CCM1 (epic mod)

Virote and Drakarska, thank you very much for the explanation of Raxing. It is always interesting to learn something new. :)

Raxing in my eyes is the simpliest way to win a civ-game. The power of Democracy in CCM is to allow a much faster research as most other governments that are able to rax - and this in a zone of research, where techtrading is not longer allowed. So with Democracy you can bring your military units ahead in quality, (at least in games up to emperor-level). Additionally you can upgrade your existing veteran units that you have produced before switching to Democracy and produce a lot of new veteran units in cities that contain small or great wonders that also work like barracks. It is a part of the gameplay in CCM to place these buildings wisely.
 
It´s time for some new information about the next version of CCM. The last days I made some progress with that mod. I had to overcome many freezes when opening unit informations from the boxes of the techtree. Therefore I had to reduce the number of units by some colour variations of aircrafts. I can´t say how many units this mod now is holding as in the units folder there are some aircrafts that had to be deleted, but the number in combination with the standard Civ3 units is somewhat about 2.000. :)

Attached are some screenshots of CCM era 4:

Spoiler :
USA Era 4:

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Britain Era 4:

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Russia Era 4:

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Germany Era 4:

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France Era 4:

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Era4 Rome-Italy:

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Era4 Persia-Iran:

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Era4 China:

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Era4 Scandinavia:

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Era4 Inca-South America:

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To bad on reducing the number of units. I suspect one of the units was the main trouble maker. I think some of my mods have up to 3000 with no issues. Outa curiosity what is your release date you have in mind?
 
Are you sure it was the units? I have around 2600 units in my mod and never had any trouble.
 
Are you sure it was the units?

To be sure I would have to analyse unit for unit that was retired from the game and I don´t have the time for such a procedure. If it was a problem in one or more of these units, the number of units, the number of units attached to a certain tech or the number of units attached to a certain unit-icon is not sure. The freezes only occured when clicking on one of the unit-icons in the techboxes and it happened to uniticons that normally work correctly. May be it was something similar to the hyperlink-exceeded-bug, but without a warning pop-up window.

Fact is, after reducing the colour variants of units (and therefore the number of units, too), these freezes dissapeared.
 
For the next version of CCM the new settings for governments are still in the work.

I felt stock / vanilla Civ method of government of being deliberately researched then opt in /opt out rather than arising naturally or spontaneously, -- contrived. What Civilization ever decides from the dawn of time "we are going to study this so we can get THAT" government type? Most nations that I've studied have had dramatic governmental change hosted upon them by factors beyond their control, which may or may not have benefited them.

To this end I have manipulated the Civ 3 tech tree so that the government types are spread out a little more over time and when one is researched, revolution is automatic, whether one desires it or not. One can switch to another type, but the usefulness of the depopulation penalty precludes careless change without some thought put into it. While the solution is far from perfect, it does add some uncertainty. Now if only techs could not be researched precisely, but more fuzzily assigned after a certain amount of time and research (an Alpha Centauri option).

I do like your already existing depopulation, since radical government change can invite a lot of rage, a vote to keep it.

Your plan of allowing certain buildings / units under specific government types is thoughtful, since if one has the option of implementing such radical nationwide change, the decision to move ahead to another government type should not be based alone on "democracy is a more advanced government type since it is higher on the tree; hence it beats despot and monarchy."

The late tech units of despot and interesting buildings of monarchy may preclude a default decision for Democracy, for example. Moreover, I gather as times change, so would despotism and Monarchy in adjusting their style to adapt technologies to more modern ages.

Keep up the good work on CCMS, Civinator
 
Civinator, it's great to see so much progress on CCM 2--fantastic graphics and exciting ideas. :thumbsup:

Well, you probably know what's coming next. :lol: We're about to wrap up LK150, and we're deciding what our next big game will be. Is CCM 2 likely to be playable by, let's say, mid-March? I know there's great enthusiasm to resume the series of CCM succession games, and I suspect the team wouldn't mind playing the new mainfile in a somewhat unpolished condition, provided everything is basically functional.
 
SteamCiv, thank you very much for your kind words and your interesting input. :) May be you can post here a Little more about your thoughts of governments.

The long-term concept for CCM is not only to distinguish the different governments by different special buildings, but also to give the different leaders of a civ a more individual personality (but this will not be realized in the next version of CCM).
Unfortunately at present I don´t have the time to write here more (see the post below).
 
Civinator, it's great to see so much progress on CCM 2--fantastic graphics and exciting ideas. :thumbsup:

Well, you probably know what's coming next. :lol: We're about to wrap up LK150, and we're deciding what our next big game will be. Is CCM 2 likely to be playable by, let's say, mid-March? I know there's great enthusiasm to resume the series of CCM succession games, and I suspect the team wouldn't mind playing the new mainfile in a somewhat unpolished condition, provided everything is basically functional.

Hi Northern Pike, great to hear from you again and I remember with pleasure the great succession games you described above. :)

The next version of CCM will have some big changes, especially in religious buildings, due to the limitations of the programming of the city-view and the need to free up a lot of building-slots for the indivualism of the different leaderheads. One of these changes is you won´t have any longer basilicas, mosques, stupas and so on (so this was really nice) but religious Centers and great religious Centers, that are holding these buildings. On the other side worldreligions and religious communities still stay in CCM.

Unfortunately I cannot say a date when there is a playable version of the next CCM biq. Beside the problem that my current situation at work is really tough and demands most of my time, the development of CCM has to deal with the step by step closing of the SOC-site. So an invitation to the early betatesters of CCM and to you and other players of the great CCM-succession games to test the next version of CCM is not possible as it was planned. Marinecorps still holds a little window open for CCM at SOC, that will close soon.

Therefore with nearly every post at present, that I read - and I enjoy all posts here and am very greatful about every input to that mod by every poster -, I have to deal if I use the spare time I have (when I have the time), to answer the post or to fix something in the next version of CCM. The next version of CCM is a very huge modding project. So I stop here posting to use the remaining free hour to work at the next version of CCM.
 
Thanks for your response. :cool: I hadn't known about the complication with SOC, and of course we understand that a massive project like this will slow down when real life is demanding.

The richly diversified religious structures were an enjoyable feature, but not central to gameplay, so I suppose they're an acceptable sacrifice--literally so, in the case of the Mesoamerican buildings. :lol:
 
A question on the curent version: nuclear subs are supposed to be able to carry 2-3 units, but I can't figure out which. I tried cruise missiles, aircraft, infantry...
 
A question on the curent version: nuclear subs are supposed to be able to carry 2-3 units, but I can't figure out which. I tried cruise missiles, aircraft, infantry...

They transport tactical missiles. There are two types of them in CCM.
 
The richly diversified religious structures were an enjoyable feature, but not central to gameplay, so I suppose they're an acceptable sacrifice--literally so, in the case of the Mesoamerican buildings. :lol:

There are still a lot of religious buildings in the next Version of CCM - even for Mesoamerica. :)

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Thanks for the preview--most impressive. :goodjob:
 
Howzit Civinator & other CCM Fanatics
I have found a few other units whose ini has incomplete sound text. Please replace the original ini files with the attached corrected versions.
There are also a few excess units that are not allocated to any Civ and not mentioned in the CCM Civilopedia. These are:
Antonov1, MiG-19 Farmer, MystereIV, MystereIV1,
Sexton, Stuka-old.
These need to be removed or maybe these units are used in the next version?
 

Attachments

Howzit Civinator & other CCM Fanatics
I have found a few other units whose ini has incomplete sound text. Please replace the original ini files with the attached corrected versions.
There are also a few excess units that are not allocated to any Civ and not mentioned in the CCM Civilopedia. These are:
Antonov1, MiG-19 Farmer, MystereIV, MystereIV1,
Sexton, Stuka-old.
These need to be removed or maybe these units are used in the next version?

Hi rhodie :),

Mig-19 and Mystere and Super Mystere are at least in my running version of CCM I called 1.8.1 and was not published. The Sexton even has a civilopedia-entry. :)
The problem is, I cannot run any longer the (for me) very old CCM 1.7 biq, as I have an enlarged and a massive enlarged version of CCM an my PCs.

CCM (and the other mods and scenarios of the SOC-site like your nice scenario "Defeat into Victory") have to deal with the step-by step closing of the SOC-site. As you may have noticed, we cannot post there in the non-puiblic forums any longer since a longer time. At present SOC becomes locked. There is no more possibility to change anything at this site. Rhodie, I will send you a mail and hope your old email-adress, you gave me, is still working.

So CCM (and many other mods and scenarios) had to look for a new home. CCM has found a new home, but it will last about eastern when I hope to have some free days, to do the necessairy work that the CCM-Mainfiles become available in an updated way. May be at the new server I can upload the very stabile version CCM 1.8.1 (with a moderate enlarged mainfile) and the newest version of CCM, that in my eyes will open a new (and as the closing of the SOC-site shows) necessairy methode of modding, so Civ 3 can pass its test of time.
 
Alas The transient nature of the Internet, goodbye Geocites and SOC....

In the later game, with varying multiple government types, the early types probably should become obsolete after a certain period of time to be displaced by 3 possible government types
--a government that allows more individual freedom and initiative (ie democracy)
--one that has more central control of how their citizens should think and act (ie Communism though increasingly this seems a coldwar relic)
--and maybe something in between (maybe socialism?? though Communists use that title as well as others who dislike Communism hence a loaded moniker) . ie Modern China has economic freedom with though with severe limits on self expression and a one party system. People are trying to figure out what kind of government to call it since Communism is not appropriate and certainly does not at all re what one would expect of a republic or a European socialist regime.

How these might translate into game mechanics ie buildings, units, happiness production, etc.?

The goal is to have 3 viable governments at the end game which confer certain distinct interesting advantages that makes no one government always player desirable over another.

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If a player decides to take the choice out of when to start the revolution, here is a script that can be added:

AUTOREVOLUTION

When player researches the appropriate government, this script removes the option to decline it in the popup window. The player has to select "Not to worry, different titles, same faces(other text can be placed)." which starts the revolution and its several turns of anarchy. After the anarchy period the pop-up with the new government (and already researched governments) will then appear. The player can however, decline switching to the new government type if desired and keep the one they already had or select another off the list.

Locate the script.txt file and paste the following in replacing the original including and between

#NEW_GOVERNMENT_AVAILABLE

and

#active 1

----------------------
script.txt

#NEW_GOVERNMENT_AVAILABLE
#advisor Domestic Surprised
#text
$RULER_TITLE0, the people are marching for a change in government to
^^$LINK0.
^There will be blood in the streets!
#itemlist
Tell me more about governments.
Not to worry, different titles, same faces.
#active 1

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

The governments of Monarchy, Theocracy and Republic are in close proximity on the tech tree, which if using AUTO REVOLUTION can cause lots of disruption in the early game (especially if there is a de-population cost).

To help alleviate this is by having longer period of time between revolts. Ie- What I did was move Monarchy earlier in the research tree and Republic stays where it is at but the government type only becomes available only after University is researched.
 
Yes fiddling around with CIV 5 Humble Bundle downloads now even the Scrambled Cites and Continents DLC, still trying to figure out if I like it or not, ...

--like that you cannot create a killer stack of 19 units, is there stacking limits that can be modded into Civ 3? I have not found anything on this
--Roads are not built all over the place on every tile, only useful to connect cities, thus not uglification the map with railway-itis

Civ 3 CCMS gives me a more memorable experience, the previously unseen A7v of either Germany or Austria attacking some AI city adding it to their empire, and that when I was in need of it, that greedy Carthaginian leader would not give up any of his 7 rubbers...

INVISIBLE barbarians -- the unexpected ambush...
 
SteamCiv, thank you very much for your input and your kind words about CCM :) I will answer your posts later.

May be some of you have noted, that many screenshots in this and other threads dissapeared and the download links for CCM and some other mods and scenarios are not working any longer. This has to do with the step by step closing of the SOC-site. Here a special "Thank you very much, SOC-site and MarineCorps" for hosting this mod for a long time. :thanx:


The very good news: Soon CCM will be presented in an improved version at its new home. :)

It´s not the new super-version with the modded main-exe (as this version still needs a lot of work), but an enlarged and very good working version of the existing CCM-Scenario biq. I´m running this version since more than 1 year as CCM Betatest 1.8 without any problems. I didn´t upload it, as this version needs a new mainfile. I hope this version makes the supporters of CCM happy as it does me.

For the new superversion of CCM, ,polishment working will start around eastern in a non-public forum. At present this is only something for hardcore-CCM veterans, as many textfiles until now are not done yet and not all graphics files are controlled if they are completely working.
 
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