CCM1 (epic mod)

That is fine as long as the pedia refects that info. If I knew that the 152mm was would not upgrade I would have been more inclined to be aggressive with it. I thought it could be upgraded, so I tended to play it safer.

I was wondering about the civil defense structure not being in the game. Was that a gameplay issue or a limit on how many structures you already had? To tell you the truth, I am not sure if it should be in the game or not.
 
Is there an obsolescences on the small wonders like National Rubber? I held off building them to do it on other landmass, but they do not show up in build list. The town has Rubber in its radius.
 
Yes, it is good idea (strategic) because of trade options mentioned in pedia, but have not seen obsolete. Might be building where you don't want it. I also notice I am often "building" wealth when not meaning to because of interface?
 
Is there a way to speed up the fortification animation for the modern marine? It is very sluggish. I know you probably did not create the unit.
 
Is there a way to speed up the fortification animation for the modern marine? It is very sluggish. I know you probably did not create the unit.

Failing that, it might be worthwhile to remove the unit from the game or replace it with something else. I think the German Rifleman in Rat42 had the same issue ... 5 second animation instead of 0.5 second animation :(
 
Thank you all very much for your posts and your continuing interest in CCM. :)

Is there an obsolescences on the small wonders like National Rubber? I held off building them to do it on other landmass, but they do not show up in build list. The town has Rubber in its radius.

These SWs don´t get obsolete. So if you have that resource in your city radius and a road from the resource to that city you should be able to build it (if it wasn´t built anywhere else by you).

I was wondering about the civil defense structure not being in the game. Was that a gameplay issue or a limit on how many structures you already had? To tell you the truth, I am not sure if it should be in the game or not.

I didn´t want that building in CCM. Iin my eyes there is enough defense in that game.

Is there a way to speed up the fortification animation for the modern marine? It is very sluggish. I know you probably did not create the unit.

Failing that, it might be worthwhile to remove the unit from the game or replace it with something else. I think the German Rifleman in Rat42 had the same issue ... 5 second animation instead of 0.5 second animation :(

With modern marine do you mean the LVTP7? I will have a look on that unit as I didn´t notice here anything bad in the fortification animation.

Concerning the German rifleman: Yes, I agree. This animation is too slow. May be I cut out that animation for the next upload of the CCM mainfile so this unit simply has no fortification animation any longer.
 
It is the one that looks line the old amphib called a Duck. I look like it belongs in water. It is what you get when you upgrade the marine infantry that is autobuilt.
 
The LVTA-2? I will have a look to that unit.
 
It just says modern marine, it is greenish-blue to me.

I need to plea again for connection devices ala National Rubber or any resource. I had to abandon a town that had the nation Alum, so I could build it on a large continent. Doing that cut of my furs.

Could you maybe add in a small wonder that acts like National younameit? You could put it in with a late tech in the final age. I own 76% of the land, so it would not be a game breaker. Most games would be over by that point.

I cannot make space parts or the thing hangs on me and I wanted to go for a conquest. It seem crazy that I have space techs, but I am unable to connect to a nearby island.
 
I downloaded CCM today and gave it a go. Great mod, with lots of deeply thought and carefully implemented ideas. Very good work. :goodjob:
I especially like the implementation of religions.

I must say it is hard to adjust myself to the autoproduced settlers and workers after all these years of ICS and REX :) Nevertheless I'm amazed how well the AI handles the challenges of the new game mechanics. Better than me to say the least, I am overloaded and make newbie mistakes.

At first I was worried about map sizes (standard is equivalent of c3c huge) because my computer tends to give up in the late industrial with huge maps. I am always frustrated when there is so much buildings that I can't even build all of them. Clearly quick, small-scale games were not your intention with this mod :)

Oh and I love the irony of being with the Austro-Hungarians and be ambushed by Magyar tribes :D
 
Started playing this mod from lurking the RAT SG's and enjoying it so far. Found 2 errors with the Japanese late game units: The Aichi Val doesn't appear to be properly inserted in the pediaicons file (no #ICON_PRTO...), and the folder for the Aichi Val doesn't appear to exist in the art/units folder. Also, the Japanese MG Academy crashes the game on build with an error about no splash for the wonder or something like that. (don't make much use of those units anyway, so just didn't bother building that small wonder after the crash and forgot to take a SS)
 
I need to plea again for connection devices ala National Rubber or any resource. I had to abandon a town that had the nation Alum, so I could build it on a large continent. Doing that cut of my furs.

Could you maybe add in a small wonder that acts like National younameit? You could put it in with a late tech in the final age. I own 76% of the land, so it would not be a game breaker. Most games would be over by that point.

I cannot make space parts or the thing hangs on me and I wanted to go for a conquest. It seem crazy that I have space techs, but I am unable to connect to a nearby island.

Each trade connection enlarges the turntimes a lot. So at present I think there are enough trade connections in CCM. Please don´t forget, that you also can connect to tradenets of another civs.
 
Diviner and General Mayhem, thank you very much for your kind words. :)

And General Mayhem, also thank you very much for pointing to the Aichi-error.:) To prepare the Aichi Val to work well in CCM, with the present files the unit in the unit´s folder must be renamed from Val to Aichi D3A Val. The same must be done with the INI-file inside the Val-folder. This error will be fixed with the upload of the next CCM mainfile.

About the Japanese MG Academy it seems, the Pediaicons entry must be changed from #WON_SPLASH_BLDG_Japanese MG to #WON_SPLASH_BLDG_Japanese_ MG. I will have a closer look in this later. Thank you very much for reporting this bug, too. :)
 
Hi, I found a small error in the PediaIcons 4.1 text - not sure if its been reported yet. I tried a few things (such as locating a new bilogy.pcx file, renaming, etc.. this fixed it..)

I was getting an error 'art/tech chooser/icons/Bilogy.pcx'

I ended up having to go into 4.1.. it was in as 'Biology.pcx.'

I altered the notepad file, rebooted me Mac, all ok...
 
I haven't had a settler in 17 turns... did you change the number???

I build the pyramids - did that kill my settler production?
 
what happened to the twelve turns?

I'm changing it back when I quit this game.
 
Hi, I found a small error in the PediaIcons 4.1 text - not sure if its been reported yet. I tried a few things (such as locating a new bilogy.pcx file, renaming, etc.. this fixed it..)

I was getting an error 'art/tech chooser/icons/Bilogy.pcx'

I ended up having to go into 4.1.. it was in as 'Biology.pcx.'

I altered the notepad file, rebooted me Mac, all ok...

pvincent100, thank you for your post. The spelling in CCM for the techchooser is Biology and so I have tons of misspellings in my posts :D (especially if I don´t have the time to reread the text I posted) this time I´m sure, that the correct spelling for the techchooser is Biology (and not Bilogy) and this is the spelling CCM used for that techchooser. in any way the techchooser, even the large techchooser in CCM used for Scientific Methode, is working.
 
I haven't had a settler in 17 turns... did you change the number???

I build the pyramids - did that kill my settler production?

Hi darski, :wavey:

the production time for clans, that are autoproduced by the palace and can be upgraded for zero costs to the different settler units of the different civs, is 20 turns, as Moosezilla told you.

But there is one exception for the Egyptians due to a special programming of Firaxis for that civ. The Egypt AI in the first era always killed the clans even when that unit wasn´t allowed to be disbanded. If the clan had an attack point the Egypt AI even used this precious unit for attacking duties. Therefore I had to find a special solution for Egypt in CCM: For Egypt the palace doesn´t autoproduce clans, but Egypt has a special Small Wonder, the Sphinx, that is very cheap to build and autoproduces settlers for Egypt. Therefore, if you play as Egypt, you don´t receive clans from the palace. :egypt:

If you build the Pyramides you receive an additional settler (that is always an Egyptian settler) every 30 turns.


darski, here I add something to the answer of ThERat to your question in the thread "CCM Heading to the Moon" (that can be found here: http://forums.civfanatics.com/showthread.php?p=10507250#post10507250) as I think it could be of common interest.

Your question:

Help!! what do I have to do to use that supply caravan????

The answer:

send them to your capital, pick them up with a unit and you get 25gold each

The supply unit (that uses different graphics for the different eras) can be moved to the direction of your capital by itself, but it can be also be picked up by another one of your landunits and than escorted to your capital. For the last turn into your capital, the unit always must be escorted (picked up) by another one of your landunits, if you will be able to receive the 25 gold bonus that is provided by that unit.

If another landunit should pick up your supply unit, both units must be in the same tile and than a special button for this action is appearing on your interface.This button and the text for it is shown in the screenshot below. If you click on that button, the landunit holds the supplyunit and receives an exclamation mark in the units text. If your landunit is killed, before it was able to escort the supply unit into your capital, the supply unit is set free again, and can be picked up by every landunit of every civ. Please don´t forget, that you are also be able to capture supply units of other civs that way.

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