CCM1 (epic mod)

[Australia/Oceania replacing the Mayas ]

On my standard custom World map I'll have to insure there is room for them.

[Brazil/Tupi replacing Portugal]

On my standard custom World map the peninsula of Iberia can be smaller now as it no longer has to fit Portugal.

The city view is BAACK? This is great news. I always liked that view. Studies of some previous attempts at editing the city view as a result of wondering what happened to the Statue of Zeus in the Conquests expansion, but the fact you are enabling the city view and adding what you are is astounding, considering the game's limits in this area.
 
It was a real pleasure. Let me know what I can do to help with the new project.

rhodie, if you still have access to the non-public CCM preopen forum at the SOC site, I could reactivate that private forum and place there a prototype of the new Conquest biq (or CCM beta 1.8) and of the actual CCM civilopedia file as a starting base for you.

I suggest to start with the new units in CCM concentrated at the end of the editor entries. Among those entries is the Landsknecht :) and -among others- many, many new ships from the 1900ths, WWI and WWII. Many predreadnoughts, armored cruisers, battlecruisers of WWI and WWII, dreadnoughts, light cruisers WWI and WWII, pocket battleships and coastal defence ships -in short mostly Delta_Strife and tom2050. It seems I found a good way to implant all these new lines well into gameplay. :)

Meanwhile I´m working on the new improvments for the next version of CCM.

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

rhodie, of course Judaism still is in CCM. May be I didn´t explain it well in the post above: The level 1 and level 2 religious buildingsare all concentrated in in one building with culture specific graphics. For example the religious level-2 building (in normal Civ 3 called cathedral) holds in slot 1 for the Mesoamerican civs a spanish styled cathedral, in slot two for the Christian civs the european cathedral of Reims (or Notre Dame), in slot three for the Hinduistic civs a Mandir (or something like that), in slot four for the Islamic civs the great mosque (or Sultan´s mosque) and in slot 5 for the Buddhistic civs a stupa. These different graphics are also present in the city screen and the city view.

This building with all its cultural different graphics goes obsolete with the Hebrew era-none-tech "Judaism", that also gives the option of creating a Hebrew community in the city. This community is the perequisite for the Great Synagogue. So in the city screen and city view of a Hebrew city there are no mosques and great mosques, but synagogues and great synagogues (another little trick to enlarge the 5 culture groups a little bit :), so not working for the city graphics on the map).
 
[Australia/Oceania replacing the Mayas ]

On my standard custom World map I'll have to insure there is room for them.

[Brazil/Tupi replacing Portugal]

On my standard custom World map the peninsula of Iberia can be smaller now as it no longer has to fit Portugal.

Yes SteamCiv, the CCM world map was the main reason for the replacement of these both civs, too. Two overcrowded starting places on the worldmap are now eleminated and substituted by starting locations with more place to expand on the map.

The city view is BAACK? This is great news. I always liked that view. Studies of some previous attempts at editing the city view as a result of wondering what happened to the Statue of Zeus in the Conquests expansion, but the fact you are enabling the city view and adding what you are is astounding, considering the game's limits in this area.

SteamCiv, here I have to slow down your euphorism. The city view in C3C was always in the epic game of C3C. You only have the city view in CCM, if you make the CCM files and biq your C3C mainfiles, what is not very complicated and allows still playing all C3C scenarios and conquests, as the CCM files hold replacements for all C3C graphics that are used in the C3C conquests and scenarios. Additionally all sound files of C3C can be updated to CivComplete standard, so the possibility of crashes caused by missing soundfiles can be lowered down, too.:)
 
rhodie, if you still have access to the non-public CCM preopen forum at the SOC site, I could reactivate that private forum and place there a prototype of the new Conquest biq (or CCM beta 1.8) and of the actual CCM civilopedia file as a starting base for you.
I've just accessed that forum (last entry two years ago), so please send whatever and I'll see what I can do to help. Like old times, eh.:)

Thanks for the detailed explanation. I think that your multiple use of the religious building is a great concept. Great work.
 
you make the CCM files and biq your C3C mainfiles, what is not very complicated and allows still playing all C3C scenarios and conquests, as the CCM files hold replacements for all C3C graphics that are used in the C3C conquests and scenarios. Additionally all sound files of C3C can be updated to CivComplete standard, so the possibility of crashes caused by missing soundfiles can be lowered down, too.:)

Thank you for that, Civinator, I did not think about dragging over the CCM files into the main C3C area, copying into those folders and remaming CCM1.7.biq to conquest.biq and replacing the original in order to regain the City view.

I always thought there might be some crash problem especially with a mod in this area as many of the graphics would be missing in the city view. But if no crashes/oneryness and only missing graphics for certain buildings in the city view such as in the Statue of Zeus under Conquests , probably that is not bad at all.
 
Regarding the religions you mentioned, I wonder if you shouldn't reconsider excluding one of the oldest, Judaism?
rhodie, of course Judaism still is in CCM. May be I didn´t explain it well in the post above: The level 1 and level 2 religious buildingsare all concentrated in in one building with culture specific graphics. For example the religious level-2 building (in normal Civ 3 called cathedral) holds in slot 1 for the Mesoamerican civs a spanish styled cathedral, in slot two for the Christian civs the european cathedral of Reims (or Notre Dame), in slot three for the Hinduistic civs a Mandir (or something like that), in slot four for the Islamic civs the great mosque (or Sultan´s mosque) and in slot 5 for the Buddhistic civs a stupa. These different graphics are also present in the city screen and the city view.This building with all its cultural different graphics goes obsolete with the Hebrew era-none-tech "Judaism", that also gives the option of creating a Hebrew community in the city. This community is the perequisite for the Great Synagogue. So in the city screen and city view of a Hebrew city there are no mosques and great mosques, but synagogues and great synagogues (another little trick to enlarge the 5 culture groups a little bit :), so not working for the city graphics on the map).

Here is a screenshot showing the synagogue, great synagogue and the great temple:

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BtW.: I had to completely rework the biq, as the use of the cityview graphics is a science of its own. :)
 
The city view looks good Civinator :goodjob: but getting the correct perspective for each building and fitting each into a huge collection of buildings and wonders for each Civilization’s city view will require a lot of work. Although it is a nice touch, I wonder if it is worth all that graphic effort?
 
I think it´s worth the effort. :)

Some of the aerial view graphics of the original Civ 3 were in a completely wrong order and changed the city wall graphics to ruin-graphics much too early. I tried to bring them in a correct order and to place them in the city-graphics so they can be seen.

Here you can see the early European city graphics of era 1/early era2, now with all buildings inside the city walls and not demolishing the city walls to ruins. The screenshot contains the basilica, the cathedral, the academy, the bank, the Royal Stables, the temple, the market place (orig. graphics), the collosseum (orig. graphics), the palace (orig. graphics), the granary (orig. graphics), the townhall, the Great Monastery, the Siege Workshop, the worker houses, the fortress (orig. graphics), the aqueduct (orig. graphics), and an early version of the Vatican (must be reworked).

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This is great stuff , Civinator. From what I gather, you are adding original graphics to the CityView? If so, that must be a lot of work, as I imagine you would have to render each building separately from what already exists with each icon view.
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Nevertheless, does this mean, one day it might be possible to actually SEE the missing Statue of Zeus there?
 
If you have the time, then your efforts will be appreciated Civinator.
The city graphic does look good especially with the entire wall and aqueduct.
Presumably other religious buildings (e.g. Hindu temples, Muslim temples, etc) will automatically replace over Christian buildings sites (cathedrals, etc) in the graphic.
 
If you have the time, then your efforts will be appreciated Civinator.

It must be worth the time, as C3C seems to be the last game of the civ series without those -in my eyes- ugly and pc-power-consuming 3d graphics. I don´t want to look on a civ game, that presents the world in the way of an exploded toilet brush as it is the case with Civ 4 and Civ 5.

The city graphic does look good especially with the entire wall and aqueduct. Presumably other religious buildings (e.g. Hindu temples, Muslim temples, etc) will automatically replace over Christian buildings sites (cathedrals, etc) in the graphic.

Yes, that is the intended setting for the city-view graphics of the epic game in Civ 3. But it seems, the programmers of Firaxis made a lot of mistakes with their settings of the city view. Some of them can be corrected with the next version of CCM, if the CCM files are used as C3C mainfiles (what is not so difficult with a proper instruction). Per example in Civ 3 if you construct the cathedral, the city view graphics for walls are transformed to ruins (and a lot more of this nonsense). In the next version of CCM , if you build a cathedral (or a great mosque, or a mandir -and so on), the city wall graphics stay undemolished.

In the screenshot below you can see the city view of an Islamic city in era 1/early era 2:

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Nevertheless, does this mean, one day it might be possible to actually SEE the missing Statue of Zeus there?

This might be possible without bigger problems, but at present the Statue of Zeus is not planned for this setting, as in CCM it is a national wonder only for Greece. The single-civ national buildings (like the Kremlin, Brandenburg Gate and so on) don´t receive one of the precious places in the city view.
 
Some buildings of the industrial cityview in CCM:

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First impressions of the new Hindu culture group city view (as in all other screenshots, the filler-graphics and wall graphics are not modified yet):

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I seem to be at a loss about selling obsolete improvements civ wide. Is it something lost w/ the ptw to c3c change and, can we get it back? Another idea is can a way be found to upgrade them rather than sell them? It is tedious to go selling for 100+ cities. Still, if not possible it's ok.
 
Beautifull work Civinator! I wonder if the background vegetation could also be changed, i guess that´s hardcoded in the game of course...nevertheless these new builds are gourgeous.
 
I seem to be at a loss about selling obsolete improvements civ wide. Is it something lost w/ the ptw to c3c change and, can we get it back?

I´m not aware, that such a feature ever existed for Civ 3. :confused:


Another idea is can a way be found to upgrade them rather than sell them? It is tedious to go selling for 100+ cities. Still, if not possible it's ok.

Yes, this will be a big theme for the next versions of CCM. :yup: As there will be less standard buildings cause of the limited slots of the city view, there will be many upgrades of the existing buildings. They will not be done in the manner of "city attributes", but will be government specific. This will become a great opportunity to form better diiferent and interesting government types. :)
 
Beautifull work Civinator! I wonder if the background vegetation could also be changed, i guess that´s hardcoded in the game of course...nevertheless these new builds are gourgeous.

RickFGS, thank you very much for your kind words. :)
BtW.: When comes your desert terrain updates? There are some gaps between your seeterrain and Ronning´s land-terrain.

As Manu is thinking, of course these graphics can be modded, too :) - and I had to slightly change some of the background graphics of coastal towns, otherwise one of the American president heads of the National Monument GW would become wet while standiing in the water of the sea. :D

If it is needed, there can be done a complete SciFi space image with these graphics. :D
 
RickFGS, thank you very much for your kind words. :)
BtW.: When comes your desert terrain updates? There are some gaps between your seeterrain and Ronning´s land-terrain.

Gaps? I´m not aware of any, i´m using the terrain and its flawless, i believe those gaps are Land Mark terrain you are using. Just make a second copy of all the lx files and rename them as lm... something and you´lll never see those gaps again....:rolleyes:

Download the files from the water pack, both zips and overwrite again also please just in case...

So the vegetation can be change???? OMG that´s that´s all i wanted to hear, now i need to repair my busted main pc...:(
 
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