CCM1 (epic mod)

I noticed the tanks say they have a movement handicap in hills, forest and jungle, but it does not mention mountains and marsh. Are those latter two terrains still impassable by most units, unless a road is present?
 
I noticed the tanks say they have a movement handicap in hills, forest and jungle, but it does not mention mountains and marsh. Are those latter two terrains still impassable by most units, unless a road is present?

Takeo, the movement rules for landunits haven´t been changed in CCM v. 2.00. The movement rules for ancient ships were changed a little bit according to the experience when updating the mod RAR.

Movement handicap means that the unit can move in that terrain, but has no movement bonus in it and therefore is massively slowed down. The fact, that the military landunit cannot enter mountains and marsh without roads is also very important, but as the place in the unit effects section of the civilopedia is very limited and the movement restriction matters for every military landunit, this was not written directly in the civilopedia entry for eachone of the landunits.

If a player looks for such an information in the game, please don´t forget, that the single tops about the most important facts of the unit in the game not only have a blue colour for a better distinction in the unit attributes part of the civilopedia, but they are also links. If you click on the link movement handicap in CCM, you will receive the following information:

movement-handicap-jpg.458710


Edit: When looking at the screenshot I noticed the typo in the word "about". This will be corrected in the civilopedia.
 

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Oh my !!!,
those answers was in class with an Encyclopaedia-info. Looks very very promising indeed. This will go from a great mod to a HUMOGUES mod
Another little thing that I'm sure you knew and fixed is that the Tarawa class carriers are mentioned as Ruler. The King issue I suppose.

Sorry if I understand incorrectly, but should the Mosquitos and similars not being able to finish off ground units anymore ?
So far I found out that the big key to dominate is to hold a huge airforce. Pounding enemy stacks with heavy bombers and then finish them off with Ground Attack units like the Mosquito.
Only sad the AI once more doesn't understand this.
I get back with more "stupid" ideas that I find in the closing years of my shot on this mod. I confess that I could not help myself nut continue beyond the final game turn. Still lots of Techs and units to play with and to discover and find out how they work. The world balance is nice to see too. Beside my own Brits, the Persians, Chinese, Egyptian, US, France are major powers. The japanese and germans are sadly wiped out.
 
Thanks for the detailed reports, Civinator. The new version looks amazing. The flags for the civs in the Civilopedia section are especially great. I noticed that Babylon-Iraq got the axe, but it's cool to see Australia/Polynesia. It's also nice that you were able to get some extra building slots to expand options for individual civs.
 
I noticed that Babylon-Iraq got the axe, but it's cool to see Australia/Polynesia.

Babylon-Iraq are now part of the civ Arabia. The free slot of that civ was needed -as you noticed - for the new civ Australia/Oceania.
 
Hm, sad to see Iraq gone. I thought both Iraq and Arabia had a nice place. Saudi is a dominating military force, but then Iraq with Saddam could have been. Then ole Babylon was a very true classic ancient powerhouse. Shouldn't you have picked another nation to make room for the Aussies ?
But then ... who am I to know :undecide:
 
Should the new civ be called Anzac? :mischief:

jlvr, when creating that civ I inded reflected about the name Anzac, but there were two reasons that let me deny these thoughts:

1. To name a civ Australian and New Zealand Army Corps (ANZAC) even with the sometimes "wide" interpretation of CCM about the term "civ" is not fitting in my eyes.
2. As the Non-Australian units of that civ are mostly for era 1, this term would be much to modern for such a civ.


Hm, sad to see Iraq gone. I thought both Iraq and Arabia had a nice place. Saudi is a dominating military force, but then Iraq with Saddam could have been. Then ole Babylon was a very true classic ancient powerhouse. Shouldn't you have picked another nation to make room for the Aussies ?
But then ... who am I to know :undecide:

clamel, if you are looking to the screenshot about the CCM buildings, you will notice the Babylonian Ishtar Gate. This is the GW, that triggers the GA for Arabia. There are a lot of Babylonian components in the early stages of that civ.

The leader for era 2 is Saladin and for era 3 Feisal. With the new leaderhead of Shiro, Saddam will become the leader of era 4. So here many of your thoughts are included in that civ.
 
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Hello Civinator:

Having already tried a few other epic Civ3 mods/conversions, I am very interested in CCM (currently lurking the LKT CCM-SGs), because it looks awesome :worship: I know you're working on v.2.0, but I'd be happy to play v.1.8 in the meantime. However, I appear to have a problem with the CCM Betatest.rar mainfile hosted at Civforum.de. I've tried downloading it twice now, and both times, the archive-file I get in my Downloads folder is only ~740 MB (rather than the reported 759 MB).

And when I try to extract that archive using 7-Zip* (on a Win8.1 machine), I only get about half(?) the CCM-files, before 7-Zip reports a 'possibly broken archive'. That is, with respect to your installation-instruction screenshot, the extraction stops dead at the .../CCM/Art/Units/M551 Sheridan folder (no further unit-information from Ma to Zz, no .../Art/VictoryScreen, .../Art/WonderSplash or .../Art/WorldSetup folders, and no ../CCM/Sounds or /CCM/Text folders either). The CCM 1.8 betatest .biq will fire up, but of course it then immediately crashes.

Assuming that Something Bad has not happened to the mainfile at civforum (I hope not...?), I can only conclude that I'm doing something wrong (most likely) -- but what? (rhetorical). The first post of this thread refers to a CCM betatest.zip (which might play more nicely with 7-Zip than the .rar?), but I couldn't find it quickly in the civforum.de CCM thread: it's not linked in the first post, nor did I spot it in a quick scan through the first 5-6 pages. If it's still available, could you point me to it?

*
Spoiler :
FWIW, I tried to install and use WinRar on previously DL'd .zip and .rar files, but couldn't seem to get it to work properly, which is why I tried 7-Zip instead: 7-Zip worked fine with the various archives for Rhye's Mod, LKT's Earthmap and Civ3 WorldWide (off the top of my head)
 
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tjs282, thank you very much for your report. Tomorrow I will have a closer look into these files.
 
I had a look into the current CCM upload files. Unfortunately the experimental sound files of the build-folder of the thread "The 6th Culture Group" were included in the last upload of CCM and the normal sounds in the build-folder were cut out. As this triggers a new upload of the CCM-files by me, I didn´t do a complete download test of the old files any more.

When the complete CCM 1.8 files are uploaded again, I will do a post of information in this thread. Please note, that these files are not the files of CCM v.2.00.

tjs282, one more time thank you very much for reporting this problem. :)

- and Shiro of course thank you very much for your work with the flags. :)
 
Hello Civinator and everyone!

Once again I would like to congratulate you for this mod. It is really good, it keeps me playing this game after so many years... :)

I have a question regarding the tech tree. I want to play a game that it's limited to the first Era, as I am playing with Rome and would like kind of reenact the ancient time only. I used before the CivIII editor to modify the biq file, but I have not found any possible way of locking eras or technologies in the tech tree. I tried putting a maximum research cost of 1000 to Feudalism, but eventually that will not do anymore so...

Is there any way I can modify the tech tree for the game not to progress beyond a certain era / technology.

I have found this in the forum but it is for Civ IV. Is there anything similar for Civ III? https://forums.civfanatics.com/threads/tech-era-limit.287940/

I would appreciate any help on this.

Thank you everyone :D
 
Hello Civinator and everyone!

Once again I would like to congratulate you for this mod. It is really good, it keeps me playing this game after so many years... :)

I have a question regarding the tech tree. I want to play a game that it's limited to the first Era, as I am playing with Rome and would like kind of reenact the ancient time only. I used before the CivIII editor to modify the biq file, but I have not found any possible way of locking eras or technologies in the tech tree. I tried putting a maximum research cost of 1000 to Feudalism, but eventually that will not do anymore so...

Is there any way I can modify the tech tree for the game not to progress beyond a certain era / technology.

I would appreciate any help on this.

Thank you everyone :D

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

The solution for your request is very easy. Simply set all techs above the last tech that should stay to era none and don´t give any access for civs to those techs. If you want to limit gameplay to CCM era 1, simply set all techs of era 2, 3 and 4 to era none. In that case after the research of tech "Civalry", the next tech to research is future tech 1 (and so on), even if the game is limited to era 1 of this mod.

In that case don´t forget to give the last ships in era 1 the ability to cross sea and ocean, otherwise some civs will never meat when not playing pangaea maps.

Don´t forget to use the Quintillus-editor or the normal editor version 1.00 to keep the scientific leaders and if using editor 1.00 don´t forget to readjust the number of civs to 31 and also to readjust the correct number of starting units.

Your post gave me the idea to do an easy sub-mod of the next version of CCM (may be with the title CCM -Quest of the Holy Grail) :cool:

I did all the steps above in under 1 hour and all works well, but this is to easy for me and may be I will add some "spice" to it (mostly inspired by MEM).

This would be the field for that Sub-Mod (Screenshot Britain era 1):

britain-era1-jpg.460422
 

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Civinator,
Noticed on the buildings-32 pcx you posted, that slot 50 & 152 are both Supreme Court. Did one of those get replaced with another civ-specific wonder?
 
Civinator,
Noticed on the buildings-32 pcx you posted, that slot 50 & 152 are both Supreme Court. Did one of those get replaced with another civ-specific wonder?

Takeo, you have very sharp eyes! In that screenshot the text and images of Building 50 wasn´t changed. This building holds the opera. The setting of the buildings in the next version of CCM is somewhat complicated due to the possibility, that this mod can also work as the C3C main file and here you have to keep in mind some other rules than the one we are used for creating a normal mod or scenario for C3C. That´s why here a non public betatest is needed.

This is a good place to give a current statement about the state of the next version of CCM:

The work with the new civilopedia costed much more time than I thought. The units folder of the next version of CCM at present holds 4678 units but this is only the automatic windows count, as I don´t have the time for a manual counting. Not all of these units are in the biq, but it could be about 4500 of them. To do the entries of the civilopedia in the new format is a lot of work. I hope that tonight I can finish the entries of the modern jetplanes, but the entries for the divebombers and helicopters, submarines and aircraft carriers still must be done.

To give the player a better information many other entries for the civilopedia are reworked, too. Per example this is the new pediaicons entry about the resource oil. It is done with an unit entry to avoid the hyperlink bug. The hardcoded unit entries for unit stats cannot be eliminated, but I think this is only a small price for avoiding that bug.

oil-jpg.461407
 

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