinator,

I've run into the missing folder problem. Just built my first Schnieder 75 and the game crashed. Shouldn't that heavy artillery folder be re-named "WWI Artillery"? Or duplicated and the copy name "WWI Artillery"? Or should I just wait for CCM 1.5?

BTW, my civ (Americans) has no saltpeter. Don't even have musketeers. I can build WWI era artillery, but it''s supporting pikemen. :mischief:

just look on page earlier - had the same problem :) Try to find - it doesn't hurt :crazyeye:
 
I don't know if it has been brought up yet, but do you have sea/air trade turned on?

I ask because I have several cities on different continents (separated by an ocean), and even though both continents have coastal cities with both Harbors (they are on the same body of water) and Airports, I still can't get the coal/aluminum/rubber/etc from my "resource continent" to the continent with my capitol.
 
I don't know if it has been brought up yet, but do you have sea/air trade turned on?

I ask because I have several cities on different continents (separated by an ocean), and even though both continents have coastal cities with both Harbors (they are on the same body of water) and Airports, I still can't get the coal/aluminum/rubber/etc from my "resource continent" to the continent with my capitol.
I have a similar problem with my game but have a look at post #533 from Civinator on sea trade.
 
I have finished my Inca game w/CCM v1.4 biq at 1826AD. Very good, but am tiring of mega game! Have to check thread to see which notes I put in here. All in all Flying Boat and Partisan are great advantages. Armored Car is the bulwark of forces and with railroad a killer. Two new notes: I got a golden age from completion of "Arms Race". "Crossover Buildings" link to "Invalid Entry".
 
I have a similar problem with my game but have a look at post #533 from Civinator on sea trade.

Apparently I'll need to wage one helluva war to get those resources back to my capitol. Thank you for the assistance rhodie :goodjob:
 
I played this mod for quite a while now and had a lot of fun with it. Esp the implementation of flying boats, slavers and lawyers altered the game-play positively. In the version I play there were some minor bugs like missing 5-year plan pediaicons.txt entry and the misspelled capitol (it was capital in the original file).

There are also some things I didn't like: no sea/airtrade with your colonies while your 3rd era units need a lot of resources (esp oil and rubber). I guess this is neccessary for performance issues, but if you lack just one of them and ai won't trade it to you, it's not possible to build most of the units. Also exhaustion of resources is quite nasty (If you start wars for a resource on your continent just to see it exhausted a few turns after you captured the city close to it :cry: )

also the land unit balancing could be improved: the difference between early and later units is a bit small so I have seen quite often my tanks destroyed by some Hussar units.
The artillery unit concept is quite interesting as the ai uses them now frequently. On the other side it's nasty that the 4th era Modern Infantry has the same defense as the 2nd era heavy artillery... Protecting stacks outside of cities is quite impossible as all 3rd era defensive units are worse than the late 2nd era heavy artillery and have just one movement point compared to 2 (so the heavy arty can withdraw...)
Nevertheless I had a lot of fun playing the mod...
 
There are also some things I didn't like: no sea/airtrade with your colonies while your 3rd era units need a lot of resources (esp oil and rubber). I guess this is neccessary for performance issues, but if you lack just one of them and ai won't trade it to you, it's not possible to build most of the units. Also exhaustion of resources is quite nasty (If you start wars for a resource on your continent just to see it exhausted a few turns after you captured the city close to it :cry: )

I agree of speeding up the game by removing the sea/air trade. However, Samez brought up the same issue I came up with. I believe removing that only works when you have a set map, and can provide all the necessary resources for all stages of the game on one continent or at least one that is trade accessible.

That's just my thoughts on the matter. No set map, allow sea or air trade. Set map, remove sea/air trade and strategically place resources (like AoI).

This issue still doesn't alter the fact that I've played through almost 2 games in as many days though :goodjob:
 
Still playing my AWDG game. Now in the late 3rd era and turns take a lot of times as expected for such a huge game. As long as I make sure no Civ is left with no city and settlers, there are no crashes. Just got one crash though as the German infantry folder is missing.
 
correction, it is not the GERMAN Infantry that is missing but the Rifleman
 
Why not offer two versions? One as it is now and one with the normal trade routes for those who do not sweat the times. Maybe a compromise where you have harbors, but they are are a small wonders.

That way you will not have them all over the place. It would require two small wonders at least. 4 would be better, then you could put them up in 4 places.
 
also the land unit balancing could be improved: the difference between early and later units is a bit small so I have seen quite often my tanks destroyed by some Hussar units.
I agree. It is very frustrating and totally unrealistic for an armoured car or tank to be taken out by a longbow man or Pikeman or cavalry for that matter (who were decimated by machine guns in WWI).
Is there a better Civ III ‘zeppelin’ unit available? The existing animation is very jerky (especially ‘attack’). I’ve looked among the download section but can’t find another so I might just have to create something better.
 
correction, it is not the GERMAN Infantry that is missing but the Rifleman
I think Germany has a 'Prussian Rifleman', not Rifleman and as the game should have that folder there should not be any crash unless the sequence in the biq are incorrect?
 
There are some nice Zeppelins somewhere I know, but the time is short til upgrade to bomber so I wait awhile before using air "power". Also never get to point I need fighters.
 
At present my job is eating up nearly all my free time. After returning from work, I sometimes look in these forum (and I´m glad that the civers are overall happy with this mod) but I don´t have the time and sometimes the energy for big responses.

Thank you all for your suggestions and reports to improve this mod. :) They are all noted. I start with the response to the following post:

I agree. It is very frustrating and totally unrealistic for an armoured car or tank to be taken out by a longbow man or Pikeman or cavalry for that matter (who were decimated by machine guns in WWI).

In CCM it is intended that there always is a certain risk when being at war. Therefore CCM doesn´t have such “Über-units”. Another fact is that the number of hitpoints and attack and defense is kept low to speed up the game a little bit. If a tank is fighting against lots of hussars and cavalry and after doing here a massacre, there will be a point, when the tank runs out of fuel and ammunition, the crew has to leave the tank – and than comes a surprising attack by a hussar that kills the crew. :D Convincing? –hmm, I think not really.

The tanks (and armoured cars) in CCM are offensive units. If they receive defensive values near to the defensive units, there is no more reason to build these defensive units – at least not for the human players. Please remember the posts earlier in this thread with the suggestions, that it is much better to defend the cities with cavalry than with riflemen.

So these settings will stay and if the defense- and offensive values of a unit would be set so the generation before that unit wouldn´t have any chance to survive in battle (the Über-unit) this would be really boring for gameplay.

On the other side the hussars and the cavalry have offensive values, that can become dangerous for some tanks unfortified in the open field. One idea could be, to give hussars and cavalry an era-specific setting for era 3 and 4 showing them as simple armoured cars. Otherwise –if there are no better suggestions here- I think we have to live with it.


Is there a better Civ III ‘zeppelin’ unit available? The existing animation is very jerky (especially ‘attack’). I’ve looked among the download section but can’t find another so I might just have to create something better.

The CCM mainfile contains a very old and outdated version of a zeppelin. As posted here, Wyrmshadow made some better versions of zeppelins. As the new CCM mainfile will need more time before it will be uploaded to the SOC server, I attache here the version of the zeppelin done by Wyrmshadow that will be in the next CCM mainfile –but: The bombing animation is the same as it is used for the old zeppelin. rhodie, if you want to improve here something, please feel free to do so (so of course Wyrmshadow´s rights of the unit must be respected).


correction, it is not the GERMAN Infantry that is missing but the Rifleman

ThERat, this problems occurs, if you don´t have the Civ3PTW\art\extras\ World War II folder in your civ3 configuration. In the next upload of the CCM mainfile the units of that folder are included directly in the mainfile. The problem with the name is, that Firaxis named the WW2 infantry units in that folder “Rifleman”, so in the normal Civ 3 terminology they are called “infantry” (that come after the rifleman).

The answer to the resources /trade system is a complex theme and will come later.
 
If a tank is fighting against lots of hussars and cavalry and after doing here a massacre, there will be a point, when the tank runs out of fuel and ammunition, the crew has to leave the tank – and than comes a surprising attack by a hussar that kills the crew. :D Convincing? –hmm, I think not really.
Oh I don't know. With the right actor (Charlton Heston or John Wayne), I'm sure anything as far fetched as that is possible:lol:

Thanks for the zeppelin replacement. The bombing animation can stay as is.
 
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