CCM1 (epic mod)

Just saw a unit request from Balthasar for a unit that covers a tile and looks like a city or part of a city so it can explode when Godzilla gets there. Somehow it reminded me of your Earth map (with it"s pseudo cities). Any progress you can report?
 
Just saw a unit request from Balthasar for a unit that covers a tile and looks like a city or part of a city so it can explode when Godzilla gets there. Somehow it reminded me of your Earth map (with it"s pseudo cities). Any progress you can report?

There still exist a lot of city-units done by Ekmek long ago(I hope I remember the name correctly). At present there is no progress with the Earth map. I lack time for a lot of months now. I even can mostly only hastily read the posts here and try to answer them at least partily.
 
Don't know if this can be done, but I think that towns with less than 3 pop should notbe able to buld a settler. Upon founding a town I saw the motorized settler in the queue.
 
Not sure if this has been mentioned, but Steel mentions worker units become available. If you select workers for the pedia entry it says that you can build them normally once you learn Explosives. I am able to build workers with only Steel and not having Explosives.

Thank you for reporting this. After the civilopedia was written, the worker was moved to the Steel tech.

Don't know if this can be done, but I think that towns with less than 3 pop should notbe able to buld a settler. Upon founding a town I saw the motorized settler in the queue.

It could be done by setting these settlers to a perequisite of three population points - but I don´t think that this is worth it.
 
Yeah it is not a game issue, just a senibility issue. Years requiring 3 pop to make a settler and now can make one immediately, seems wierd.
 
Ignore, if already reported. Playing as Rome I can build Vittoro classs battleship, but cannot upgrade the dread. There is a harbor.
 
Ignore, if already reported. Playing as Rome I can build Vittoro classs battleship, but cannot upgrade the dread. There is a harbor.

Yes, vmxa, this is intended. Sea passages with big maps can last a longer time and if it simply would be possible to upgrade all existing ships to superbattleships, the invading ships, often covered by dreadnoughts, would have less chances to succed. When the invasion fleet arrives the dreadnoughts are still dreadnoughts, but the defending fleet would have lots of superbattleships.
 
That is fine, but the pedia says dreads upgrade to Vittoro. BTW the dreads make the fog horn sounds like an ocean liner, seems like it does not belong toa warship. (when it is fortified)
 
That is fine, but the pedia says dreads upgrade to Vittoro. BTW the dreads make the fog horn sounds like an ocean liner, seems like it does not belong toa warship. (when it is fortified)

As far as I remember, I took the sound of the fog horn from the Titanic unit. As I really liked that soundfile, I gave that sound to some other ships, too. As I´m a landlubber (I hope this is the correct term): Do fog horns of battleships sound different from fog horns of big ocean liners and if this is the case, is there such a soundfile available for Civ 3?

Concerning the pedia: This seems to be one more thing to fix :) ( and meanwhile there is a lot of stuff what to fix and to add for CCM). May be I can do these fixes around eastern, when I have some free days.
 
I spent 5 1/2 years in the USN and never heard a fog horn, so I can't say. I can say it struck me as incongruent.
 
Could you please inform why you have certain units BOTH wheeled and foot ??

I guess it has something to do with terrain or whoever is allowed to board ships, but I would like to know the basic idea Civinator..

This will of course xtend to the result on having unit neither wheeled or foot.

There is a HUGE variants on these Unit abilities that surely Fireaxis never thought on. The combinations can get real nice results.
For one I´m always think on carrierbased aircrafts. Blitz and 2MP for fighterbomber giving them extra punch in attacking twice on close support. Getting cruise missile on special ships and on ....

Same I must ask the situation on this
Russian Spearman movement set at 1 and having Ignore move cost on many terrains.
How will this really work. After all he can´t move more than one step, so what´s the Ignore for ?
I understand a Tank with movement more than 1, lets say 3, could go three squares on a combination like this instead of perhaps only one square with no Ignore.
I know the Unit abilities All Terrains as Roads, should have given this Spearman a move of whatever Road movement is set at.
I should know all this after all these years but something drops out of old mens heads ;-(
 
vmxa, how long is your IBT taking in the Industrial age? On my machine, which is admittedly 7 years old it takes quite a while on the large map.
 
Not too long, I will try to time it tonight. I was without power all day till now. I would say that from the time I hit enter till I get my first popup for build is 70-90 seconds. It seems longer, but it is not more than 2 minutes.

There are only 3 dead nations so far, plus one on OCC and one about to be eliminated. IOW nearly a full game still.
 
Ok, I ran an turn. It took less than a minute to come back with the towns builds. It took me more than 2 minutes to selct a build for the 40 or so towns that needed a new build. It then took almost a minute to do whatever it did and then give me total control of the game, with the IBT done.
 
Could you please inform why you have certain units BOTH wheeled and foot ?? I guess it has something to do with terrain or whoever is allowed to board ships, but I would like to know the basic idea Civinator..
This will of course xtend to the result on having unit neither wheeled or foot.

Terrain forbidden to wheeled units adds a lot of tactical vakue to C3C. As in CCM a lot of units are set to "wheeled" this triggers a lot of bottlenecks on the map. In my eyes this is one of the best features in CCM. On the other side this feature caused a delay of about a 3/4 year for CCM as it triggered many freezes during the prebetatestings.

As assumed, the foot flag is used to prevent early maritime invasions by hordes of autoproduced chariots.


For one I´m always think on carrierbased aircrafts. Blitz and 2MP for fighterbomber giving them extra punch in attacking twice on close support. Getting cruise missile on special ships and on ....

Im my eyes carrierbased planes are only a feature for human players. The AI uses them much too less. Therefore I made another setting for carriers and gave them some heavy long range bombardement capacity deadly to sea units. The range of this bombardement is based to about half of the range of the planes with bombing/torpedo capacity and the bombardement factor is about the bombing factor of that plane.

Same I must ask the situation on this Russian Spearman movement set at 1 and having Ignore move cost on many terrains. How will this really work. After all he can´t move more than one step, so what´s the Ignore for ? I understand a Tank with movement more than 1, lets say 3, could go three squares on a combination like this instead of perhaps only one square with no Ignore. I know the Unit abilities All Terrains as Roads, should have given this Spearman a move of whatever Road movement is set at. ;-(

In CCM the movement costs of terrain are much bigger than in normal Civ 3. Therefore it can happen that a landunit coming from a road was not able to enter a forest or hill or other terrain (it is the same as if you would enter a unit from a road on a mountain without a road in standard Civ 3) - with the ignore movement costs the unit is able to enter that tile. Most of all this setting reduced the freezes in CCM massively.
 
The pedia (1.7 biq) says the Semovente can be upgrade to self propelled. I am not able to do that, but I have self propelled guns. All movement still retained, tried two towns with a rax.


Edit: checked the editor and it says the upgrade is M10 Achilles, not the selfpropelled.
 
152MM says it upgrades to selfpropelled, but the editor says BR-2.

EDit: both the BR-2 and the M10 are restricted to who can build them. The BR needs commie and to be Russia. The M10 had 3 or 4 countries. So I cannot upgrade either the 152mm or the Semovente playing as a Republic and Rome.
 
Rocket Launcher, the pedia says it upgrades to Radar Artillery, but it does not. The editor says it upgrades to a Calliope, which is only for the USA.
 
The pedia (1.7 biq) says the Semovente can be upgrade to self propelled. I am not able to do that, but I have self propelled guns. All movement still retained, tried two towns with a rax.
Edit: checked the editor and it says the upgrade is M10 Achilles, not the selfpropelled.

152MM says it upgrades to selfpropelled, but the editor says BR-2.
EDit: both the BR-2 and the M10 are restricted to who can build them. The BR needs commie and to be Russia. The M10 had 3 or 4 countries. So I cannot upgrade either the 152mm or the Semovente playing as a Republic and Rome.

Rocket Launcher, the pedia says it upgrades to Radar Artillery, but it does not. The editor says it upgrades to a Calliope, which is only for the USA.

vmxa, thank you for your posts. CCM uses a special kind of upgrading path allowing to upgrade normal units to unique units discovered by Civanator (not me) :):

http://forums.civfanatics.com/showthread.php?t=108396

With this upgrading path all units in the mod are forming a single long chain and each unit upgrades to the next unit that is allowed in that chain. The backside of this kind of upgrading path is, the hard coded upgrading entries in the civilopedia only show the correct upgrading units for the player but not for other civs.

For example: The 152 mm Arty upgrades to the BR-2 mortar, but only for Russia (and only when Russia has yet researched the tech communism). The 152 mm Arty upgrades to the 150mm Howitzer but only for Germany and Austria-Hungary (and only if these civs still also have discovered Fascism). The 152 mm Arty upgrades to the 155mm US Arty, but only for the US. So one unit (here the 152 mm Arty) in that example can upgrade to three different units what allows a lot of more authentic units for the different civs. As you can imagine, this methode of upgrading is especially useful for autoproduced units as only one building is needed to gain 4 different units (the autoproduced base unit and the three upgrades).
 
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