CCM1 (epic mod)

Hello! Explain me, please, one little moment in this mod. When i played in "Archipelago Map", and i conquered enemy's continent with cities, that have harbors... And i have NO sea trade route to my capital, so there are no resources and luxuries in conquered continent.
Another moment: i founded new city on another continent, built harbor so, sea route is possible. But, when i started war with civilization on this continent, where my new city built - sea trade route is OFF!
What's wrong?

zhelezometal, thank you very much for your continuing interest in CCM. :)

The trade system in CCM is different to standard C3C, as the flags for seatrade and oceantrade are disabled. Since the findings of El Justo many years ago we know, that the calculation for the tradenet of big maps slows down the performance of the computers massively. As CCM is created for maps, that are much bigger than normal Civ 3 maps ( I mostly play the 256x256 random map) this chance in the rules of the tradenet are needed.

The basics for the tradenet in CCM are as following:

1. Airtrade: The palaces have the flag airtrade, so trade between capitals is possible from start, what is a nice feature in my eyes. Also some late industrial SWs that need strategic resources in their city radius have this flag. These SWs are especially precious as they are allowing the trade of resources between continents that are not connected by coastal waters.

Airports in CCM don´t have the airtrade option as this would slow down the pc calculations too much.

2. Seatrade: Only the coastal seatrade flag is enabled in CCM. There is no trade over sea- and ocean tiles, what speeds up the game on big maps. If you need a resource on an island or a continent that is not connected to your capital via coastal waters, you only have two options:

a) You create one of these SWs in city radius on that island or continent, that connects that resource (and all other cities on that island / continent that are connected to the city holding that SW via roads) with your capital via airtrade.

b) You build a road linking to the tradenet of another civ, that is in peace with you, so you can use the airtrade-flag of the palace of that other civ to your capital.

This only works, if you are in peace with that civ. So declaring a war to such a civ can be a tough decision, as it may cut down your home continent from a resource that you need.

3. Landtrade works as in normal Civ 3.


sorry for my russian english, yet.

zhelezometal, your Russian English is as good as my German English. It must not be English English :lol:
 
Thank you very much!

zhelezometal, you are very welcome. :)

Btw.: Here are screenshots of some the new industrial wonders of CCM version 2.00 that I did during my last testgame:



CCM version 2.00 will hold more buildings than the current version, as I transferred many of the informations of the advanced techtree in CCM (p.e. new resources, diplomatic abilities, specialists and other new options) from the limited building slots to unit entries.
 
Wow! I will continue to look forward to 2.0. Any chance the Alamo will get a different picture, "Remember the Alamo" seems immersion breaking?
 
Hi, I built the Blue Riband (Modern) and it produces a Tarawa Class transport, but in game it's called ruler. :) CCM-v1.8
 
Hi, I built the Blue Riband (Modern) and it produces a Tarawa Class transport, but in game it's called ruler. :) CCM-v1.8

Tigris of Gaul, thank you very much for your continuing interest in CCM.:)

The ship of the Tararwa Class, that can only be received by the autoproduction of the Great Wonder Blue Riband (Modern) should be seen in the techbox of the techtree.
Therefore I gave it the king-flag and made it achievable for every civ. As in CCM with its multiple leader system, all leaders are called ruler, the autoproduced ship has the name ruler.

If the ship would have been set without the king flag and available to all civs, that ship would also appear in the techbox, but it wouldn´t be something special, as it could be produced normally.

If the autoproduced ship would have been set without the king-flag and not available for any civ, the ship would have been something special and it would still be autoproduced for the civ, that owns that Great Wonder, but it wouldn´t appear in the techbox of the techtree.

In the next version of CCM, that name-problem is fixed by a special strategic resource, that is not available in gameplay and that is needed for the ship of the Tarawa Class (not for the building, that autoproduces that ship!).

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

BtW.: Here are some screenshots of new Small Wonders in the industrial era of the next version of CCM, taken in my current testplay of that version:
Spoiler :

 
Wow! I will continue to look forward to 2.0. Any chance the Alamo will get a different picture, "Remember the Alamo" seems immersion breaking?

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

I used the slogan "Remember the Alamo" to enlarge the image to the format that is needed for the graphics of the wondersplash. I like that slogan, as it remembers me to a wonderful girl, I met in San Antonio some years ago. :)
 
Hello, playing CCM-v1.8 as France I encountered this error.

Missing entry in "Senarios\CCM-Betatest\text\PediaIcons.txt": WON_SPLASH_BLDG_AMX Factory ;)

I see that this is already a known issue, sorry. :p
 
Hello, playing CCM-v1.8 as France I encountered this error.

Missing entry in "Senarios\CCM-Betatest\text\PediaIcons.txt": WON_SPLASH_BLDG_AMX Factory ;)

I see that this is already a known issue, sorry. :p

Yes, fortunately there are not much more of these issues. Nevertheless thank you very much for your report.:) An easy fix would be to add in the pediaicons file the line:

#WON_SPLASH_BLDG_AMX Factory
art\wonder splash\Tankfactory.pcx

In the next version of CCM there will only be one single building to autoproduce all these heavy tanks - and this building doesn´t need a wondersplash :D (but a SW as a perequisite). The autoproduced prototype for all these heavy tanks in the world will be the Char2C.
 
For all civers who have problems with the contrast of the Vuldacon terrain between the sea- and the ocean-tiles, there is a nice fix done by CrackedCrystal many years ago (at that time for the Snoopy terrain, what is a part of the combination terrain done by Vuldacon). Simply replace the wCSO.pcx graphics by the graphics file done by CrackedCrystal in the terrain folder of CCM or RARR (after making a backup of that file). As this post concerns both epic mods CCM and RARR I post it in both threads.



The wCSO.pcx graphics of CrackedCrystal can be found here.
 
Here is another screenshot from my current testgame with the next version of CCM. The British AI managed to sink my Dreadnought SMS Kaiser with an attack of abritish Superdreadnought of the Queen Elizabeth class. Besides that ship is a British predreadnought of the Canopus class and the German CL SMS Emden. Interesting in my eyes is, that all three ships were done by different creators (Queen Elizabeth class by Delta_Strife, Canopus class by tom2050 and the CL Dresden by Wyrmshadow), but I think they harmonize very well.

The screenshot also shows the new graphics for improved production of forest- and hillterrain, replacing the mines for hills and beeing new for forest in CCM.

 
Hi, I just finished playing a game with the Greeks and only think of one word: spectacular.:goodjob:

Also, I loved the idea of replacing the pollution by unhappiness. Also I liked as introduced religion into the game and finally another thing that has also caught my attention and that has surprised me is greatly the relationship between government and militarization, so that only certain governments can build barracks .

The only question I have after finishing my game is that you can not build the intelligence agencies to carry out spying missions. :confused:
 
Hi, I just finished playing a game with the Greeks and only think of one word: spectacular.:goodjob:

Also, I loved the idea of replacing the pollution by unhappiness. Also I liked as introduced religion into the game and finally another thing that has also caught my attention and that has surprised me is greatly the relationship between government and militarization, so that only certain governments can build barracks .

Sir Karnizer, thank you very much for your kind words about CCM.:)

The only question I have after finishing my game is that you can not build the intelligence agencies to carry out spying missions. :confused:

In the current version of CCM most diplomatic missions can be done by diplomats (if you are in peace). The spying missions (if you are in war with a civ) should be triggered by the Great Palace, but i forgot to enable that flag in that small wonder. In the next version of CCM this flag is enabled. So here you reported a small error. :) Thank you very much for your report. :)
 
a question: Do you plan to include more classes of government in the next version? I think it would make more interesting :D
 
I realized that never appear in water resources, namely fish do not appear on the coast, and whales at sea. Can this be solved somehow?
 
a question: Do you plan to include more classes of government in the next version? I think it would make more interesting :D

Sir Karnizer, good governments for Civ 3 are one of the most complicated settings in a Civ 3 mod or scenario. There are many different government suggestions in many Civ 3 mods and scenarios but the big question is: Are these governments convincing?

The next version of CCM will hold at least one additional government and the existing governments in CCM will be "beefed up" to become better alternatives (p.e. democracy and fascism).

I realized that never appear in water resources, namely fish do not appear on the coast, and whales at sea. Can this be solved somehow?

CCM 1.8 and the former versions all have the normal Civ 3 resources fish and whales in coastal and sea tiles (and in the next version some more). Here something must be wrong with the files you have installed. I have just controlled the settings in CCM biq 1.8. Here all settings for fish and whales are o.k. The graphics for these resources (resources.pcx and resources_shadows.pcx) are in the folder CCM-Betatest\art.
 
Here are some informations about the current state of CCM version 2.00:

CCM version 2.00 isn´t ready for the Prebetatest. There were massive delays caused by the work on RARR (using many parts of CCM version 2.00), testing new options from the Quintulus-editor and by RL.

Many concepts of CCM version 2.00 are working very well, especially the integration of the about 2,500 units, the concept of the new "superworkers", the improvement of production in forest tiles, the many additional leaderheads and some improvements in the setting of governments (so with the governments even more fiddling around is necessary).

The concept of "nuclear-safe" units is pushed backwards in the techtree of era 4. To give that setting to units with a nbc-protection comes too early in the techtree.

CCM version 2.00 can now be played well in games with smaller maps (in the sense of CCM), per example 160x160 (what is a huge map in normal Civ 3). Some cuts in the trading net of CCM to dim down turn times now can be reduced.

Still included in CCM 2.00 must be some new concepts like the "Negative Stealth-Attack" (and this means a lot of work that still must be done). The "Negative Stealth-Attack" in my eyes was not used yet in any Civ 3 mod or scenario. Stealth attack not only means that the attacking unit can choose which of at least two stealth attack targets in a stack the unit will attack, but it also means that the attacking unit must attack one of these targets, if they are in the stack.

CCM version 2.00 will use this feature in antisubmarine warfare (yes, CCM version 2.00 will have a lot of subs in gameplay by autoproduction) and it is even possible to create different levels of antisubmarine warfare. I also consider to use that methode for infantry attacks against stacks containing MG-units.

The civilopedia of CCM version 2.00 in some ways also boldly goes in regions of modding where no other Civ 3 civilopedia has been gone before. The current seting of upgrade paths in C3C allows to integrate unique units of a civ or only some civs in the upgrade path easily. The shortcome of this methode is, that the player can only see the upgrade path of his own units, but not the upgrading options of other civs in the game. The new civilopedia of CCM version 2.00 shows the upgrading path of all units for all civs in the gameplay.

Additionally the civilopedia of CCM version 2.00 uses the setting that was introduced with the RARR-civilopedia avoiding the "hyperlink-Bug" by leaving the first resource slot of a building or an unit empty and by using links in the textbox of the civilopedia, that "bypass" the dangerious links C3C normally is drawing automatically (the trick with the empty resource slot was discovered in Anthony Boscias great scenario 1989).

Here is an example, that shows the different upgrade-paths of a unit and the handling of avoiding the "hyperlink-bug" in the CCM version 2.00 civilopedia:



And here are some screenshots showing the current state of the techtrees in CCM version 2.00:








 
The new version of CCM is going to be incredible. I am very much looking forward to seeing the reverse stealth in action as well as the improved workers. The tech tree has really filled out! In the Ancient Empires era, is that the engineer citizen that appears under the Construction technology? I also noticed the reference in the civilopedia page that refers the player to the textbox...I wonder if this was achieved by carefully counting enough ^^^ in the text file so it would appear in the proper place? Looking fantastic and can't wait to see more.
 
Takeo and Anthony Boscia, thank you both very much for your kind words about CCM. :)

In the Ancient Empires era, is that the engineer citizen that appears under the Construction technology?

Yes, it is. :yup: The engineer citizen now appears just in time when big buildings are constructed, like cathedrals,aqueducts, colosseums and many wonders - and not, as it is in standard C3C in a time when nearly all that is worth for construction is still built in the cities. With the simple switch to an era 1 technology, the engineer has become a much more useful specialist.

I also noticed the reference in the civilopedia page that refers the player to the textbox...I wonder if this was achieved by carefully counting enough ^^^ in the text file so it would appear in the proper place? Looking fantastic and can't wait to see more.

Anthony, you have a sharp eye on these small things. :) The solution for the reference is much more simple: You only have to change the labels text in the following entry:

Gr Wonders
Sm Wonders
Govts
Perequisites (resources, etc.): Please have a look at the textbox above

The text is appearing in the civilopedia at the proper place for units and buildings. If you want, you can give the text a special styling by changing the background of the labels text in the civilopedia graphics. In the case of the posted CCM Musketeer, I wiped out the background for the labels text completly, so it appears as it would be a normal text.
 
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