- Joined
- May 5, 2005
- Messages
- 9,485
CCM3 thread under construction (downloadlink CCM2.5 removed)
Welcome to CCM2 and thank you very much for your interest in this non-commercial mod!
CCM stands for Civ Conquest Mod, is only playable with Civ 3 Conquests (C3C) and was constructed around Civ Complete. It is a modification of the Civ 3 epic game, starting at 4.000 BC and ending in the Atomic Age of mankind. Most of my modification ideas (like strengthening the AI) are realised in CCM, but the mod would never have been what it is, without the help, feedback, work and great ideas of many civers all around the globe. Thank you all very, very much!
A special big thank you very much to rhodie and Takeo, who edited the civilopedia, to Vuldacon who did a lot of graphical work, especially the main-terrain used in CCM2, to Quintillus, whose wonderful editor allowed to raise the level for a cultural victory to an unreachable limit for normal C3C editors and making it possible, that now CCM2.50 fulfills all default conditions, giving players an additional flexibility in setting the game limits when starting a game, also to Wotan49, who masterly shrinked, repaired and created some wonderful units (especially the new escorted artillery units) and to Takeo, who optimized the animations of tons of units in CCM2 - and of course to the many unit-creators, whose great work keeps Civ 3 alive. Especially Delta-Strife always had an open ear for adding new wonderful units to CCM2. Another big thank you very much to the betatesters PaGe, Takeo, rhodie, Antony Boscia (Bosch), jlvfr, JerseyJoe, elephantium, ThERat (Singaboy), lkendter, SvenBvBFan, tjs282, Node60, Nathiri (Natmeris), Ray2, Delta_strife and later Jarovid, Tigris of Gaul and Bati, who together ironed out hundreds of errors and gave precious input to the further development of CCM2 and MPorciusCatoCivver, who wrote government entries for the civilopedia. Even the prebetatesters of CCM1 (BadKharma, Recon1591, rhodie, MarineCorps, moosezilla and ThERat) are not forgotten - and of course a special thank you very much to Civforum.de, the site that allowed us to do big parts of the creation of this mod and to CFC, the site that kindly hosts this mod.
CCM was also helped by Soren Johnson´s skillful analysis of Civ III gaming elements at the end of the handbook for Civ IV. In that sense: The end of Civ IV is the start of Civ III CCM.
CCM 2.50 now is a real (unofficial) expansion of C3C, as the expanded mainfiles also allow (and are needed!) to play the upcoming versions of the mods RARR, CCM1 and the scenarios WW2 Global Gold and my upcoming Age of Discovery (Worldmap) scenario.
CCM2.50 adds the following features to CCM2:
1. Additional victory options enabled:
a) Diplomatic victory with building the GW UN (as in standard Civ 3)
b) Cultural victory with : Single city: 180.000 culture; Civ: 600.000 culture
2. Highly customizable victory conditions at the game start3. LM-terrain is now enabled for all kinds of terrain, opening a new dimension in creating maps with CCM2.
4. Many additional resources
For more detailed informations and changes in gameplay of CCM2.50, please have a look at this post:
The following features of CCM2 are also included:
5. The exe 4 of Antal1987:
Antal1987 achieved some fixes of C3C that Firaxis was not able to achieve :
a) Fix of the Scientific Golden Age
b) Fix of the civilopedia graphics: No more magenta beams in the civilopedia
c) Cities now can be founded next to each other, allowing to build channels in C3C maps.
d) The exe allows the direct starting of C3C, both epic game and scenarios.
This function now becomes much more important, as Windows doesn´t support the SecuROM copy-protection any longer. CCM2 additionally needs the original files of Civ III Complete, that are not included in that mod, as a kind of copy protection. CCM2 can also be played without that exe - but why should this be wanted, if such a wonderful work is available. The exe,-as all files included in CCM2, was tested with Kaspersky anti-virus software.
6. The introduction of "superworkers":
These superworkers are a kind of a "worker-army" in C3C and reduce the micromanaging in the late game massively.
Old workers now can be upgraded directly to partisans.
7. The Hyperlink-bug is eliminated.
8. A massive boost in unit lines, units and extensive civilopedia work:
CCM2.50 holds thousands of units (currently more than 3.000 units) with massively improved civilopedia informations. A very interesting aspect of installing the CCM2.50 as an expansion of the mainfiles is to create a big database for modding C3C - a feature that becomes more and more valuable, as the collapse of some precious sites of modding Civ 3 did show. There must not exist many big scenario folders any longer, mostly including the same units in each of these scenario folders. Now it is enough to include the unit in the scenario biq and if you want one of the graphics or sounds of that unit be changed, you only have to include the changed sound and/or graphics and the INI-file in the unit folder of the new scenario (the same methode Firaxis still did use with upgrading sound and graphics files of their units).
9. Civspecific Great Wonders for every civ:
This option strenghtens AI civs, as now all AI civs can trigger their Golden Ages.
10. Ancient Great Wonders spawn additional settlers:
This very good idea by the CCM2 betatesters Jersey Joe and PaGe
strengthens the AI, as in higher difficulty levels, these wonders are
mostly been built by the AI.
11. Massively improved City View (in the epic game)
12. The new Ingame Help:
The civilopedia concepts were greatly enlarged and received a new structure, working additionally as a kind of manual, that can be used during the game (this is a first step in modding this additional feature in Civ 3 and I know, that the Ingame Help can be even more improved). The old system of an alphabetic list of catchwords doesn´t work well any longer with such a mass of very specific catchwords.
CCM2 also holds the improved Civ 3 concepts introduced with CCM1:
13. ICS-tactic (Infinite City Sprawl) stopped.
14. Improved Religious implementation.
15. Great Cultural Persons, that can be used for 'culture-bombing'.
16. Advanced Automatic Unit production.
17. Waste and Corruption are considerably reduced.
18. Pollution has been virtually eliminated.
19. Eraspecific Leaders for every civ.
20. Short Bloody Revolutions.
21. New Government settings.
22. CCM Movement Rules
23. Improved AI-Routine for Land Artillery
24. Trading Caravans (supply shipments) in games with random maps
25. Improved Workers.
26. Better use of Diplomats and Spies
27. Enhanced Tech-Trees.
Requirements:
- Civilization 3: Conquests version 1.22 (English) or Civilization 3 Complete
- about 6,10 GB disk space
How to install CCM2:
1. Find the Conquests Mainfolder inside Civ III Complete.
Don´t mix up the conquests mainfolder with the Civ 3 Complete mainfolder and
don´t mix it up with the Conquests folder inside the Civ 3 Complete\Conquests mainfolder,
that holds the single Conquests of C3C.
2.Make backup copies of the folders Art, Text and sounds in your main conquests folder and rename these folders Art-orig, Text-orig, sounds-orig (or something like that).
Now your Conquests mainfolder should hold the original C3C files in the folders Art, Text and sounds twice. If you have a previous installation of CCM2 in your C3C mainfolder, please delete those expanded Art, Text and sound folders and copy your existing Art-orig, Text-orig and sounds-orig folders in the C3C mainfolder and rename them to Art, Text and sounds.
3. Make a backup copy of the Conquests.biq in your main Conquests folder and rename it to conquests-1 (or something like that) - the CCM2.50 installation in any cases will automatically add a copy of the original conquests biq, named conquests-orig, to your Conquests mainfolder (as a security).
4.Unzip the CCM2.50 file to the Civ III Complete Conquests mainfolder and set the zip to replace all files. The zip-file will add many new files to these folders and replace some of the old files (p.e. the ugly C3C cruiser). It will also add a new exe-file to the Conquests folder done by Antal1987 that can directly start the conquests games, both epic game and scenarios (more about that file later) and Sima Qian’s multiplayer tool, that also can be helpful in detecting and fixing 'house-boat'-bugs caused by other civs.
It is crucial, that especially the Art-folder in the C3C mainfolder holds all original C3C files, when this folder is filled up with the CCM2.50 zip-file, as these original files are needed to run the expanded Conquests main biq. This should work as a kind of copy protection to assure, that the player has the original Civ 3 Complete files. It is the most common error in installing CCM2, to forget, that the Art-folder must hold the original C3C files, when the CCM2 zip-file is used.
5. Now assure that you have no old C3C files in your Virtual Store, that can overwrite your new installed files, and you are ready to start the game.
As the expanded C3C folder includes all files of standard C3C, you should be able to play all complete C3C scenarios (like RARR or Worldwide) without any problems. With some small renamings of the new files RARR can even be played as the new epic game (instructions for those changes and the next version of the RARR-biq will follow in the RARR-thread). Additionally you can switch easily between the expanded C3C files and the original C3C files by renaming the folders Art, Text and sounds to Art-CCM, Text-CCM and sounds-CCM (or something like that) and deleting the suffixes -"orig" in your backup folders inside the C3C Mainfolder with a text editor. With that procedure in the other direction you can easily reactivate your expanded C3C folders again.
The updated CCM1 will become the CCM version for the scenarios folder. It will hold some changes in the system of religious buildings, compared to CCM2.50, as in the scenario folder the connection to the city view graphics and their pediaicon entries must not be taken into account (as in C3C the city view graphics are disabled for scenarios). The new CCM1 will also need the expanded CCM2.50 mainfiles and adds only the CCM1 biq and some textfiles to the scenarios folder. This version is not ready yet.
If you use the Steam version of Civ III Complete, you must additionally delete the labels file in the text-folder and rename the file labels-Steam CivComplete Patch to labels, otherwise the Steam version will play havoc with your C3C text.
The civer Greebley from the CCM2 succession games asked me to clarify, that this procedure seems to be only necessairy, if you run from Steam. If you use the antal1987 exe, you do not want to do this even if you started with the steam version. I haven´t tested this myself, as I don´t have the Steam version of Civ 3 Complete.
Hints for game starters:
CCM2.50 now should be started no longer as a scenario, but as the C3C epic game (Options: New Game or Play Last Map).
I had demanding games even with the smaller starting options: Map 180x180, 24 civs, continents, 60% water, Age 5 billion years.
As CCM2.50 now holds all standard C3C victory types, the game limits are configurable at the start of a game by pressing the button 'Game Limits' - but don´t change the cultural game limits, as they were set by the Quintillus editor and would fall back to the very low limits of standard C3C, considering that a single great artist in CCM2 could boost the culture of a city by 1.000 points and the maximum cultural victory level in standard C3C for one city is only 25.000 culture points.
And last, but not least, please don´t forget, that in CCM2 settlers in the first eras of the game can only be received by autoproduction connected to the palace (a small wonder in CCM) and many ancient great wonders, and workers can only be received by autoproduction connected to the small wonder 'Worker Houses' (that therefore should be built as soon as possible) or by enslavement.
Credits
Mod design:
Blue Lion/Civinator
Units:
aaglo, Aluminium, AnthonyBoscia, Ares de Borg, Balam-Agab, Balou, BeBro, Bjornlo, Delta_Strife, Gary Childress, gwendoline, imperator1961, Kinboat, odintheking, Orthanc, Plotinus, Ripptide, Sandris, ShiroKobbure, TopGun, utahjazz7, vingrjoe, Vuldacon, W.i.n.t.e.r., Wotan49, Wyrmshadow, Yang Liu
Leaderheads:
ccm01, CivArmy s. 1994, embryodead, jorde, Piernik, Plotinus, R8XFT, Rita Poon, ShiroKobbure, Vuldacon, Blue Lion/Civinator
Terrain:
Sn00py, Ares de Borg, Balthasar, Goldfool, Pounder, CrackedCrystal, Racc00n, Rick FGS, Vuldacon, Blue Lion/Civinator;
Cities:
Aion, Sn00py, RedAlert
Improvements, Wonders, Wonder Splashes and Flags:
aaglo, ArbitraryGuy, Ares de Borg, Bjornlo, georgestow, Harlan, Heretic_Cata, Kyriakos, Lusikka755, mrtn, Plotinus, R8XFT, ronning, Rufus T. Firefly, Spincrus, SWalker, Ukas, varwnos, NeoT, Blue Lion / Civinator
Tech Icons:
BeBro, embryodead, Kal-el, Keroro, mrtn, ronning, Rufus T. Firefly, Storm Grunt, utahjazz7, Yoda Power, Blue Lion/Civinator
Interfaces(modified):
Telgar, AnthonyBoscia, konradregula
Civ 2 graphics (mainly used for resource-cities and unit32):
BeBro, kobayashi, fairline, Curt Sibling and lots of unknown other artists
Tools:
exe 4 created by Antal1987
multiplayer tool created by Sima Qian
If you find a piece of your work in the mod and you are not on the list, please let me know and I'll do my best to fix it.
Attachments
Last edited: