CCM1 (epic mod)

BUG REPORT

Regarding the "AMX Factory" you forgot both the PediaIcons.txt entry for it, as well as the icon that goes with it; caused game to crash. I created an entry using the icon for the factory itself:

#WON_SPLASH_BLDG_AMX Factory
art\wonder splash\AMXFactory-LG.pcx

it works. Ugly, but works :D
 
Started some games of the 1.8 beta last weekend so here are some impressions:
- The map size alters game-style significantly as the settler/worker creation rate keeps the same no matter if playing a tiny or huge map. Different biqs for the extreme map sizes might equalize the games. On the other hand gameplay should be different for different map sizes...

-Resource are quite rare! It took me 5 game starts before I got a map with iron even remotely close to me or my neighboring empires. Acquiring it form somewhere else would probably have taken half way to the modern era. I would recommend to increase appearance rate of iron slightly. Also as example: in my current game (beginning of 4th era) only 3 out of 13 Nations have access to rubber. One the one hand it makes aggressive expansion more important on the other it means most Nations won't be able to build most of their units.

- trebuchets upgrade to musketeer?

- do Vatican an and Sacred Music wonder have the same effect and will they stack?

- armoured cruiser requires the "steel armour" tech which is unresearchable (at least I couldn't find it)

- sadly i have a useless leader as armys don't work. Funny thing is by upgrading them you can cycle through the leader names...

- concept of retreating arty is great

- the concept with pop loss due to revolutions makes much more sense than the vanilla way

- the modern governments are all in a way reasonable. In many other mods Democracy is the way to go as it's downsides can be compensated by buildings/wonders but in CCM the 3 modern (or at least communism and democracy, didn't try fascism yet) govs are really different and usable for the according strategies. Well balanced :goodjob:

edit:
- just noticed that the Guppy sub can only be moved via numpad. It's also not included in the US upgrade chain after the Gato subs (not sure if this is intentional)
 
BUG REPORT

Regarding the "AMX Factory" you forgot both the PediaIcons.txt entry for it, as well as the icon that goes with it; caused game to crash. I created an entry using the icon for the factory itself:

#WON_SPLASH_BLDG_AMX Factory
art\wonder splash\AMXFactory-LG.pcx

it works. Ugly, but works :D

Why not use
art\wonder splash\Tankograd.pcx

Have been used to some similar tank factories and almost looking like an AMX tank
 
Why not use
art\wonder splash\Tankograd.pcx

Have been used to some similar tank factories and almost looking like an AMX tank

Good cal. :)

I was in a hurry and just grabed the first AMX image-file I found... :blush:
 
Thank you all for your continuing interest in CCM. :) Sorry for the delay in answering your posts, but I had a hacker attack on my pc. I will answer you as soon as possible.
 
Wow, I didn't think there was still any interest in Civ III! This mod just might get me back into Civ 3.
 
Thank you all for your continuing interest in CCM. :) Today, I have some time to answer your posts of the past.

My desktop PC fry up so im on my old laptom now and oh man...these old games! New one give us mostly graphic but at high price of limitation and lack of game mechanic. Back to C3, a lot of great mods here and CCM is one of them.

JeyP, welcome at CFC :band:[party] and thank you very much for your kind words about CCM. :)

First of all why there is no maintenance on buildings ?

CCM focuses in using bigger maps for gameplay. Having no maintenance costs on buildings helps to cut down the calculation time between turns - and CCM has a lot of buildings. Additionally the experience with these settings in the betatestphase of this mod shows, that these maintenance costs are not necessairy and therefore are an "unfun" element that can be removed without any problems.

Good :goodjob: : settlers auto production, no more ICS at the beginning

:)

Bad :cry: : others military/costal defense auto production unit (im ok with unique units like enslavers becouse they are big part of the game and not so strong (a)2.(d)1.(m)2)It's almost paradox "Hey don't build too many cities, ok ? But look at these all new and shining military units and its for free ! So go and take your neighbor cities."

The autoproduction of units in CCM is needed to balance some shortcomings in the way C3C produces units. The AI in C3C has the tendency to produce the strongest attackers or defenders available. Therefore as landunits for AI civs you would have mostly artillery in CCM, as these units have the strongest attack factor, nearly no horseunits or tanks. Additionally the military of a civ mostly didn´t consist of a single typ of a unit. Per example most German tanks in WW 2 were not Tiger tanks, but Pz.III and Pz.IV. It is a very difficult task to find a balanced mixture of intervalls for autoproduced units and normally produced units without any distortions for the gameplay.

The units autoproduced in small numbers are "not for free". They need maintenance costs. Additionally each time when a unique building tries to autoproduce a unit, there must be a working connection to the resources, that are needed for that building (mostly oil). If there is no connection to that resource, the autoproduction is paused in that turn. This opens new dimensions in strategic gameplay of Civ 3. It makes sense to bomb away the tradenet connections for these buildings (if they are GWs or SWs) or the building itself, if it is a normal building. Even normal buildings that can autoproduce units only exist as a single building for that civ (as they need a SW or GW as a perequisite), so the number of autoproduced units in CCM is somewhat "controlled".

As french, I can't build "early tanks", is that correct?

No, this is not correct. The early tanks now for all civs are autoproduced and the early tank prototype that is autoproduced by the tank factory can upgrade to the Renault FT 17 tank. For autoproducing the early tanks the tank factory needs an existing access to the resource oil.

BUG REPORTRegarding the "AMX Factory" you forgot both the PediaIcons.txt entry for it, as well as the icon that goes with it; caused game to crash. I created an entry using the icon for the factory itself:#WON_SPLASH_BLDG_AMX Factory

jlvfr, thank you very much for reporting that error. :) The error results from overhastily adding some features of the next version of CCM to the current public biq. In the meantime the proposal from clamel to fix that error in my eyes is the best.

Been playing MEM II on huge for months cause I can't get 1.8 to work. I have been waiting for 1.9 but soon to lose ISP. See you when I can get back.

Moosezilla, have you taken into account, that the folder for the 1.8 biq now is named CCM-Betatest and not longer CCM? I made this distincton to separate the betatestversions from the upcoming next nonbetatest version - and this will be the real CCM :) (no more CCM betatest 1.9)
 
Samez, thank you very much for your input to CCM. :)

-Resource are quite rare! It took me 5 game starts before I got a map with iron even remotely close to me or my neighboring empires. Acquiring it form somewhere else would probably have taken half way to the modern era. I would recommend to increase appearance rate of iron slightly. Also as example: in my current game (beginning of 4th era) only 3 out of 13 Nations have access to rubber. One the one hand it makes aggressive expansion more important on the other it means most Nations won't be able to build most of their units.

In CCM the trading of resources is available after you have contact to the new civs. It is not necessairy to build a road to the capital of those civs. So in CCM it is much more important to get contact to as many civs as possible as soon as possible. Therefore early exploring of the coasts by ships makes a lot of sense (I love this part in CCM).

The settings of units in CCM is so that in the same periode of time even a unit that needs no resources has a chance against a unit that needs a resource.


- trebuchets upgrade to musketeer?

Yes, this is correct. The reason for that results from a stupid programming of C3C. If a unit with the king flag upgrades to another unit with the king flag, the unit has the name of the ruler of that civ (in CCM only "ruler" as there are no names of the kings in the setting of the civ due to the multiple leader concept of CCM). So if a trebuchet would upgrade to a bombarde (what would make sense, as both units are artillery units), the bombarde wouldn´t appear with the name bombarde on the map, but with the name ruler.

The philosophy behind upgrading trebuchets to musketman is simple: The trebuchets should upgrade to avoid that a civ still has trebuchets when it is building nuclear subs and jetfighters. When a landunit is available, that has better values than the trebuchet in attack and defense it makes no sense for the people, who man the trebuchets, to hold their grip to these obsolete weapons. They throw away the trebuchets (A5, D1) and take the muskets (A6, D6) which give them a better chance in the battle.


- do Vatican an and Sacred Music wonder have the same effect and will they stack?

Yes and no. The effects stack in adding +1 happiness to the cities of the civ. The Vatican additionally gives +1 happiness to the city where it is built in. On the other side the effect of doubling the effect of cathedrals is not cummulative.

In the next version of CCM this will work differently.

- armoured cruiser requires the "steel armour" tech which is unresearchable (at least I couldn't find it)

This is another error resulting from overhastily adding some features of the next version of CCM to the 1.8 biq. The tech should be steel.

- sadly i have a useless leader as armys don't work. Funny thing is by upgrading them you can cycle through the leader names...

It is intended, that no armies can been built in CCM, as the AI cannot handle armies well and therefore this is a massive exploit in favour of the human player - but leaders are not useless. They can finish a building or a SW in one turn and therefore they can become really precious. They are a kind of "war plundering" ( don´t know if this is the correct term in English)


- the modern governments are all in a way reasonable. In many other mods Democracy is the way to go as it's downsides can be compensated by buildings/wonders but in CCM the 3 modern (or at least communism and democracy, didn't try fascism yet) govs are really different and usable for the according strategies. Well balanced :goodjob:

I´m not yet satisfied with the governments in CCM. In my eyes this is one of the most difficult jobs in modding C3C. For example, sometimes I have the feeling, that theocracy works in a way as monarchy should work. I´m still experimenting in that region of the mod.

- just noticed that the Guppy sub can only be moved via numpad. It's also not included in the US upgrade chain after the Gato subs (not sure if this is intentional)

The Guppy sub was forgotten in the upgrade chain. The modern submarine (W-Class) should upgrade to the Guppy.
The strange error in moving that ship results from the missing "Go To"-command in the settings of that unit. I never noticed before, that the missing of that command has these consequences.

Thank you very much for reporting those errors. :)
 
Found a minor issue myself...

Japanese MPG Civilopedia links never point to the actual unit, just to the improvement that generates them.
 
Got a CTD when I built the Hunnic Storm. :(

Gojira54, thank you very much for reporting this error. :) In Version CCM Betatest 1.8 the name of that wonder was changed from The Mongol Storm to "The Hunnic Storm", but the entry in the pediaIcons file for the wonbdersplash of that building wasn´t changed. The Name in the wondersplash entry of the pediaIcons file therefore must be changed from Mongol Storm to Hunnic Storm to avoid that CTD if a human player builds that wonder with the Mongol Khanates civ.

I will have a look into the Problem with the Japanese únits in the civilopedia when I have some time for it.
 
any news?

Work on the next version of CCM slowly continues. At present CCM receives a new and better readable format for the civilopedia. The following screenshot shows the new civilopedia format for buildings of CCM.

attachment.php
 
The new version looks promising, can't wait!

I also come across some strange issues. Why regardless of map size, there always 30 AI players?
I saw in the editor that the civilizations should be:
Tiny - 8
Small- 16
Standard - 24

I guess I'll have to select NONE for the AIs that are more that this recommended setting.


Oh, and I saw the Diplomatic trait in the Civilopedia but I can;t find a civilization that have it.
 
Absolutely love this way of representing an info. :) Thanks a lot for all your work, herr Civinator! :)

Wolfshade, thank you very much for your kind words. :) I really like the new civilopedia format, too. Now about 1/3 of the CCM buildings of the next version have the new format.

Can't stop playing, now stuck in a 3-front war!

jlvfr, I like this kind of reports, as these spontan comments show, that there is a lot of real fun in the game, that must be told to the world. :)

The new version looks promising, can't wait!
I also come across some strange issues. Why regardless of map size, there always 30 AI players?
I saw in the editor that the civilizations should be:
Tiny - 8
Small- 16
Standard - 24
I guess I'll have to select NONE for the AIs that are more that this recommended setting.
Oh, and I saw the Diplomatic trait in the Civilopedia but I can;t find a civilization that have it.

Hi eXalted, thank you very much for your interest in CCM. :) The current version of CCM has only two real map sizes: Huge and large. If you want to play with smaller map sizes - what is not recommended with the current version - you have to use the "NONE" setting as you posted. In the next version of CCM there are no categories for map size as huge, large or tiny. The setting shows the true size of the random generated map. I temporary attache a screenshot of this feature.

attachment.php


The diplomatic trait was an experiment, I tried for Britain and France - but the human playerrs exploited these trait drawing both civs from one war to the other. Therefore this trait was cancelled for later versions of CCM.
 

Attachments

  • Worldsetting.jpg
    Worldsetting.jpg
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Looking real good. Can't wait to try it out
 
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