CCM1 (epic mod)

@Aleenik; 1.8 already exists as an adaptation to multi-player of 1.7 (see story in Stories and Tales/Succession Games) used in Rat45's game. What we both await is CCM 2.0. Patience is a virtue?

Thank you for your continuing interest in CCM. The version of the biq, I did for the Rat´s succession game, is an "unofficial" biq. The next betatest biq of CCM will be the "official" 1.8 biq.

The structure for the units of the next version is redone from the scratch. The units will come in big blocks of land-, sea- and air-units so they can be used without problems for other scenarios, too. Yesterday I added 28 different machinegunners to CCM.
 
Hello Civinator. I know that this topic has been discussed before but isn’t there anything that can be done to eradicate the 'settler in a ship' bug? I have spent months playing two CCM games recently that have ended when a civilization had a settler in a ship and their last city was taken. I was only five turns away from the end when this freeze occurred in the first game (how frustrating is that?). I tried using C3MT to find the error but that didn’t work.:cry:
In my second game I was determined that would not happen again, so I played a debug game. Sure as nuts, on my 350th turn (seven months later) I had the same error! I had just destroyed the last British city, so I knew what to look for and there it was! I had to back-up to the last saved game and not take the city. I waited three turns for the offending ship to be destroyed but by that time it was the AI turn and the ship and city were taken!:mad: The point is that I wouldn’t have been able to find the ship if I had been playing a normal game, so resolving this settler problem is paramount to future enjoyment of CCM.
I wonder if stopping settler production by the 300th turn (when most of the map has been colonised) wouldn’t help? At least it might stop this annoying bug in the latter half of the game.
 
rhodie, the "houseboat-bug" seems still to be the last unsolved bug of CCM and as it seems, also to at least CivComplete.

I tested all greater C3C epic mods in Debug versions and all had the same problem, even a Debug version of the C3C CivComplete main-biq. All mods -but one: In RAR the ship with the settler becomes sleeping when the last city of that civ is destroyed and the game doesn´t crash. I imported the CCM-rules to that biq, I set the settlers to the settings of that biq, but the crash still occurs. I wonder if this has to do with a biq not be constructed by CivComplete but by C3C and the patches built up from the scratch. At present I have no idea.

For the next version of CCM I have a partly fix of that problem. When the transport ships are set to "needs escort", the crash doesn´t happen any longer. On the other side transport ships, that have lost their escort become lame "sitting ducks" on the map.

Stopping the production of settlers in the later phases of the game, in my eyes are not a solution to the problem, as even settlers produced before the "stopping-time" can be on board of ships and even in the later phases of the game settlers can do an important tactical job in Civ 3 when used as "combat settlers".

The problem with the "houseboat-bug", when the AI captures the last city, occured in the present CCM succession game: http://forums.civfanatics.com/showthread.php?t=480463&page=28. In posts 552 - 561 you can see the thoughts about that problem. At present we think, that this situation only occurs, if you can see the situation - it is a problem of the GUI.
 
The GUI (Graphic User Interface) check is interesting. I will check my last non-debug game to see if I could 'see' the Civ that died, as I didn’t think that I could.
However as I do not recall this being a problem on any other Civ III Conquest games or mods, possible it is caused by C3C as you say?
What about un-checking the settler ‘load’ function? Yes, I know that would stop all over-seas expansion but when one can’t complete the game, it is not worth while starting.
 
And to add some more input into the GUI portion of the housboat-settler-bug:

In C3C you will sometimes get notifications that 'The rampaging Somebodies have destroyed the SomeoneElses'. I do not remember if I needed an embassy with one or both of the civs involved. Or if had signed Military Alliances on those people.

In CCM I do not remember ever being notified that another civ was destroyed, unless I did the destroying. It may have happened; I just don't remember. In biq 1.7, only France and England can sign MAs.

Hope this helps your anaysis.
 
In CCM I do not remember ever being notified that another civ was destroyed, unless I did the destroying. QUOTE]
I don't bother much with embassies but I’m sure that I get notified when one Civ destroys another.
I wasn’t aware until now but I think that your CCM 101 instruction is excellent and a must-read for all would-be CCM players. :goodjob:
 
Hello, my dear friendes from mother Russia! Sorry for my english, so try to be quiet. I have two stupid questions about this mod. And they are:
1) I don't understand the using of supply shipment. I built the supply center, who generates supply shipment every 15 turns. But what can i do with it? It's not give me money, not give me fun ( or culture), i can't disband it at all. i want to explain, cause there's no items in civilipedia about it
2) my siege workshop generates catapult. but i can't bombard it any enemys! i can only attack them. the 'b' button isn't in use! there's a bug or feature?
sorry for my drunk english? i've learned in school not very well? and there were f*cking 90's and "Perestroika" at all! But i can tell, that you have done a great work about this mod. Thank you, Mr Civinator!
 
In CCM I do not remember ever being notified that another civ was destroyed, unless I did the destroying. It may have happened; I just don't remember.

CommandoBob, I receive these messages while playing CCM. May be you are too busy with noting all actions that happened in the last turn. Your summaries in the CCM succession games are great and I agree with all other posters that your CCM 101 instruction is excellent. :):goodjob:
 
Hello, my dear friendes from mother Russia! Sorry for my english, so try to be quiet. I have two stupid questions about this mod. And they are:
1) I don't understand the using of supply shipment. I built the supply center, who generates supply shipment every 15 turns. But what can i do with it? It's not give me money, not give me fun ( or culture), i can't disband it at all. i want to explain, cause there's no items in civilipedia about it
2) my siege workshop generates catapult. but i can't bombard it any enemys! i can only attack them. the 'b' button isn't in use! there's a bug or feature?
sorry for my drunk english? i've learned in school not very well? and there were f*cking 90's and "Perestroika" at all! But i can tell, that you have done a great work about this mod. Thank you, Mr Civinator!

zhelezometal, thank you very much for your kind words :) and welcome at CFC. :band:
As my English isn´t better than yours, I think, I understand you perfectly.:)

1. The supply shipments give 25 gold when escorted by another unit to your palace. There is a special button, that I named "Convoy". When one of your units with an attack value is in the same field as the supplyshipment, that button appears and if you push that button, the supplyshipment is carried by the other unit. The AI doesn´t handle that feature very well, so I only gave 25 gold (the same amount when a barbarian village is captured) for that action.

2. The different setting of landartillery in CCM is a feature of CCM to strengthen the AI. The AI routine for the landartillery in Civ 3 is massively spoiled, so the use of landbombardement is a big human exploit in Civ 3. Therefore I gave the landartillery another routine by a combination of movement-restrictions when advancing and stealth-attack. The bombard function was reduced to defensive bombardement, the only function of landartillery that is really working in Civ 3. You can read more about the setting of landartillery in CCM in the CCM civilopedia and in the CCM information sector of the SOC site.
 
Hello zhelezometal
Possibly this instruction will help:
1. Click on the supply unit.
2. Move the supply unit to just outside your capital city. It doesn’t need a military escourt unless it needs to pass through dangerous territory or there are enemy ‘slavers’ around.
3. Once the supply gets outside your capital move a military unit out of your capital and onto the supply unit. An extra button will appear in the military unit action key at the bottom of the screen. Click on this to ‘capture’ the supply unit.
4. Move the military unit into the capital (the supply unit will also move).
5. A small window will declare that you have brought a supply unit worth 25 gold and the supply unit will disappear.
In Russian:
Возможно эта инструкция поможет:
1. Нажмите на блок питания.
2. Переместите блок питания только за пределами вашей столице. Она не требует военный escourt, если она должна пройти через опасную территорию или есть враг «работорговцы» вокруг.
3. После поставки получает за пределами вашей столицы переместить военное подразделение из вашего капитала и на блок питания. В воинской части действия ключа в нижней части экрана появится дополнительная кнопка. Нажмите на это, чтобы захватить блок питания.
4. Переместите военного подразделения в столице (блок питания будут также переместить).
5. Небольшое окно будет объявить, что вы принесли блок питания стоит 25 золота и блок питания исчезнет.:)
 
3. Once the supply gets outside your capital move a military unit out of your capital and onto the supply unit. An extra button will appear in the military unit action key at the bottom of the screen. Click on this to ‘capture’ the supply unit.

or 'Shift + S'.
 
The problem with the "houseboat-bug", when the AI captures the last city, occured in the present CCM succession game ... At present we think, that this situation only occurs, if you can see the situation - it is a problem of the GUI.

Can someone specify the specific conditions for the houseboat bug? I understand that the game crashes when an AI civ loses its final city but still has a settler on a transport. But how does this relate to what the player "sees" in the game? Does that mean the crash only occurs if the player can see or not see the final city? Or is related to whether the player can see the boat or not? I am not certain of the exact conditions of why this bug occurs sometimes but not every time. Thanks.

As I understand, the best solution if you are caught in this dilemma is to reload a recent save/autosave and be sure to eliminate the settler before the last city is obliterated.
 
Can someone specify the specific conditions for the houseboat bug? I understand that the game crashes when an AI civ loses its final city but still has a settler on a transport. But how does this relate to what the player "sees" in the game? Does that mean the crash only occurs if the player can see or not see the final city? Or is related to whether the player can see the boat or not? I am not certain of the exact conditions of why this bug occurs sometimes but not every time. Thanks.

As I understand, the best solution if you are caught in this dilemma is to reload a recent save/autosave and be sure to eliminate the settler before the last city is obliterated.
Got a save for you. This is from Rat45, right after France's last city was taken.
 

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Thanks, Bob. That was crazy and the crash was immediate. Never saw anything like that. :( At least you know what to look for when it happens.

Also, I forgot how large the big CCM maps can be. :) Yous guys' empire is enormous.
 
Back from holiydays I still have to answer the posts you made in the meantime. Sorry for the delay.
Just a hunch, maybe it is because settlers are King units

No that crash also occurs when the settlers are not King units.

That was crazy and the crash was immediate. Never saw anything like that.

This crash - at least in my configuration of C3C- happens to all newer mods for C3C, even to your mod Worldwide. You can simply do a test in the Debug mode. On a revealed map, load a settler on a ship and than destroy the civ of that settler. The only mod I tested, that didn´t show that crash, was RAR (but I don´t know why).

In the "read me file" of Civ 3 vanilla in CivComplete stands the following:
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 (see CCM thread, page 63, post 1250).

The crash on the "houseboat" doesn´t happen, when that boat has the "needs escort-flag".
 
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