- Joined
- May 5, 2005
- Messages
- 9,737
Looking real good. Can't wait to try it out
Hi ThERat, you will be one of the first who can test it, but unfortunately until these tests can start, some more time is needed.
Looking real good. Can't wait to try it out
Just DL'ed and looking thru it - very impressive - a lot of thought and hard work went into this and I am looking forward to playing it...
One very minor correction (so far) - your pedia desc of the American GI says that the "GI" stands for "General Infantry" - this is incorrect. GI = "Government Issue"
......just sayin'.........![]()
Following the Wikipedia, G.I. originally stood for "galvanized iron"
who knew ?...
Oh Well - we'll always have FUBAR & SNAFU![]()
Dunno if this is a bug, but...
I noticed that the tech "Rocketry" makes the building "Heavy costal batery" obosolete. But the entry for this building (which I've never seen) on the civipedia is "invalid".
I've just noticed something odd abou the game I'm playing. It's about 15 turns to endgame (which I ignore. Total domination or death!). I'm in a large continente, and the tech levels, afaik, are very close... but I think I'm the only one with oil!!
There are another 6 civs in the continente, 2 bigger than me. But I see no oil-dependant units anywhere, or any other oil fields. Also, I only have one.
I've never seen such a shortage of supplies in any game, and I've played CIV3 since day one. Severall civs being short, that's normal, but this? It turns the game upside down. It also presents some interesting parallels with real life...
Hi jlvfr, can you please post a save-file of this game. This shortage of resources seems to be extraordinary.![]()
In the next version of CCM there will be many more units that substitute the lack of some resources. Per example in the industrial era you can build antitank-guns if you don´t have oil, and if you have oil you can upgrade them to tanks.
I'd also suggest another change, regarding Battlecruisers (WWII) and Battleships. BBs were much stronger, defensive-wise, than BCs, but in CCM the opposite happens. I would suggest dropping the BC defense down to 10 (barely above a heavy cruiser, to reflect the fact that they were indeed egg shells), while raising the BB's defense to 15. Increase the cost of BBs and decrease that of BCs. Maybe also drop the BC's attack to 17(13); they weren't quite as strong on ofensive as BBs.
jlvfr, thank you very much for the save-file.The lack of oil on your continent is really impressive. On the other hand this is the price for having much grasland and plains and less desert and tundra on the continent. Having a look on the other continent, even on the unexplored terrain, the situation there is better.
In CCM 1.8 the A/D values for battlecruisers and battleships vary. The rule of thumb is: BC and BB frequently have the same size of guns, but can differ in the number of guns. The big difference is that BC have only 2 additional hitpoints, while battleships have three additional hitpoints, meaning the batleships can take a much bigger number of hits than the battlecruiser, symbolizing the much better armor protection.
Heavy cruisers in CCM 1.8 also have only two additional hitpoints but lower defense values than the battlecruisers.
In the next version of CCM there are additional classes of superdreadnoughts, pocket battleships and super battleships in the era of WW2 - all with their own specific settings.![]()
Hi Civinator.
I have been playing with the latest version of CCM (v.1.8 beta), and I have noticed the changes regarding unit support/cost for the various governments.
I found the unit costs for Monarchy (3 gold/unit) too high.
Especially for an AW game, Theocracy seems the only option right now. In my AW game, as long as I was in Monarchy, I had to turn off research if I wanted to keep in positive gpt. Things are better for a 'normal' game, where you can trade and take money from other civs.
Of course Theocracy is not bad (Monasteries are great), but the Despotism penalty that applies makes it much less appealing than other governments (especially for a Golden Age).
For the rest, the mod looks great. Keep up the good work![]()
Tell me, how you made Supply Shipment? I open your mod in editor - and cant understand how.
In the next version of CCM the unit costs per turn are set to the old level again. On the other side the question is, what to do with all the big amount of money many civs are gathering in the later stages of the game.