CCM1 (epic mod)

Please added the tank "Leclerc" in your mod.

The Leclerc and many hundreds of other units (among them the AMX-50, a new AMX-30 and the CharBis) are added to the next mainfile of CCM. The problem with the Leclerc is, that there is no Civ 3 unit done by Wyrmshadow or gwendoline having the quality of their units. There is an older Civ 3 Leclerc done by Ripptide (that is at present the unit of the next CCM mainfile) and a very old "hopping" Leclerc with an obsolete quality done by an ancient Civ 3 artist.

I can't change the colours of the Tiger.

You have to replace the old unit with another one. For example name the unit Tiger in the CCM Arts\units folder to Tiger-old (so you can activate the unit again by giving it the old name) and copy the unit G023 TigerE (or G173 Tiger2 Henschel or G174 Tiger2 Porsche) from the SOE units folder to the CCM units folder. Than (after renaming the original Tiger-unit in the CCM units-folder) name the unit you have additionally copied to the CCM units folder to Tiger and also rename the INI file inside the folder of the new Tiger unit to Tiger. As the SOE units all have their own soundfiles inside their unit folders, the new Tiger now is ready for battle, even in your existing game (as it is complete in place of the existing unit). This is the easiest methode "to chance" the Tiger for you. There are tutorials how to add and to replace units on a more sophisticated level (including icon images and civilopedia entries), but this would be to much for this normal post here.

Good works for CCM and Soe

Thank you very much for your kind words.:)
 


You can add that tank immediately if you wish

it may exist here

http://forums.civfanatics.com/showthread.php?t=92873

(I hope this is the complete tank, though other versions may exist in the extensive Civ 3 unit downloads section)

you can add it following these instructions
http://forums.civfanatics.com/showthread.php?t=70390

thanks to Civinator's CCM I have been motivated to add several units downloaded from there and inserted them into the game

And do not overlook the Civ III WorldWide Mod for unit madness!
I cannot check right now but with FOURTEEN HUNDRED working, implemented units, maybe AnthonyBoscia has a LeCleric tank shoehorned in there somewhere.
 
The Leclerc and many hundreds of other units (among them the AMX-50, a new AMX-30 and the CharBis)

HOLY COW!!! Even more units. As a tabletop gamer who once owned metal and plastic replicas of some of these items, looking back, its hard to believe all that and more is on a television type screen without all the hassle of consulting rules booklets and fishing wayward dice or other gamepieces out from behind a couch.
 
HOLY COW!!! Even more units. As a tabletop gamer who once owned metal and plastic replicas of some of these items, looking back, its hard to believe all that and more is on a television type screen without all the hassle of consulting rules booklets and fishing wayward dice or other gamepieces out from behind a couch.
Or arguing with your opponent on how to interpert a poorly written rule. :D
 

Hi Waranarchie, as Anthony answered you in the SOE thread, what you have reported, is not a bug but completely intended. In SOE the techtree is transformed into a calendar, allowing special military events, when they are triggered by the calendar-tech.

What you have seen are parts of some motorized core divisions of "Unternehmen Barbarossa", the German attack on Russia in WW II. These units are immobile and very weak as in history they didn´t exist in 1939. They can´t be upgraded until Germany builds the Great Wonder "Unternehmen Barbarossa". This GW gives a building with the barracks-flag to every German town for some rounds in the game. Now these immobile units can be upgraded, giving the German AI the additional punch to perform better in the game and adding some important historical units to the game. The same happens to the Allies for example with Operation Torch and Operation Overlord.
 
Which new unit there will be in the next version of CCM?

I am looking(search) for a mod or scenario or modpack with boar, military bases, tanks plasma, laser tanks. Unfortunately I do not remember the name of the mod or scenario or modpack, I look for four years but I can not find it, help me please !!!

Thank you for reading my message.
 
Which new unit there will be in the next version of CCM?

There will be tons of new units in the next CCM mainfile. Much more units will be added to the new mainfile than the current mainfile holds. I hadn´t the time to count them - but the real evolution will happen on fields beside the unit files.:)

I am looking(search) for a mod or scenario or modpack with boar, military bases, tanks plasma, laser tanks. Unfortunately I do not remember the name of the mod or scenario or modpack, I look for four years but I can not find it, help me please !!!

May be you mean the mod "The Balancer Reloaded". I can´t remember boars in it, but it holds hoover tanks, plasma warriors, mechs and such kind of units in the modern era of that mod.

You can find that mod at the SOC site (that also hosts CCM):
http://www.stormoverciv.net/forums/showthread.php?t=406

Here you can read the story of CDG (Creative Design Group), the site that originally hosted "the Balancer Reloaded" written by Eludicus:
http://forums.civfanatics.com/showthread.php?t=70287

The story starts in post 10 of that thread. In my eyes this story is highly recommendable to every veteran modder of Civ 3.
 
Concerning the "houseboat bug":

I slightly remembered, that this was a problem in earlier versions of Civ 3, too. Today I had the time to read the "read me file" of Civ 3 vanilla in CivComplete and here I found something interesting:

Fixed v1.21f: * Fixed crash related to last settler dying on a transport.

It seems, in C3C Firaxis not only reintroduced the solved submarine bug again (Fixes v1.16f:*You no longer declare war by accidentally passing over a hidden submarine), but also the "houseboat bug", that is nothing new, but something very old.
 
Here I give you some informations about the progress on the next version of CCM:

The update is huge - and in fact it will become more a kind of CCM II.:) The conception of CCM started as a small mod with a 60 MB mainfile and units with the state of art when C3C appeared more than 10 years ago. During the creation of that mod I had many new ideas what can be done with the editor (for example the advanced autoproduction - in my eyes a huge step forward in the evolution of Civ 3).

Now it is time to draw the conclusions of all the reports and hints you gave to me during the current betatesting of CCM and to add a lot of the wonderful new units that were created in the last years. Additionally CCM should be able to replace the current main-conquest-biq, so the player can have access to the aerial view of the cities and the growing palace again. This always was a wish for my own gameplay of C3C and this wish now becomes true. :) I hope with the new main C3C files, many bugs from localisations to other languages (I´m especially aware of bugs in the German localisation of Civ 3) can be fixed, too. Of course CCM still also can be played as a mod in the scenario- or conquest folder of C3C, if wanted.

Reintroducing the aerial view to CCM goes hand in hand with the reduction of the number of buildings in CCM, what is possible with the consequent use of advanced autoproduction.

Here you can see a screenshot of the aerial view of some industrial buildings in CCM showing the new aerial graphics for the factory, the great iron works and the brand-new heavy tank factory. For example the new heavy tank factory will autoproduce the T-35, the CharBis, the KW I, the Tiger I, the Kingtiger, the JS-2, the JS-3, the Conquerer, the AMX-50 and the M-103 heavy tanks.

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In the next screenshot of CCM´s aerial view, prototypes of the Royal Stables and the National Monument graphics can be seen. You can also see the christian religious level 1 and level 2 buildings. The Royal Stables graphics must be shrinked down a little bit.

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It sounds very exciting Civinator.:)
As you are working on this new version, can I make a few suggestions?
I don’t know about anyone else, but I have found it impossible to win a ‘Moon Landing’ Victory. There are too many techs to research and not enough turns in the game. For example in my last game I was ahead of the pack in technology but it was already 1964 and I had yet to research ‘Great War Experience’. I only had 57 turns left and needed over 130 to win.
To improve my enjoyment and give myself a fighting chance, I made a few amendments to version 8. Instead of adding more turns, I lowered the cost of all the techs from ‘Chivalry’ onwards by as much as 50%.
I also moved Riflemen back from ‘Steam Power’ (1872) to ‘Enlightenment’ (1860) and 1900 Infantry forward from ‘Nationalism’ (1880) to ‘Screw Propeller’ (1907) to allow more time for the Riflemen to be used before upgrade.
With these settings I have found that my tech research is closer to historical reality (i.e.: Chivalry (1370), Harquebusier (1570), Musketeers (1680) and Musketmen (1746) and in my test game ‘Steam Power’ was obtained in 1837 and I have saved 48 turns.
It may have been mentioned before but there was no Civilopedia entry for the ‘Landsknecht’ in Version 8 so I am attaching an entry. I also increased the Late Pikeman (Swiss Mercenary)/ Landsknecht defence from 3 to 4 to make it more worthwhile upgrading from basic Pikemen.
 

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Hey, Civinator, it's great to see the city view get some attention. You're always taking this stuff to the next level. Apart from the many graphical updates, will there be any major changes in the game fundamentals?
 
I was messing around for a little while making a main-directory mod, and it's a great idea! Lots of stuff you can do on top of city and palace view.

If you get some dedicated scenario makers (I could be interested :mischief:), you could make your own series of scenarios to act as the Conquests scenarios from the base game. You can even put the modding credits in the credits as well!
 
Looks great.
It sounds very exciting Civinator.:)

Armoredking and rhodie, thank you very much for your kind words. :)

As you are working on this new version, can I make a few suggestions? I don’t know about anyone else, but I have found it impossible to win a ‘Moon Landing’ Victory. There are too many techs to research and not enough turns in the game. For example in my last game I was ahead of the pack in technology but it was already 1964 and I had yet to research ‘Great War Experience’. I only had 57 turns left and needed over 130 to win. To improve my enjoyment and give myself a fighting chance, I made a few amendments to version 8. Instead of adding more turns, I lowered the cost of all the techs from ‘Chivalry’ onwards by as much as 50%.
I also moved Riflemen back from ‘Steam Power’ (1872) to ‘Enlightenment’ (1860) and 1900 Infantry forward from ‘Nationalism’ (1880) to ‘Screw Propeller’ (1907) to allow more time for the Riflemen to be used before upgrade. With these settings I have found that my tech research is closer to historical reality (i.e.: Chivalry (1370), Harquebusier (1570), Musketeers (1680) and Musketmen (1746) and in my test game ‘Steam Power’ was obtained in 1837 and I have saved 48 turns.

rhodie, techs costs in CCM are a very controversy theme and the problem mostly is the playing style and experience of the player. Professionell players sometimes mention techcosts in CCM, especially for big maps are too cheap in CCM. For the dates you mentioned in your post, I mostly have passed some stations of the space race on monarch´s level and sometimes on emperor´s level, too.

But there is some good news for civers that have problems with the technological progress in CCM (so this was not the trigger for the change): The next version can be fully played as C3C main biq, too. As the players settings here don´t work as they should and I wanted to start with two settlers in such a game, too, the starter´s settings had to be changed a little bit. Now each civ has additionally the expansionistic trait, that allows to start with an additional starting unit -here a second settler- as the entries in the player settings don´t work for the main biq. A secondary benefit of this trait is, that contacts of units with goody huts never end negative for the player and giving you sometimes techs from these contacts.

rhodie, may be you should install much more early contacts to other civs and trade much more with them. :)

It may have been mentioned before but there was no Civilopedia entry for the ‘Landsknecht’ in Version 8 so I am attaching an entry. I also increased the Late Pikeman (Swiss Mercenary)/ Landsknecht defence from 3 to 4 to make it more worthwhile upgrading from basic Pikemen.

rhodie, thank you very much. Without your great help by doing the CCM civilopedia, CCM would have beend delayed for a longer time. For the next update of CCM I could need your help for the many, many new modern units in the CCM civilopedia, too.

I was messing around for a little while making a main-directory mod, and it's a great idea! Lots of stuff you can do on top of city and palace view.
If you get some dedicated scenario makers (I could be interested :mischief:), you could make your own series of scenarios to act as the Conquests scenarios from the base game. You can even put the modding credits in the credits as well!

Hi Bowsling, a new set of Conquests scenarios is a good idea :), so the setting for the CCM biq and the CCM mainfile that can replace the C3C mainfiles (if wanted) is in a way, that doesn´t affect existing C3C scenario and Conquests biqs. Both can be continued even with the changed main biq. It is only needed, that all arts parts of C3C are replaced with files with the same names (or these files are in the mainfile), even if they are not needed in CCM, as the pediaicons files of those scenarios and conquests are looking for these files.

As far as I know, the city view in C3C is only enabled for the epic game, not for scenarios or conquests scenarios. So at present I don´t see what lots of stuff can be done on top of city and palace view for scenarios and conquest scenarios in C3C. I´m here missing something?
 
Hey, Civinator, it's great to see the city view get some attention.

Yes, and your interface for the city screen is a wonderful gate in CCM to enter that city view (=aerial view) via the red encircled button. :)

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You're always taking this stuff to the next level. Apart from the many graphical updates, will there be any major changes in the game fundamentals?

Yes, there are changes in the "game fundamentals":

New civs:


There will be at least two new civs in CCM. Australia/Oceania replacing the Mayas and Brazil/Tupi replacing Portugal. You can see their era1-leaders in the screenshots below:

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May be there will be two more new civs (South Africa and Argentine) in the game.

Reduction in the number of buildings:

The limitations of building slots in the city view forced a reduction of the number of buildings in CCM. This had a massive -and as it seems positive - influence to the culture groups, religions and autoproducing buildings in CCM.

Culture groups:

The culture groups are now sorted with a more religious orientation, as the religious buildings in the cities mostly have the biggest influence for the outlook of a city.
As there are only 5 culture groups in Civ 3, these groups will be the following:

Natural Beliefs (era 1: bloodcult, later eras Christianity; p.e.: Mesoamerican civs, Australia)

Hinduism (completely new; p.e.: India, Indochina)

Christianity (European civs; Mediterranean graphics)

Islam (Middle Eastern graphics)

Buddhism (Far East graphics)

Israel uses the Middle eastern city view graphics but will have a special era none tech making religious "level-1" and "level-2" buildings of all culture groups obsolete and giving them instead synagogues.

Religions:

Due to the limitations of the cityview-slots, religious buildings will be more compressed. There is now only one building holding different cultural graphics for religious "level-1"-buildings (churches, mosques and so on), named "Religious Center". Problematic is the name for the religious "level-2"-building named in Civ 3 "cathedral". At present I named it "Ecclestical Monument" as it holds the graphics of cathedrals, great mosques and so on. There will also be only one religious building doubling the happiness from religious "Level-1"-buildings: The Holy city, holding the graphics of the Vatican, the Kaaba and so on. In fact this means, in these aspects CCM goes "back to the roots" of Civ 3, but what stays - and was mostly liked by the players in the comments about CCM -are the worldreligions and the religious communities that give additional culture to the cities.

This setting allows to play CCM better on small maps, too, as the player mustn´t have an eye any longer on the religious mixture of smaller numbers of civs to get an interesting competition in gameplay.

Autoproduction:

The autoproduction of units is now transfered widely as an addition to other existing buildings, what in my eyes seems to work astonishing well:

For example the new "Great Palace" not only holds the graphics of the "Forbidden Palace" and the former CCM "Great Palace" and the Capitol, it also autoproduces grenadiers (a new offensive unit line in CCM) and later paratroopers. There will also be some other autoproducing SWs (p.e. the National High Seas Fleet-"working title"- and the National Sub Pen). Another new autoproducing SW is the "heavy tank factory", that is a combination of the former CCM KWII-, JS-III and Tiger factory, also allowing the limited production of heavy tanks (one additional HP) to other civs, too (p.e. CharBis, AMX-50, M-103 and Conquerors).

Mechanic Infantry (Panzergrenadiers, M-3´s, later M-113´s, BMP-50´s and so on) can be produced normally, when having access to oil, rubber, and aluminium. This also should speed up late gameplay. Foot infantry cannot be upgraded to these mechanized units, so there should be always enough of these "core"-units on the map.

The Pentagon will become the SW "Ministery of Defense", autoproducing lines of missile launchers, the SW "Military Academy" will autoproduce the heavy WW I Artillery, later upgrading to different WW II artillery units (king flag). The "Great Iron Works" autoproduces AT-guns that later upgrade to different tank destroyers (Jagdpanther, Jagdtiger, Hetzer, Hellcat, Jackson and so on) and even later to selfpropelled artillery.

National GWs that trigger Golden Ages for their civs will still stay in CCM, but there are no graphical slots for them in the aerial view.

Flak/SAM battery buildings will be removed to force the player to have a better eye on his airdefence by producing fighters and AA-units.

A change in the trade system:

The commercial dock will become the new very expensive "International Harbour", allowing (air)trade and connecting resources from separated islands.

Army-settlers:

"Army-settlers" instead of "king-settlers" (army-flag instead king-flag) that are autoproduced by the palace (that is the only building allowed to produce armies without leaders) give a little more variation (but no ICS) to the spread of cities, as this means, in the capital (and only in the capital) settlers could be built normally, too. The graphical change to army-settlers would mean to change the palettes of every used settler unit to army-palettes. I´m not sure, if I have the time to do this.

Chemical, Biological weapons and neutron bombs:

At present I´m not sure if I introduce these units to the next version of CCM by using the charm attack option. This means to use the hacked C3C editor and therefore to loose the option of scientific great leaders.

Revolutions in the next version of CCM will shrink your population only one time. I hope now the change of governments will be accepted more frequently, if you loose only 1 pop in towns and 2 pop in cities when changing governments, and not twice that amount.

At the end of this post I attache a screenshot showing the Taj Mahal and an early version of the National High Seas Fleet (working title for that SW) in the aerial view:

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rhodie, may be you should install much more early contacts to other civs and trade much more with them. :)
Thanks for the suggestion. I removed all trading in my test game and found that it doesn't matter. Most of the AI Civs still keep up with my tech research, even though I gained every 'free' tech available in the game.
 
rhodie, thank you very much. Without your great help by doing the CCM civilopedia, CCM would have been delayed for a longer time. For the next update of CCM I could need your help for the many, many new modern units in the CCM civilopedia, too.
It was a real pleasure. Let me know what I can do to help with the new project.

I love the Taj Mahal graphic! :goodjob: Who created that?

Regarding the religions you mentioned, I wonder if you shouldn't reconsider excluding one of the oldest, Judaism?
 
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