CCM1 (epic mod)

1. I am getting this error - "art/civilopedia/icons/units/Ataturk-LG.pcx" , the game will now exit. "U" in word 'Ataturk' has umlaut or whatever those two dots are called if it matters. Any idea how to fix this?

2. Since I always have tons of cash I just use propaganda on every size 1 town I see and it flips. This is totally broken. It costs almost nothing compared to my 50k wallet and you cannot be caught if mission fails. In normal game propaganda is available only after IA is built and by then it is unlikely there will be a lot of size 1 towns since expansion phase has ended long time ago. Also spy is needed, so there is a risk when trying to plant one. Here everyone gets a new size 1 town every X turns and you only need embassy and something like 100 gold per attempt. You even get a defender for free. Also in normal game AI at higher levels always has uber culture compared to yours, which makes successful propaganda much less likely, while here you can boost culture with holy men.
 
Hi iPwn
I have an older version of CCM and the umlaut on the ‘u’ is correct in all the entries.
However you can alter your version by changing the unit graphic name.
Open the CCM\art\civilopedia\icons\units folder – retype the name of both pcx files to Ataturk-LG.pcx and Ataturk-sm.pcx
That should resolve your first problem.
 
Hi iPwn, thank you very much for your input about CCM. :)

1. I am getting this error - "art/civilopedia/icons/units/Ataturk-LG.pcx" , the game will now exit. "U" in word 'Ataturk' has umlaut or whatever those two dots are called if it matters. Any idea how to fix this?

Yes Ataturk has the letter "ü" in biq-, the pediaicons- and the civilopedia\unitsicon-entry. It seems, your pc can´t find these files. The pediaiconsfiles with the "ü" in the name are attached at the end of this post. Replace the images in the pediaicons/units-folder. If this doesn´t work, you must replace all "ü"-entries in the files I listed above. With the next upload of the mainfile I will replace all "ü"-letters with an "u" concerning Ataturk.

2. Since I always have tons of cash I just use propaganda on every size 1 town I see and it flips. This is totally broken. It costs almost nothing compared to my 50k wallet and you cannot be caught if mission fails. In normal game propaganda is available only after IA is built and by then it is unlikely there will be a lot of size 1 towns since expansion phase has ended long time ago. Also spy is needed, so there is a risk when trying to plant one. Here everyone gets a new size 1 town every X turns and you only need embassy and something like 100 gold per attempt. You even get a defender for free. Also in normal game AI at higher levels always has uber culture compared to yours, which makes successful propaganda much less likely, while here you can boost culture with holy men.

That´s an interesting topic. :) It´s true, that in the CCM betatest biq 1.7 there is the possibilitie of having a lot of money, as there are no building maintenance-costs in this mod. With this setting a round of calculation can be skipped to accelerate the gamespeed when using big maps. In the CCM betatest biq 1.8 there is much less money in the game, as the unit costs are risen. This was a little surprise in the current CCM succession game that uses a special biq drawn from an early CCM betatest 1.8 biq: http://forums.civfanatics.com/showpost.php?p=11391457&postcount=117

I will have an eye on the problem of propaganda to size-1-cities. Thank you very much for reporting this problem. :)
 

Attachments

Is there anyway to change the default of 31 rival civs? everytime I restart it defaults back to 31 and I have to turn half of them off
 
I suspect you could copy the biq and rename it. Go to the scenario properties and change the number and save that.
 
Thanks, I know where to find the biq, but where is the scenario properties, and where is the number within it to change?
 
Is there anyway to change the default of 31 rival civs? everytime I restart it defaults back to 31 and I have to turn half of them off

Hi bhinso,

as vmxa told you, you can reduce the number of civs in the scenario properties of the editor. You can find it here:

attachment.php


BtW.: The default setting in the editor is 24 civs. If you change something in the editor, additionally cheque in the players settings of the scenario properties, if all civs you want to play still have their second (nomad) settler when starting.

And an additional hint: For changing settings of the CCM-biq in the editor, use Editor 1.00 (the unpatched original editor coming with C3C). Otherwise you will loose the option of receiving SGls, as Firaxis here made an error in the patch of the editor.
 

Attachments

  • Scenario Properties.jpg
    Scenario Properties.jpg
    132.7 KB · Views: 398
Thanks, as you predicted, everything worked fine except the scientific leaders bit. I have Editor 1.03 which is why it doesn't work. Is there a download for Editor 1.00 on this site somewhere, I can't find it anywhere, and don't want to have to re-install the whole game.
 
As RL has caused me to neglect the site, I missed the fact that CCM 1.8 beta test was even existing. It isn't in the D/L sector.

Hi Moosezilla, great to hear from you again. :) I hope all is well with you. At present the CCM betatest biq 1.8 only exists on my pc and on my laptop - and an early version with the risen unit costs was the base for the biq in the modded current succession game "Rat44 CCM - Ultimate Challenge".

bhinso, I don´t know of a separate download link for editor 1.00. But there is always the option to play CCM with smaller world sizes that contain less civs. Per example the CCM small size has only 16 civs and the CCM standard size has only 24 civs - and don´t forget: the small world size of CCM is 160x160 (what equals the huge world size in normal C3C) and the standard CCM size is 226x226 (what is much more than the huge world size in normal C3C).
 
Thanks, as you predicted, everything worked fine except the scientific leaders bit. I have Editor 1.03 which is why it doesn't work. Is there a download for Editor 1.00 on this site somewhere, I can't find it anywhere, and don't want to have to re-install the whole game.

---------------

I have a copy of Civ3ConquestsEdit1.0.exe I just extracted from a re-install (what a nuisance). Can I upload it here or will there be trouble?

------------

QuickFix Question on the propaganda, how about just making the base cost much more, ie $150 (or some other number) from $50?

I like what you did with this mod so far, the limited settlers, the workers appearing every 10 turns, it keeps things manageable. Also there is a need to build low end units, one cannot stack chariots as before since it takes several turns for them to appear and only from one city.
 
For general editing, do you use Civ3ConquestsEdit version 1.03 or 1.0, or do you just use 1.0 to save when all done?

Additionally, this may be a question for the edit forum but is there a tile or trick that acts as a bridge, that is allows ground units to pass from one land mass to another and at the same time allow ships to pass through (Civ 2 had places on the map where the tiles were ordered in such a way, one could move a chariot north to south, and a galley ship east to west, through the same area. In Civ 3, I tried to set this up but it is not happening, the land units move but it is blocked to sea travel).

Thanks again
 
SteamCiv, welcome to these forums. :band:[party]

I have a copy of Civ3ConquestsEdit1.0.exe I just extracted from a re-install (what a nuisance). Can I upload it here or will there be trouble?

SteamCiv, I´m no moderator of these forums. The official opinion is, that parts of the civgame shouldn´t be uploaded here -and the editor 1.00 is such a part. On the other side I know, that a very famous Civ 3 modder uploaded that editor temporaly at CFC (and than deleted it). The best way in my eyes would be to contact bhinso and to mail him that editor.

For general editing, do you use Civ3ConquestsEdit version 1.03 or 1.0, or do you just use 1.0 to save when all done?

The biq has always the version of the editor that was used at last to that biq. Therefore it is enough "to use 1.00 to save when all is done". :)

QuickFix Question on the propaganda, how about just making the base cost much more, ie $150 (or some other number) from $50?

I dropped down the costs for propaganda in the CCM betatest biq to encourage players to use it more frequently. Possible fixes could be to rise the costs for that action again, to completely forbid propaganda actions or to reintroduce it as a spy-mission. I will reflect about that. :)

I like what you did with this mod so far, the limited settlers, the workers appearing every 10 turns, it keeps things manageable. Also there is a need to build low end units, one cannot stack chariots as before since it takes several turns for them to appear and only from one city.

Thank you very much for your kind words about CCM. :) Yes, CCM has a much better mix of different units that is even used by the AI, than most other ways to play Civ 3. All (at the introduction of CCM) new concepts of this mod are listed on the first page of this thread and in the CCM civilopedia.

I tried to do a kind of Civ 3.5 with that mod, as it seems that C3C will stay the last possibility to play Civ games with an optic I like: http://forums.civfanatics.com/showpost.php?p=11346400&postcount=39 and http://forums.civfanatics.com/showpost.php?p=6082150&postcount=232

Additionally, this may be a question for the edit forum but is there a tile or trick that acts as a bridge, that is allows ground units to pass from one land mass to another and at the same time allow ships to pass through (Civ 2 had places on the map where the tiles were ordered in such a way, one could move a chariot north to south, and a galley ship east to west, through the same area. In Civ 3, I tried to set this up but it is not happening, the land units move but it is blocked to sea travel).

SteamCiv, unfortunately as you noted, landmasses in Civ 3 can´t be set in such a way as it was possible in Civ 2 and in my eyes even worse, there is no way to set helicopters in a way as they were used in Civ 2. A lot about the setting of helicopters in Civ 3 was written in the modding forums of this site. The only way to pass normal tiles with land- and water units is to set the unit as a mobile air unit. But with that setting this unit would always be killed by each -and even the weakest- attacking landunit.

So in my eyes only two remaining "bridges" stay in Civ 3. The first option for such bridges of course are cities. The second option in a fixed map I suggested long ago, would be a preplaced capturable sea-unit with a transport capability, but in my tests the AI didn´t use that option.
 
Thank you, Civinator for the warm welcome and for the for the editor and bridge tile clarifications and also about the helicopters.

Civilization Version 3 has been in ownership for some years now but it just got too tedious with deciding to create workers / caravans /settlers when potentially more interesting things can be done, and I do not feel quite like dealing with CIV 4 and 5 yet as 3 has a lot of life in it. Many interesting things can be done with Civ 3.

I have been playing on a 100 x100 map with CCM with lots of AI's and getting hammered. Three well developed cities are keeping the hordes at bay and with that in mind, its my experience after a windfall of cash suddenly the money is quite tight.

I think if the player has more cities such as might occur with less AI's competing for space,then more money, but as it is I had to disband a few units to keep from going bankrupt as I could not deploy them in a timely manner, so I'm not sure if you should tinker too much with the economy in a forceful way such as raising unit costs just yet. More experimentation here may be needed.

Yes, Civinator, there are quite a few units in this mod to discover. In exploring this exciting new world, one of my catapult galleys sailed most all the way around the world meeting new AI civilizations, and encountered their new Asian "castle" ships ---I do not think I remember seeing that ship unit before. Some of them even wanted to try out their new boats against mine. They lost two and my catapult galley rowed away.

Best regards,
Keep up the good work, Civinator!
 
Civinator, I am trying to squeeze in some CCM between Diablo3. Would you consider finding another unit for Monks as the settler keeps freaking me out. I send them back and then later see them and think, man lets build a town.

Would not be an issue, except I am playing an hour or so and then go to Diablo3 and come back hours later and forget it is just a monk. Not really an issue, just a fyi.
 
I suspect this has been covered some where in this massive thread, but I do not have any town that has the Great Guild in the build list.

The pedia says it is for all civs and does not list any prereqs, such aas a wonder or a structure or a resource or being on the coast. IOW I should be able to build it. I have not chopped or disband or any "tainted" shields.

Itis too late to try to load the biq and see, if I can find the issue, maybe I will check next time.
 
I suspect this has been covered some where in this massive thread, but I do not have any town that has the Great Guild in the build list.

The pedia says it is for all civs and does not list any prereqs, such aas a wonder or a structure or a resource or being on the coast. IOW I should be able to build it. I have not chopped or disband or any "tainted" shields.

Itis too late to try to load the biq and see, if I can find the issue, maybe I will check next time.
It requires the tech Gunpowder and the resource Saltpeter, according to the biq entry itself (biq 1.7).

Great Guild
GreatGuild.jpg
 
I figured it was something like that, thanks CBob. Now I will look around to see if I have salt to connect.
 
Another you may have already heard about, East India Trade wonder requires coastal town, but that is not in the pedia.
 
I played some more and came to troll again. Here goes:

1) I am playing with Nubia and according to pedia they are supposed to be expansionist and militaristic. However walls take two times longer to build than scouts, so I guess they are not militaristic;
2) IDK if this is just very bad luck or something else but I fail to enslave anything with mullas. Priests, brahmins and yogis are fine;
3) Egyptian chariots start GA;
4) Sphinx is built on turn 5 and starts generating income from tourism already on turn 25. It also reaches maximum really fast... so it pretty much doubles your income/research for a very long time. Which makes Egypt way too good;
5) Industrious civs are far superior than any other. In normal game you just build more workers with non industrious civs - here it is impossible. Just to make sure industrious civs steamroll everything, they have gotten most of uber 1st era units - all cheap elephant civs are industriuos, Iraq with their awesome enkidu warriors is too, Egypt ...The only non-industrious civs that are worth something are Romans with their nice 1st era stuff and France + Britain with their diplomacy.

AND MOST IMPORTANTLY - why have you removed sexy catheryna of russians and replaced her with those no good dudes?:)
 
Back
Top Bottom