CCM1 (epic mod)

Sometimes, but not all the times, when I attack with a Schneider75, an artillery unit, I get a pop up menu that lets me chose which unit to attack. I do not remember seeing this option when attacking with Heavy Artillery.

Does this mean the Schneider75 is making a stealth attack?
 
Sometimes, but not all the times, when I attack with a Schneider75, an artillery unit, I get a pop up menu that lets me chose which unit to attack. I do not remember seeing this option when attacking with Heavy Artillery.

Does this mean the Schneider75 is making a stealth attack?

CommandoBob, congratulations: Your post was the 1.000th reply in the CCM thread. :band:

Your observations are correct. :)

In CCM there are some artillery units that have stronger attack values than others that don´t have stealth attack, among them the heavy artillery (as here I decided not to set any stealth attack targets for that unit). These units (heavy artillery, early rocket launchers like the Katyushas or Nebelwerfers) should be used to reduce the defense value of the strongest defense units (normally riflemen, infantry and so on).

AI units with stealth attack normally decide to attack the strongest attack units in a stack they are allowed to. These are cavalry or tank units. That´s why this kind of attack is better suited for anti tank guns, tank destroyers and other weapons with a higher targeting accuracy. The Schneiders, German 77mm fieldguns and so on are the smaller weapons for these duties in CCM in WW I.

The popup menue for stealth attack only appears, when there are two or more targets in a stack that are set as allowed targets for that unit. This wasn´t understood by most C3C modders for a very long time and there was a common (wrong) opinion, that stealth attack doesn´t work in C3C. It does work in the terms above, so Firaxis could have done this option better. In mods with many hundreds of units (as CCM) it is an incredible amount of work and time, to set many units to stealth attack. For example if you have one unit with the capability of stealth attack in a mod that contains thousand units, you must set 1.000 entries for that stealth attack unit (allowed target / not allowed target). CCM has many units with the stealth attack option. :)
 
I want to thank everyone for the help you gave me but with my RNG luck I just cannot play this game. I was enjoying building my little empire but once the invincible/invisible units:ninja: killed every unit of mine they met I knew the game was over.

it was a great beginning...:blush: just not for a loser. <<sigh>>
 
All the hidden units are quite weak. The best one in the game iirc is a Lawyer at 622 and is fairly late in the game. They are all autoproduced, so not too hard to control as workers can see them all.

If you are killing your fair share of them, they should be unable to field that many. At least the nations close to you. Late game you can run up on nations that may have a good number of them left, but they are too weak to hurt your units and are just fodder.
 
All the hidden units are quite weak. The best one in the game iirc is a Lawyer at 622 and is fairly late in the game. They are all autoproduced, so not too hard to control as workers can see them all.

If you are killing your fair share of them, they should be unable to field that many. At least the nations close to you. Late game you can run up on nations that may have a good number of them left, but they are too weak to hurt your units and are just fodder.

Every one that I met - I guess they were enslavers but I do think one was a monk- killed every unit of mine with no effort. I have enough trouble when I can see an enemy but the invisible ones are just not in my vocabulary. it's a shame because I was really enjoying the game until that started. I could not kill one of them :sad:
 
darski, in that case it is really allowed to reload the game and to train catching these invisible units. :) I´m sure, you will see it´s not so difficult to catch them. The early invisible units all have only a defense of 1. You can hear by the attacking sounds, what invisble unit is attacking you (if it´s a laughter it is an enslaver, who is handicapped by some terrain that is forbidden for his movement, if it´s a kind of "Omm" or choral it´s getting a little bit more difficult because than you are attacked by a holyman.

May be we can do a "Help Darski game", with one of your save-files and screenshots before the invasion of the invisible men did start?

Each one of the posters can give some advice, what he would do now to battle the invisble men.
 
darski, in that case it is really allowed to reload the game and to train catching these invisible units. :) I´m sure, you will see it´s not so difficult to catch them. The early invisible units all have only a defense of 1. You can hear by the attacking sounds, what invisble unit is attacking you (if it´s a laughter it is an enslaver, who is handicapped by some terrain that is forbidden for his movement, if it´s a kind of "Omm" or choral it´s getting a little bit more difficult because than you are attacked by a holyman.

May be we can do a "Help Darski game", with one of your save-files and screenshots before the invasion of the invisible men did start?

Each one of the posters can give some advice, what he would do now to battle the invisble men.

sorry I delete all game files immediately. it's not about the game - which has bits of greatness - It is about my notorious RNG (bad) luck.

I might start a couple of more games and play them to that same point - where I can't win. I like playing just not losing.
 
I was thinking that same thing. Start a game and play 20 turns and post the 4000bc and the 20 turns. Lets see what is going on and what, if anything needs tobe addressed.

What is your current level of game? Maybe drop it by one for a mod that has so many new features, till you are comfortable with it.

One key thing is the Enslavers cannot pass over mountains and you often will have a mountain range near you that can be used to force them to travel a longer path, which you can control.

Use your early hidden units to hurt them.
 
I think a "Help darski game" could be a lot of fun for other civers, too. For the last game, may be you still have some autosaves that you didn´t delete?
 
I'll start another game tomorrow or Saturday and perhaps I could do the posting in the Strategy thread. I would think that 40 turns would be of more use as 20 doesn't even get you a 3rd settler.

@Civinator... unfortunately, when I get so ticked I delete all evidence that I tried.

(if at first you don't succeed - destroy all evidence that you tried :lol: )
 
Just finished my Japan game, enjoyed it a lot, especially the 147 ICBM launches and 4 uses of atomic bombs:mischief:

As a quick note to anyone who's experiencing incredibly long IBT's, taking the above approach drastically reduces IBT time, dunno why :D

I see you left global warming intact even though you took pollution out, was this intended?

Also, the United Nations wonder description is a bit confusing, it states that the unit it autoproduces can be air-dropped on any country without generating aggression and this is correct. However, next turn you will get a boot order that if ignored generates a war. Is this working as intended or a bug?
 
As a quick note to anyone who's experiencing incredibly long IBT's, taking the above approach drastically reduces IBT time, dunno why :D
Which approach? It's not on this page and I'm too lazy to read through the entire thread.
 
I suspect he is refering to the 147 ICBM's. I think you could conquest the map, before that though.
 
Yes, you could conquest the whole world, but whats the fun in that? Nuclear winter is more fun imo.
 
Silly me. My mind immediately focused on other ways to shorten the IBT: don't automate workers, turn off unit animations, etc.

:shake:

Missed that boat!

Need some more :coffee:
 
Saw a post in resource overlay thread about CCM map. Wonder when we will see next ul/dl main file. (aka progress?) Hope it is soon!

Soon is a relative term. :D

The priority list of my free time for modding:

1. CCM: Betatest version for random maps: done
2. SciFi Game for Civ 2 ToT (my oldest modding project): done: http://www.stormoverciv.net/forums/showthread.php?p=25670#post25670
3. SOE (Storm over Europe - WW II mod) Betatest version: Coming next

Spoiler :
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4. CCM Wordmap: Betatestversion may be still this year :)
 

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How about an updated to incorporate the fixes to CCM that you have already corrected? I am not sure I have all of them.
 
How about an updated to incorporate the fixes to CCM that you have already corrected? I am not sure I have all of them.

Some of the updates and reported errors concern entries in the unit.INIs and therefore a new CCM mainfile. In the new CCM mainfile I want to include, if possible, some of Wyrmshadow´s anounced new western tanks: http://forums.civfanatics.com/showpost.php?p=9706711&postcount=347

Therefore I think I wait a little bit with the next CCM mainfile - at least until the SOE betatest version (the third complete revamping of that scenario) is available.
 
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