CCM1 (epic mod)

Iirc Settler pedia has not been adjusted to 30 turns. Look for him on #278.

Ok but I think I went past that turn. won't swear to it though. will check when I can get back in the game
 
I've noticed this recently, in the 4th age and perhaps the 3rd:

It takes two slaves to build a garrison but only one of them is consumed. The first one doesn't disappear when the garrison is built and is available for normal use on the next turn.

In C3C I don't turn workers or slaves into radar towers or things like that (airfields, yes, sometimes), so this might be expected game behavior. Seems odd.
 
Hi, Civinator.

When playing the mod, I was wondering how you could make AI to build a "Worker House" instead of producing offensive/defensive units at the beginning.

I check your scenario file and did the same thing on my mod, but AI still behaves as normal: producing spearman or warrior. :confused: Is there any tricks you find to give
a priority to "Worker House" for the AI :)

Thank you!
 
Hi, Civinator.

When playing the mod, I was wondering how you could make AI to build a "Worker House" instead of producing offensive/defensive units at the beginning.

I check your scenario file and did the same thing on my mod, but AI still behaves as normal: producing spearman or warrior. :confused: Is there any tricks you find to give
a priority to "Worker House" for the AI :)

Thank you!


Hi crazyanswer,

yes there are some "tricks in the settings of CCM, even with the worker houses. They help to speed up the building of that SW, but it´s not said, that it is constructed "first" in a city. But if you set up all as in CCM I can´t give you a hint that surpasses these settings because in that case you have CCM. :)

But may be you have overseen some settings (the AI flavour for example)?
 
I haven't played Rhye's for a while. It is very good. Rhye seems to have moved on to Civ 4 and 5? There will be more of Civinator's great CCM. I'm looking forward to new main file and 1.8 biq,as well as eventual Earth map to play. All I can say is, try both and you decide.
 
If all is installed properly, your files should look like this:

attachment.php
You may want to redo this link from the Opening Post. I found the image helpful.
 
CommandoBob, thank you very much for the report.:) The image about the proper installation is now fixed again.
 
Hi,

I've found some time to play this mod again and I've found few more (minor) bugs which I hope that are going to be resolved in next version, if creator is still working on this project?
German infantry, from WWII mislinked .ini file, AMX30, from Cold War, same thing.
Wonder United Nations may only be built on coastal? Peacekeeper still wearing national mark - it can't attack without triggering conflict.
Few times I've occurred problems in late game, I think that game sometimes enters infinite loop, and game just freezes but processor is getting more and more heated. If I load turn or two before, it usually works fine. Not always though.

Barracks in democracy don't exist?

Cheers,
Vladan
 
Hi djolecorp, :)

... if creator is still working on this project?

Yes, the work on CCM continues. A lot of errors and things to fix (especially in the civiliopedia) were reported in the past to improve CCM. They are all noted by me. Some of these errors, like the problem with the AMX 30, were reported since a longer time, but this fix needs the upload of a new mainfile for CCM. This upload will come but I´m waiting until Wyrmshadow has the fun and the time to do the modern western tanks for C3C. In the meantime I´m working on an old giant WW2 scenario called SOE (Storm over Europe) and with a little luck a betatestversion of SOE could be available around the tenth birthday of Civ 3, which will be my contribution to this anniversary.

German infantry, from WWII mislinked .ini file

In the current CCM-mainfile of that unit I couldn´t discover an error in the INI. The players of a present CCM succession game with the civ Germany (http://forums.civfanatics.com/showpost.php?p=10591767&postcount=662) also didn´t report about a problem here. Can you please specify what is mislinked here? May be you use an earlier CCM mainfile?

Wonder United Nations may only be built on coastal?

This is an old setting to assure for the CCM Worldmap, that this wonder can only be built in NewYork (in addition with some other perequisites). The"coastal"-flag of that wonder can and will be removed. Thank you for the report. :)

Peacekeeper still wearing national mark - it can't attack without triggering conflict.

This was intended as otherwise all AI civs will attack the peacekeepers if set to hidden nationality (=HN). But I have to reflect about this, as an HN attack of this unit offers some interesting options in gameplay, especially if this unit has the pillage flag. May be an additional unit with the same worldwide paradropping option but with a civ-flag is needed to cover the HN peacekeepers from AI attacks. May be an agent of the secret services? djolecorp, this is very good point you posted! :)

Few times I've occurred problems in late game, I think that game sometimes enters infinite loop, and game just freezes but processor is getting more and more heated. If I load turn or two before, it usually works fine. Not always though.

This is a serious topic. This situation is the main reason why I posted CCM as a betatest-version. In the prewords in post 1 of the CCM thread I posted the following:

Welcome to CCM and thank you for your interest in this non-commercial mod!

Please don´t forget, that this is a public betatest. Therefore not all of the many new concepts are working perfectly and the civilopedia attached to that mod isn´t completely ready. The AI sometimes still has problems with the path finding of wheeled units. Your experiences and reports are needed for fixing bugs and errors and to find the best conditions for the different world-sizes, governments and overall-gameplay.

You run into such a pathfinding error of a unit done by the programming of C3C. This problem was the main reason of a delay in the release date of CCM by nearly one year. A lot of the freezing situations -that always were connected in different forms with the "wheeled"-flag of one of these units were "ironed out" in the prebetatesting phase of CCM, but is was -and is- not possible to garantuee, that such situations can´t appear again. There are situations, when C3C works completely wrong when a wheeled unit is participating in that action.Here you can see one of the documented situations of the CCM prebetatesting when a unit with the "wheeled"-flag (a chariot) attacked a unit on a terrain that is forbidden for a wheeled unit (mountain). The unit with the wheeled flag attacked the unit on the mountain, but couldn´t move on that terrain and the game did freeze:

http://forums.civfanatics.com/showpost.php?p=8817524&postcount=370

Mostly these situations can be avoided by giving the AI the possibility to do other moves one or two turns earlier (what you recognized in your post :clap:). May be this is also a key to the question, why the wheeled flag in standard Civ 3 is only given to artillery units and why the AI routine for artillery units in Civ 3 is completely spoiled.

On the other side the settings for wheeled units in CCM add such a lot of tactical depth to gameplay in C3C, that I want to keep these settings - even when sometimes situations as described can happen. In the last year your report was the only one about such a situation happening in gameplay. I´m always interested in save files about such freezing situations to analyze them.

Barracks in democracy don't exist?

Yes, that´s true djolecorp. There was an early CCM concept to give civs with the government democracy access to an expensive wonder giving one of the rare barracks for that govenment and to name this wonder Army headquarters. Later gametests showed, that this wonder isn´t needed. So at pesent this is an empty slot for an additional building in CCM. There will come the time when this slot will be filled (may be with a SW that produces CIa, KGB and other agents with a worldwide pillage option that can cover peacekeepers).


djolecorp, I noticed, that you did all your current 5 posts at CFC in the CCM thread. So I say you a special thank you very much for your interest and your help in improving CCM.
:beer:
 
I would just like to say, Civinator, that your mod has been a great influence on me, and I'll be playing a lot of it in the next few weeks while I work on my own. I'd be happy to do some error reports along the way.
 
I would just like to say, Civinator, that your mod has been a great influence on me, and I'll be playing a lot of it in the next few weeks while I work on my own. I'd be happy to do some error reports along the way.

Hi Quinzy :wavey: Thanks a lot. I never forgot what you posted about your schoolmap some years ago. :)
 
:lol: Oh yeah! Hahaha, I still have that old bag, too. It was covered in mayan glyphs, chinese phrases, and clever mottos like yours. It was a bit pretentious when you look back on it, but hey, I was 15.

Yes, I loved your signature, and still do. However, I wish I typed properly back then :lol:
 
When you finish a game and view the game replay, that replay shows everytime you picked up and captured a supply shipment. And not just for you but for everyone in the game. Can that be turned off?

This is such a distraction from the replay, which highlights the big events, like city building and conquering, Golden Ages and MGLs. But supply shipments are not important enough to include in the replay.

Plus, what is the difference between picked up and captured? Picked up and delivered make sense, if picked up means that the supply shipment has been absorbed into another unit and delivered means that the unit and the absorbed supply shipment arrive in the capital. Captured seems to be used to indicate that the absorbed supply shipment arrived in the capital but it could also mean that I 'got' (captured/took/stole) a supply shipment from another civ.

I am curious about the terminology but if the supply shipments are removed from the replay then I don't care about the wording of the events. :D

Again, this is not a very important thing and it does not affect gameplay any at all. (I just like to watch the replay and gloat over my success. :smug:)
 
When you finish a game and view the game replay, that replay shows everytime you picked up and captured a supply shipment. And not just for you but for everyone in the game. Can that be turned off?)

CommandoBob, I fear the only way to solve that problem would be to remove the supplyshipments, what will not happen. But I never used the replay show and therefore at present I have not so much experience with that function. May be another modder here has a good solution for that problem?
 
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