CCM1 (epic mod)

To fix the crash on a saved game where the crash is occurring , and it is thought settlers squatting on a transport are at fault; look in the C3 MultiTool and delete the suspect settlers in the civ that is about to go down.
 
In C3C you will sometimes get notifications that 'The rampaging Somebodies have destroyed the SomeoneElses'. I do not remember if I needed an embassy with one or both of the civs involved. Or if had signed Military Alliances on those people.
C3C
It appears you do not need any contact with a civ to know they are dead. You don't need an embassy or to even have met one of their units. You just get informed that they are gone.

In the attached save, an AW Monarch game as the Ottomans, India is destroyed on the IBT. I have not made contact with India. India has no great wonders built, though they may have started one. I do not check the wonder screen (F7) a lot during a game. In fact, I only checked to determine if perhaps India did have a great wonder.

The pop up only states 'The Indians have been destroyed'.

I don't know why, but somehow I thought that this save might shed some light on the housboat bug. I consider the save to contain 'Possibly Useful Data But Probably Not At All Relevant To The Solution Data', and on the small chance it might be helpful I posted the save.
 

Attachments

Is there no crash because there is access to 2 settlers(normal and hardy)?

Takeo, thank you very much for your input. :) I can´t answer that question at present, as this must be tested. I haven´t forgotten, that you gave me a very precious hint for the development of CCM a longer time ago :hatsoff:.
 
Here is the new World-Setup-Screen of CCM. It´s a combination between the new metallic interface and Ronning´s phantastic images for that screen:

attachment.php


attachment.php
 
Civinator, it's beautiful. CIV III Mod of the decade IMHO. I will have a little downtime in September, so I'll be able to give it a go, then. Right now, not enough time to get involved -- and there's NO such thing as a "Short CCM Game."

Sent via mobile; apologies for any mistakes.
 
Nice :goodjob:

any beta version rolling out for the enhanced mod?
 
One more time, thank you all very much for your kind words, so in my eyes in this case most of the praise belongs to Ronning and his great art. It´s wonderful, that this great artist still shares his great work with the Civ 3-community. Thank you Ronning! :)

any beta version rolling out for the enhanced mod?

CCMwas and still is in beta. :) At present the addition of landunits for CCM is nearly finished. There are more than 1100 normal landunits in CCM, many of them with new good-looking civilopedia images. The "special" landunits like workers, settlers, holy men and some others are not added yet.

Some concepts now are improved, some are changed, some buildings went out and some others are new for an even more interesting gameplay. At present I´m fiddling with a new early form of government that -so I hope- allows an interesting TCC-game (Two Cities Challenge). CCM now also becomes more interesting for smaller maps (so I always prefer the huge map).

There are some changes in the unit lines (p.e. the medivial infantry now upgrades to many different grenadier-units) and there are some changes in the techtree, especially to advance more rapidly through the WWI techs. For WW II the techtree was reformed to offer some interesting alternatives.

I also experimented with including chemical and electronical warfare to the next version of CCM, so at present it seems the next version won´t include them.

New civs are Australia/Ozeania, Inca/South America, Lowlands, Brazil, Maghreb and South Africa (all with their new era-specific different leaderheads).

The new version of CCM can be installed as new C3C maingame or still as a mod/Scenario. When installed as maingame, it will -so I hope- fix all problems with missing soundfiles and some other problems.

For a short time I attache the new techtree of era 3 (for a game played as Russia) so you can see some of the changes described above. The gaps and distortions result from the not yet added ships and planes. You can also see, that still a lot of work must be done, before the next version will "roll out".

Spoiler :
attachment.php
 

Attachments

  • Era3.jpg
    Era3.jpg
    393.3 KB · Views: 595
Civinator, you should totally add in an option to make the age of the world between 5,700 and 10,000 years old so that it coincides with reality.

:joke:
 
Love love love love this mod. I only have 2 questions. what on earth do you do with supply shipments ? i've sent them everywhere and can do nothing but add a escort unit to it.
And second why can i not upgrade all units at once? all cities are connected and have the proper resources yet i can only upgrade units in 3 cities. My not sound like a big deal but its to annoying cycling units around just to upgrade them.
 
what on earth do you do with supply shipments ? i've sent them everywhere and can do nothing but add a escort unit to it.
Move the unit they are attached to into your capital. The unit will have red lettering and thee exclamation points, too (!!!). You will gain 25 gold per supplyr shipment.
And second why can i not upgrade all units at once? all cities are connected and have the proper resources yet i can only upgrade units in 3 cities. My not sound like a big deal but its to annoying cycling units around just to upgrade them.
Units can only be upgraded in cities with barracks. Some Small Wonders (Palace and Worker Houses for instance) function as barracks. And such cities will have the standard barracks emblem next to the city name block. Other barracks are specific to a government type. If you are in Monarchy you can build Royal Barracks, but only if you are in Monarchy.

Barracks-type buildings are still available but are buried a bit deeper in the tech treee than C3C, in addition to being government dependent.

Oh,

:dance: [party] :bounce:

Welcome to the Forum!
 
Love love love love this mod. I only have 2 questions. what on earth do you do with supply shipments ? i've sent them everywhere and can do nothing but add a escort unit to it.
And second why can i not upgrade all units at once? all cities are connected and have the proper resources yet i can only upgrade units in 3 cities. My not sound like a big deal but its to annoying cycling units around just to upgrade them.

beefstu, thank you very much for your kind words. :) All your questions were answered perfectly by CommandoBob. You need barracks in your city for upgrading landunits - and barracks in early CCM are rare. So at the start it is a good idea to create the worker houses-SW in your second city and not in your capital, as the palace in the capital and the worker houses both have the ability to work as barracks and therefore to allow upgrading.

Concerning supply-shipments: Supply-shipments can move by themselves, but to gain the 25 gold they provide, the last move inside your capital must be "picked up" by an escorting unit. To activate this feature, use the convoy-button when moving a normal land-unit into the tile of the supply-shipment.
 
thank you guys for the quick replies. got the supply shipments working. F.Y.I. there is no civopedia entry saying how to use them, it only tells you how to get them.

Now I'm playing as USA ,was in monarchy and had royal barracks built everywhere. When i switched to democracy they disappeared and the barracks available under democracy are un-buildable unless I can research "hidden reserves" which is nowhere in the tech tree. Am i crazy or is this how its suppose to be?
 
CCM is a Beta release (an amazing one) and many "hidden reserves" features are not accessed because of AI,balance and/or limitation issues. The most recent (single player) CCM .biq is 1.7. It has been stated (IIRC) the the next version will be .biq 2.0. As it is, perhaps no barracks for Democracy might discourage you from using that government?
 
Now I'm playing as USA ,was in monarchy and had royal barracks built everywhere. When i switched to democracy they disappeared and the barracks available under democracy are un-buildable unless I can research "hidden reserves" which is nowhere in the tech tree. Am i crazy or is this how its suppose to be?
They should be buildable but they are very expensive, 500 shields (vs. 40 sheilds for Communist barracks). They cost more than some Great Wonders. Plus, in the .biq, the check mark for 'Replaces All Impr. When this Flag Checked' is checked and, well, that could lead to some unexpected consequences when you build it in a core city.

Democracy is a hard government to manage and it is not really suited for long, continious warfare. I would go back to a save from before you switched to Democracy and play from there.
 
They should be buildable but they are very expensive, 500 shields (vs. 40 sheilds for Communist barracks). They cost more than some Great Wonders. Plus, in the .biq, the check mark for 'Replaces All Impr. When this Flag Checked' is checked and, well, that could lead to some unexpected consequences when you build it in a core city.

Democracy is a hard government to manage and it is not really suited for long, continious warfare. I would go back to a save from before you switched to Democracy and play from there.

I tried to give some informations about government specific barracks of the next version of CCM in post 1297 of this thread:

attachment.php


... I try to explain, what I mean with upgrades of buildings: The red arrow points to the cityfortress. It grants a higher protection than the citywalls that are needed as a perequisite for the fortress. Now with the proper tech the fortress can be upgraded with coastal batteries if it stands in a coastal town. With the right governments it can be upgraded with barracks and provide training options for veteran landunits. The barracks now can been built for every government, but they have different additional perequisites, costs and maintainance costs.

Not sure if I should use the replacement-flag for some of the government specific barracks (p.e. replace factories -and the whole chain of production boosting buildings based on factories- by building democratic or republican barracks). Here some observations on the practice of the AI would be necessary so the AI doesn´t ruin itself.
 
CCM is still, by far, my favourite Civ pack. The changes on the rules (no settlers and workers created at will, invisible units) create an entire new game. Contrats indeed!

I have just one question: do we need a specific advance to have water trade? I allready in the industrial age but, despite having played this before, it's the first time I have a city in a diferent continent.
 
CCM is still, by far, my favourite Civ pack. The changes on the rules (no settlers and workers created at will, invisible units) create an entire new game. Contrats indeed!

jlvfr, as I know by your posts, that you are playing other very good epic mods for C3C too, your praise of CCM in my eyes has a very high value. Thank you very much for your kind words. :)


I have just one question: do we need a specific advance to have water trade? I allready in the industrial age but, despite having played this before, it's the first time I have a city in a diferent continent.

In the current versions of CCM, there is only available water trade in coastal waters. No sea- and ocean-trading. There is a combination of reasons for this setting:

The civs in CCM have limited air-trade from start (as the palace in CCM also allows airtrade). This gives CCM the possibility to trade between civs from start and not to wait until a road is been built to the capital of another civ (or there is a water-trade-route), what would be more complicated in CCM with its limited number of workers - and in general I have seen this setting of standard C3C to need a road to the other capital as an "un-fun" element, that I wanted to change for my mod.

Another big reason for this setting is, that the current versions of CCM focus on huge maps and since the pioneering thoughts of El Justo we know, that the calculation of trade-routes is a big factor in slowing down the performance of C3C, especially in the late game and here especially the trade routes at sea (that can be blockaded).

Therefore the current versions of "Trade and Overseas-Trade" in CCM work like this:

1.a) Between civs on the same continent, you don´t need a road-connection between the capitals.
1 b) Between civs on different continents, you also have the air-trade connection between the capitals (when beeing in peace).

2 a) Your cities on the same continent can be connected to your trade-net by roads or harbours via coastal waters.
2 b) Your cities on other continents can be connected to your trade-net:

- By building a road to connect your tradenet on the other continent to the tradenet of another civ you are in peace with (this connection is gone when you are in war with that civ) or

- By building one of the precious later small wonders, that need a special strategic or luxury resource in city radius like the National Aluminum Mine, National Uranium Mine, National Rubberplantage, National Oilfield or National Coal Mine, that all offer a direct connection via airtrade to your capital. So it´s mostly a good idea to leave these SWs unbuilt on your own continent in case you need a direct trade-connection on another continent to your home-continent. The same option is offered by the SW "International Port".

For the next Version of CCM I experiment with some other solutions, too.
 
Back
Top Bottom