CCM1 (epic mod)

Civinator,
The Eagle Warrior and Mullah are checked to enslave, but a unit has not been chosen to enslave to. I haven't read every post here, so sorry if this has already been reported.

The Mullah should enslave to a monk and the Eagle Warrior should enslave to a slave. Takeo, thank you very much for reporting these Errors. :)

Tomorrow I will post an updated biq v1.8 with the fixed Nubian Settler, Mullah and Eagle Warrior.
 
Great mod really it is awesome, one question though why do some civ's randomly attack without a declaration of war and take cities/kill?

HHJericho, thank you for your kind words about CCM. :)

All AI civs can attack with their HN-Units (hidden nationality) without declaring war. The human Player only can attack cities with these units after declaring war due to the programming of C3C. The HN-units of the human player can attack units outside cities -as it can the AI- without declaring war.

So in CCM you must guard your cities, workers and settlers, otherwise they are in great danger.
 
HHJericho, thank you for your kind words about CCM. :)

All AI civs can attack with their HN-Units (hidden nationality) without declaring war. The human Player only can attack cities with these units after declaring war due to the programming of C3C. The HN-units of the human player can attack units outside cities -as it can the AI- without declaring war.

So in CCM you must guard your cities, workers and settlers, otherwise they are in great danger.
Oh I get it, wonderful mod it has some of the civ leaderheads I couldn't install, are you done making mods?
 
Oh I get it, wonderful mod it has some of the civ leaderheads I couldn't install, are you done making mods?

Hi HHJericho, I´m not done making mods. :)

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

Important Announcement

Due to the hints of demonaz, clamel and Takeo I uploaded today a new CCM Betatest v.1.8 biq, fixing the following errors:

- African settler now has the correct king-flag (army-flag remocved)
- Mullah can enslave monks
- Eagle warrior can enslave to slaves
- Berserk attack now set to the proper 3A, 2 D

Thank you all very much for reporting these errors. :)
 
Hi HHJericho, I´m not done making mods. :)

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

Important Announcement

Due to the hints of demonaz, clamel and Takeo I uploaded today a new CCM Betatest v.1.8 biq, fixing the following errors:

- African settler now has the correct king-flag (army-flag remocved)
- Mullah can enslave monks
- Eagle warrior can enslave to slaves
- Berserk attack now set to the proper 3A, 2 D

Thank you all very much for reporting these errors. :)
Ever thought of making a North Korea civilization or a British-America?
 
Civinator, spent great weekend. Because of playing the great game. Civ3, you know. More precisely, the CCM mod. :D Thank you for you work! :)

Some bugs report (sorry if doubled):
1) cannot build armies. Received the Great General, but wasn't able to load any unit in it after pressing the "Build Army" button. Played as China (random selection) - maybe smth wrong with units. Didn't see armies by AI either.
2) Erzherzog Karl & Armoured Cruiser animations folders are missing (no units' folders in art\units).
3) was in big war with Indo-China, never saw they used artillery (Scneider75 class) & heavy artillery (Heavy Artillery class). I did see they used Bombarde & Cannon units. Probably, bad luck - but it's better to accent once more than lose the bug and let it flow into the release.
 
Indeed both cruisers are missing, NOT only in the art/unit folders but also in the txt-files. Totally gone missing.

And then I must bring this up to hope for an explaining.

Question on Artillery and special buildings??

I think I have figured out the complex building structure of Military Academy, German Military Academy that is stepping up to the Artillery School, British Artillery School, German Art School and later MGs, TDs and so on.

However consider the artillery all 3 produce the same unit a Heavy Artillery, so why not only one building ?

Then more strange the Heavy Artillery is setup having Stealth Attack, BUT NO stealth targets. Why ?
The next artillery on upgrading have complete Stealth with targets, like Sexton.

The artillery units in this mod all have zero range, but different bombard strength. I understand they should be only for defensive bombardment, but as I understood that such bombardment only takes out 1 HP on attackers whatever strength the defensive bombard unit have. Am I wrong ?

Also, why is the British Artillery school set to Small Wonder, while Germans and the standard Artillery school are set to normal Improvement ?

If you got some time please explain and teach me how you thought on this.
 
Civinator, question 3 in my previous post should be ignored - after I started new war with Indochina, I saw their artillery units, so no problem.
clamel, different values of bombardment cause different percentage of damaging attacking unit, so there's the reason. But I definitely agree on stealth "problem" of the Heavy Artillery unit (it could be designed this way for some reason, however).
 
Civinator, question 3 in my previous post should be ignored - after I started new war with Indochina, I saw their artillery units, so no problem.
clamel, different values of bombardment cause different percentage of damaging attacking unit, so there's the reason. But I definitely agree on stealth "problem" of the Heavy Artillery unit (it could be designed this way for some reason, however).

Well if it has ticked Stealth attack, should it have some targets also ??

Hm I saw that the cruisers is in the txt-files. I just read the wrong ones. Not the new beta versions. They are however as you say missing in unit-folder.

The strength of bombard while defensive bombard ... Does it really have different results. I didn´t know that

I am thinking on this from FUBAR thread
“Units”
Units with a bombard range of 0 will use their Bombardment Strength for defense, but will only inflict 1 HP of damage no matter what you set the rate of fire as.

However it says ROF not bombard strength. So units with different strengths (regardless of ROF) can inflict more or less damage on the attacking units ??? Then one do have a great issue with perhaps AT units contra more powerful TD units and so on all the way from perhaps peltast units having less power in defensive bombardment than say modern TOW infantry.
That opens up new ideas in my mind.
 
Clamel said:
Does it really have different results. I didn´t know that
For example, you have Arty1 with bombardment strength 4 and Arty2 with 8. So when these units defending damage an attacking unit, Arty2 has 50% greater chance to damage an attacker. It also depends on the defense value of the attacker - if it's 100 (example), then both Arty's won't damage it.
 
Thank you for your continuing interest in CCM. :)

1) cannot build armies. Received the Great General, but wasn't able to load any unit in it after pressing the "Build Army" button. Played as China (random selection) - maybe smth wrong with units. Didn't see armies by AI either.

No armies in CCM, that´s intended. I tried to explain the reasons in post 1500 of this thread (not far away from these posts).

2) Erzherzog Karl & Armoured Cruiser animations folders are missing (no units' folders in art\units).

You have an old version of the CCM Mainfile. I re-uploaded the mainfile, now including the Erzherzog Karl Class, the Dunkerque Class and the Kongo Class (WW II). for downloads of the mainfile between after 17-03-2014 and before 31-03-2014 I made a patch and announced this in post 1512 and post 1 of the CCM-thread and also at the CCM-thread, page 1, at CivForum.de.

...but when looking in those files it seems that indeed the folder for the Armoured Cruiser is missing. I will have to enlarge the patch. As posted several times, I cannot see these missing files as all these gaps are automatically fixed by the next version of CCM with the enlarged C3C mainfile (but is not ready to be posted for download) - on the other side this shows, how well the idea with the enlarged C3C mainfile is working.

BtW: The CCM Betatest v1.8 biq was also updated twice. The update is from 06-04-2014

3) was in big war with Indo-China, never saw they used artillery (Scneider75 class) & heavy artillery (Heavy Artillery class). I did see they used Bombarde & Cannon units. Probably, bad luck - but it's better to accent once more than lose the bug and let it flow into the release.

The AI - as you did post later - is using artillery with these settings and those who were lucky enough to download SOE, as long as it was available with the SOC-site, know, that the AI uses this kind of artillery frequently and very well.

I think I have figured out the complex building structure of Military Academy, German Military Academy that is stepping up to the Artillery School, British Artillery School, German Art School and later MGs, TDs and so on.

Also, why is the British Artillery school set to Small Wonder, while Germans and the standard Artillery school are set to normal Improvement ?

However consider the artillery all 3 produce the same unit a Heavy Artillery, so why not only one building ?

In that version of CCM these buildings are needed as perequisite for the machine-gunner-buildings. The setting is even more complicated as you had figured out.
In the next version they will have a much simplier setting.

Then more strange the Heavy Artillery is setup having Stealth Attack, BUT NO stealth targets. Why ?

When planning arty for CCM , I had the impression to give most of them stealth attack (the exception was the catapult as in my eyes it had enough brutale offensive power in its time). In the very first version of CCM, I had several types of heavy artillery, including the Big Bertha, but these settings collided with the settings of upgrade-paths for units with the king-flag. Therefore the heavy artillery of that time was reduced to one unit.

Setting the stealth targets in mods with many hundreds of units is a massive lot of work and I had not much time for it. On the other side in game tests I recognized, that the sheer power of those early heavy artillery units was enough to do their job and the targeting at that time for the heavy artillery wasn´t the best. So I decided, that this unit doesn´t need stealth attack (and saved the time to bring CCM to the civers).
 
I was sure the complication was ever more intriguing than I saw in the first place.

However still have my mind wrapped around the British Artillery School as Small Wonder and the others as normal buildings.
The end effect will as I see it be the same.
Since the differnet Military Academies are Small Wonders they can only be built in 1 city, so finally the Artillery Schools will only be permitted in one city.
Then British Artillery School could then be a normal improvement too, OR why not ?

At least I learned an important thing about defensive bombardment.
I thought (and I know someone I knew thought the same) that no matter what value one placed in the bombard strength the defensive bombardment was either a HP or none.
Now I know that if that HP loss will take place is the difference in the bombard strength.
So this will be important with the potential units like Peltast, Slingers, Crossbowmen and later Gatlin-guns, MG and Bazookas. They will indeed have the chance to have different effects.

Thanks mates
 
However still have my mind wrapped around the British Artillery School as Small Wonder and the others as normal buildings.
The end effect will as I see it be the same.

clamel, you must not understand all. :D May be, you come closer to the solution, if you consider the thoughts : All civs should have the building producing a certain unit, but one civ, than all but two and than all but three and everyone of the civs should have only one such building so no civ gets two of these autoproducing buildings and you will use as less buildings as possible.

As posted above, the next version of CCM will have a simple normal autoproduction setting, as now much more machinegunner units are available. The backside of the normal multi-autoproduction setting is, that the units have the king-flag and therefore defend the last in a stack, but I prefered to have the machinegunners to defend the first in a stack and therefore I prefered to use no king-flag for these units.
 
Hi Civinator. I have a few questions:


1) I have noticed a very strange behaviour of the Enslavers, when they attack cities.

In different occasions, enemy enslavers attacked my city and killed the only defender, but instead of entering the city, they simply retreated and couldn't take the empty city.

Another time, I had left a city empty and an enemy enslaver captured it. When the next turn I tried to take it back with my own enslavers, I couldn't attack the city at all :confused: (the game wouldn't allow me to attack the city).

This on version 1.7 of CCM. I haven't noticed if the other invisible units of CCM have similar issues.


2) Can the AI win a Spaceship victory within the 500 turns of the game?

From what I have seen so far, in games that lasted more than 400 turns (all of them on Deity or Sid), no civ has ever managed to complete a single spaceship part. And very few have entered the Atomic Age.

Seems that the Tech rate of 600 (Huge maps) is a bit too high, considering the huge tech tree, and the fact that many techs cannot be traded.

And since it is the only victory condition possible for the AI, with UN and culture out, it makes the game a bit too easy.
 
I like the idea of settler/worker spawning. It prevents from overexpansion and all civs are almost equal at the first era. AI is good. Very interesting to play
 
1) I have noticed a very strange behaviour of the Enslavers, when they attack cities.

In different occasions, enemy enslavers attacked my city and killed the only defender, but instead of entering the city, they simply retreated and couldn't take the empty city.

Another time, I had left a city empty and an enemy enslaver captured it. When the next turn I tried to take it back with my own enslavers, I couldn't attack the city at all :confused: (the game wouldn't allow me to attack the city).

Hi Ray,

the HN-Units don´t have blitz-attack. To enter a city with a HN-unit in peace seems to be another attack for that unit. Therefore it happens at least frequently, that a HN-unit, that kills the last defender of a city and especially if that HN-unit was severly damaged in that fight, does only enter the next turn that city and conquer it.

A solid rule for that behaviour was not created yet.


2) Can the AI win a Spaceship victory within the 500 turns of the game?

From what I have seen so far, in games that lasted more than 400 turns (all of them on Deity or Sid), no civ has ever managed to complete a single spaceship part. And very few have entered the Atomic Age.

Seems that the Tech rate of 600 (Huge maps) is a bit too high, considering the huge tech tree, and the fact that many techs cannot be traded.

And since it is the only victory condition possible for the AI, with UN and culture out, it makes the game a bit too easy.

A spacehip-win of the AI was never reported, nor have I seen one. Additionally to the victory-options you have listed above, the AI has the pointwin-option and the dominationwin-option.

Considering the AI civs and their techs in the late industrial and atomic era, there is a thought to improve that for the next version of CCM, but at present it´s too early to speak about it.
 
I like the idea of settler/worker spawning. It prevents from overexpansion and all civs are almost equal at the first era. AI is good. Very interesting to play

Slimak81, thank you very much for your kind words about CCM. :)
 
Hello

Am building the "Cruiser project" but the civopedia entry is empty. Can you explain what it does please?
 
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