CCM1 (epic mod)

Very good graphic compilations Civinator. :goodjob: Correcting perspective and related size for all these buildings and scenes would be a monumental challenge.
 
MPK, thank you very much for your kind words.

I did get the old LOAD ERROR;> "art\civilopedia\icons\units\X2_Inquisitor-small.pcx". So I found the right .pcx and fixed this.

This sounds like a problem of your C3C as it is a file of the original C3C. If I remember well, this file isn´t used in CCM. I never had a problem with that file and it is contained in my CivComplete\Conquests\Art\Civilopedia\Icons\units-folder.

Maybe adding miners to mine hills, or lumber jacks to chop down timber (future?)

Unfortunately such specialists can´t be done in C3C for civs played by the AI. The AI-strategy for workers needs all common workerjobs set allowed for the worker so the AI will use the terraform strategy. So if the AI should use "Miners" or "lumber jacks", all other workerjobs for these units must be allowed, too.

There is the possibility to connect special worker jobs to special techs -and here even era-none techs are allowed, that are only given to one or some special civs. So for example if you connect railroads with the era-none tech "Aztec-flavor" and give that tech only to the aztecs, only the Aztecs could build railroads (when all other perequisites are given, especially resources), while the other civs can´t build them. Despite that setting the AI will use the worker-strategy for all workers of other civs properly. In the example above, all Aztec workers can build railroads and can do all other workerjobs, that are allowed for Aztec workers - but it is not possible to build some Aztec workers that (let´s say) only can build railroads, while other Aztec workers can only build mines and so on.

Is it possible using 'No Era' Techs to add certain resources (strategic) that only certain Civs could get, or would need ?- eg: Obsidian just for Aztec/Maya ?

Yes, this is possible. :) For example in SOE there is the resource "subpen" only for Germany. In a normal game this resource can only be seen by the civ, that has the era-none resource. In Debug-games all resources can be seen, even by civs that don´t have the tech for that resource.


I'm a little surprised at the shortage of units. I played the Aztecs, as I always do. It seem like playing with most of my team members missing.

In the next version there will be much more flavor units added in the CCM mainfile. Most of them are not necessary for gameplay, but they exist and are wonderful.:)

I'm not totally convinced on this "invisible" units always randomly attacking. Gets a bit annoying... lol

This is quite normal when starting with CCM :D To deal with them properly you have to use your brain. When defending against them, take into account the surroundíngs of the map. Use their limitations in crossing some kind of terrain, decide where to post troops or even a fortress in bottlenecks they must pass, use the option of some units that can see them and hold at least one chariot in reserve that can kill them, especially when moving on roads. Additionally CommandoBob´s hint to use also your eyes to look for the direction of the invisible attack is helpful. :)
 
Very good graphic compilations Civinator. :goodjob: Correcting perspective and related size for all these buildings and scenes would be a monumental challenge.

Hi rhodie :high5:, as you can see, I´m still in the phase to deal with the buildings and units. When that phase is finished I can post the files for the civilopedia entries in the closed section of the CCM forums -but this still will need a lot of time.

To show the buildings in a related size is next to impossible as the files for the cityview have different sizes, are somewhat tricky and the combination of these files can become "unstabil" when the wrong graphics meet each other (for example the Taj Mahal and the Pentagon).
 
Quote:
Originally Posted by MPK
I did get the old LOAD ERROR;> "art\civilopedia\icons\units\X2_Inquisitor-small.pcx". So I found the right .pcx and fixed this.

This sounds like a problem of your C3C as it is a file of the original C3C. If I remember well, this file isn´t used in CCM. I never had a problem with that file and it is contained in my CivComplete\Conquests\Art\Civilopedia\Icons\units-folder.


I think you are correct about my C3C having a problem. Odd things have been happening lately, resources changing their images in city screen etc.

When playing CCM I can now build the unit, "Aztec Jaguar Warrior". This unit also isn't even in your game. [?]. :dunno:
 
Herr Civinator, around the New Year celebration you said there'll be some "detailed" description about these miracles you make with the Civ3 - you noted also you need some time to implement and try. Was there any article (and I missed it) or it's in process? :)
2 tempting questions I expect to be explained:
1) barbarian cities (not using the Skyer2 setting);
2) city view activation.
I'm not hurrying - I ask because I could miss it (a lot of work IRL, so less attention to on-line). :)

Civinator said:
The AI-strategy for workers needs all common workerjobs set allowed for the worker so the AI will use the terraform strategy. So if the AI should use "Miners" or "lumber jacks", all other workerjobs for these units must be allowed, too.
Hm, I do know in C3C editor it's necessary to check all kinds of job to activate "terraform" AI strategy. But (I suspect, I'm not sure - I just thought it myself yesterday) using Steph's editor I suppose it's possible to assign special jobs (not all) and give a "terraform" strategy. I may be mistaken, it's just an assumption.
 
So I haven´t missed something.
Is it still possible to have certain units with only a few worker actions. Like Road, Railroad, Forts, Outpost, Radars and stuff not changing Forrest to plans or likewise.
The Rome scenarios from old had legions building roads and forts.

Or am I wrong ?
What precise actions must be picked to have the AI do it right ?

My guess

Irrigate
Clear forrest
clear jungle
plant forrest

surely one should be able to create "Combat Engineers" and plain workers as different units.
 
Sorry for the delay in the answers, but since November my free time for civ is getting less and less -and this will last some time.

IWhen playing CCM I can now build the unit, "Aztec Jaguar Warrior". This unit also isn't even in your game. [?]. :dunno:

CCM has the "normal" Jaguar Warrior available for the Aztecs from start, but they also can build the normal warrior, what is changed for the next biq.

Herr Civinator, around the New Year celebration you said there'll be some "detailed" description about these miracles you make with the Civ3 - you noted also you need some time to implement and try. Was there any article (and I missed it) or it's in process? :)

There were some posts at the SOC site, but you didn´t miss anything important. But I don´t do any "miracles", I only use the editor, as everybody else can do it, too.

2 tempting questions I expect to be explained:
1) barbarian cities (not using the Skyer2 setting);
2) city view activation.

1) As said, this setting is only possible for fixed maps, it is simple and convincing and if I remember well, I explained it at CFC in a post long ago.
2) I also posted several times, that there is no "city view activation". It is the normal city view for the epic game of C3C that is modified.

Hm, I do know in C3C editor it's necessary to check all kinds of job to activate "terraform" AI strategy. But (I suspect, I'm not sure - I just thought it myself yesterday) using Steph's editor I suppose it's possible to assign special jobs (not all) and give a "terraform" strategy. I may be mistaken, it's just an assumption.

I never got Steph´s editor to work properly.

So I haven´t missed something. Is it still possible to have certain units with only a few worker actions. Like Road, Railroad, Forts, Outpost, Radars and stuff not changing Forrest to plans or likewise.

Yes, this is possible, but the AI won´t use such a unit without the "Terraform"-strategy.

The Rome scenarios from old had legions building roads and forts.

Yes this was a highly disputed setting of the conquests coming with C3C, if the AI uses the legionary for terraform duties, even without the "Terraform"-strategy and if I remeber well, the result was, that the AI doesn´t. With enabling the other "worker-jobs" to receive that strategy, the AI sometimes used them as workers and sometimes as combat units.

What precise actions must be picked to have the AI do it right ?
My guess
Irrigate
Clear forrest
clear jungle
plant forrest.

To receive the Terraform"-strategy all worker-jobs but "build barricade" must be enabled. You simply can do that test yourself by opening the worker unit with the editor and disabling any of the jobs that ar enabled for the worker and you will see, that the AI "Terraform"-strategy is been greyed out by every box you disable - with the exception of "build barricade".

surely one should be able to create "Combat Engineers" and plain workers as different units.

Yes , this would be nice and I tried it for SOE, but as said, the AI doesn´t use such a unit. Rocoteh had the same results with his railroad worker longer time ago.
 
Well,
have I got it correct that some half- Combat Engineer can be used by the AI then.
A combat soldier that has only the Build Barricade so that forts could be improved.

Not the best since at least build airfield should have been great.

One could think that major forts should need more than what combat soldiers in the field should handle. However the barricade serve only as extra protection, and I believe only as improvement on already built forts.

Consider this a combat engineer could then be one of few units that can pillage. That would be like US Rangers, RM Commando and similars as sabotage units having pillage and build barricade.
Then I found units driving bulldozers that could be used as defensive combat engineers with all the terraforms and then some defense to protect.

Just an idea....
 
Well, have I got it correct that some half- Combat Engineer can be used by the AI then. A combat soldier that has only the Build Barricade so that forts could be improved.

Unfortunately, you didn´t "get it correct". You listed up all "core-wokerjobs" you thought they are suffícient for the terraform-strategy. I posted that there must be much more workjobs enabled to enable the terraform-strategy: All but the barricades.

But this doesn´t mean the AI builds barricades without the terraform-strategy. In my eyes for building barricades all workerjobs must be enabled, including barricades. On the other side, I didn´t invest too much time in that problem. If I´m wrong, please let me know. :)
 
Maybe it's been covered 100 pages ago but...

The game crashes when the Germans try to build "German Riflemen". The game file is non-existant and kills the game.

Help?

LOVE CCM.
 
Maybe it's been covered 100 pages ago but...
The game crashes when the Germans try to build "German Riflemen". The game file is non-existant and kills the game. Help?

Hi Beechnut, this error was first posted by Waranarchie and happens if you have an updated version of Civ 3 that misses the PTW-WW2 units in the extra-folder. You can find the solution here: http://forums.civfanatics.com/showpost.php?p=11708975&postcount=1239

In the next version that error resulting from the mess Firaxis did by naming the WWII infantry units in the PTW-extras riflemen, will be fixed.

LOVE CCM.

Beechnut, thank you very much for your kind words. :)
 
Time for a little update:

I took care that the city view can keep the citywalls as long as possible for the techs of era 1 and 2 in CCM. In short the only "breakers" of the citywalls in era 2 until the last third of the era2-techs in CCM are the GW "Newton´s University", the GW "Great Playhouse" and the SW "Military Academy". The first normal buildings that cut down the citywalls now are the hospital and the courthouse. In normal Civ 3 the citywalls fall much earlier with cathedrals and universities.

Christian CityView Era 1-2:

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Moslem CityView Era 1-2:

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Hindu CityView Era 1-2:

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Buddhistic CityView Era 1-2:

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Mesoamerican CityView Era 1-2:

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Hebrew CityView Era 1-2:

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The CityViews of Era 3-4:

Christian CityView Era 3-4:

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Moslem CityView Era 3-4:

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Hindu CityView Era 3-4:

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Buddhistic CityView Era 3-4:

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Mesoamerican CityView Era 3-4:

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Hebrew CityView Era 3-4:

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@Waranarchie - just download it and play-- updates will be coming. It's all I play now, "Brilliant". I've tweaked it a little to satisfy some curiosities. Some of the CCM concepts are just not found in the original Civ3 versions. ( just my opinion)- Try it!
 
Thank you all for your kind words. :) ReindeerThistle, I haven´t played on that map yet, due to my limited free time and as I think, the current version of CCM with the current religious concept isn´t suited to be played completely well on such small maps (what will be different with the next version of CCM). I´m working and doing some testgames on a 360 x 305 worldmap.

In the past I did some of the missing CCM-leaders for era 4:

Spoiler :
Britain:
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South Africa:
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Rome/Italy:
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Inca/South America:
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Maghreb:
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Russia:
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Britain era 4:

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Russia era 4:

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There are some more leaders in work. The screenshot of Brezhnev is an early version. The current state is slightly reworked and I´m looking for a proper background. I like the CCM-version of the Queen a lot.
 
One more LH. The leader of the Maghreb (era 4):

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That's awesome. I've always liked the idea of having different leaders during different eras and I'm not sure why that has never been included in the Civ series. CCM pwns as is, but I eagerly await 1.8.:)
 
Aleenik, thank you very much for your kind words. :) May be in a later version these different leaders will get different personalities. This can be achieved by GWs, that give two different buildings symbolizing special abilities of that leader. These buildings can autoproduce different units, can give additional happiness, production, commercial and /or research abilities. In addition to the options offered by the GW itself, this provides a lot of possibilities to form special personalities of these leaders.

Here is the version of the Russian leader era 4 with a background:

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@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?
 
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