CCM2 Epic Mod

Izengrimm, thank you very much for your kind words about CCM2. :)

The biggest map size in CCM2 is 250 x 250 (62.500 tiles).
The biggest map size in CCM1 is 260 x 240 (62.400 tiles).

The change in the map size was done to reduce tundra terrain, that is not settleable without the 'forest-trick'. So 'good old favorite CCM1' holds less tiles for settling than CCM2. :D

The victory conditions in CCM2 are the same as they are in CCM1. The diplomatic victory was disabled as in CCM the rulers in the menues are not named due to the mult-ruler concept in CCM and an election of a ruler without name and another ruler without name is not funny. May be you give your vote to your oppenent in that special situation, as you don´t know who is who.

500 turns (as it is in CCM1) were sufficient for victory in every succession game and all CCM2 test games I am aware of.

As well I have changed for myself those default rules for CCM1.biq long ago to be free to choose any number of turns and victory conditions as I see fit :)
In CCM2 I will need to increase the space between civs in "World sizes" tab.

I do not complain :), it seems very easy to adjust any scenario in Civ3ConquestsEdit for everything one may need.
 
In CCM2 I will need to increase the space between civs in "World sizes" tab.
Be careful doing this—if you make the distances too large, then the last couple of Civs in the spawn-order may/will get jammed in (too) close to the first-placed Civ(s) (and I mean, right on the adjacent tile). Since CCM makes Tundra and Desert un-Settleable, this may/will be especially noticeable on non-temperate, 80%-water maps (which will have fewer available 'acceptable' spawn-points to start with, due to lower land-area/ higher relative numbers of non-Settleable tiles).

Since the human player is always the first-spawned Civ, this in turn will force you to either found your Capital immediately in place, regardless of whether or not that's where you would prefer to do so (the AI-Civ(s)' units will then move away—though they may only move just beyond your borders before Settling, putting their Capital(s) CxC to yours); or you will have to move 3-5 tiles away, just to give your capital room to grow after the AI-Civ(s) Settle their capitals (CxC from each other). Either way, you will likely also have to fight early wars with the last-placed Civs (and/or raze their towns during later wars) to ensure optimal placement of your own towns (since the AI-Civs 'prefer' to settle at distance 5-6, Cxx[x]xC, centred on its own Capital).

Just sayin'...
 
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Be careful doing this—if you make the distances too large, then the last couple of Civs in the spawn-order may/will get jammed in (too) close to the first-placed Civ(s) (and I mean, right on the adjacent tile). Since CCM makes Tundra and Desert un-Settleable, this may/will be especially noticeable on non-temperate, 80%-water maps (which will have fewer available 'acceptable' spawn-points to start with, due to lower land-area/ higher relative numbers of non-Settleable tiles).

Since the human player is always the first-spawned Civ, this in turn will force you to either found your Capital immediately in place, regardless of whether or not that's where you would prefer to do so (the AI-Civ(s)' units will then move away—though they may only move just beyond your borders before Settling, putting their Capital(s) CxC to yours); or you will have to move 3-5 tiles away, just to give your capital room to grow after the AI-Civ(s) Settle their capitals (CxC from each other). Either way, you will likely also have to fight early wars with the last-placed Civs (and/or raze their towns during later wars) to ensure optimal placement of your own towns (since the AI-Civs 'prefer' to settle at distance 5-6, Cxx[x]xC, centred on its own Capital).

Just sayin'...
Yes, I always tested these distances in game. You just set the distance number, save file, start the game, establish you capital and then retire after just one turn. Then on "Summary Replay" screen you see the whole map with all positioned civs. If something feels wrong, you just quit the game, open the editor again and adjust the distances one more time. Or two times :)
 
Yes, as tjs282 posted, to expand the distance between civs in the editor can lead to the completely opposite result - and this concerns every mod in Civ 3, not only CCM. In the worst case the computer, which was not able to place all civs in the proper distance to each other, drops the settlers of the remaining civs 'one on the side of the other'. Per example the mod 'The Balancer Reloaded' was famous for that problem.

If you think you have too less landmass, set the starting conditions to only 60 % sea-terrain.

If you do changes to CCM1 or CCM2 with an editor, please use editor 1.00 (coming with vanilla C3C) or the Quintillus editor, otherwise you will loose the feature of scientific leaders due to a bug in the later patched editor 1.03. Additionally in CCM1, when doing changes in the settings, you have to be careful not to loose the second starting settler and the number of 31 starting civs in the players settings.
 
Yes, as tjs282 posted, to expand the distance between civs in the editor can lead to the completely opposite result - and this concerns every mod in Civ 3, not only CCM. In the worst case the computer, which was not able to place all civs in the proper distance to each other, drops the settlers of the remaining civs 'one on the side of the other'. Per example the mod 'The Balancer Reloaded' was famous for that problem.

If you think you have too less landmass, set the starting conditions to only 60 % sea-terrain.

If you do changes to CCM1 or CCM2 with an editor, please use editor 1.00 (coming with vanilla C3C) or the Quintillus editor, otherwise you will loose the feature of scientific leaders due to a bug in the later patched editor 1.03. Additionally in CCM1, when doing changes in the settings, you have to be careful not to loose the second starting settler and the number of 31 starting civs in the players settings.
Thanks for the tips:hatsoff:
Same time I change map size and distances between civs, I change the number of them to reach the balance on map. For example, in RARR the satisfactory map size\civs number proportions are 188x188\18 (distance is 24) and 202x202\22 (distance between civs is 27). Proceeding from this data maybe it is possible to calculate proportions for the bigger maps...
 
Asian Catapultship is 3 shields.

Hi Takeo, :wavey:

thank you very much for reporting one more error (as you have done with tons of errors in the betatest).

Now it is fixed to 15 shields for the next CCM2 biq.
 
Asian Catapultship is 3 shields.

Hi Takeo, :wavey:

thank you very much for reporting one more error (as you have done with tons of errors in the betatest).

Now it is fixed to 15 shields for the next CCM2 biq.
 
There is something crazy happening with my last posting and I have not deleted anything in the doubled post. After I made my last posting my reply was shown here 4 times. Than I left the thread and checked in again. Now I see this post doubled - but I defenitely only made a single post. :crazyeye:
 
Civinator,
Current game had an error when asking for AustralFed__LG with 2 underscores, but in the folder it is there with only 1 underscore.
 
Civinator... Congratulations on the Release of CCM2 :thumbsup:
Anything of this magnitude will have a few details to adjust and that is to be expected.
Fantastic Work!

Vuldacon, without your great help and advise CCM wouldn´t be the mod that it is now. :)

Civinator,
Current game had an error when asking for AustralFed__LG with 2 underscores, but in the folder it is there with only 1 underscore.

Takeo, thank you very much for reporting that error. :) Can you please have a look on the reported death animation of the Canadian Horse Lancer and post a fix in our testsite?
 
Takeo, thank you very much for your fast work! :) The fixed unit animations will be included in the upcoming CCM2 update.

At present this update will include:

- British bombard missing description
- under City-State Gov the link for worker efficiency points to GCON_Worker_Types instead of Worker_Efficiency.
- The Cape of Good Hope wonder is not a coastal installation
- Error Civilopedia - art\civilopedia\icons\units\SlavicSpear-SM.pcx + LG
- pediaicons: #WON_SPLASH_BLDG_Factory: art\wonder splash\TempleMount.pcx
- Missing entry in "text\PediaIcons.txt":ANIMNAME_PRTO_Training Launcher
- Settler Clan Egypt - no upgrades
- Missing entry in "text\PediaIcons.txt":WON_SPLASH_BLDG_Integrated_Defense-
- Asian Catapultship: 15 shields instead 3
- AustralFed__LG with 2 underscores
Added units:
Dreadnoughts now update to the new Dreadnoughts WW2 (same stats + 1 AA)
Changed graphics of some units
 
Hi love the mod! However my game keeps crashing when I create my 8th city. Any idea what may be causing this crash? Just says that Civ3 has stopped working. Thanks.
 
Hi love the mod! However my game keeps crashing when I create my 8th city. Any idea what may be causing this crash? Just says that Civ3 has stopped working. Thanks.

Trojan34, welcome at CFC :band:[party] and thank you very much for your kind words about CCM2. :)

Your problem isn´t a problem caused by CCM2. This kind of crash was reported for other mods when playing the buggy Steam version of Civ 3 Complete. The reason for the crashes in those mods disappeared, when the buggy Steam labels text for Civ 3 Complete was replaced with the Steam patch labels text (for the procedure please see post 1 of this thread):

https://forums.civfanatics.com/threads/the-ancient-mediterranean-mod-tam.23420/page-76#post-14867491
https://forums.civfanatics.com/threads/ccm1-epic-mod.352057/page-90#post-14677499

Can it be that you are playing that miserable Steam version of C3C and in that case haven´t activated the Steam patch in the text folder of CCM2?
 
For an update of CCM2, that not only includes the fix of errors reported in this thread, Takeo created several more detailed entries for the civilopedia, among them those:




Takeo also took care, that the civspecific Great wonder for Australia won´t be any longer the Sidney Cove (in Montana/US) but in Sydney /Australia. :)
The update will also hold some new units (p.e. the new upgrades for Dreadnoughts) and some updated units.



A big thank you very much to all civers who contributed with posts, pms and emails to the upcoming update of CCM2. :)
 

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Greetings Good Sir.
I had a error that kicked me back to desktop. I did take a screenie of the error, but am unsure where the screenie went to, as I do not see a dedicated folder for SS.
I am undoubtedly missing the obvious, but would you please tell me where I can find the SS, so that I may report it to you?
I should probably mention that this is the 2nd error that sends me back to DT, however, I was rather miffed at the first time, and forgot to take a SS of it.
 
I did take a screenie of the error, but am unsure where the screenie went to, as I do not see a dedicated folder for SS.
If you take a screenshot using the 'PrtScrn' button, the only place the information will be saved is the Windows virtual clipboard.

To get the picture, you need to open a graphics program — M$Pain(t) if you have nothing better (I prefer Paint.NET), but a photo-editor like PhotoShop would also work — and paste that clipboard-information into a new file. Then save the picture under a filename and -type of your choice (e.g. "CCM2 CTD error.jpg"), in whatever location is most convenient for you (your Desktop, or your Documents folder, or wherever). If you didn't do that already, (sorry but) you will probably need to reload the last (auto)save you have prior to the crash, in order to recreate it, then take a new screenshot.

(And to upload the screenie to CFC, just hit the 'Upload a file' button below/right of your post, then navigate to wherever you stored the .jpg)
 
I had a error that kicked me back to desktop.

Drakarska, the public upload-version of CCM2 was tested by about 20 betatesters and there were no crashes reported if all files were installed properly and all possible interferences from files in the virtual store of windows were cleaned up.

The most common reason for CTDs when loading the mod, results from old files still active in the virtual store demanding graphics or pediaicons entries of another Civ 3 mod or scenario modded by the player. Per example if you have modded the biq of CCM1 (and you did) there will be a biq-file in your virtual store named CCM. If you have modded the conquest main biq, there will be a biq-file in your virtual store named conquests. The problem is, that the biq in your virtual store overwrites the demands of the biq in your C3C folder with the same name and now the (old biq) demands files that are not in the folders of the scenario or mod you want to play and as a result you receive a CTD when trying to start the game.

So in my eyes it´s a good idea to have a look into the virtual store of your pc and to clean all entries concerning those biqs. I attache a screenshot about the virtual store of my pc (Windows 10), done exactly with the methode tjs282 explained in the post above (thank you very much).:)



The 'dangerous' file is the Conquests biq (red arrow) that overwrites the Conquests biq in your C3C mainfolder and is really running your game. If I would open the folder Scenarios, you could see that here new CCM2 biqs are stored that in reality run your CCM2 game when started as a scenario. On the other side, if you want to keep all the changes you have made to a biq, in my eyes it´s a good idea to copy the that biq into the appropriate folder of your normal C3C and replace the old biq with the new one. Per example, when creating the update of the CCM2 biq I modify the CCM2 biq in my scenarios folder and if the update is ready I rename a copy of that biq to Conquests, that replaces the old version of the Conquests biq in the C3C mainfolder.

I have to add, that I´m no IT specialist and may be there are better ways, but this is the methode I´m using and at least for me this is working well.
 

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Ah. Forgot about the Virtual part. Thank you.
Hmnn. Good to know about the prtscrn part, and an external program. My thanks.
 
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