CCM1 (epic mod)

As far as the civs trading techs, as soon as someone researches something, especially early on, all the rest have it because they are so fastidious about trading.

Has there been any experiments along the line of making only every other tech tradable, that is one tech cannot be traded but another tech adjacent on the tree can be traded then the next one not and so on; the end result each civ must research at least half the techs across all ages?

I have played every version of CCM created and have yet to get ahead of the AI Civs, even when I knew which Civ had a slightly better starting advantage. I tried stopping all trades in the first tech tier but when that didn’t work I tried stopping all trades for all techs.
With all trades stopped, I started several games with the same Civ, but even with total no-tech-trade and maximum research from turn one I only managed to get to the second tech tier once in four games before the AI. But then maybe I'm not a great strategist.
I just love CCM, but for those of you that are interested in having a fair chance of beating the AI, here is the no-tech biq:
 

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CCMEuroCentric 10 by SteamCiv
100x100 standard size World map

The Civ Conquest Mod belongs to Civinator and this World map uses it. The world map is standard 100x 100 size to speed gameplay and changed to allow more space in the Europe (ie Britain is now very large, but smaller than previous version) to allow the more numerous European Civs to expand hence Africa and Asia have been reduced considerably in size. Each Civ should have room for 2-3 cities without neighbor overlap at start. Land bridges connecting the continents from an earlier version have been removed, the AI eventually does fine without them!

This map is a world map with a VERY enlarged Europe to accommodate the large number of civilizations there relative to what is found in other regions.

The resources have been placed where you might expect them, no elephants should be dwelling in Canada!

Version 10:
Since CCM Statue of Zeus does not use ivory, elephants (for ivory) have been removed from Greece. Also some luxury resources have been moved--ie some silks shifted from Japan to the mainland near China. Goody huts too near starting locations have been shifted further away.

Version 9:
Removed land bridges, reduced size of Britain area

Version 5
Original release version

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

If you wish for a more random experience on the world map, here is how---

Open up the Civ 3 editor and Rules > edit > Natural Resources; make suggested changes as below

Natural resource redistribution
FISH strategic 900 (lower number for less fish)
Whales strategic 200
OASIS strategic 100

If you use luxury, the resources will clump together, ie groups of 3-5 fish or more will appear in one area. Test and adjust until you are satisfied with the outcome.

Close
Map >Redistribute Natural resources.
Map >Redistribute goody huts.


I suggest you do this without looking at the map too closely else you may spoil the fun as to which Civ has 10 silk resources generated near its start location.

Once done, set back to bonus resource.

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

Some optional rules adjustment for smaller map suggestions:
1-- Set settler creation rate from the palace to 40 instead of 20 turns in the editor. Req. Support is unchecked. This is to help the AI since on a smaller map, they cannot use up all the settlers and instead stockpile them in the cities wasting support costs.
2-- Aircraft may be set for 1/2 or 1/3rd less operational range.

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

Select CIV 3 content and select CCM_EuroCentric10(Standard).biq

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

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With all trades stopped, I started several games with the same Civ, but even with total no-tech-trade and maximum research from turn one I only managed to get to the second tech tier once in four games before the AI.

Perhaps it is not as I originally thought, the AI out trading the human to get the tech edge, but perhaps some sort of setting or or "incentive" the Civinator has applied that motivates the AI to blast ahead in the tech advances....
 
Perhaps it is not as I originally thought, the AI out trading the human to get the tech edge, but perhaps some sort of setting or or "incentive" the Civinator has applied that motivates the AI to blast ahead in the tech advances....

As I have noticed similar AI outcomes with normal Civ III games, I think that AI aggression might be a hardcore setting? I wanted to have a fighting chance of winning for a change and that is why I modified the original CCM version 8 slightly. In addition to ‘no-trades’ I reduced the cost of every tech by 10-15% as I had noticed that techs were not being attained at approximately the correct historical dates (even by AI Civ’s) e.g. steam engine tech in 1890 and not 1820’s.
In my present game I am still one tech behind two AI Civ’s at the beginning of the Industrial Age and it is already 1880. So the techs still need to be reduced in cost. CCM is Civinator’s creation. I have merely modified it slightly to suit my own purposes.
 
So the techs still need to be reduced in cost.

I think rhodie, you might have a lot of fun with that,..its historically accurate in one game but off in another, or some other odd thing, ....in any case, it might be needed to add turns to the default setting of CCM 500 else time will run out, I had to add turns, I have not lost yet, and the Germans are way ahead, discovering satellites, but the space race they have not started yet and its 2065.

In my game, way behind, catching up in the industrial / modern era to all but the most advanced of civs, only because the others are getting hammered by their enemies. In any case
--some civs as myself are behind the historical curve I have US Calvary and musketmen in 1897
--others are right on
--still others are a bit ahead --Carthage in 1897 just dropped an early tank and flame throwers on my doorstep
so what I'm saying there will probably be no real "correct setting" but strive for the median and what suits your game pace. I prefer a slower, longer research period so I get a chance to use my new catapult galleys before they are superseded by ironclads. I did not tinker with CCM at all for techs but what Civinator has as tech research pacing on a 100x100 map (his tiny map setting ) seems fine for me at least.

Notice there is the map setting in rules > world sizes> tech rate
and you can adjust there as well instead of going through each tech (if that is what you are doing). CCM rates tend to be longer than vanilla, 100X100 is 280 while 100x100 in vanilla rate is 240, not a whole lot but on 60X60 it is 160 vanilla, meaning one is rushing through the tree .

My plan was to force the AI to do more research (thus only every other tech is trad-able) instead of trading everything, and yet still have tech trading late in the game instead of having the tech tree not tradable at all in era 3 and 4.

On the other hand, rhodie, as your tests bore out, CIV 3 AI's are aggressive researchers no matter what we do. So it ends up being a challenging game easily lost to the space race.

Included are some save samples that can be looked at in an editor such as C3MT.exe, but probably not played as I added in a couple extra units your game will complain are not present. Moreover, the houseboat bug renders some saves useless past a few turns unless these settlers are deleted using C3MT.exe save game component.
 

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First attachment--5 year Plan in Washington, the CCM way...

2nd attachment demonstrates the dialogue box that appears after a government is researched --forced anarchy about to happen as detailed in a previous post but short, in my CCM/ text /scripts.txt it is edited so if a player researches tech leading to a government, the player will go through revolution. This is done to add a bit of chaotic uncertainty to the matter of researching a tech leading to a new government.

Afterwards the available government choices will be presented, which in this case Fascism will be added to the list but the others as usual will be there and select-able. Under CCM anarchy causes forced resettlement and therefore a depopulation of one's cities. This does not occur if that tech is gotten as a result of a trade, however.
 

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The Germans win the Space race and the game. 10 out of 31 Civs are left, all WAY behind Germany. I embarrassed the USA.

Conclusions
--Germany has a lot of interesting units, especially from the WW2 era, I recommend always having them in play.
--I grew to loathe Carthage. He had 7 rubbers, charging me more and more until even arm and a leg were not enough.

For awhile, (replay watch time) it could have been any one of several civs that could have pulled ahead. Israel had a good start as well as Austria-Hungary. Spain had quite a few cities for a time and Carthage was an unexpected heavyweight.

CCM's way of producing settlers ( the best thing I like about the CCM mod and a must have feature for myself to change other mods) at a set amount of turns manages the settler insanity of fevered city founding. At least there is some time to develop the current cities before another settler is produced.

The houseboat bug would be a game stopper without some sort of save game utility to find and remove the settler from their ship once their civilization is gone, so I'm sure Civinator will fix that in the next release. There was at least 4 times I can think of where I could not continue playing but had to clear the saved game. The first time was most difficult and time consuming since it had to be discovered that is what it was.

In the meantime I suggest using the editor on CCM 1.7 and set the Palace to produce the default settler instead and change the Pyramid Wonder to create another unit instead or switch it back to its original vanilla settings or else Egypt will get more settlers than everybody else.

Or when the bug happens, just purge the saved game from settlers found on ships with one or no cities owned by their parent civ with C3MT.exe; those multi-cultural settlers are nevertheless interesting to look at.

There are additional tweaks (ie remove req. support flag from settlers and other adjustments), but it becomes a matter of personal taste.

I find it clever the use of slavers, missionaries and lawyers and this adds a subterfuge war, yes I could torment my neighbors and think I have gained much but to those other 27 civs out of my reach it only amounts to a paltry trifle by the end of the day.

Keep up the good work Civinator!!!!
 

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SteamCiv, one more time thank you very much for your kind words. :) Let´s see if the "houseboat bug" can be killed with the new setting of settlers. Here some extensive testing is necessairy -but that bug isn´t as nasty as it sounds here. mostly it´s enough when the game is restarted one or two turns earlier and the player changes some of his actions.


As I have noticed similar AI outcomes with normal Civ III games, I think that AI aggression might be a hardcore setting? I wanted to have a fighting chance of winning for a change and that is why I modified the original CCM version 8 slightly. In addition to ‘no-trades’ I reduced the cost of every tech by 10-15% as I had noticed that techs were not being attained at approximately the correct historical dates (even by AI Civ’s) e.g. steam engine tech in 1890 and not 1820’s.
In my present game I am still one tech behind two AI Civ’s at the beginning of the Industrial Age and it is already 1880. So the techs still need to be reduced in cost. CCM is Civinator’s creation. I have merely modified it slightly to suit my own purposes.


At least in monarch and emeror level, I´m mostly ahead in science when leaving era1. I mostly try to build one or two of these cheap early ships and travel along the coast in two different directions. Despite that I like to discover the coasts with these ships, here I meat a lot of other civs and trade a lot of tech (or other goods) with them. The ships can travel long distances before meeting barbarian ships, especially when your civ is located on a main continent. And I mostly try to be the first to discover philosophie with it´s free tech. In my eyes that tech is the key to winning the techrace of era 1 (as the very expensive tech religion can be gained freely with this methode) and not the two techs given in CCM 1.7 by the Oracle or the building of the Great Library. Additionally mostly build roads with your workers before doing something other with them. rhodie, I hope this helps a little bit. :)

Steampower in 1890 is around the time, that tech should be activated. As you can see with the landunit (1900 Infantry), that comes with that tech, too, that tech isn´t targeted to the time when steampower was discovered first, but when it was used in greate scale. When I would set steampower more early, frigates and sailin ships of the line would have only a very limited use for civs, which don´t have access to coal.
 
Thanks for the advice and comments Civinator and SteamCiv. I use the large CCM map, Monarchy level, raging barbarians and normal AI aggression.
As it is the by-products of ‘Steam’ and not the actual discovery date that’s important, then it would appear that my tech settings are now more or less correct i.e.: Infantry in 1890.
In my present game, I gained several techs from the Oracle, Philosophy, etc so I thought that I had a distinct advantage (I use Theocracy) but even with no-trade tech settings, somehow two other AI Civs got one step ahead of me by the Industrial Age.
I also noticed that the AI has built-in cheats – an Elephant definitely moved three squares when it is only supposed to move two.
Unless attacked, I’ve held a defensive position throughout the game. I’ve encircled my area with Musketmen, Riflemen and Infantry interlinked by roads after being relentlessly attack by two Civs at a time for over 100 years.
I’ve finally made peace with them but now I am being attacked by hordes (40-50) of Chinese horsemen (2 defence 4 attack). Even with 10 Infantry (8 defence and 8 attack) and heavy artillery in a city, the horsemen won! I’m sure that the AI has a loaded dice.
 
That good advice about the Oracle or the Great Library and philosophy with it´s free techs, Civinator. I've been away from the game for a long time and only CCM brought me back, thus these things I have forgotten about. Flagging every other tech as "not researchable" seems so far to be an interesting option and it will leave some techs to be traded in the last ages.

But yes, more testing is needed to insure the houseboat bug is gone, as we are operating under the premise the houseboat bug does not occur with non king flagged settlers?

An odd thing happened, ....
Now I know CCM does not have regicide as an option and perhaps there is good reason for this. I wanted regicide my game because those king units looked --cool. Moreover, to protect civs from early destruction I wanted buff up the king units and use them as strong guardians with a high defense that should guard that civ home city up to the industrial era at least.

During a new game, I got word the Spanish were destroyed. Then not many turns later the Japanese were destroyed. This seemed strange as it was still around 2800bc and civs usually don't go down in flames unless the barbarians were killing the king units. But that should be impossible, the kings had defense 7.

Now even though some units are set as king units, in CCM they are not actual kings on the board, so if they die, they do not count as a king in regicide mode. Directly produced kings as the result of a building generating them, on the other hand, if killed, will cause a civ to die. I made sure there were no directly produced kings and CCM does not have this.

I started another regicide game in debug mode and around 2600 bc, I received the message "the Israelites are destroyed." I looked at the autosaves a turn or two earlier and the Israelites had two cities manned and garrisoned and threatened by no one. I played the autosave for a turn then again got the message "the Israelites are destroyed." Sure enough, for some inexplicable reason the Israelites self destructed! And earlier games it probably was the Japanese and others. I double checked to insure no king units were directly created that were killed, but no, CCM does not have any of this going on and it was to early for any upgrades anyway.

I removed regicide mode and tried debug with 31 civs well to the year 1500bc and received no such ominous "civ x was destroyed" type messages. So looks like regicide mode for CCM is out.

Have other players noted self destructing civilizations in other regicide mod or vanilla games?
 
Regicide is Inferior to Mass Regicide, which gives 3 or 7 King units. My main like of MR is their use (Kings) as scouts. The lack of MR in CCM doesn't bother me as AI civs can have differing strategies and unconquered cities collapse upon last King death, a disadvantage in the period before Atomic Theory (which allows settler building). I might try it if offered in later version of CCM.
 
Regicide is Inferior to Mass Regicide, which gives 3 or 7 King units. My main like of MR is their use (Kings) as scouts..

I'm going to forget about CCM regicide, Moosezilla,
but NOT the CivLeaders.

Using CCM upgrade chain techniques one can add Civ leaders to the various Civs:

---create a surrogate unit that can be upgraded, similar to the "clan"
--for identification purposes this surrogate unit will be called the "regent" (not to be confused with the difficulty level going by that name)
--the "regent" unit is stats are similar to the "clan" unit since those CCM settings seem to work for speedy upgrades by the AI.
--the "regent" is set up an initial starting unit and cannot be otherwise built.
--when the game starts, under normal random game rules, there are the CCM starting units PLUS the "regent" unit.
--the "regent" unit is upgradeable to a CivLeader
--In tests, the AI will upgrade the "regent" to a CivLeader corresponding to their particular Civ in one or two turns.

Stats of the CivLeaders
The purpose of the CivLeader is to protect the newborn Civ from easy early destruction by other Civs
--defense 7 (to protect the Civ up past the ancient era)
--hitpoints +10 (further protection)
--attack 0 (to keep the AI from doing stupid things, yes I had it set to 1 and Shaka ends up moving across the map to attack a city defended by Lincoln. No more Shaka)
--flag King (no need to set defensive as it might confuse the AI, see Shaka above; prevents it from being in the building list)
--enslave (interesting possibilities of what the enslaved unit could be and what it might be upgradeable to)
--upgrades (to appropriate Civ, ie regent > Shaka> Elizabeth > Isabella > Lincoln, if you are America you upgrade to Lincoln, if England upgrade to Elizabeth.

Go into the ini file of that CivLeader and use the "figet" .wav and .flc files to the "attack1=" and "defend=" sections of the animation and sound areas. When the CivLeader is attacked, they will use these animations and sounds to defend and "slap silly" the enemy! Charles V. of Austria has a dog with him and they make quite a pair defending.

In early tests, the founding cities are often subject to barbarian attacks which are only defended by the CivLeader. This leads to enslavement and the appearance a potentially interesting unit. (in my case "sage," att4 /def1). As the defenses mature, spearmen and other units defend ahead of the CivLeader and so the chances of an uberunit appearing become much more rare.

Because of the differing leaderheads, and added / removed Civs of CCM, the CivLeader unit figure may not match the leaderhead. Oh well.
 
German Infantry has got a bug
description of the bug (German Infantry.ini)
Please have you got a soluce (solution) for the problem.
Thanks for reed my message.
 
German Infantry has got a bug
description of the bug (German Infantry.ini)
Please have you got a soluce (solution) for the problem.
Thanks for reed my message.

Hello Waranarchie thank you very much for your interest in CCM and welcome to CFC. :band:[party]

This is the first a time I with CCM, that I receive a report about a bug in the German Infantry unit, here in the German Infantry.ini. When I played with that unit all worked very well. There also was a great succession game at CFC about the German Civ in CCM, called Rat 42 - CCM Heading to the Moon ( with until now about 44,600 views).

Until now nobody reported a problem with that unit, and the hint to the German Infantry.ini is not enough so that I can help you. So please tell me what happens to you with that ini. Do you get a crash, do you receive a message before a crash, especially about a missing file or something like that? Do you play an Italian version of C3C?
 
I recive an message before a crash

I have the French version of Civilization 3 Conquest, the version is modified to tolerate English modes (there is a change that allows the game in French very well bear the English modes) and its works fine except when usual a unit bug (which is rare) except for the way in Mars which is not very well finalized and there is no unity buggy.
But for the Age of Imperialism his way works well, it works well for mode Barbarossa.

The problem is when modernizing a German infantry unit in the bug. I click to build a German infantry I have a bug.
 
I recive this message when I upgrade prussian Infantry to German Infantry and I click to build german Infantry.
Screenshots: http://imageshack.us/f/31/beugr.png/
Screenshots: http://imageshack.us/photo/my-images/822/bugoo.png/ :spear:
I don't modified the mod.

The Tiger(german) is not a beautifull tank: http://imageshack.us/f/837/horribletiger.png/
The orange is not very beatifull,The german Tiger is not orange,Is it gray,it has got a camouflage paint.

Thanks for read my message.
Sorry for the delay. :please:
 
Hi Waranarchie,

here are some first quick lines as I see you are now online. I just returned from work and hope, that I can give you a workaround file today. :)
 
Bon jour Waranarchie, the entry for the German Infantry in the CCM. betatest biq indeed links to the German Rifleman and therefore the game is looking for the German Rifleman.INI. The game cannot find that INI, as in the CCM units folder the German Infantry has the (normally correct) German Infantry.INI.

Until now, nobody noted that error, as in the scenario search folders in the scenario properties of CCM, I additionally linked to the civ3ptw\extras\World War II folder, that contains the unit with the original Firaxis name.

attachment.php


That´s why nobody noticed the wrong entry in the biq (or in the unit). Now if a player doesn´t have CivComplete with the civ3ptw\extras\World War II folder and the units in it (or another installation of the PTW WW II units), the game crashes with the message you showed in your screenshot.

Waranarchie, thank you very much for reporting that error. :)

The easiest way to fix that error and to continue your game is to download the missing unit and to unzip it into the CCM\arts\units folder. The game now will find the German Rifleman unit and its INI.
You can find the download for that unit here: http://forums.civfanatics.com/showpost.php?p=1378833&postcount=8


If other WW II units should be missing for you, you can download them in that thread, too. I hope now you can continue your game. :)

The colour of the Tiger tank should be a kind of a desert colour. If you want to replace the Tiger with another Tiger tank in a different colour, you can download at these forums a lot of other Tiger units. You also can download the WW II scenario SOE, that contains a lot of fully operable Tiger tanks with lots of different types and colours (but the situation for France in that scenario is serious). You can find that scenario here: http://forums.civfanatics.com/showthread.php?t=454785

BtW.: My civ friend General-JCL made a French introduction to CCM. You can find it here: http://www.civfr.com/forums/index.php?showtopic=20409
 

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