CCM1 (epic mod)

Nobody is forgotten here. Many, many things must be done by me in a minimal time available for it (and not only for CCM). I think you like it, if the new interface is just added to CCM 1.8, the same for the new terrain and some other features.

When things are ready, I do an anouncement here. I count on you. :)
 
The new home of CCM is CivForum.de, as it will be the home of other mods and scenarios formerly hosted by SOC. So it is a German site, posts in this thread can be done completely in English.

Here is a link to the new home of CCM: http://www.civforum.de/showthread.php?90564-CCM-Betatest-(epic-mod)

The new CCM-Betatest biq v.1.8 contains the following changes and improvements:

- New Mainfile with increased number of units
- New interface
- New Vuldacon terrain and the option to switch easily to 3 other terrains (Ares, RickFGS and Snoopy)
- New world-setup graphics
- WWI tanks now can only be received by autoproduction
- Movement of early armored cars is reduced to 2.
- Slightly increased amphibious abilities by the AI due to larger transport capacities
- There is a SW autoproducing armored cruisers and later battlecruisers
- There is a SW autoproducing early tanks
- Tankograd SW for Russia now autoproduces KV-1 and JS III heavy tanks
- AMX Factory SW for France now autoproduces Char B1 bis and AMX 50 heavy tanks
- Additional jetplanes that need no resources but are weaker (p.e. Mig-19 against Mig-21)
- Slaves also have MV2
- Clans cannot longer be moved before upgraded.
- Britain and France don´t have the "diplomatic"-ability any longer
- Techs “Colonialism” and “Torpedo” removed
- Some spelling errors and wrong graphics fixed (p.e. A7V and Pz III image))

I hope I will have the download links for the new heavily enlarged and improved CCM mainfile soon , so I can give it to you.
 
Congratulations, Civinator. This is very good news. I am looking forward to the 'interim' update. I recently started a new game of CCM as the Turks. I haven't played it in a long while and was happy to be reminded of how much improvment had already occurred in the 1.7 version. The new interface is very nice and the tech tree is fantastic. I know CCM concentrates on the more exciting Industrial and Modern times, but I think CCM has a robust Era 1 with lots of choices. The religion system is probably the best ever implemented for a Civ III epic mod. Normally I am a builder but in CCM I always become a shameless warmonger. Since I know exactly when enemy settlers and workers will spawn, I wait outside their capitals with enslavers (guarded by captured workers) and violate helpless units that leave the city. :king: Eat it, AI.

Good luck and I look forward to the new version, especially with slaves that have 2 movement!
 
Anthony, thank you very much for your kind words. :) Your cityscreen used in CCM ís wonderful.


Now the Big News: The CCM Betatest v.1.8 download links (new Mainfile and CCM Betatestbiq v.1.8) at the CivForum are working!
 
Hello Everybody.. Tonight I started playing CCM 1.8. I am playing as Carthaginians and have succeeded in securing tow irons ressources, one was secured peacefully and the other by declaring War on my Germanics neighbors. I am usually peacefull but *I learned in CCM and in Deity difficulty you must have extremely Vigilant and Aggressive at the start hehehe.. My assault was Thunder-like fast after some Turns of Fighting Hordes of Germanic Archers, spearmen, chariots along with some Germanic swordsmen which they didnt yet massproducted we made a Truce and Abondoned the newly conquered city and made my new one on the site ... it looks like i am having a good luck on this game Though i am very behind on technologies.. My plan would be to Weaken the Germanic more and more and Take their Lands.. The Video of The nation exploits and challenges can be found here http://www.twitch.tv/moorsknight
 
Sadly, after no Settler bug, no cities, and no units (that can be seen) Nubia continues to have a Diplomatic presence. Edit:Finally found Nubian Settler on a mountain alone.
 
Bug Report

tech - The Corporation - 2x Work Rate not checked, the one above it (2x wealth effect) is.

unit - Dreadnought - not upgradable as Civilopedia says, maybe intentional?

crash - File not Found - art\civilopedia\icons\Mogami-SM.pcx (file is there but misspelled with an underscore Mogami_SM)

government - Monarchy - unit support is 3, civilopedia says should be 2

unit - Apprentice- not upgrading to Partisan, (Partisan's King ability is not checked and the unit is not available to the civilizations)

misc - Air Trade and over Sea and Ocean tiles Trade- maybe intentional but intercontinental trade is impossible except with resource dependent improvements (like National Coal Mine which allows air trade) which makes far flung resource colonies-cities very difficult. No technology allows trade over sea and ocean tiles.

misc - Work Rate - the worker rate seems 1 (50%) (unless the civ has the industrious trait which makes it 2 )even with a government with Worker Rate 2 (100 %) like Monarchy, a road ,base 3 turns, takes 5 turns and a railroad from base 16 takes 24 turns. Any ideas why this happens?

unit - US Cavalry - auto produced by US Cavalry small wonder and normally build in cities at the same time, also the unit sprite (to my eyes) doesn't feel in place.
 
Nice to see a new home for this promising mod.
However looking over this beta version 1.8 I got a little surprised. Earlier mentioning up to 2000 units have been cut to just under 700. Reason please ?

I was hoping, or maybe for the future, that the final Era should have been much more "developed" with much more Techs. I had in mind (perhaps wrong) that earlier pictures of a much more complexed final Era. The pictures is now gone with the website I guess.

I haven´t gotten as far yet in trying this out, so maybe I should wait and see. But this final Era has so much potential in the case of all the masses of units created by great model-makers in this forum. It´s sad not to see them perhaps a little bit more used.

Of the bat I could think on the very important development of Flight. I know the AI (as in most cases) are a bit stupid in handling the many variant of what different aircraft can do. The biggest problem is of course with Carriers. I see you have taken a mid-course view and addressed it partial. Heavy bombers and some other aircrafts is not permitted to land on carriers. That´s good, but it could be a bit more developed and getting a little more aircraft into the mod IMHO.

My personal try is to get carrier-based aircraft a little different than land-based. They have shorter range forcing the carriers to sail closer to the coast before committing to an air-strike. RL events in the Med outside Libya, Gulf War and the Tonkin bay. Land-based fighters can defend more of the homeland with longer range and then a new breed of FighterBombers could have blitz and move 2 making them perhaps more desired by the AI. The carrier aircraft should only be made if the AI or human should decide to be a naval nation with strong powerful navy in an offensive case. As we know very few nation of today have aircraft carriers and in that case the AI is perhaps correct.
As mentioned the Fighter-bombers are partly in my mind to have something more versatile than plain heavy long range bombers. P-47 comes to mind, with much more strong Defense than Hvy bombers, shorter range than Hvy bombers and lesser payload, but move 2 and blitz. The offense is lesser than let say P-51 during same time period.
Now we got the very important Close Air support and a powerful ground attacker.
However not sure how the AI will handle this, but a human would strike a ground attack with P-47 first and then the weaker defensive Hvy bombers could come in later when the enemies fighters have been used up battling the P-47s.
Naturally I´m hoping for lets say
F-14 NavyFighter, F-15 Land based and F-111 as strike/FB at the same time and earlier perhaps a combo of F-4, F-104 and F-105.
I know it will be many and that most civs haven´t got this variations, and that is just one of the problems.:crazyeye:

Sorry for babbling on and I´m sure you have been looking into these issues with great care, but as you know whatever great mod is "thrown" to us all some always wants more.
I humbly apologize..:hatsoff:
 
Hi Pascalis, welcome at CFC :band:[party] and thank you very much for your highly appreciated bug report. :) So this is your first post at CFC, you had a very deep view through the editor to CCM betatest v.1.8. :hatsoff:

tech - The Corporation - 2x Work Rate not checked, the one above it (2x wealth effect) is.

Yes, that is true. Thank you very much for reporting this error. :) I will fix the biq as soon as possible.

unit - Dreadnought - not upgradable as Civilopedia says, maybe intentional?

This is intented.

crash - File not Found - art\civilopedia\icons\Mogami-SM.pcx (file is there but misspelled with an underscore Mogami_SM)

This is bad. Thank you very much for reporting that eror. :) I added nine units to the stable version 1.8, that I have since a long time on my pc, as these units are very nice. I really forgot in the hurry to add the civilopedia LG and SM files for the Mogami Class (the last unit I added). As you posted, the civilopedia.pcx files are inside the unit folder of the Mogami Class unit and here the Image Mogami_SM must be renamed to Mogami-SM and both files Mogami-LG and Mogami-SM must be added to the folder art\civilopedia\Icons\Units.

I will do an updated mainfile as soon as my time allows it and will add the two files as a very small patch to the downloadfiles so the civers who still have downloaded the new mainfile mustn´t download it again.

government - Monarchy - unit support is 3, civilopedia says should be 2

I adapted the biq to two supported units for Monarchy. :)

unit - Apprentice- not upgrading to Partisan, (Partisan's King ability is not checked and the unit is not available to the civilizations)

Thank you very much for reporting this error. :) You are right, these settings dissapeared in the last biq and the new biq will be adjusted so partisans can be autoproduced again.

misc - Air Trade and over Sea and Ocean tiles Trade- maybe intentional but intercontinental trade is impossible except with resource dependent improvements (like National Coal Mine which allows air trade) which makes far flung resource colonies-cities very difficult. No technology allows trade over sea and ocean tiles.

It is intended, to cut down the time between two turns in the later game, as CCM plays on bigger map sizes than standard C3C and cutting down the tradenet also cuts down the waiting time between two turns.

Another way to connect such "overseas" resources is to build roads from one of your cities that is connected with that overseas resource to the tradenet connected with the capital of a friendly civ. This works as long as you are in peace with that civ.

misc - Work Rate - the worker rate seems 1 (50%) (unless the civ has the industrious trait which makes it 2 )even with a government with Worker Rate 2 (100 %) like Monarchy, a road ,base 3 turns, takes 5 turns and a railroad from base 16 takes 24 turns. Any ideas why this happens?

This is intended. I rised the number of turns that are needed to build roads and especially railroads to make the decision where to build railroads and if to build roads or mines should be tougher for the player (and the map isn´t overcrowded with railroads too soon).

unit - US Cavalry - auto produced by US Cavalry small wonder and normally build in cities at the same time, also the unit sprite (to my eyes) doesn't feel in place.

In the units-folder there is still the old US cavalry unit of former versions of CCM. You can rename the current unit US Cavalry to US Cavalry-new (or something else) and than rename the unit US Cavalry-old to US Cavalry. After that procedure you have the old US Cavalry unit in the game again.
 
Hey Civinator, thanks for the warm welcome:)

Bug time;)

crash - file not found- art\units\German Rifleman\German Rifleman.ini
the file is there, but named as German Infantry.ini, same with its parent folder
 
clamel, thank you very much for your interest in CCM and your input to that mod. :)

Nice to see a new home for this promising mod.
However looking over this beta version 1.8 I got a little surprised. Earlier mentioning up to 2000 units have been cut to just under 700. Reason please ?

I posted the answer here: http://forums.civfanatics.com/showpost.php?p=13071238&postcount=1460

That version will come -and in my eyes it could be an evolution for Civ 3, but it will take some time. At present it´s enough that I have a running version, but I will do some changes before posting it at the nonpublic forum at CivForum.de. :)

I was hoping, or maybe for the future, that the final Era should have been much more "developed" with much more Techs. I had in mind (perhaps wrong) that earlier pictures of a much more complexed final Era. The pictures is now gone with the website I guess.

I haven´t gotten as far yet in trying this out, so maybe I should wait and see. But this final Era has so much potential in the case of all the masses of units created by great model-makers in this forum. It´s sad not to see them perhaps a little bit more used.

The techtree of era 4 in the next version is the same, but there are a lot of different unit-chains in that techtree. The concept, that each unit in that techtree has "its place for the AI" was not so easy to integrate into CCM.

Spoiler :
Here are some screenshots of the techtree of era 4 I placed at CivForum.de:

USA:

attachment.php


Britain:

attachment.php


Germany:

attachment.php


Russia:

attachment.php


My personal try is to get carrier-based aircraft a little different than land-based. They have shorter range forcing the carriers to sail closer to the coast before committing to an air-strike. RL events in the Med outside Libya, Gulf War and the Tonkin bay. Land-based fighters can defend more of the homeland with longer range and then a new breed of FighterBombers could have blitz and move 2 making them perhaps more desired by the AI. The carrier aircraft should only be made if the AI or human should decide to be a naval nation with strong powerful navy in an offensive case. As we know very few nation of today have aircraft carriers and in that case the AI is perhaps correct.

As the AI has many problems with carriers and especially to base aircraft on these ships, the concept for carriers in CCM is different. They have a long-range bombardement based on factors of the planes on board of those carriers (range, bomb-load, numbers) and can additionally keep a smaller number of real aircraft on board. The attack animation was changed to starting aircraft of those carriers and the attack sound to the sound of attacking aircraft. Of course these planes cannot be shot down, but in my eyes this is only a very small price to have carriers for the AI in game.

As mentioned the Fighter-bombers are partly in my mind to have something more versatile than plain heavy long range bombers. P-47 comes to mind, with much more strong Defense than Hvy bombers, shorter range than Hvy bombers and lesser payload, but move 2 and blitz. The offense is lesser than let say P-51 during same time period.
Now we got the very important Close Air support and a powerful ground attacker.
However not sure how the AI will handle this, but a human would strike a ground attack with P-47 first and then the weaker defensive Hvy bombers could come in later when the enemies fighters have been used up battling the P-47s.
Naturally I´m hoping for lets say F-14 NavyFighter, F-15 Land based and F-111 as strike/FB at the same time and earlier perhaps a combo of F-4, F-104 and F-105.
I know it will be many and that most civs haven´t got this variations, and that is just one of the problems.:crazyeye:

As you can see in the US-screenshot of era 4, most of these planes are in the next Version of CCM. I had to throw out the F-105, as there was no real place for that plane in terms of the AI.
 
Bug time;)

crash - file not found- art\units\German Rifleman\German Rifleman.ini
the file is there, but named as German Infantry.ini, same with its parent folder

One more time thank you very much for reporting that error. :) It´s an old error, resulting from earlier links to the PTW-files.
I don´t see these kind of crashes, as I have the next version of CCM as my new C3C mainfile and all things that are missing in the scenario-files, for me are fixed by my current C3C mainfile.


If anybody has found some other errors in CCM v.1.8, please post them now, as I want to do a fixed mainfile and biq for that version and to upload such a mainfile consumes much more time than the time when you can download these files.
 
Thanks for explaining mate,
I knew you had tested the different stuff and had a very good reason for doing it this way.

But I will ask you about Missiles. I see that late subs can carry 2-3 missile, but I think no surface ship.
I was thinking if the AI really use the cruise missiles that much, and even load them on subs. What I tried out was almost the same you did for aircraft carriers. The subs of today might be the strongest offensive ship afloat and why not give them a bombard range similar to cruise missile, which we know the AI uses. It will be very similar to your carriers, and then one could have some of the newer surface ship also have very much longer range. All to play out the very important long-range cruise missile attacks prior to any attacks.

The missiles on the subs would then be for nukes only.
A little note on the present situation of sub bugs. I tried out the modern subs not to be invisible any more, stopping that surprise war in our nuclear age. After all the big nations of today keeps very good eyes on nearly all sub moves around the globe. In contrast I have the nuke sub the strongest ship in attack, since why I think that´s what they truly are.
Earlier subs is invisible and have stealth attack, which is the road to go I think.

BBs have always been the best but today they are out-of-date so the SSN sub is the new king of the sea.
 
I just want to say this is indeed an epic Mod! :D I'm loving it so far.

The only real quip I have is about military alliances and mutual protection pacts :/. In reason why they were taken out?
 
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