CCM1 (epic mod)

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?

Still need some help here. Tried to copy the "PzKpfw III" folder into a new "pz3" but no luck...
 
Check that the folder for that Japanese tank is named Type 5 Chi-Ri. It should have a hyphen between Chi and Ri. That should stop the error.
 
Check that the folder for that Japanese tank is named Type 5 Chi-Ri. It should have a hyphen between Chi and Ri. That should stop the error.

The folder "Type 5 Chi-Ri" with hyphen is there (me blind...) but something is calling for a "Type 5 Chi Ri" without hyphen... :(

Edit: rechecked the TXT files and the unit's rules using the Civ3ConquestsEdit.exe and nowhere do I see a version with no hyphen...
 
I am using the conquests editor 1.22.

For a single player game this is defenitely the wrong editor you have used. If you did all other settings well (p.e. the biq switches back to 24 civs automatically after you have done a change with the editor), you have at least lost the option of receiving SGLs. May be there are some other compability problems between these editors, too.

I made a turntime test in one of my current CCM testgames with a 260 x240 map, continents, 70 % water, monarch level (this level was always used for the modding of CCM) with 27 surviving civs in the last stage of the industrial era (only the last row of techs must be researched to enter the Atomic Age): The turntime lasted 3 minutes and 20 seconds :D with a lot of wars raging around, even against the civ I´m playing.
Of course you play on a higher difficulty level and therefore have much more units which use calculation power. But I think this can´t it be alone. There must be one or more other reasons causing these problems with your biq, especially as your pc seems to be much better than mine.

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 ;).


I like "late game junkies". :) In fact the main reason for doing the techtree in CCM as it is, was to reach the age of WW I, WWII and the Cold War much earlier as in normal C3C and to have much more different units in these eras.

May be you can give more precise descriptions with what tech you introduced what unit and with what correct settings in the unit stats, so I can consider if some of these units can do it to the second CCM mainfile.
 
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?

The version number in the biq was requested by several civers. If you rename it to CCM that will work, too, but you can play CCM even when starting the biq with the version number in it. So you don´t need to change anything here, but of course you can if you want. :)


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

The flamthrowers in the new biq have the "disband"-option enabled.

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 will have a look on it.:)
 
Civinator -

I should have mentioned this is actually the third game I am playing on your mod. The first I played on 240x260 huge, regent, continents, 60% H20. Unfortunetly I don't know the turn times because that game was on my old computer. I didn't even notice, but you are correct I haven't received a single SGL this game (could be I'm now playing on diety though :lol:).

If I am understanding you correctly, if I had added the units using 1.00 editor I would have SGL options and perhaps no turn time issues?

I'm actually going to download version 1.3 now and start playing that with no modifications so I can know if I need to return my $2,400 computer:mad:.

For the units I didn't alter the specs where possible to not throw off game balance I just wanted my own units!

Arleigh Burke Class: same as guided missile destroyer
Ticonderoga Class: same as guided missile cruiser
Perry Class: Cold-War era guided missile and anti-sub frigate. (I actually don't recommend adding this as you get guided missile destroyer/cruisers so soon after cold-war in your tech tree)

Ohio Class: same as other SSBN's (12/6, 6MP), but +1 transport capacity. 4 SLBM's = 1 capacity so a total of 6. According to most publications compared to other nations ballistic missile submarines this is true. Specifically, the Russian Typhoon class (20 SLBM's compared to 24 for the Ohio class). I would recommend autoproducing all modern subs as most nations only have one or at most two shipyards capable of producing nuclear naval vessels. The US only has 18 SSBN's, but they pack a punch.

Virginia Class: would have to expand to add other nations attack subs, but I used 14/8, 8MP. Modern attack subs are extremely fast in MIL power (much faster than published numbers) and are considered a dangerous threat to carriers. A lot of nations(Germany, Sweden, China, Norway to name a few) are now producing diesel electric subs that are so quiet they are sinking US Carriers in war games. Ohio Class cost $2B which is about the same cost as a B-2 spirit bomber, hence I also moved up shield cost to 360. I am considering adding stealth attack, but the units would need to be autoproduced or some other precaution as to not unbalance game play by being able to sink carriers easily.

On a huge map I don't see a nation having 8-10 attack subs as an issue.

F-35A: Would need to be available to a lot of countries that are in the program. Stats are 9/7 (10) with 2ROF. Stealth is added with a range of 16 for a shield cost of 300. This essentially replaces the standard stealth fighter for countries involved in the project.

F-22A: Specs of 11/10 (4) 1ROF, 18 range, and stealth. Shield cost is 420 (almost a waste at twice the cost of an F-15, but they are good planes just like in real life). F-15 cost is $55M and F-22 is approximately $170M. The F-22 is essentially only an air-air platform, but they are good at what they do. Since they have stealth I don't feel they unbalance game play because you can't attack and knock out a nations air force, they are a killer defensive weapon though.

You could add the Sukhoi TA-50 for russia, and PAKFA for India (same plane). These are 'comparable planes' to the F-22, but not operational yet. I don't want to bore you with details, but there are actually two different methods of stealth that are in play for design. Both RAM (Radar adsorbent materials) and LO(Low observable) technologies had to be developed for the newest stealth planes. LO observable is just how the design reflects radar waves.

F-16 Block 60: The US actually sells F-16's to a ton of countries(Turkey, Korea, Israel, etc), but only sell the block 60 to the UAE. If you want to use the block 50/52 there about 5-8 countries that would get the unit. It is slightly cheaper than an F-15, almost as effective, but one engine makes the range 14. Stats are 9/7 just like a standard jet fighter.

F-18E/F: I don't recommend adding this as it is essentially the same plane as the F-15, but Canada and Australia are the main purchasers of the super hornets.

If you think you want to add any modern units WWII-Present, I'm happy to do in depth research to make sure the stats are correct.
 
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?

Yes, this is an error. I renamed the Pz3 to the correct name PzKpfw III and forgot to change the link in the INI-file of the Type 5 Chi-Ri. All sound files of the Type 5 Chi-Ri must be changed in the links from Pz3 to PzKpfw III.

But while testing the Type 5 Chi-Ri and its now correct linked sounds, I got the impression, that these sounds are somewhat "poor". I think I replace them with the next upload of the CCM main file. Thank you for reporting it. :)
 
Nitfan, thank you very much for the detailed ideas you have posted. :)

I would recommend autoproducing all modern subs as most nations only have one or at most two shipyards capable of producing nuclear naval vessels.

This is an interesting suggestion, that I like very much. :) A small wonder, autoproducing SSBN's. What would be an approbriate name for such a facility?

Ohio Class: same as other SSBN's (12/6, 6MP), but +1 transport capacity. 4 SLBM's = 1 capacity so a total of 6.

This is doable. The same for the Typhoon.:)


Virginia Class: would have to expand to add other nations attack subs, but I used 14/8, 8MP. Modern attack subs are extremely fast in MIL power (much faster than published numbers) and are considered a dangerous threat to carriers.

Nuclear attack subs could also be a good idea. :) May be I set them to carry some cruise missiles, too.


F-35A: Would need to be available to a lot of countries that are in the program. Stats are 9/7 (10) with 2ROF. Stealth is added with a range of 16 for a shield cost of 300. This essentially replaces the standard stealth fighter for countries involved in the project.

I have to reflect about that (and to look what countries are involved in that project).

F-22A: Specs of 11/10 (4) 1ROF, 18 range, and stealth. Shield cost is 420 (almost a waste at twice the cost of an F-15, but they are good planes just like in real life)

Replacing the stealth fighter, but only for the US?

F-16 Block 60: The US actually sells F-16's to a ton of countries(Turkey, Korea, Israel, etc), but only sell the block 60 to the UAE. If you want to use the block 50/52 there about 5-8 countries that would get the unit. It is slightly cheaper than an F-15, almost as effective, but one engine makes the range 14. Stats are 9/7 just like a standard jet fighter.

F-18E/F: I don't recommend adding this as it is essentially the same plane as the F-15, but Canada and Australia are the main purchasers of the super hornets.

It´s difficult to put them in the game without making other aircraft useless. May be I set the supersonic jets (Phantom, Starfighter, Mig 21 and so on) to be buildable without any resources and the F-16s and F-18s to be buildable with some resources?

I will reflect about that. :)
 
I've restarted the game as Britain (I want Vulcan bombers!!), but changed the biq to allow acelerated productio (my gaming time is waaaay too short for normal...).

When my 1st coastal batery showed up, I got an error complaining about a missing "WW I Artillery" folder. I searched the file name indicated and found it under the folder "Artillery", so I changed this folder to "WW I Artillery" and now all is well. This is odd, cause it didn't happen in my previous game... :confused:
 
Playing with the new CCM 1.3 version I especially notice the absence of military alliances. This has led to very few wars being fought and in turn results in huge amount of enemy units being unused. Thus, attacking an enemy now is really tough and long. Need to use a new strategy to lure the enemy out of their cities.

Did anyone else notice this change of few wars?
 
Yes there are fewer wars and I always play w/aggression on full. The solution I think is more units to the attack. I'm in the early 1700s and I have over 27 alien workers (3 stacks for roads) . I also have over two stacks of 12 slaves.... back to the game!
 
It's a pity really... no more world wars :(

I made a quite different experience with the alliances cutted out. In the first two eras you have less wars as the civs don´t gang up, but if you are involved in such a war, they can get tougher than in standard Civ 3.

With the start od era 3, when protection pacts become available, it seemed, the AI made a very clever use of this feature. Due to these protection pacts I had big world wars in the era of WW I and later - and that´s the time when world wars should occure. :) So cutting out alliances in my eyes is very positive, as world wars occure when they should occure, protection pacts become much more important and there is a massive gain in AI turntime as there is no more calculation power needed for alliances.

As my experience is different and I have two very interesting testgames with alliances cutted out, I´m interested: Are your reports from games after the middle of era 3 or do you only report observations before that time?
 
this sounds very interesting, civinator :)

I am currently in the second age playing a continent map on deity. It's not easy but I managed to take land from others and am the tech leader with a lead of 1-2 techs.
What I did to overcome the AI is to fight war in 2 phases. I would declare war and let the AI come at me to take out their initial massive strikeforces. Sometimes this is aided by taking one of their cities. It's really adding to the strategy as you can't just run them over.

I am playing as a Roman republic and their senate and the cheap barracks make things really interesting. However, the barracks will go obsolete soon and then I will need to beeline to communism for barracks yet again I think.
 
hey all..

i started playing this awhile back.. then the 1.3 version came out, so i started again.. now im @ 1821AD, with the Germans & Theocracy Government. and its a brilliant game! love all the extra units, buildings etc etc

just two problems so far so i thought i'd sign up to the forum (finally) and see if you can help.

1) some of the unit images in the bottom right hand of the screen (in box with all info) are too high, for example, the cusader's head is chopped off where as the hussar is perfect in the middle.

2) the game crashes after 1821AD.. i think its something to do with auto producing the German77 gun... error code: FILE NOT FOUND "Art\Units\Schneider75\..\WW1 Artillery\ArtilleryRun.wav2
The Game Will Now Exit.

and 3) one of my boats just sank, but instead of sinking.. it disappeared into some sort of puddle vortex lol

besides that its an awsome add-on to the original game! i just hope i don't have to start again, as ive got a nice wall of german knights, hussars & crusaders around my kingdom :D
 
2) the game crashes after 1821AD.. i think its something to do with auto producing the German77 gun... error code: FILE NOT FOUND "Art\Units\Schneider75\..\WW1 Artillery\ArtilleryRun.wav2
The Game Will Now Exit.

I allready found the solution for this. The folder "WW1 Artillery" doesn't exist, only "Artillery". So, rename "Artillery" to "WW1 Artillery" and you'll be ok :goodjob:
 
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