CCM1 (epic mod)

Yahoo, will there be a change log for us?

Yes of course. :yup: The change log is still written. It starts as following:

Workers and settlers spot invisible units
Tech Map modifier raised from 450 to 600 for huge maps
Retreat bonus lowered (but still higher than in normal Civ 3)

One of the funniest things I observed during the last week was one of three workers in a tile who escaped from beeing captured by a swordsman (due to his 2MV points).
 
I will bite, why was a worker in position to be captured by a sword? This is a rhetorical question.
 
The biq is a replace, the text files an update.
 
I started playing a bit and certainly slavers are nerfed as the enemy can spot them and bring workers to safety. I think it's a good move though one needs to adjust the strategy now :D
 
Yup not going to be so easy to slip in and cripple the next door civ, especially at Sid.
 
Just curious what other peoples turn times have been late game. I just bought a new rig last week and it is taking almost 30 minutes/turn in early modern age, diety, 200x200 archipelago map.

Great scenario btw just don't do anything to slow it down anymore!
 
The new CCM biq v1.3 and the new textfiles are ready for download::)
http://www.stormoverciv.org/forums/showpost.php?p=24362&postcount=5

I need some help here. The CCM I was running was called CCM.BIQ, not CCM-v1.3.biq as in this zip. So, I renamed the ziped file and replaced mine? Is this correct?

Still can't dismiss flamethrowers. You haven't changed that, or did I foul up the update?...

Also, a bug (I think): I'm fighting the japanese, and the game crashed with the message "art\units\type 5 chi ri\...\pz3\pantherrun.wav" I've checked, and:
- "art\units\type 5 chi ri" does not exist
- "\pz3\pantherrun.wav" does not exist, but there is a "PzKpfw III\pantherrun.wav"

I assume something got wrongly named?
 
I just bought a new rig last week and it is taking almost 30 minutes/turn in early modern age, diety, 200x200 archipelago map.
This does seem a bit excessive, but maybe not unrealistic. How many Civs are still alive?
 
It sure seems long, post a save and lets get a few to play a turn and see how long it goes. What are the machine specs? How much L2, process tpye, mem size and speed?
 
I would post a save, but I added a couple of USA specific units since I only play as them. Wouldn't be able to open it without all the files.

There are 24 civs left in the game.

Computer specs are as follows.
CPU: Intel(R) CoreT i7-960 3.20 GHz 8M L3 Cache LGA1366, overclocked to 3.8GHz
HDD: Single Hard Drive (1TB (1TBx1) SATA-II 3.0Gb/s 16MB Cache 7200RPM HDD)
MOTHERBOARD: GIGABYTE X58 GA-EX58-UD3R 2 WAY CROSSFIRE/SLI DDR3
MEMORY: 6GB (2GBx3) DDR3/1600MHz Triple Channel Memory Module (Kingston HyperX)
VIDEO: ATI Radeon HD 5870 PCI-E 16X 1GB DDR5 Video Card [DirectX 11 Support]

Primarily this was the reason I said something. If the mod is running slow on this machine I can't imagine it on 'normal' machines.

I will probably only play small maps from now on. It is just past the tolerable level for speed.
 
:( I got a very early game crash to report

The game is not even 40 turns old.
I tried several things to check, but even nothing helped.

Attached is the save and an auto save from a few turns earlier
 

Attachments

the autosave in this post
 

Attachments

Ok, I replayed from the autosave and did things a bit different and I get no crash this time :confused:
 
I would post a save, but I added a couple of USA specific units since I only play as them. Wouldn't be able to open it without all the files.

There are 24 civs left in the game.

Computer specs are as follows.
CPU: Intel(R) CoreT i7-960 3.20 GHz 8M L3 Cache LGA1366, overclocked to 3.8GHz
HDD: Single Hard Drive (1TB (1TBx1) SATA-II 3.0Gb/s 16MB Cache 7200RPM HDD)
MOTHERBOARD: GIGABYTE X58 GA-EX58-UD3R 2 WAY CROSSFIRE/SLI DDR3
MEMORY: 6GB (2GBx3) DDR3/1600MHz Triple Channel Memory Module (Kingston HyperX)
VIDEO: ATI Radeon HD 5870 PCI-E 16X 1GB DDR5 Video Card [DirectX 11 Support]

Primarily this was the reason I said something. If the mod is running slow on this machine I can't imagine it on 'normal' machines.

I will probably only play small maps from now on. It is just past the tolerable level for speed.

Hi Nitfan,

the problem could be that you modded the mod and I think your extreme turntimes are triggered by that fact. It is not so easy to mod CCM. For example you need the proper editor. CCM was done with editor version 1.00. After each change there must be done some additional manual settings to the biq to work well again. Of course there can also be problems with the units you added. After throwing out alliances, CCM with a 260x240 map on monarch level with continents and 70 % water (this is the level used for the construction of CCM) on my last testgame in late industrial era with my new pc (that doesn´t have these very good specifications of your computer) had astonishing fast late turntimes.

I´m curious about the units you added to the US. May be there are some units, that could be added to the CCM main file, too.

Now I´m running out of time for the answers as I have to go to work. I will answer the other posts, when I come back from work.
 
Civinator I have to keep this brief as I have to get to bed for work as well.

Your knowledge of modding is obviously on a much higher level than mine. I would like to discuss what kinds of changes would need to be made to the biq that I might not be aware of conceptually. If they are just specific to CCM I will have to take your word for it. I am using the conquests editor 1.22.

The mod was running fine up to the industrial age and then the turn times just shot through the sky. I was originally thinking it had to do with the number of resources being connected and added during this age, but perhaps not.

For units I put in specific units for the Ticonderoga Class, Arleigh Burke Class, and Perry Class ships. I separated out the subs to include both attack and ballistic missile subs (ohio and virginia class). I also threw in the F-35, F-22, F-18E/F, and F-16 block 60. I'm a late game junky and couldn't stand having the same units as so many other civs ;).
 
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