CCM1 (epic mod)

Another issue I do not recall seeing, but probaly just forgot. Anyway I want to make some boats to invade and I was trying to find galleons or something with a capacity larger than 3.

Later I was again looking for boats and saw where Exploration should have allowed Galleons, but they are not in the tech list and not in my build choices. Pedia for caravels says they upgrade to galleon and that comes with Explore, which I have now.

So it seems that galleons cannot be built at all. I did not build any caravels, so I do not know, if they will upgrade. I am about to get Steam Prop, so I am waiting for Steamers/freighters (forget which). Am I missing something or are galleons not in the game?
 
I think you have to upgrade to Galleons. I noticed that bug in my CCCM game where I could build Junk (Cannon) but not Galleon -- I had to build the Junk and upgrade it. The only time that changed was right when I got Exploration and current builds got changed to Galleons.
 
Well I am confused again. This time it is Heavy Coastal Batteries. The tech "Steel" shows a unit for HCB, but it in fact cannot be built. It seems you really needs Explosives. Even in that tech it is a bit confusing as it says (if I read it correctly) Heavy Coastal Batteries and they produce Heavy Coastal Batteries?
 
IIRC it works like this:

You build the Heavy Coastal Battery city improvement. It produces Heavy Coastal Battery units, immobile arty to ping unwary enemy ships.
 
I know, but that is not what you would expect as Steel claims I can build the city improvement at that point. That needs to be changed.
 
Last issue, I took over an island (Vietnam) and had no National build, but as soon as I made peace I was able to get all my lux from other lands?

On my last island I did not get them, till I finished National Uranium.
 
I lied, I forgot to ask about two units that upgrade to Selfpropelled artie. 152MM and Semovente. I Adv Comps and cannot upgrade either. I was able to upgrade one as it came out of the building that auto produces it.
 
A thread I discovered where you and another better explains the Civ Scientific Leaders problem in CivConquestEdit 1.03

http://www.stormoverciv.net/forums/showthread.php?t=427

Also I found

"The editor included in C3C vanilla is version 1.00. The editor included in Civ Complete is the patched version 1.03.

And I'm reading: In some circumstances editor 1.00 has still the better results (p.e. SGLs), for "multiplayer" version 1.03 is the better one."

If I'm not doing "multi-player" why not dispense with 1.03 (what does 1.03 offer anyway)?

This mod continues to show its greatness. There must be things about Civ 3 that keeps you developing for it over Civ 4.

The religion--it NEVER ends. You respect the cultural and practical achievements of religion. There is always another building to construct and the missionaries obtained from one such project allow me to conduct subterfuges at the expense of my so called allies (SLAVERS, die you dogs, out of nowhere they appeared and enslaved all my workers where I thought was a safe area before I could protect them ).

I can never build a Wonder ahead of the AI's... WHAT are they doing?!?

An AI question--as with most of the Civ games, the AI has troubles with sea invasions. It drops 2 units on my land whereupon I sweep them away with chariots or knights (of course it depends on WHICH two units,- one game, my beautiful medieval properties where irrevocably trespassed when a transport from the Americas dropped off two tanks. It took a lot of knights and more nights and still did not get them cleaned out).

One of my missionary units had the misfortune of being assaulted by an island kingdom's stack of 11 trebuckets. This kingdom has been at war with a few other AI's off and on so it seemed rather odd they had such a stockpile of offensive units.

A Master of Magic mod for that game addresses the issue by allowing full capacity on all the ships. Now that game only has 2-4 ship types so this is not a big issue, but if all Civ 3 transports were rigged to maximum transport capacity would that better facilitate AI invasions?

CANADA?!? Canada? This Civ must be included as part of the upcoming WW2 mod you are working on. Nevertheless I learned some new things about that nation.
 
I appreciate the way you have population dying when revolts occur. I always thought in vanilla CIV, it was too simplistic and not at all realistic (as if Civ were that). The various communist revolutions have typical depopulated a nation by 10% but other forms of large government switches have historically caused blood to run in the streets as well.

If the player wishes to create more uncertainty, the script.txt can be modified to remove the player opting out of the revolt. Instead the revolt automatically occurs after you are informed of the new government type discovered and close out of the dialog box . The time period while researching a new government type might be considered the period of social unrest that typically proceeds a revolution.

cut

------------------
#NEW_GOVERNMENT_AVAILABLE
#advisor Domestic Surprised
#text
$RULER_TITLE0, our people yearn for a change in government to
^^$LINK0.
^Shall we flee the Palace?
#itemlist
Tell me more about governments.
No, we will survive this revolt!
#active 1
------------------------------------
end cut (paste to replace #NEW_GOVERNMENT_AVAILABLE section)

This would represent somewhat to the player events happen out of their control as with other leaders in the past who usually perish or are exiled as the government changes. You, as the player, of course survive, but must manage with a few less citizens.

Where there are several governments that can be researched in rapid succession, ie theocracy, republic and monarchy, there can be a sudden and severe depopulation.

Unfortunately, I do not see how to fix the script.txt so the researched government type must be switched to when the revolt is over; one can simply go back to the preferred government type . Currently, for me that happens to be Theocracy. The other types, Republic and Monarchy were running too high of a gold deficit in regards to unit costs.

I do not know what happens to the AI as far as this goes, I think they just do what they do regardless and the script.txt will not affect them.
 
vmxa, re: Island Trade-while there is no ocean trade w/o national trade centers there is a coastal trade net that can be blocked by enemy civs. Also peaceful capitols provide a route.
 
After returning from a 14 days holyday trip, I´m overwhelmed to see, that there is still such a lot of life in the CCM thread. Thank you all very much for your contributions and reports about that mod. :)


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.

That´s an issue from the first concepts of doing CCM as a "light" mod only using about 60 MB download capacity. The "Nomadic Settler" (who appears only one time at the start of CCM) and the "Monk" used the link to the same unit that came with PTW and are using it until today.

Religion specific monks? This could be done and comes on my list for for biq 1.8. Thank you very much for that suggestion. :)


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 as a wonder or a structure or a resource or being on the coast. IOW I should be able to build it.

As CBob answered, that SW needs Saltpeter. This is shown in the Civilopedia as a hardcoded entry for the perequisites of that building. :)

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May be it is better to rechange the "Don´t klick"-entry in the labels text back to "Resources" as Vuldacon´s "Don´t klick"-icons are used since a longer time, too.


Another you may have already heard about, East India Trade wonder requires coastal town, but that is not in the pedia.

Then it will be noted in the next version of the civilopedia. vmxa, thank you very much for hinting to that clarification.:)


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?:)


iPwn, that´s no trolling but a very constructive post. :goodjob:

1) Nubia is expansionistic and commercial, so the civilopedia entry must be fixed. Thank you very much for reporting it. :)

2) Mullas: Indeed for that unit the entry about the unit it can enslave to, is missing (the monk). This is fixed now for biq 1.8. Thank you very much for this important report. :):)

3) Egyptian chariots start GA: Another error, that is fixed now. Again thank you very much for reporting it. :)

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

This is intended. The Egypt AI is very problematic. It is the only civ, that doesn´t accept an upgrade of the autoproduced clan to the (Egyptian) settler. If the clan was set to mobile and had an attack and defense value, the Egyptian AI sent the unit to battle instead of upgrading it, if it was set to immobile, the AI did kill that unit frequently, even when disbanding the unit was set to forbidden. Therefore the Egyptian settler had to be taken out of the advanced autoproduction chain and there was needed another building to produce that settler. On the other side Egypt looses some turns to all other civs until it receives its first autoproduced settler this way. This was balanced with the tourism-flag for the Sphinx. I don´t have the impression, that Egypt is "overpowered".

On the other side, as until now there wasn´t found any remedy against the "houseboat-settler"-bug, I´m playing with the thought, to let the palace produce only the standard settler. In that case the special treatment for Egypt could be removed, too, as the settler now would be produced directly.

5) From my observations I can´t say, that industrious civs are "overpowered". As you noted, many of these civs received a cheaper strong unit to balance the fact, that CCM doesn´t allow an early mass-production of workers. On the other side, the other civs have the option to produce these units, too. They only have to pay more, which means that industrious civs can produce them quicker. The reason for this is: They are industrious. :D

6) "Sexy Catherina" was replaced by "sexy Stalin" as there must be done something for the female fans of CCM, too. :lol: In fact it could be, that both are not so sexy. :crazyeye:

The reason for replacing Catherina was that she didn´t fit well in the era 3 of CCM. Stalin in my eyes fits better to tanks, bombers and nuclear weapons than Catherine. Era 2 in CCM for Russia is occupied by Peter the Great (and that leader in my eyes was more important than Catherine).


So it seems that galleons cannot be built at all. I did not build any caravels, so I do not know, if they will upgrade. I am about to get Steam Prop, so I am waiting for Steamers/freighters (forget which). Am I missing something or are galleons not in the game?

The problem was, that I gave the king-flag to galleons so they were always the last ships to be attacked in a stack. On the other side this meant, that these ships were only upgradeable, but not buildable. This is fixed for the next biq by removing the king-flag from the galleons. :)


Well I am confused again. This time it is Heavy Coastal Batteries. The tech "Steel" shows a unit for HCB, but it in fact cannot be built. It seems you really needs Explosives. Even in that tech it is a bit confusing as it says (if I read it correctly) Heavy Coastal Batteries and they produce Heavy Coastal Batteries?

You are right, it would be better to move the autoproduced unit to the tech "Explosives", too. :) On the other side I reflect about removing the Heavy Coastal Batteries completely from CCM to free up that building for other purposes ( and to give the normal coastal batteries more power and may be era-specific graphics).


Dreads cannot be upgrade to Vittorio as it says in the pedia. I can build Vittorio's.

Yes, you can build WWII battleships like the Vittorio Veneto -but you can´t upgrade a dreadnought to these ships. The reason is an intended interruption in the upgrade chain.

BtW.: The 19th century and WWI ships for the next biq will be massively upgraded to include some of tom2050 and Delta_Strife´s outstanding new ships. The next biq will include advanced ironclads (or battleships 1900 -I´m not sur how to name these predreadnoughts), armored cruisers, battlecruisers WW I and Ww II, pocket battleships and light cruisers WW II.


I forgot to ask about two units that upgrade to Selfpropelled artie. 152MM and Semovente. I Adv Comps and cannot upgrade either. I was able to upgrade one as it came out of the building that auto produces it.

It is the same problem as above. The autoprocuded base unit can be upgraded to to semovente or to Selfpropelled artie, but an upgraded unit like the Semovente or Jagdpanther can´t upgrade to the SPA cause of an intended interruption in the upgrade chain. The reason for doing that interruption here, was that a unit with the king-flag (the tank-destroyers) would upgrade to another unit with the king-flag (SPA) and therefore the name of the second upgraded unit would not be SPA but "ruler". The SPA is too powerful to be produced freely, as the AI wouldn´t produce other offensive units (especially tanks) any longer.


SteamCiv, thank you very much for your posts. :) I will answer them separately, when I have the time to do it.
 

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This looks fantastic - I'll go so far as to say, you had me at the astronaut on the cover. I'll be glad to post any interesting/useful things I find, although form what I've been reading while downloading, I don't know what that could be. Cannot wait to play this. Thank you!
 
Civinator: I've heard the 1900s battleships called "pre-Dreadnought Battleships". Their operators were pretty unhappy when the Dreadnought was commissioned; the new all-big-gun design made them all obsolete!
 
CCMEuroCentric by SteamCiv

The Civ Conquest Mod 1.7 belongs to Civinator which this map uses. The world map is standard size 100x100 to speed gameplay and changed to allow more space in the Europe (ie Britain is now very large) to allow the Civs there to expand while Africa and Asia have been reduced considerably in size. Each of the 32 civilizations should easily have room for three cities but completion will be ferocious. Land bridges connecting Britain, Japan and North America to Asia and Europe are present to aid AI movement. If you are slick you will ignore these and use your ships!

To use
Place in your scenarios folder ie C:\Program Files\Civilization III\Conquests\Scenarios

Select CIV 3 content and select CCM_EuroCentric5(Standard).biq

Select who you want to play and you are off to conquest and glory!

View attachment CCM1.7_EuroCentric5(Standard).zip
 
Ran into the hanging chad settler bug in 1837 where on an AI turn, the music starts looping and then CIV 3 gets a message it "cannot continue" type error and one has the choice to debug or quit. Then it either quits to the desktop after I select "quit" or must be terminated via force close (more likely).

After some trial and error to include :
--deleting all Civs settlers
--transforming the settlers into workers

with the Civ# multitool Save game Editor Module, I was able to eventually determine that a French settler from that civilization about to be destroyed by the rampaging Koreans was causing the problem.

--In going through this process, many Civs has stockpiles as many as 4 settlers, presumably because they were not able to settle anywhere so just garrisoned them. I imagine this might be a drag on their economy after awhile.

This may not be a problem on the large maps (except for the Civs who are about to be destroyed and have a settler out).

Solutions?

No upkeep on settlers?
Should settlers be able to do worker tasks so if the is nothing to settle they can labor away(would the AI do this)?.

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

The answer may lie in giving the settlers an attack and defend of 1. I have done some research but I do not see it mentioned in any of the threads. The settlers still settle so their primary function is not disturbed. I added the worker functions, ie they can build roads and mine, but if that flag is checked for AI behavior as well as settle, The AI does not want to start any cities.

Since the AI stockpiles unusable settlers, at least they might contribute to the cities defense.

The Settler that caused the crash was in a cog. I tried to adjust the attack and defend points of that settler in the Civ3 Multi Editor to see if it would make a difference but that feature appears no yet enabled, so at this time I do not know if adding an attack and defend to a settler would prevent that crash when a Civ is destroyed.
Would restarting Civs prevent it?
 
While kind of fun (re-start for elim civs) it doesn't work because the civ isn't "dead". I have found that a save before capture of a civ's last city is best. If they don't have a Settler fine. If they do and they can found a city, they will do it. If they can't, crash! Reload, make "peace", steal plans and hunt down Settler. Then proceed as normal.
 
Hello SteamCiv, thank you very much for your posts and your ideas - and it is a great honour in my eyes, that you did all your actual postings at CFC in the CCM thread. :). Your posting about the multitool Save game Editor shows that you have knowledge in handling Civ 3, that many senior posters at CFC don´t have.

When looking at your mapfile, I think you still have editor 1.00 now. If not, please let me know and I will post it here temporaly. I hadn´t the time to try the 100x100 map, but I think when playing on such small maps the movement and range rates of many units in CCM have to be adapted to that size. My favourite worldsize in CCM is the large map 240x220 (in the not yet published version 1.8 of the CCM betatest-biq). It can be played on my pc even in the last stages of the game without bigger interturn waiting-times.

The CCM-worldmap I´m working on from time to time has the size 360x305 with much place in Europe. It has fixed locations for every city and the correct citynames for every city to be founded in that locations (done by 512 resource files for every of these locations containing the city names). It´s not only time-consuming to do these resource-files (especially for cities with longer names), but also to place these resources around the citylocations so they are readable. But the most timeconsuming feature for that map is the placement of dynamcilly growing barbarian inhabitants for some of these cities. I had to drop down my original plan to give each of these cities their own growing barbarian units (named after the tribes that hold the locations of these cities) as this feature had a massive influence to the performance of the AI worker-units. These barbarian cities must be placed carefully in distances to the starting locations of the normal civs that don´t influence the worker performances.

The crash with the settler is the last remaining big bug in CCM. The profi-players at CFC named that bug the "Houseboat-bug". :) It happens when a civ is destroyed, but there is a reamaining settler on a boat of that civ. That bug was not solved yet. May be it is a harcoded bug when using several differnt units as settler units. I slightly remember, that short after Civ 3 was published, there was a discussion, if a civ is destroyed, when the last city is conquered or destroyed or if it is destroyed, when the civ has lost its last city and settler. May be there was later a harcoded fix for the last settler-problem, that now interfears with the multiple settlers used in CCM. It could be, that in the next version of the CCM betatest biq, the palace would directly produce a settler unit, what means, that the flavour settler units for different civs couldn´t be used any longer. On the other side this would also solve the Egyptian settler upgrading problem and would free up a building slot that now must be used for solving that problem. In the meantime that bug is mostly treated as Mossezilla posted it above.

In the next version of the CCM betatest biq settlers won´t need support costs any longer.

With the upload of the new mainfile, CCM also receives a new interface (a modification of the metallic interface). Here are sonme screenshots showing some parts of the new CCM interface:

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This looks fantastic - I'll go so far as to say, you had me at the astronaut on the cover. I'll be glad to post any interesting/useful things I find, although form what I've been reading while downloading, I don't know what that could be. Cannot wait to play this. Thank you!

MeisterGoat, thank you very much for your kind words. :)


Civinator: I've heard the 1900s battleships called "pre-Dreadnought Battleships". Their operators were pretty unhappy when the Dreadnought was commissioned; the new all-big-gun design made them all obsolete!

Elephantium, yes that is true and that is why I used that term in my post concerning these naval updates. But at the time when these ships were constructed -and this is the situation in the gameplay when these ships become available- they were not called "pre-dreadnoughts" as people of that time didn´t know that there will be dreadnought in the future. Otherwise the statesmen of that time would have said: Why should we build predreadnoughts - let´s build dreadnoughts (okay the French did this even when dreadnoughts still were available). :D
 
I like the new look on the interface screens. Two colors? (The 'Choose Your World') screen is much darker than the other ones.)

Logo for CCM looks good, too.

:goodjob:
 
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