CCM2 Epic Mod

another thing, when we conquer a wonder from another city and another civilization, the bonus of that wonder are not assimilated by our civ, its the intent?
That depends on what you mean by 'bonus'?

You never get any Culture-points from a GWonder that you didn't originally build yourself. (If you build it, lose it and later recapture it, then you start getting the Culture-points again, at least until the Wonder expires with a later tech — if it is set to do so).

But until a captured GWonder expires, you do usually* get all of the (other) Wonder-effects (free buildings, auto-produced units, happiness etc.). However, if on the turn you capture a GWonder, you already know the tech which obsoletes it, then you don't get any of the effects.

e.g. in the epic game, if you've captured Pyramids and/or SunTzu, you will always have the free Granaries, and/or free Barracks (on that continent!), because these Wonders never expire; but if you've captured Temple of Artemis you'll only get free Temples until you learn Education.

*I say 'usually' here, because autoproduction is a special case: if a GWonder requires a (Luxury or Strategic) resource to build it, and you don't currently have access to at least 1 of that resource, then you won't get any of the Wonder-produced units until you do.

e.g. in the epic game, Statue of Zeus needs Ivory to build (and expires with Metallurgy): if you have no Ivory (or have learned Metallurgy), then capturing SoZ will not give you Ancient Cavalry.

The only benefit you get regardless of who built the GWonder in the first place, is when it's also a tourist-attraction: then you will get the Tourism-gold (and you will continue to do so even if its other effects expire, IIRC).
My civilization (Egypt) just discovered "Democracy" and according to the civilopedia should be able to build the small wonder "Capitol", but it can't.
I haven't DL'd the newest CCM .biq yet, but it sounds like the Capitol-building might have 1 (or more) other preconditions for building it, which might have been accidentally omitted from its 'Pedia entry.

Resource-requirements for any building are (usually) displayed in the Pedia-entry automatically (although this may not be true of CCM, which has been designed to avoid triggering the hyperlink bug).

But leaving that aside, off the top of my head, I can think of at least 3(-and-a-half) other possible preconditions that aren't ever displayed automatically:

(1) The Capitol 'Acts as a second Palace' (like the epic-game FP)
So to build it, you need to have founded (or captured) enough towns to reach at least half the OCN for your current map size (seems the most likely)​
(2) The Capitol is government-specific (like the epic-game Secret Police HQ)
So to begin building it (and to get the benefit from it) you'd also have to switch to the right government (presumably Democracy in this case, given that this was the tech which unlocked it?)​
(3a) The Capitol has a prerequisite building (e.g. epic-game Uni requires a Lib) or (3b) requires a certain number of prereq buildings to have been built (e.g. epic-game Battlefield Medicine requires 5 Hospitals)
So you'd only be able to build it (3a) in a town which already has that other building or (3b) once you've built enough of the prereq-buildings​

So (until @Civinator clarifies) your best bet would be to have a look at your .biq, to see what you're missing.
 
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With respect to the Orange-SM.pcx file reference. There is a reference to it in PediaIcons.txt that has it as being for William of Orange. In the Art\Civilopedia\Icons subfolder, neither Orange-SM.pcx file, nor the Orange-LM.pcx file can be found. But, both the Orange-SM.pcx file, and the Orange-LM.pcx file are in Art\Civilopedia\Concepts. If I just copy both files from the Concepts folder to the Icons folder will that "fix" my problem.

Also, civilopedia.txt makes reference to Orange trees as if it might be a resource. The biq file does not have oranges as a resource.

Yes, you are correct :yup:. I haven´t thought about the leader William of Orange, but on the resource Orange-trees. In earlier versions of CCM2 the leader images were connected to unit-entries, but this was changed since a longer time, when it was found out, that different images also can be used with concept-entries.
The links in the text files were changed from units to concepts and the old unit entries for leaders in the biq were overwritten with other units (mostly early steam ships). If installed properly all leader images with concept-links are working properly.

Edit: I think I have found the problem. There is also the king unit of William of Orange - that in CCM2 is never used (as the king-flag of the editor in CCM2 is used for other options) - and the pediaicons entry of that king unit uses those entries instead of the original C3C entries. This very small problem is fixed now in the new pediaicons file I have attached some posts below.

orange-king-unit-jpg.535209


Orange trees in fact are not used in CCM2, but they are an option for a resource in desert terrain, appearing in the CCM2 worldmap scenario, coming with tech 'refrigeration' (that also is not appearing in the normal CCM2 techtree).
Spoiler :

william-of-orange-lg-jpg.535204


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The Snoopy terrain directory is missing several required files only in the original terrain directory. Simply renaming the directory didn't work after I did a clean reinstall.

LKendter, can you please say, what files are missing, so they can be added for an update or a patch?

Don't know how many, but there are still references to religious in the Civlopedia.

This is noted for an update of the text files.
 
the game exit because didnt found the unit "early fighter,ini" can y help me ?

lafao, thank you very much for reporting this error. :) WW2 Global Gold, that in the future can also be played with the files of CCM2, uses the correct name 'Hawk 75' for that unit, so it is not doublicated in the CCM2 files with the name 'Early Fighter' any longer, but there must be changed an entry for that unit in the pediaicons file. I attache a new version of the CCM2 pediaicons file with the changed entry (holding also the other changed entries for fixes of errors, that were reported in this thread) to this post. Simply replace that pediaicons file and you can continue your game (a change of the civilopedia entry is not necessairy).


another thing, when we conquer a wonder from another city and another civilization, the bonus of that wonder are not assimilated by our civ, its the intent?

A big thank you very much to tjs282, who explained it better than I could have done it. :thumbsup:

other thing, im playing with germans and they only can have a barrack in the capital , and in another city that build some kind of an a small wonder and another with the military academy, its the intent? im all the time putting the units to the capital to upgrade them.

Yes, this is completely intented. :yup: In my eyes the barracks are the most powerful buildings in Civ 3, so it made a lot of sense to differentiate here: There are governments that can build them later with normal improvements in every city (like monarchy, fascism, communism and theocracy), but they have less economic power, as they invest such a lot of their income in their military.

supply shipment its not working when we achieve the capital

The two most frequent errors here are:

a) Victory point scoring is not activated in your game
b) The supply shipment must be escorted when doing its last move into the capital (the 'convoy button' of the escort unit must be pressed, when in the same tile as the supply shipment.
 

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My civilization (Egypt) just discovered "Democracy" and according to the civilopedia should be able to build the small wonder "Capitol", but it can't.

The Capitol can definitely been built in CCM2, if the necessairy perequisite exists, in that case point 1 of tjs282´s excellent answer. You don´t have enough cities yet, to build it. The civilopedia entry of the Capitol should be improved (and a superfluos link here can be eliminated).
 
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Estimated download time: 23 hours, 40 minutes! Oouch!!! :eek: :sad:

I want Civinators internet access.:lol:
In the first seconds I also received a message about an estimated download time of more than one day, but this soon relativated to the download time of 9 minutes and another test download I made earlier in that day of 8 minutes in the end.
 
I may be a bit slow, but is there a real world map available yet on this mod?
 
Still wish I had your internet connection. ;)

My PC lowered its guess of the download time to 9 hours after a while, but the download broke up twice last night.

Our internet is just to slow and unstable. :(
 
@tjs282 thanks for thinking about my "Capitol-building" problem. But I don't know how to look at the biq-file. I am already glad to have the mod up and running. I am not so into computers that I understand files. Anyway, that problem is solved now.

@Civinator thanks for the answer for the Capitol. I just had my 35th city and I got the message that my people wanted the Capital. So for the largest map the needed number of cities is 35

3 more things:

According to the Civilopedia the Balloon can be upgraded to the Zeppelin. However when I discovered "Scientific Method" I couldn't make that upgrade. Then I thought maybe an Airport is needed, but even with an Airport I am still stuck with those Balloons....

I am with Egypt in the Industrial Ages, but the flag looks more a Turkish one. Is that correct?

With CCM 2.0 I conquered a Canadian city which was filled with dozens camels. Strangely Canada didn't the free upgrade to a "camel warrior". I had to slauther those poor animals. With this CCM 2.5 again I wanted to conquer a city filled with those camels, this time it were the Koreans. This time I took a more gentle approach by sending lawyers to those beasts so I could turn some of them in great artists, but it is still strange why the AI doesn;t make the free upgrade.


Egypt Flag.jpg
 
But I don't know how to look at the biq-file. I am already glad to have the mod up and running. I am not so into computers that I understand files.
But.. but... you don't need to understand files, or code (I don't understand code!). All you 'need' to do is start up the Civ3Conquests Editor, which should already be included in your .../Civilization3/Conquests/ directory. The Editor-file is called Civ3ConquestsEdit.exe, and the icon for it (on my setup) looks like this:

conquests editor icon.png


Double-click to open it. Then go to the 'File: Open file' menu, select the .biq (ruleset) file for CCM2 (or for whichever mod you want to look at), go to 'Rules: Edit rules', and then you'll be able to see all the settings in that .biq, for all the Civs, units, buildings, governments, terrain ... everything
Spoiler Large image :
conquests editor rules tabs.png
The Editor-Help button can tell you what 99% of the individual settings do (although not how they might interact with one another).

If the .biq is already working as it should, and all you wanted to do was satisfy your curiosity about the 'hidden' settings, once you've done that, you can simply close the Editor, without saving.

But if the .biq 'needs' tweaking (IYHO! Does not apply to CCM2! ;) ), you could change whatever you want to, save the edited file (preferably under a new name, so you don't over-write the original!), and close the Editor when you're done. Modding Civ3 really can be that simple!
 
According to the Civilopedia the Balloon can be upgraded to the Zeppelin. However when I discovered "Scientific Method" I couldn't make that upgrade. Then I thought maybe an Airport is needed, but even with an Airport I am still stuck with those Balloons....

XTC, according to the civilopedia, the balloon is becoming obsolete with tech Scientific Method, when Zeppelins can be built. Obsolescence means, the unit simply dissapears from the build chain - it cannot be upgraded. It´s the same with battleships and some other units. Nothing can be done against the irritating hardcoded upgrade entry in the second part of the civilopedia. You should trust the individual written civilopedia entry in the text part.

The reason, why the balloons should not be upgraded, is to avoid a confrontation of all these wonderful ships (without anti-aircraft guns) in the early era 3 with hordes of Zeppelins that can be achieved by a lot of prebuilt balloons.

ballon-obsolescence-jpg.535377


I am with Egypt in the Industrial Ages, but the flag looks more a Turkish one. Is that correct?

Yes, this is correct. :yup: rhodie did the flags and explained them for all 4 eras in the civilopedia:

egypt-flag-era-3-jpg.535378


With CCM 2.0 I conquered a Canadian city which was filled with dozens camels. Strangely Canada didn't the free upgrade to a "camel warrior". I had to slauther those poor animals. With this CCM 2.5 again I wanted to conquer a city filled with those camels, this time it were the Koreans. This time I took a more gentle approach by sending lawyers to those beasts so I could turn some of them in great artists, but it is still strange why the AI doesn;t make the free upgrade.

It seems, those civs didn´t build a facility (with the 'barracks'-flag) where they were able to upgrade those camels. May be I should reduce the building costs for the desert fortress in the next version of the biq. :think:
 

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Thanks tjs282, I will use the editor next time and thanks Civinator for the explanations. I was hoping to upgrade those balloons to Zeppelins to use for a massive attack, but alas.....now I will "blow up" those balloons ;)
 
I may be a bit slow, but is there a real world map available yet on this mod?

So in general every C3C worldmap can be imported to CCM1 and CCM2, there will be mostly tons of conflicts at least with the placement of resources and the use of special terrain. I´m working on a worldmap for CCM2, starting in era 2 of CCM2 (Age of Discovery), but this is a very ambitious project.
 
Hi Civinator. I started a game with CCM2.50, and so far it looks great :thumbsup:.

A few things:

- I like the limitation of early naval units not being able to enter sea and ocean tiles anymore. Now the School of Navigators becomes extremely important for early contact with other continents. However I think the description of the various early naval units should be updated.

- I noticed that you can build a Great Rel. center, even if you don't have a Religious center in a city.

- Remove the 'Coal appears on the map' entry under Steam Power.

- Steam engines now require coal in the city's radius. Is this intentional?

- A strange thing in my game: During the Age of Discovery I was able suddenly to build Elephants even if I didn't have the required resource. After a few turns I didn't have the option anymore. (I have attached a save if you are interested.)

EDIT: War Memorial has the wrong description (that of the old Library?).
 

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First I want to say all civers in this thread a big 'Thank you very much' for your kind words about CCM2. :)

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Hi Civinator. I started a game with CCM2.50, and so far it looks great :thumbsup:.

A few things:

- I like the limitation of early naval units not being able to enter sea and ocean tiles anymore. Now the School of Navigators becomes extremely important for early contact with other continents. However I think the description of the various early naval units should be updated.

Such an update will be a greater amount of work and I decided to do it, when it is sure that these changes will stay, as it wouldn´t be productive to do all these changes in many civilopedia entries and than to change them back later. One of the observations I made, was the - very rare - crushing of those ships into my harbor towns, declaring war to me with that action ( a kind of the privateer bug, but with no privateers in the harbor town).

I noticed that you can build a Great Rel. center, even if you don't have a Religious center in a city.

In CCM2.50 temples go obsolete in late era 2, as I found it annoying, to have them still as a choice for construction in era 3 and era 4, especially as now religious communities also provide one additional happiness and some 'normal' religious buildings were needed that can be boosted with the religious art SWs (yes, sometimes the thoughts behind the design are complicated :)). On the other side, 3 temples are the prerequisite for a religious community, what in earlier versions of CCM2 was a prerequisite for the religious center. So I decided for the early version of CCM2.50, not to use any of these buildings as a prerequisite for each other. As the current games show, that religious communities even can be built, when temples are going obsolete and the prerequisite of three temples was fullfilled in the past, I think in the next version of the CCM2.50 biq, this chain of prerequisite buildings can be introduced again.

Remove the 'Coal appears on the map' entry under Steam Power.
- Steam engines now require coal in the city's radius. Is this intentional?

Both errors were reported some posts above and will be fixed.

A strange thing in my game: During the Age of Discovery I was able suddenly to build Elephants even if I didn't have the required resource. After a few turns I didn't have the option anymore. (I have attached a save if you are interested.)

Thank you very much for attaching the save file, that uncovered an error in the setting of war elephants. :) In CCM2.50 most resources were reordered, to be better shaped to resist the phantom resources bug. The same happened to the resources of the RARR mod, too, what had a very small problem with that bug, triggered by a resource that no civ had access to, but with its sheer presence in the biq was able to trigger that bug (RAR had the same problem).

As war elephants are, as far as I remember, the only unit that needs a luxury resource as its prerequisite, this reordering of the resources triggered an error for this unit. War elephants in the current biq now need the resource spices instead of the resource elephants (ivory). This error will be fixed with the next version of the biq.
 
The Arabian Rifleman and the Arabian Infantry WWI look the same. In the enclosed picture the Rifleman is standing north, the Infantry is standing south.


Arabian Infantry & Rifleman.jpg


About those camels is previous post. The capital of Korea (which can upgrade a unit) was quite close (5 terrain fields away, with a road) to the city filled with those animals.
 
The Arabian Rifleman and the Arabian Infantry WWI look the same. In the enclosed picture the Rifleman is standing north, the Infantry is standing south.

Yes, they are looking very identically, but may be the Arabian Infantry WWI has better bullets in his gun. :D O.k. enough joking, thank you very much for reporting this fact :) and I will see what I can do without the upload of another unit.

those camels is previous post. The capital of Korea (which can upgrade a unit) was quite close (5 terrain fields away, with a road) to the city filled with those animals.

There was a mistake in my last answer about the camel problems. I forgot that the camels are autoproduced in a city that holds the facility of upgrading units (the desert fortress), so a missing upgrading facility cannot be the problem. The Koreans even have a camel unit that should be available to them, so I must have a deeper look into the biq what could be running wrong here. On the other hand sometimes things happen in Civ 3 that cannot be explained normally.
 
I'm able to build "Luxury liners" which the pedia says are only autoproduced by the "Blue Riband"...
 
I'm able to build "Luxury liners" which the pedia says are only autoproduced by the "Blue Riband"...

:yup: Yes, I noticed that error in my current testgame, too. The 'reordering' of the resources made the resource that cannot be achieved by any civ to disappear from that unit. I use this method to show a unit in the techbox of a certain tech, that cannot been built normally, but only can be received by upgrading another unit.
 
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