CCM1 (epic mod)

I found another possible bug - the great temple's civlopedia description says it can only be used in a theocracy government, but it is possible to build and does spit out brahmins while in despotism. Is the wonder bugged or is this just a civlopedia mistake?
 
Civinator, on another thread, Tom2050 commented that you were using auto-produced workers in this mod. I looked through the .biq file and did not immediately see anything that auto-produced workers. I did see some buildings that auto-produced settlers. I am having some problems with a mod that I am working on with civilizations using workers auto-produced by the Palace, and was seeing what others have done.
 
iirc it is called a slave hut or worker hut. It produces an apprentice that is a free upgrade to a worker.
 
iirc it is called a slave hut or worker hut. It produces an apprentice that is a free upgrade to a worker.

Thank you, VMXA, I will have to look at the .biq file again. My problem might be a combination of having the workers produced by the Palace, and also the settings for a given civilization.
 
May I recommend you change Mussolini's leaderhead to jorde's version?

Also, here's my idea for Babylon's leaders:

Era 1: Hammurabi
Eras 2 and 3: Harun al-Rashid
Era 4: Saddam Hussein
 
Civinator, on another thread, Tom2050 commented that you were using auto-produced workers in this mod. I looked through the .biq file and did not immediately see anything that auto-produced workers. I did see some buildings that auto-produced settlers. I am having some problems with a mod that I am working on with civilizations using workers auto-produced by the Palace, and was seeing what others have done.

Sorry for the delay in the answers. I just came back from a holyday trip. :)

In CCM the basic form of a worker - the apprentice - is autoproduced by the small wonder "worker houses" and can upgrade to the different worker unit graphics of the different civs without any problems.

I tried to answer your question in your own thread (http://forums.civfanatics.com/showpost.php?p=10607367&postcount=12) . Here in short: In my eyes your problem are not the workers, but the barbarians.
 
I found another possible bug - the great temple's civlopedia description says it can only be used in a theocracy government, but it is possible to build and does spit out brahmins while in despotism. Is the wonder bugged or is this just a civlopedia mistake?

The settings of the buildings that autoproduce holy men (like the brahmins) were changed after rhodie wrote the civilopedia entry. The holy men were considered too cool to limit them only to the theocratic government and therefore I removed that limitation. The civilopedia here must be updated. Thank you very much for reporting this error. :)
 
May I recommend you change Mussolini's leaderhead to jorde's version?

Farsight, thank you very much for your suggestions. :)

I like ccm01´s Mussolini better than that of jorde. ccm01´s Mussolini has much too much frames so it lasts a a very long time to see a reaction in the face of that leaderhead. On the other side, jorde´s Mussolini has some colour problems (at least in the version I have). Despite that, I think ccm01´s Mussolini looks better. And if a leaderhead for CCM is from a modder ccm (01) ... :D


Also, here's my idea for Babylon's leaders:

Era 1: Hammurabi
Eras 2 and 3: Harun al-Rashid
Era 4: Saddam Hussein

I´m not aware of a Harun al-Rashid leaderhead for Civ 3. If you know such a leaderhead, please give me a link to it. :)
 
No symbol for airports is a pain, I have taken to basing fighers at each as reminders...

Unfortunately Firaxis connected the plane symbol with the airtrade function of the airport and not with the function to build/heal veteran aircraft. The airtrade function in CCM is used otherwise to cut down the turntimes on big maps.
Okay, I understand that. The airport map symbol, as coded, means that airtrade is enabled between any and all places with this map symbol. It shows on the map because of the box in the .biq 'Allows Air Trade' is checked, regardless of which improvement it is. In this mod, only the Palace has that checked.

However, the old style fortification symbol that is used to indicate fortified cities is tied to what improvement? Could another map symbol for airport be tied the airport improvement in the same way that the fortification map symbol has been tied to whatever-it-is-tied-to?

The only purpose of this 'new' symbol would be indicate what cities have airports and thus could have units airlifted to that city.

Spoiler :

This might make it easier, if I use some psuedocode. I don't know why but I get the impression you understand programming.

In C3C
Code:
if (airtrade.allowed == true)
{
  show airportMapSymbolForCity
}

What I am asking to be done, if possible,
Code:
if (airport.built == true)
{
  show newAirportMapSymbolForCity
}
because you were able to do this
Code:
if (aBuildingThatCommandoBobDoesNotKnow.built == true)
{
  show fortificationMapSymbolForCity
}
 
Okay, I understand that. The airport map symbol, as coded, means that airtrade is enabled between any and all places with this map symbol. It shows on the map because of the box in the .biq 'Allows Air Trade' is checked, regardless of which improvement it is. In this mod, only the Palace has that checked.

However, the old style fortification symbol that is used to indicate fortified cities is tied to what improvement? Could another map symbol for airport be tied the airport improvement in the same way that the fortification map symbol has been tied to whatever-it-is-tied-to?

The only purpose of this 'new' symbol would be indicate what cities have airports and thus could have units airlifted to that city.

Hi CommandoBob, I understand the desire for such a symbol connected to the veteran plane function of an airport, very well and it would do a lot of sense. Unfortunately this can´t be done without changing the Civ 3 code.

Different from the fortress symbol for cities in era 3 and 4 in CCM, the veteran airplane flag in the editor has no own graphic in Civ 3. As you posted, Firaxis connected the Civ 3 airport, that is a combination of airtrade and veteran plane flags, and the graphic for it sadly to the wrong flag (airtrade). The fortress symbol for cities, that is connected to the city wall improvement, could be done easily by changing an existing graphic for walled cities that is connected to the "walled" flag in the editor. This is not possible for the veteran airplane flag with the existing Civ 3.exe.

May be a genius like skyer, skyer2 or the friends of Knuckles could do this by hexediting the Civ 3 exe, but not me.
 
Hi CommandoBob, I understand the desire for such a symbol connected to the veteran plane function of an airport, very well and it would do a lot of sense. Unfortunately this can´t be done without changing the Civ 3 code.

Different from the fortress symbol for cities in era 3 and 4 in CCM, the veteran airplane flag in the editor has no own graphic in Civ 3. As you posted, Firaxis connected the Civ 3 airport, that is a combination of airtrade and veteran plane flags, and the graphic for it sadly to the wrong flag (airtrade). The fortress symbol for cities, that is connected to the city wall improvement, could be done easily by changing an existing graphic for walled cities that is connected to the "walled" flag in the editor. This is not possible for the veteran airplane flag with the existing Civ 3.exe.

May be a genius like skyer, skyer2 or the friends of Knuckles could do this by hexediting the Civ 3 exe, but not me.
Ah. Okay.

I did not know it lacked its own graphic. That explains a lot.
 
Just curious - what is the purpose of supply caravans - they do nothing? what's up with them?
 
Just curious - what is the purpose of supply caravans - they do nothing? what's up with them?
Each supply caravan will add 25 gold to your treasury. They have to be escorted into the capital with a military unit. Move the supply caravan near the capital and then meet it with a unit. Shift+S will 'capture' the supply caravan. Then just move the capturing unit into the capital.

One unit can capture more than one supply caravan in one turn. I haven't tried to capture two at one time.
 
thank you - i just didn't see any change in anything I could see. will watch more closely next time.
 
Wheres the download link? Is it the second one on the first post?
 
Yes, and you will find latest "main" and biq 1.7 (along w/previous 6 biqs). It links to Storm Over Civ.

It does bring me to storm over civ, but only at the main forum, theres no download link there. I tried searching for ccm but no results
 
It does bring me to storm over civ, but only at the main forum, theres no download link there. I tried searching for ccm but no results

Ferrouswheel, thank you for your interest in CCM. :) I fixed the download link in post 1 of this thread. Please try it again.
 
just for interest's sake. I managed to finish the first age and was at the top of the visible leaderboard. I just can't find more islands to locate other civs. Still, it is amazing that I got this far. It really does make it harder to play standard civ.

One question about Egyptian settler. (pyramids = yes) I should have gotten an ES on turn # 268 but that happened to be the turn I got a clan. would the clan be the reason I did not get my ES?
 
Back
Top Bottom