CCM1 (epic mod)

2 other odd things.

1. I had a war a while back with Japan. Now that it has been over for a while I still can not trade with him. Only options are Go to War or Forget it. At first I thought it was a CCM thing that he was holding a grudge for 20 turns but it has been well over 20 turns.

This is your obsolete textfile. I just answered this and gave you a link some time ago:

http://forums.civfanatics.com/showpost.php?p=9244396&postcount=349


2. I made an embassy with a CIV on a new continent and he was building the Great Palace in his Lisbon capital. Is this something that is advantageous or just AI :smoke:

I think this is just AI. :)
 
Thanks again Civinator. I have 2 sets of text files for running it and one was not updated. I'm still trying to get it all to run under one folder but the strucure is different in CIVIII Complete. I have a 2nd Conquests folder INSIDE my 1st CONQUESTS folder. My solo games look for the CCM folder in this area and the succession games need it in the 1st folder.

C:\Program Files\Firaxis Games\Civilization III Complete\Conquests\Conquests
 
graet mod dude a few probs but hey like most new things thier are teething troubles.Have you ever considered multiple units for example all types of Modern Mortor Crews,just a thought are you planning too add any more updates
 
Loving this Mod. I just got ARMS RACE and have the ability to build workers and SETTLERS. I can't believe the AI didn't want to research Sci Meth. One thing that is a "possible bug". I had Sci Meth over them and after ARMS Race came in I took Atomic Theory and Radio as free techs. (Already had Electricity). After I took those I thought I would get some cash by trading Electricity to a couple of CIVS with $30,000+.

Electricity was not available to trade to them. At the diplo screen it said that I had no techs over them. Here is a screen shot from Mapstat that reflects what I have in game.
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The techs Atomic Theory and Radio are all not tradeable (the same for the rest of the techs in era 3 and 4). When 20 or more civs have direct contact, techtrading would mess up the game. So I decided, that most techs of these eras are not tradeable (here I had the same idea that is now in Civ 5 :)).

This setting also encourages players to go for some time to government democracy to "rush up" certain techs and to do more "spy-work".

Edited: In the next version of CCM I will give a hint in the civilopedia for the techs that are not tradeable.
 
Slinger,yes we,re "not in Kansas anymore" and if you espionage a civ with "Steal Tech" you will find out they are well behind or are on the other "branch". Oh, and while on this subject you have caused your Steam Engines to go obsolete (prematurely w/Radio) so sell them now.
 
graet mod dude a few probs but hey like most new things thier are teething troubles.Have you ever considered multiple units for example all types of Modern Mortor Crews,just a thought are you planning too add any more updates

greendogge, at present the only multiple units-unit in CCM is Wotan49´s "Escorted Bomberraid":

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This unit is in CCM, as here an airunit was needed with a heavy bombardement factor, but that is also a killer in air combat (in its time). Therefore in my eyes there was a need for that unit. So multiple units-units are nice, they need more calculation power of the pc and that´s why there must be a real reason when adding such a unit to CCM.

What settings should these modern mortors have in your eyes, that the AI will see a special reason to build them?
 
I have finished the new CCM mainfile (zipped 740 MB) and now I have to test, if all is working well, as the updates and additions for CCM are huge.
 
Take your time as I presume it will mean no current games will work with the updated version.
 
Let me put in this idea. We need a naval gun that is shore based. The AI loves to make lots of boats, I have already said it a bad idea, humans are left to ignore the bombardment or waste shields on boats like the AI.

We have no bombardment units in the first two ages. How about Naval Guns getting a naval gun? It would only be able to bombard sea units and not even be lethal. Coastal towns have always had a means to shot at boats, if they choose have them.
 
Let me put in this idea. We need a naval gun that is shore based. The AI loves to make lots of boats, I have already said it a bad idea, humans are left to ignore the bombardment or waste shields on boats like the AI.

We have no bombardment units in the first two ages. How about Naval Guns getting a naval gun? It would only be able to bombard sea units and not even be lethal. Coastal towns have always had a means to shot at boats, if they choose have them.


This is an excellent idea ! There is only one problem: These guns in CCM exist for about one year. :D The coastal fortresses in CCM not only work like standard Civ 3 coastal fortresses (where they are of no real use). They also produce a coastal battery every 40 turns. This is an immobile gun, set as a naval unit, a bombard strength of 5 and a range of 2 and (of course) lethal sea-bombardement.

When the coastal fortresses are becoming obsolete, there are the heavy coastal batteries, that produce heavy coastal batteries with a lethal seabombardement of 6 and a range of 2 and later the coastal batteries and heavy coastal batteries can be upgraded to mobile flying boats, that a lot of civers find very handsome.

MarineCorps had that idea during the prebetatests of CCM.


Spoiler :
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You know I had forgotten about that, thanks. I recall now upgrading to the flying boats.
 
More things of note, hopeful to help: Palace seems to be auto built Small Wonder. Need to change "Catapult Workshop" in "New AI routine for land artillery" to "Siege Workshop". No mention of "see invisible" in worker entry and seems like AI is blind sometimes as the three suicidal Portugal workers prove. (see save,press spacebar three times).
 

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More things of note, hopeful to help: Palace seems to be auto built Small Wonder. Need to change "Catapult Workshop" in "New AI routine for land artillery" to "Siege Workshop". No mention of "see invisible" in worker entry and seems like AI is blind sometimes as the three suicidal Portugal workers prove. (see save,press spacebar three times).

Thank you for your hints Moosezilla. :) I will have a look to those descriptions in the civilopedia.

The palace in CCM is a SW to assure, that several normal buildings, that need the palace as a perequisite and shouldn´t be treated as SWs, can been built only one time and not by "palace hopping" several times. Additionally I didn´t want to weaken the AI by setting the palace as a normal building like in standard Civ 3. Please don´t forgot, that the palace autoproduces the precious settlers for a long time and if the AI would decided to remove the palace they would wait a much longer time for the next settler.

Yes, it is true that the AI sometimes is operating "blind" with workers that can see enslavers and holy men -but I like it, when an enslaver even with the new settings still has a chance against workers. :D
 
I am loving this mod. I think it's excellent :D Here is just a small feedback report I guess? In the attached save, if you advance the turn (it's at the end of my turn already :) ), the game freezes after a couple of MPP, peace treaty, and war declaration notifications. Any guess as to why?
 

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