CCM1 (epic mod)

Thank you, Civinator, I have obtained the CivConquest editor 1.00 from a Conquest re-install, but post it temporarily anyway as someone else may not wish to go through that effort to get it.

The clarification on the "Houseboat-bug," is useful. Moosezilla's fix would work if I were doing the conquering, but as it was, my Civ is getting hammered and it was another unknown Civ elsewhere that did the destruction and left the boat people stranded and jammed the game.

I only figured it out because I deleted ALL the settlers then after a reload of the edited game was presented with the dialog box the "French were destroyed by the rampaging Koreans. "

Now I know what to look for in the C3 MultiTool in order to fix the save.

But it seems an easy, informal fix to remove the multi-cultural settlers, so while 1.8 is still being worked on, the Palace can switch out from the clan to the generic settler to prevent it from happening in future games.

The Pyramids, should they now place a granary back in every city as in Civ 1/ 2? I think that might have been a reference to Genesis in the Old Testament where Joseph after his adventures in Egypt became a leader in charge of the grain store. This was used to stockpile the grain / food in a central location during times of plenty then distributed to the people when they made the journey in from various parts of the kingdom during the 7 lean years, hence having the effect of a "granary in every city on the continent. " Else maybe the Pyramids will produce scouts, ie "tomb robber," a person who is searching for treasure every 12 turns?

>>size 360x305<< !?!??== That is huge, GIGANTIC!!! My house might even be seen on it. Anyway, it will be a while before the Koreans can reach the French on that map.
 
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

Good point. In that case, I'd counsel you to go with "Battleships" for the earlier ones and "Dreadnoughts" or "Dreadnought Battleships" for the later ones.

Then probably "Fast Battleships" or "Modern Battleships" for the WW2-era stuff.
 
Civinator, thank you for making this amazing mod. :) Its been my favorite since its creation.The ideas you've implemented there are absolutely brilliant. I enjoyed it so much that I've even made the translation into Russian for my friends here who doesnt speak it. Also i added there a few new ancient slavic units, to enrich the game playing experience for Russia or Poland.

Do you plan to add some more flavor units to the Russian and Polish civs in the next versions? :) If so maybe you might want to take a look at the units from iron0037's Flavors of Civilization mod. The units he used seemed to me to be very aunthetic and thorough. Like late pikeman or ancient swordsman/spearman/archer models. Also strelets would suit great instead of european arquebusier.

Mi-24 is a very good choice indeed, as a modern Russian helicopter. Although Russia has some newer types they are still not so widely used.

Also T-62 might be replaced by T-55 or T-72 as more well-known and widely used in that period.
 
According to Wikipedia articles on the history of battleships, each era had distinctive design features and names that set them apart.
Pre-1890 'Ironclad' battleships.
1890-1905 'Majestic' class battleships or pre-dreadnaughts.
1905-1922 'Dreadnaught' class battleships.
1922-1930 'Super-dreadnaught' battleships.
1930-1944 'Fast Battleships' or 'Battleships' of different classes - British King George V-class (1940-42), Japan's Yamato-class battleships (1941-45), US Iowa-class battleships (1943-92), German Bismarck class (1939-43).
The US Iowa class battleship Missouri was the last battleship built by the United States in 1944.
 
The clarification on the "Houseboat-bug," is useful. Moosezilla's fix would work if I were doing the conquering, but as it was, my Civ is getting hammered and it was another unknown Civ elsewhere that did the destruction and left the boat people stranded and jammed the game.

I only figured it out because I deleted ALL the settlers then after a reload of the edited game was presented with the dialog box the "French were destroyed by the rampaging Koreans. "

Now I know what to look for in the C3 MultiTool in order to fix the save.

But it seems an easy, informal fix to remove the multi-cultural settlers, so while 1.8 is still being worked on, the Palace can switch out from the clan to the generic settler to prevent it from happening in future games.

The Pyramids, should they now place a granary back in every city as in Civ 1/ 2? I think that might have been a reference to Genesis in the Old Testament where Joseph after his adventures in Egypt became a leader in charge of the grain store. This was used to stockpile the grain / food in a central location during times of plenty then distributed to the people when they made the journey in from various parts of the kingdom during the 7 lean years, hence having the effect of a "granary in every city on the continent. " Else maybe the Pyramids will produce scouts, ie "tomb robber," a person who is searching for treasure every 12 turns?.

SteamCiv, to be a little bit more precise about my speculation with the "houseboat"-bug: As there are mods, that use different settlers and where this bug -at least as far as I know- was not reported (the most prominent above them is DYP/RAR), the question is what is different between the settings for settlers in CCM and DYP/RAR. The answer is, that the settlers in the settings of CCM have the "king-flag" (that is needed to prevent that settlers can´t be produced normally). King units were introduced to Civ 3 with PTW and not as a methode to flag settler units, so it can be that here something was overlooked in the programming - but as said, this is only a speculation. :)

On the other side for the pyramids this means, the setting for autoproducing an Egyptian settler, that doesn´t have the king-flag, should be harmless in concern of the houseboat-bug.

>>size 360x305<< !?!??== That is huge, GIGANTIC!!! My house might even be seen on it. Anyway, it will be a while before the Koreans can reach the French on that map.

As posted more early in this thread, it is the worldmap done by Aeldrik with an enlarged Europe done by CellKu as it is used in Rocoteh´s famous scenario WW 2 Global. Here I posted some very early screenshots about that worldmap for CCM:
http://forums.civfanatics.com/showpost.php?p=10043884&postcount=879

It could be, that your house can´t be seen on that map. :D
 
Civinator, thank you for making this amazing mod. :) Its been my favorite since its creation.The ideas you've implemented there are absolutely brilliant. I enjoyed it so much that I've even made the translation into Russian for my friends here who doesnt speak it. Also i added there a few new ancient slavic units, to enrich the game playing experience for Russia or Poland.

jsk, welcome to CFC. :band:[party] Thank you very much for your kind words about CCM. :) It always means a lot in my eyes, if a civer does the additional work to register at CFC so he can do a post to show me, that he likes that mod.

I´m interested in your work about translating the mod into Russian and about the slavic units you added to that mod. May be you can post here temporally the biq that includes the slavic units you have added?

And in general: If there are good translations of CCM into other languages p.e. (Russian, German, French, Spanish, Italian languages) , I will try that these versions can be hosted at the SOC server, too. :)


Do you plan to add some more flavor units to the Russian and Polish civs in the next versions? :) If so maybe you might want to take a look at the units from iron0037's Flavors of Civilization mod. The units he used seemed to me to be very aunthetic and thorough. Like late pikeman or ancient swordsman/spearman/archer models. Also strelets would suit great instead of european arquebusier.

Mi-24 is a very good choice indeed, as a modern Russian helicopter. Although Russia has some newer types they are still not so widely used.

Also T-62 might be replaced by T-55 or T-72 as more well-known and widely used in that period.


Yes, indeed this is planed and in work. :) As posted here, CCM in its origins was planned as a small mod of about 60 MB, that hold all new concepts for playing Civ 3, so it could be downloaded directly to CFC with using the 2x30 MB upload possibilities given at that time at CFC. That meant that only generic units were included in that concept and the new dynamic upgrading paths for integrating unique units into the upgrading path had to be used.

As CCM now holds a big mainfile, it is planned to switch CCM to the normal upgrading paths, that shows the correct upgrading path in the civilopedia for every single civ (and not only for the players civ, as the current dynamic upgrading path does). This means to give each single civ their own unique units. One of the sources, that allow this, are the wonderful units done by Sandris, that are also used in iron0037's Flavors of Civilization mod. It´s a pity, that for some of his sets Sandris used a wrong scale and hadn´t the time to upgrade them. So for example´at present I´m not sure what to do with the Mongolian units: To use Sandris "dwarf"-sized mongolian units or to find another solution.

Spoiler :
From the CCM preview thread:

Here I show you one of the most dangerous moments of fighting in CCM: The Mongolian Swordsman with his feared low hits - and this with a sword!
No wonder, that all people did run away and the Mongols could form a big empire.

attachment.php

But what shall I do ? I like the Mongolian Swordsman. :)


With the industrial and modern units we enter "Wyrmshaddow-" and now additionally "Gwendolin-land". A lot of their new units will be used in the update of the CCM-mainfile. The T-54 is in CCM as a tank of the "fifties", the T-62 was included in CCM an existing Civ 3 tankunit of the "sixties". I have to reflect about using the now existing T-72 units. When were they introduced in history?
 
According to Wikipedia articles on the history of battleships, each era had distinctive design features and names that set them apart.
Pre-1890 'Ironclad' battleships.
1890-1905 'Majestic' class battleships or pre-dreadnaughts.
1905-1922 'Dreadnaught' class battleships.
1922-1930 'Super-dreadnaught' battleships.
1930-1944 'Fast Battleships' or 'Battleships' of different classes - British King George V-class (1940-42), Japan's Yamato-class battleships (1941-45), US Iowa-class battleships (1943-92), German Bismarck class (1939-43).
The US Iowa class battleship Missouri was the last battleship built by the United States in 1944.

Hi rhodie, I´m always very delighted, when I see a post from you. I hope all is very well for you and sometimes I wonder if your modell-railway now is ready. :)

About the terms used in Wikipedia. There is something in me, that says to name the Mikasa a "Majestic"-class battleship is not sounding too well. Conways sometimes used the term "Capital"-ships for that periode, too, but may be I name them "Early battleships".:)
 
Haha thank you very much! I should say this mod revived my passion for playing civ3 once again. I was experimenting a lot with your mod, you've managed to implement so many unique absolutely brilliant things like stopping infinite city rush, religions, caravans and everything without doing any coding. This is a completely new game now. It is very fun to use stealth units against each other in multiplayer. Maybe you could consider adding some more sea units in different eras. Like early pirates for the seafaring civs or late somali pirates for the african civs. :)

Ive translated everything in your .biq. I cheated with dilomacy and script files though. I used russian files from RAR mod for that and it runs smoothly with them, with the couple missing dialogues in diplomacy for one or two nations like native americans. Civilopedia remains untouched, because it contains a huge ammount of text. So i kept it for the future.

After all it was made mostly for fun, i never thought anyone would be interested or would want to play it except me and my friend here.
Of course im more than willing to finish the job, translate the original script and diplomacy files, if you think it will be useful for the people here. :)

Ive attached two biqs. The first is pure translated CCM 1.7, the second is modified by me. You will also need CCMRUS folder that contains my additions. Im uploading it now and will post the link as soon as its ready. It should be bug free since we managed to play it till early modern era without any trouble.
Beside the ancient\middle age era ive also added some Wyrmshadows great modern tanks and aircrafts there. For Russia, China and some other civs. He made a lot of excellent post war units, and apparently keeps making them, ive noticed there are more new cold war soldiers in the downloads, that i didnt add yet. :)

The ancient unit line is called slavic and is shared between Russia and Poland, in the late ancient and middle ages Russia gets a separate line with those tsarist guys in red. Ive used red ratnik with halberd model instead of popular bogatyr for that purpose too, to emphasise it.
There also exist excellent strelets\cossack arquebusier and middle age archer models that are not included in my .biq.
I presume that my modifications may contain some imbalanced units and minor changes in gameplay like regent difficulty. Also Mig Skat as a stealth bomber, wrong names for chinese tanks or american cowboy unit :D Since we usually played for Russia, China or US.

Yeah T-62 really was the tank of the sixties, T-72 was introduced only in 1974. Just for some reason it keeps to be like a symbol of the Russian cold war tank. If it doesnt suit that period it may also be used as the modern MBT for some middle eastern or african civs.

What about scale, well since it is a mod it may have some slight imperfections like differently scaled units, it will never spoil the pleasure of using flavored armies in battle. :)

Links to mainfile
http://www.moddb.com/downloads/ccm-rus
http://www.atomicgamer.com/files/98175/ccm-rus
 

Attachments

Civinator, the new interface graphics are very good! Also, the tech tree looks especially clear and logical, though perhaps the big boxes need to be shifted a little so the names don't overlap?

I'm with Elephantium that simply using "Battleship" may be best for Predreads. I'm sure you'll make a good call on what works best for you.
 
Ancient to modern civilization renames for CCM

With some interest I have contemplated the CCM renamed "Babylon/Iraq" Civ being sonamed paying hominage to the ancient Babylonians whose general geographical area has since become Iraq.
The same is true of "Rome / Italy" civ.
With this there is the sense of dealing with a future greatness and a past nobility when encountering such a civ.

Perhaps the tradition should include a few more Civs as well:

The goal here is to marry an ancient civilization with a well known and influential modern civilization of approximately the same geographical location using current CCM civs. Moreover, there is some consideration of placing the civs reasonably apart from each other but yet in a geographical location both of its ancient and modern counterpart if using a world map. Also I wish to have the name flow easily off the tongue and not too multisyllabic. The shorter the Civ name, the better. There will perhaps some political incorrectness and perhaps hurt feelings, but I like the concept.

Aztec-Mexico
Mayan- Brazil (To locate them more in Northern South America)
Incan -Argentina (to locate them more in southern South America)
Huron -Canada

The USA has many native American tribes that have had considerably influence.
The 10 largest tribes in the USA from the 2010 census are as follows
Navajo 308,013
Cherokee 285,476
Sioux 131,048
Chippewa 115,859
Choctaw 88,913
Apache 64,869
Pueblo 59,337
Iroquois 48,365
Creek 44,085
Blackfeet 23,583

Of these I narrow to Apache because they have a reputation for historic ferocity and also their name sounds phonetically cool as "Apache-USA." "Cherokee- USA " or "Navajo-USA "are not bad either.

Also The Apachean tribes were historically very powerful, opposing the Spanish and Mexican peoples for centuries. In 19th-century confrontations, the U.S. Army found the Apache to be fierce warriors and skillful strategists. The native American designation attached to the Civ would go well with those types of units (tomahawk warrior) in the early part of the game but still stay relevant even in the modern era.

Persia-Iran
Carthage-Tunisa or Carthage-Algeria
Nubia-Sudan/ Nubia-Congo? Nubia-Angola? (to locate them further in southern Africa)
Gaul-France
Baltic-Poland? Vilnius-Poland (partial to this one as it is reminiscent of the great Lithuania Polish Empire Kingdom)
Ottoman-Turkey? Seljuq-Turkey?

BTW I like "Scandinavia": to describe the northern Viking Norway Swedish Finnish areas
 
According to Wikipedia articles on the history of battleships, each era had distinctive design features and names that set them apart.
Pre-1890 'Ironclad' battleships.
1890-1905 'Majestic' class battleships or pre-dreadnaughts.
1905-1922 'Dreadnaught' class battleships.
1922-1930 'Super-dreadnaught' battleships.
1930-1944 'Fast Battleships' or 'Battleships' of different classes - British King George V-class (1940-42), Japan's Yamato-class battleships (1941-45), US Iowa-class battleships (1943-92), German Bismarck class (1939-43).
The US Iowa class battleship Missouri was the last battleship built by the United States in 1944.

Whatever you call them, they are big-ass ships with a lot of firepower. Thanks for all the research.

Anyway. Love the CCM MOD, just too busy saving the world to play it!
 
Civinator, thank you for making this amazing mod. :) Its been my favorite since its creation.The ideas you've implemented there are absolutely brilliant. I enjoyed it so much that I've even made the translation into Russian for my friends here who doesnt speak it. Also i added there a few new ancient slavic units, to enrich the game playing experience for Russia or Poland.

Do you plan to add some more flavor units to the Russian and Polish civs in the next versions? :) If so maybe you might want to take a look at the units from iron0037's Flavors of Civilization mod. The units he used seemed to me to be very aunthetic and thorough. Like late pikeman or ancient swordsman/spearman/archer models. Also strelets would suit great instead of european arquebusier.

Mi-24 is a very good choice indeed, as a modern Russian helicopter. Although Russia has some newer types they are still not so widely used.

Also T-62 might be replaced by T-55 or T-72 as more well-known and widely used in that period.

FYI: the T-62 was a "popular" main battle tank during the cold war (at least my friend's A-10 "Warthog" pilot father seemed to think so) and the most recognizable at least from the reactionary (US) point of view.

Anyway, catching up on some forum surfing. I am doing some labor organizing in Alaska. Cheers!
 
Cannot believe, Civinator, how much fun I'm having with this mod.

Until 1.8, I'm changing up the settlers, to avoid the housboat bug, those units are too wonderful NOT to use, I have been trying them in another capacity:

1--The Pyramids are back to their granary function
2--the settler unit is now the universal settler as before (no support costs, especially to help the AI in case they are stored away in the cities, the same might be considered for the workers?!?)
3--The Sphinx now creates the Clan (Attack 0 defense 0 ) every 5 turns.
4--the Clan updates to the various regional settler types

5--The Sphinx has been renamed "Heritage Antiquity Site," costs 10 and is build-able after Free Artistry is discovered.
6--The Clan is now renamed "Academician"
7--The "Academician" upgrades to "Idealist," ie Egyptian Idealist, "NorthEuropean Idealist" and so forth. They set out to spread their "philosophy." As slavers, missionaries and lawyers, are hidden, can see hidden and has attack 1, defense 1 move 1, worker 50, AI explore, Offensive, no support. They are designed primarily to target other AI Idealists but can target other weak units.
7--a successful attack by the "Idealist" results in a supply shipment, something scholarly worthwhile is gained from the encounter.

8--Because the "Idealist" comes during the Age of Discovery period, it is too weak to pose a threat to a cities defense and other military units of that era (Civinator, How did you keep the human player from using the enslaver from taking over the AI cities?).

The result is that each of the regional Civs have a distinct visual presence that continue to take advantage of the settler graphic package of CCM.

The logic here is that the Civ is now interested in its cultural heritage digs something up and is excited about it. Artists, students, science in its infancy create Academicia which from that form Idealistic wanderers who go out and share their belief and ideals. If their new way of doing things catches on, a supply shipment is created and whomever can snatch it will of course benefit directly from the exchange.

Alternately the settlers might work for a merchant theme.


Additionally, to make things more interesting, the work animations from the workers have been incorporated into the the respective .ini files of each "Idealist:"

Here is the Egyptian settler.ini used for the Egyptian Idealist:

[Speed]
Normal Speed=225
Fast Speed=225

[Animations]
BLANK=
DEFAULT=Default.flc
WALK=
RUN=Run.flc
ATTACK1=Forest.flc
ATTACK2=Jungle.flc
ATTACK3=Plant.flc
DEFEND==Irrigate.flc
DEATH=Death.flc
DEAD=
FORTIFY=
FORTIFYHOLD=
FIDGET=Fidget.flc
VICTORY=
TURNLEFT=
TURNRIGHT=
BUILD=Build.flc
ROAD=Road.flc
MINE=Mine.flc
IRRIGATE=Irrigate.flc
FORTRESS=Fortress.flc
CAPTURE=Captured.flc
JUNGLE=Jungle.flc
FOREST=Forest.flc
PLANT=Plant.flc
STOP_AT_LAST_FRAME=
PauseROAD=
PauseMINE=
PauseIRRIGATE=
JUNGLE=
FOREST=
PauseFOREST=
[Timing]
BLANK=0.500000
DEFAULT=0.500000
WALK=0.500000
RUN=0.500000
ATTACK1=0.500000
ATTACK2=0.500000
ATTACK3=0.500000
DEFEND=0.500000
DEATH=0.500000
DEAD=0.500000
FORTIFY=0.500000
FORTIFYHOLD=0.500000
FIDGET=0.500000
VICTORY=0.500000
TURNLEFT=0.500000
TURNRIGHT=0.500000
BUILD=0.500000
ROAD=0.500000
MINE=0.500000
IRRIGATE=0.500000
FORTRESS=0.500000
CAPTURE=0.500000
STOP_AT_LAST_FRAME=0.500000
PauseROAD=0.500000
PauseMINE=0.500000
PauseIRRIGATE=0.500000
JUNGLE=0.500000
FOREST=0.500000
PauseFOREST=0.500000
[Sound Effects]
BLANK=
DEFAULT=
WALK=
RUN=../Settler/SettlerRun.amb
ATTACK1=..\Worker\WorkerForest.amb
ATTACK2=..\Worker\WorkerJungle.amb
ATTACK3=..\Worker\WorkerPlant.amb
DEFEND=..\Worker\workerIrrigate.amb
DEATH=..\Worker\WorkerDeath.wav
DEAD=
FORTIFY=..\Berserk\BerserkFortify.wav
FORTIFYHOLD=
FIDGET=
VICTORY=..\Berserk\BerserkVictory.wav
TURNLEFT=
TURNRIGHT=
BUILD=../Settler/SettlerBuild.wav
ROAD=..\Worker\WorkerRoad.amb
MINE=..\Worker\WorkerMine.amb
IRRIGATE=..\Worker\workerIrrigate.amb
JUNGLE=..\Worker\WorkerJungle.amb
FOREST=..\Worker\WorkerForest.amb
FORTRESS=..\Worker\WorkerFortress.amb
CAPTURE=..\Worker\WorkerCapture.wav
PLANT=..\Worker\WorkerPlant.amb
STOP_AT_LAST_FRAME=
PauseROAD=
PauseMINE=
PauseIRRIGATE=
PauseFOREST=
[Version]
VERSION=1
[Palette]
PALETTE=

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

.AVI, FLC etc Files of course were copied / referred to from the worker graphics to accomplish this. Note the Idealist also can double but are less efficient as a worker. The AI will actually from time to time perform worker functions with the idealist, though primarily they are roving around.

Ive tested with Egypt Civ to insure no funny business with its settler problems and its working well so far.
 
Last words on the subject: Please do not use Wikipedia as a source for substantiating evidence. I don't care what the public thinks, it is not reliable, not vetted and people can lie with impunity. Besides, you missed the fact that the Germans (Nazis) had the pocket battleship, like the Graf Spee. I rest my case. Read Bruce Catton, Shelby Foote, Stephen Ambrose, Mao, Chou Enlai, Molotov, Zhukov, Chuikov -- anybody but Wikipedia to get your data.

'nuf said.

Sorry for the rant.

Anyway. Love the CCM MOD, just too busy saving the world to play it!

I think that the ‘battleship’ topic of discussion was to suggest a name that defined the ‘pre-’Dreadnaught’ class of 1890-1905. That did not include ‘pocket battleships’ which were heavily armoured cruisers of 1930's . None of the authors you mentioned wrote about battleships.
Wikipedia however has many pages on the subject. As an open source ‘library’, if you disagree with anything in Wikipedia, you are liberty to edit the article providing you have proof to the contrary.
 
Haha thank you very much! I should say this mod revived my passion for playing civ3 once again. I was experimenting a lot with your mod, you've managed to implement so many unique absolutely brilliant things like stopping infinite city rush, religions, caravans and everything without doing any coding. This is a completely new game now. It is very fun to use stealth units against each other in multiplayer. Maybe you could consider adding some more sea units in different eras. Like early pirates for the seafaring civs or late somali pirates for the african civs. :)

Ive translated everything in your .biq. I cheated with dilomacy and script files though. I used russian files from RAR mod for that and it runs smoothly with them, with the couple missing dialogues in diplomacy for one or two nations like native americans. Civilopedia remains untouched, because it contains a huge ammount of text. So i kept it for the future.

After all it was made mostly for fun, i never thought anyone would be interested or would want to play it except me and my friend here.
Of course im more than willing to finish the job, translate the original script and diplomacy files, if you think it will be useful for the people here. :)

Ive attached two biqs. The first is pure translated CCM 1.7, the second is modified by me. You will also need CCMRUS folder that contains my additions. Im uploading it now and will post the link as soon as its ready. It should be bug free since we managed to play it till early modern era without any trouble.
Beside the ancient\middle age era ive also added some Wyrmshadows great modern tanks and aircrafts there. For Russia, China and some other civs. He made a lot of excellent post war units, and apparently keeps making them, ive noticed there are more new cold war soldiers in the downloads, that i didnt add yet. :)

The ancient unit line is called slavic and is shared between Russia and Poland, in the late ancient and middle ages Russia gets a separate line with those tsarist guys in red. Ive used red ratnik with halberd model instead of popular bogatyr for that purpose too, to emphasise it.
There also exist excellent strelets\cossack arquebusier and middle age archer models that are not included in my .biq.
I presume that my modifications may contain some imbalanced units and minor changes in gameplay like regent difficulty. Also Mig Skat as a stealth bomber, wrong names for chinese tanks or american cowboy unit :D Since we usually played for Russia, China or US.

Yeah T-62 really was the tank of the sixties, T-72 was introduced only in 1974. Just for some reason it keeps to be like a symbol of the Russian cold war tank. If it doesnt suit that period it may also be used as the modern MBT for some middle eastern or african civs.

What about scale, well since it is a mod it may have some slight imperfections like differently scaled units, it will never spoil the pleasure of using flavored armies in battle. :)

Links to mainfile
http://www.moddb.com/downloads/ccm-rus
http://www.atomicgamer.com/files/98175/ccm-rus


jsk, once again thank you very much for your kind words and your work with translating the CCM files to the Russian language and to upload them for us. :) I have downloaded your files and will have a closer look into them as soon as possible. They are a good help for me in doing the Russian/Polish units for the next upload of the CCM mainfile (which will have separate unit upgrade paths for all civs, meaning many additional new units).

The changed diplomacy text file is a core file of CCM. It was a lot of work to adapt it to the multiple leaders and a little error in these files caused massive problems (I remember the invisible suggestions in the dilpo-menue -when I find this in the preview thread, I will add a link to it).

The CCM betatest biq (and the new CCM mainfile) will be a huge upgrade to the now available version 1.7, based on the hints, reports and comments from the civers all around the globe. So I suggest, to do any additional translation -if you still want to it, as it is a lot of work- when the new mainfile and biq 1.8 is available.

Your words about playing CCM multiplayer games are also very interesting for me, as CCM was never concepted for multiplayer gaming. What should be changed or added in your eyes to improve CCM multiplayer games? Elephantium tries to find players for a CCM multiplayer game at CFC.
 
Civinator, the new interface graphics are very good!

Hi Anthony, thank you very much for the kind words about the interface. :) I also like it a lot. But there is one thing about the interface I haven´t posted yet: For the cityscreen -if you agree- I would use a slightly modified version of the cityscreen-interface of your mod "Worldwide". I like this cityscreen-interface very much. :) Especially the exit button of the cityscreen in that interface in my eyes is very cool. :cool: I only made some very small modifications at the bottom so that the garrisoned units can be seen a little bit better and the same to some textfields in that screen. If you agree, you get of course credit for it in the CCM mod. :)

Spoiler :
attachment.php



Also, the tech tree looks especially clear and logical, though perhaps the big boxes need to be shifted a little so the names don't overlap?

In the techboxes shown in the screenshot (and with all other techboxes of CCM), there is no overlapping, at least not on my monitor. The techboxes that only have place for two or three items, don´t have more than these items (including informations, when a building is going obsolete).

Spoiler :
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I'm with Elephantium that simply using "Battleship" may be best for Predreads. I'm sure you'll make a good call on what works best for you.

Yes, they will be called battleships WWI. :)
 

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Ancient to modern civilization renames for CCM

With some interest I have contemplated the CCM renamed "Babylon/Iraq" Civ being sonamed paying hominage to the ancient Babylonians whose general geographical area has since become Iraq. The same is true of "Rome / Italy" civ. With this there is the sense of dealing with a future greatness and a past nobility when encountering such a civ.
Perhaps the tradition should include a few more Civs as well:

The goal here is to marry an ancient civilization with a well known and influential modern civilization of approximately the same geographical location using current CCM civs. Moreover, there is some consideration of placing the civs reasonably apart from each other but yet in a geographical location both of its ancient and modern counterpart if using a world map. Also I wish to have the name flow easily off the tongue and not too multisyllabic. The shorter the Civ name, the better. There will perhaps some political incorrectness and perhaps hurt feelings, but I like the concept.

Aztec-Mexico
Mayan- Brazil (To locate them more in Northern South America)
Incan -Argentina (to locate them more in southern South America)
Huron -Canada
Persia-Iran
Carthage-Tunisa or Carthage-Algeria
Nubia-Sudan/ Nubia-Congo? Nubia-Angola? (to locate them further in southern Africa)
Gaul-France
Baltic-Poland? Vilnius-Poland (partial to this one as it is reminiscent of the great Lithuania Polish Empire Kingdom)
Ottoman-Turkey? Seljuq-Turkey?

BTW I like "Scandinavia": to describe the northern Viking Norway Swedish Finnish areas

SteamCiv, thank you very much for your input (your next post I will answer when I have the time for it). :)

Aztecs/Mexico: When looking to the leaderheads, you can see, that this combination still exists in CCM. The only addition is to change the name (what happened in CCM 1.8).

Mayan- Brazil: This combination will not come. There is too much distance between the Mayas and Brazil. In fact it could be, that in CCM 1.8 the Mayas are "out of the game". I´m reflecting about the combination Brazil/Tupi, replacing Portugal.

Incan -Argentina: The same as above. The combination is Incas/Peru/Chile (I have to find a good name for them)

Huron -Canada: The combination is Irokese/Canada as you can see at the used leaderhead of era 1 for this civ -but the name will stay: Canada

Persia-Iran: Again, as you can see on the used leaderheads, this combination still exists in CCM -but the name will stay: Persia

Carthage-Tunisa or Carthage-Algeria: I´m reflecting about naming that civ: North Africa

Nubia-Sudan/ Nubia-Congo? Nubia-Angola: I have no plans to change something with Nubia. The same with Gaul-France. Baltic-Poland and Turkey (here the "ü" in the Ataturk graphics becomes replaced).

I´m reflecting about replacing the Mayas with Australia/Polynesia, Portugal with Brazil/Tupi and what to do with the Arabs (as CCM still holds Northern Africa, Iraq/Babylon, Egypt and Persia). In a very early predecessor of CCM the game hold the Confederates as a civ, what was some fun to play.
 
Blue, by all means use whatever you like. Make any adjustments you need as well. After all, I stole the secrets of advanced auto-production and resources-as-buildings from you. Like Prometheus. :)

For the tech tree, I was referring to the technology titles that overlap the top of the large boxes: such as Chivalry or Religion in that picture. It's a minor thing, and to adjust it would require moving the tech boxes in the techboxes.pcx to their respective corners and therefore having to redo the whole tree, incuding arrows. So no worries there.

Looking forward to more updates!
 
I´m reflecting about replacing the Mayas with Australia/Polynesia, Portugal with Brazil/Tupi and what to do with the Arabs (as CCM still holds Northern Africa, Iraq/Babylon, Egypt and Persia). In a very early predecessor of CCM the game hold the Confederates as a civ, what was some fun to play.
Australia...that's an out of the box idea. I like it.
 
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