CCM1 (epic mod)

RickFGS, I found your desert-pack and now I have the right combination of several landterrain graphics. It looks beautiful: :):goodjob:

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I´m glad you like it :), it looks a beauty yes, hows your city view going?

The city view and all other features make slow progress, as I only can work on it on weekends (and frequently even not on weekends).
 
I tried to dl the mainfile and it is corrupted. is there any way to get it somewhere else that works?
 
I tried to dl the mainfile and it is corrupted. is there any way to get it somewhere else that works?

Hi darski,

I made a test and the download of the CCM-mainfile worked very well in less than 20 minutes. The mainfile must be unzipped with winrar.
May be your corrupted download was affected by the monsterstorm, that unfortunately haunted the US eastcoast yesterday?
 
Hi darski,

I made a test and the download of the CCM-mainfile worked very well in less than 20 minutes. The mainfile must be unzipped with winrar.
May be your corrupted download was affected by the monsterstorm, that unfortunately haunted the US eastcoast yesterday?

I did (yet) another dl and this one is fine. Thank you.
 
I did (yet) another dl and this one is fine. Thank you.

I´m glad now all did work well. :) I´m working on a new CCM-mainfile, but this will last some time until it is finished,
 
Small questions on the last 1.7......
Why is the German Machine Gun not ticked Foot as all the other MG units from Hidden Reserve ?
Also the Mg-Btln (Britain and Japan) and German Heavy MG has NO bombard value, as German Machine Gun and Russians .

I haven´t lookeed over the whole concempt of Machine Gun units, but please explain if you got time.
Shouldn´t all have defensive bombard ???
 
Small questions on the last 1.7......
Why is the German Machine Gun not ticked Foot as all the other MG units from Hidden Reserve ?
Also the Mg-Btln (Britain and Japan) and German Heavy MG has NO bombard value, as German Machine Gun and Russians.

I haven´t lookeed over the whole concempt of Machine Gun units, but please explain if you got time.
Shouldn´t all have defensive bombard ???

Hi cemo, I experimented a lot with the mg-units in CCM. They should have a better defense than normal infantry (and less offensive power). I set these units to be autoproduced as otherwise the AI would mostly build the mg-units (defensive landunits) and tanks (offensive landunits) - there would not be much place for the normal infantry (worse defense than mg-units and worse offensive value than tanks), so in causes of numbers the normal infantry in my eyes should be much more numberous than the mg-units.

I couldn´t give each civ its own mg-producing building, as there were not enough free building slots in CCM. My first thought was to use the advanced autoproduction methode (one autoproduced basic unit that can upgrade to many different mg-units by using the king-flag). But than another big problem came up: Units with the king-flag defend last in their stacks - but the mg should fire first. So I gave them defense bombardement to fire first in the civ-battles (and again when defending as the last unit of a stack). I wasn´t too delighted with that solution and I developed a very tricky set-up for a few mg-producing buildings in CCM to cover the most frequently used mg-units in WW II and avoiding that a civ will get two of these buildings.

When I found a solution fot the setup of these builduings, I removed the defensive-bombardement, as now it wasn´t needed any longer (and caused sometimes strange results against tanks). When one of these units in game still has the defense bombardement, I only forgot to remove it. There are some WW I mg-units in the CCM units folder, that currently are not used in CCM 1.7 (I try to bring them in game with the new version of CCM).

The foot-flag came from experiments with different army units for infantry and for tank units.
 
An information for those civers who are interested in CCM:

A new CCM succession game was started: Rat45 CCM - Gideon's Band

Settings: CCM biq 1.7.1, Israel, huge world, no barbarians, continents, 60% water, wet/temperate/5 billion, normal AI aggression, deity.

Conditions: In the players` latest attempt to keep the AI competitive past 1500 AD, they cannot hold any enemy city beyond the turn of capture, unless it contains a Great Wonder. Retaining a city until the end of the turn of capture for tactical reasons is permitted.

You can find this succession game here: http://forums.civfanatics.com/showthread.php?t=480463

In that game some of the new interface and terrain graphics shown above, will be used.
 
One short Q on AT Infantry...

As I can see that you got Jagdpanthers and a small selections of TDs in your mod.
They all have stealth attacks (which is great), however why not the same with AT Infantry.
Surely they are just a poor mans version of tank destroying ...

The stealth attack should compensate for TDs being a little less offensive power than a normal tank. Same with AT Infantry that upgrade to modern day TOW Infantry.
The infantry bloke with the Bazooka or TOW should be weaker than infantry but have the stealth to knock out the stronger offensive unit (that´s the tank).
 
They all have stealth attacks (which is great), however why not the same with AT Infantry. Surely they are just a poor mans version of tank destroying ...

cemo1956, this is an interesting suggestion. I will reflect about it. Thank you very much for your input.:)
 
>>I found your desert-pack and now I have the right combination of several landterrain graphics. It looks beautiful<<
Copy that, I like the terrain set!!!
 
Don't know if you fixed it for future versions, but Partisan (Ruler) doesn't show a rename button in CCM 1.7 . Can't wait for version 2.0!

Moosezilla, the rename button only appears if you use the advanced buttons option in the gamesettings. The next official version will be CCM prebetatest 1.8 -so it becomes a kind of CCM II (but this will need some time).

The next version of ccm are ready to play ?

Waranarchie, as written above, this will need some time.

>>I found your desert-pack and now I have the right combination of several landterrain graphics. It looks beautiful<<
Copy that, I like the terrain set!!!

I agree, RickFGS´s combination of different terrain sets looks marvelous. In CCM it is completed by Ares mountains, hills and forests. In Civ 3 we have the luck to be gifted with some very outstanding terrain sets (for example Ares terrain and even the "old" Snoopy terrain). I personally frequently switch between all these outstanding sets of terrain and therefore in the next CCM mainfile all three terrain sets will be included and the player can switch between them easily.

As some civers asked about the state of the next version of CCM:

Here are screenshot about he buildings that can been built inside intact citywalls. With original Civ 3 and its expansions the city wall in the city-view was destroyed much too early. For example when the player built a cathedral, the citywall in the city-view was destroyed - but there were many cities in history with big churches, pagodas and temples and city walls that were intact and still in use.

Now the player can built much more buildings in the city before the citywall graphics change to ruins. Additionally the era-specific slots of the buildings in the city view are used much better, so they can provide graphics of the basic building and later of upgrades of the building.

Here is a screenshot of a Christian city-view with buildings that don´t destroy the citywalls (the red arrow will be explaned later). There are three more building slots that can be used without destroying the citywalls that are not shown in the following screenshots cause at present they don´t have their proper graphics. As I used Debug-mod to place the buildings, the palace is still shown with the "cave"-graphics:

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Here is the Islamic city view:

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Here you can see the Hindu city-view:

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Here is the Buddhist city-view:

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As you can see by looking at the stupa that appears twice in that screenshot, I´m still working in improving the quality of the graphics. The stupa in the right corner will be replaced by a lovely pagoda.

And here is the Mesoamerican city-view (shown after the Mesomamerican Christianization took place):

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Now I try to explain, what I mean with upgrades of buildings: The red arrow points to the cityfortress. It grants a higher protection than the citywalls that are needed as a perequisite for the fortress. Now with the proper tech the fortress can be upgraded with coastal batteries if it stands in a coastal town. With the right governments it can be upgraded with barracks and provide training options for veteran landunits. The barracks now can been built for every government, but they have different additional perequisites, costs and maintainance costs.
 
Omg! Incredible work Civinator! I can´t hardly wait for the new CCM version, it´s coming along i see.

Small note: The Taj Mahall is eating some of the Pentagon, but of course you must be correcting this soon..
 
Omg! Incredible work Civinator! I can´t hardly wait for the new CCM version, it´s coming along i see.

Thank you very much for your kind words.:)

Small note: The Taj Mahall is eating some of the Pentagon, but of course you must be correcting this soon..

Yes, I have seen this, too. :yup: There were many of these conflicts in the city view up to a Saturn V rocket sticking in Georg Washington´s nose. :lol: I hope I can solve even this conflict, too. :)
 
Great Effort. I downloaded your 'Game'. No problems there. I've given it a few rest runs. More than a few actually.

I did get the old LOAD ERROR;> "art\civilopedia\icons\units\X2_Inquisitor-small.pcx"
So I found the right .pcx and fixed this.

I'm very glad to see the waste,pollution and corruption all but gone from the game. I like the slower start you have added. Slow the start of the game-play is something I've been trying to do. I will adopt many of your tactics for slowing down the game, that's for sure.

Workers having a movement rate of 2 is great. I actually modded this to my games a while back. I always remembered in Civ2 how great it was to get the Engineers working the tiles. I like the idea of building an apprentice. Then upgrading to what ever type of worker, or later unit you need. Maybe adding miners to mine hills, or lumber jacks to chop down timber (future?)... ... .

I've learnt a lot about "No Era" techs from your Text File. This has solved a problem for me. I want to have more accurate looking buildings for each Civ rather than the usual generic barracks/temples/market places/etc for everyone. Giving "No Era" Techs to culture allows this :) . The biggest. "Get Rid Of" for me is Cathedrals. This building should be only be associated with Religion. What you have done in your game with Religion is done very very well.

Is it possible using 'No Era' Techs to add certain resources (strategic) that only certain Civs could get, or would need ?- eg: Obsidian just for Aztec/Maya ?

I'm not the biggest fan of Snoopy's terrain. The trees are great.

I'm a little surprised at the shortage of units. I played the Aztecs, as I always do. It seem like playing with most of my team members missing.

I'm not totally convinced on this "invisible" units always randomly attacking. Gets a bit annoying... lol

All and all, I having great fun with it. Like CIV 3 MKII. :goodjob:
 
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