CCM1 (epic mod)

The only changes I made was those I specified: win conditions and base scenario rules :(

jlvfr, every change you do in the CCM biq, at least triggers the problems I described above. It´s no question how big the changes are, you are doing here. Even to change the stats of one unit in one position is enough for it. And -as said - even to use the wrong editor would cause automatically problems. For example editor 1.03, that you have after using the last patch for C3C, would be the wrong one, as this editor has lost functions for single player games that the editor coming with vanilla C3C did have. It was not so easy to do CCM, and as you see, it is not so easy to mod the CCM biq.
 
Civinator - Are the number of cities that each Civ can possess limited in CCM or is it basic C3C? I had a CCM game where I controlled 65 cities (mine and conquered) and I was still producing settlers when I received a pop-up saying 'Too many cities'. My new settler would not build the 66th city and I'm not sure what would happen if I conquered further cities. If this is a CCM limitation, where can it be changed in the biq?
 
Civinator - Are the number of cities that each Civ can possess limited in CCM or is it basic C3C? I had a CCM game where I controlled 65 cities (mine and conquered) and I was still producing settlers when I received a pop-up saying 'Too many cities'. My new settler would not build the 66th city and I'm not sure what would happen if I conquered further cities. If this is a CCM limitation, where can it be changed in the biq?

Hi rhodie, I hope all is well with you. :wavey: There is no special limitation for cities in CCM. You run in the common limitation of cities in C3C. In C3C no more than 512 cities are allowed on a map (totaled by all civs).
 
Thanks Civinator :). I'm well thanks and I hope that you are too? I tried to contact you a month ago but I guess you've been busy?
So, if the limit is set by C3C for the entire game, then I guess the only way to expand is to conquer! Many thanks again:goodjob:
 
Civinator - Are the number of cities that each Civ can possess limited in CCM or is it basic C3C? I had a CCM game where I controlled 65 cities (mine and conquered) and I was still producing settlers when I received a pop-up saying 'Too many cities'. My new settler would not build the 66th city and I'm not sure what would happen if I conquered further cities. If this is a CCM limitation, where can it be changed in the biq?

sYn and Knuckles made an EXE patch (and modified editor) which gets rid of the city limit.
 
Drat... ah well...

I like those rules I chose, so I'll stick to them ;)

I posted the most important facts in the posts above, to give you and anybody else who does his own private changes to the CCM biq, a chance to succeed. Now you have only to compare a working version of the CCM biq with your version to find the error. ;)

And a common note to private changes to the CCM biq: Please don´t post them in this thread, as this would confuse other civers about the current normal biq for CCM. :)
 
A small question on the Wonder "The Internet".
It is suppose to give you the same boost as The Great Library with the advance tech Adv.Computers.

In my mind that means ONE civ can build it. If that was so I might not be able to DL this mod ;-)
I think you might have this Wonder changed to Small Wonder so that all civs can build it.

You might say that it will give an enormous boost to Advances , well didn´t Internet do this thing. I think we are talking modern times and in these days you have NO civs running around with Musketeers or even spearmen. Any nation today can find modern weapons even almost up to nuclear stuff. Most other tech advances today are top modern in all nation besides nation in total chaos, like Somalia and such. Even there they have almost the latest armament and with satelittes roaming around many can get connected to the internet.

Of course getting many civs upgrading like mad in advances at this state of the game might have extra effects, but it would be fun to test it. The major powers still would have an advantage just like they have in RL today.
 
Yes - and resources as cities. To get a better clue about the possibilities that are opened by that modding tech, you can read my posts about invisible cities (that nearly no one did understand, when I posted them). :)

Sorry I didn´t see this explained. Is it in this thread, or where should I look to read this thrilling thing ??

Question...
Why not use Ripptides LeClerc MBT as the French "last" MBT instead of generic Modern Armor AND
using Ripptide M1A2 Abrams Euro camo as the USA "last" MBT. Both great units.

The Worker House is producing an Apprentice (no movement) that can be upgraded to Worker that can move. BUT how about the Clan. In my version of CCM he can move . Should he not be immovable so that the AI upgrades him directly ?
 
Cities as resources and resources as cities:

Sorry I didn´t see this explained. Is it in this thread, or where should I look to read this thrilling thing ??

cemo1956, sorry for not answering more early to your question, but as you see, the answer is longer and there must be the time for this answer. :)

Cities as resources and resources as cities is not so difficult. If you set the citygraphics in Civ 3 for certain sizes and/or eras to transparency you will gain cities without any city graphics on a map. I have called them "Invisible Cities" in some of my very early posts. Now if you place a resource in the tile of that "invisible city", this resource is shown on the map, so there is a Civ 3 city over that resource. If that resource has the graphics of a city, you will see a city in the place of the invisible city, but that city is smaller as it only has resource size. If this city-resource is set to strategic (or luxury) it can have unique influence in the possibilities of that city. For example you can have much more than the normal limited culture groups, if these resources used for cities in a special era of the map are set as a perequisite for special buildings that need this resource in city radius. To get a better looking map with these "resource cities" it is better to set the graphics in the gamesettings to "no units allowed over cities". This is no big deal, if one is used to this setting. The best defender is still named when clicking on that city.

The graphics of these cities get enlarged by special graphic sets for roads and railroads, that add various different combinations of buildings on the map to these resource cities. So these resource-cities in reality get graphically bigger than the normal Civ 3 cities - if this is wanted. These wonderful road-and railroad sets are mostly called city-sprawl graphics and partly exist for a lot of years, but were not used in a bigger scale in Civ 3 as an uncontrolled use of those graphics would lead to a map full of houses and therefore to not wished results.

Now comes the next step. The growth of these sprawl-graphics on fixed maps can be controlled for each tile on a map as you can set the tiles to allow roads on it or not - and here you can differ the settings between normal terrain and landmark terrain for a category of terrain on that map (for example plains can´t be roaded, but LM-plains can).

Now you can set different eras on that map with closed trading nets by cutting down the tradenet on that map. I called this modding concept "Microzones". For example this methode would allow in a WW II mod that Germany in France is only allowed to produce captured Somua tanks with mediterranean cities as the only accessable strategic city resource while it can produce Pz III tanks in Germany with the access to the strategic resource "Northeuropean City". And exactly this is what happens in a WW II scenario I´m helping to work on now for a long time, called SOE (Storm over Europe). This way the AI can be forced to produce a plethora of different units in Civ 3 without using autoproduction (but of course this is additionally used in the CCM world map).

Additionally with this methode nearly every kind of tile can be set up as a city. It can be a volcano to produce a special unit in a fantasy scenario or a a special castle producing crusaders as it could be in the CCM worldmap -and there are a lot of other possibilities (like airbases, beachheads for landing operations and so on).

Here you can get some more explanations and can see some screenshots about that methode for the SOE scenario:

http://www.stormoverciv.net/forums/showthread.php?t=484


Question... Why not use Ripptides LeClerc MBT as the French "last" MBT instead of generic Modern Armor AND
using Ripptide M1A2 Abrams Euro camo as the USA "last" MBT. Both great units.

You asked the same question in Wyrmshadows modern armor thread and here you received the correct answer: These units are on the to-do list of Wyrmshadow. I will wait for the western units - even if needed for a longer time (but mostly I don´t wait for the both units you listed, but for the Saladin armored car.) :)
 
Many many thanks for these answers.
CCM is great and with a world map it will (if possibly) be greater.

AND I wish that SOE one day will be published. I and many more have been waiting for it for many years and no doubt it will be awesome.
 
jlvfr, every change you do in the CCM biq, at least triggers the problems I described above. It´s no question how big the changes are, you are doing here. Even to change the stats of one unit in one position is enough for it. And -as said - even to use the wrong editor would cause automatically problems. For example editor 1.03, that you have after using the last patch for C3C, would be the wrong one, as this editor has lost functions for single player games that the editor coming with vanilla C3C did have. It was not so easy to do CCM, and as you see, it is not so easy to mod the CCM biq.

So only the old editor works. What version are we talking about. Doesn´t even Stephs Expanded Editor work ?
 
So only the old editor works. What version are we talking about. Doesn´t even Stephs Expanded Editor work ?

It should work, too. But when I start this editor I always receive error messages. So at present no SGLs, chemical weapons and neutronium bombs in the same biq of CCM.
 
Hi, I'm new to Macs and am really struggling to get this going on my new "toy" - any help on installation of this mod on the latest iMac would be very gratefully received!!
 
Hi, I'm new to Macs and am really struggling to get this going on my new "toy" - any help on installation of this mod on the latest iMac would be very gratefully received!!

Sorry for an installation on an iMac I can´t help you.
 
I wondered if any of these graphics would be of use to you in CCM.

If you already know this stuff... Sorry 'bout that chief.
 
I wondered if any of these graphics would be of use to you in CCM.

If you already know this stuff... Sorry 'bout that chief.

Hi darski, :wavey:

I agree, these are beautiful icons (p.e. the pacifism icon), but the fictive steampunk world isn´t the CCM world and so I don´t think they fit very well into CCM. :)
 
Hello,

First of all, great mod. Very interesting and "time-wasting" :lol:
I've noticed few small bugs:
1) Mod has problem with showing Turkish leader Ataturk - immediately exits game with error that file can't be found.
2) Marine attacks sometimes have strange problem with attack, like they are attacking ghosts :) For example, I've put some marines in transport and attacked cannon, what happened is that they are attacking nothing, they are losing health like real battle (yeah, marine with 8 attack managed to lose bar against cannon :lol:) but cannon stays in place, nothing actually happened and marine lost turn.
3) This may not be bug, but its not explained (or I haven't noticed), I remember that I had few captured workers and I wanted them to join to some my city as citizen. First time, it succeeded, but after, I don't know, 1000 years, I have tried same and they simply disappeared while trying to join city, with no actual pop boost. I was thinking, ok, you can create workers later and join them, so disappear makes sense, but why to captured workers, they weren't created by myself.
Thats it for now. :) Again, I would like to repeat that mod is great, and I am just trying to make it better. :)

Cheers,
Vladan
 
#2 is likely there was a hidden unit in the stack. You usually can hear them making sounds. There are many types of hidden units in the mod (Mullah, Lawyer and so forth).

I forget the deal on the workers as I had not tried to add any as they are too useful to add.
 
3) This may not be bug, but its not explained (or I haven't noticed), I remember that I had few captured workers and I wanted them to join to some my city as citizen. First time, it succeeded, but after, I don't know, 1000 years, I have tried same and they simply disappeared while trying to join city, with no actual pop boost. I was thinking, ok, you can create workers later and join them, so disappear makes sense, but why to captured workers, they weren't created by myself.

I'm not sure if this helps?
Quoting from the CCM Civilopedia.
Under 'Nationality' and 'Assimilation':
Each civilization produces citizens of its own nationality, a characteristic that persists until 'Assimilation' into another nationality. Assimilation can take many turns.
'Foreign Nationals':
When a city is captured, this can create a city controlled by one nationality, but populated by another.
These citizens are called foreign nationals. Foreign nationals retain their team colors so they can be easily identified.
Captured workers and settlers retain their original nationality as well, and, if ordered to
join a city, become foreign nationals within that city.
Unquote

It sounds as if captured workers may not actually show as additional citizens in a city that they are ordered to join and remain as 'foreign nationals'. But then in what way are these foreign workers actually helping city production?
 
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