CCM2 Epic Mod

BenjaminFranklin, thank you very much for your kind words about CCM and your continuing interest in this mod. :) It is nearly unbelievable, that this expansion of a nearly 20 years old game at CFC in little more than 1 year has exceeded the number of 1.500 downloads, but please don´t forget that I´m not a factory and therefore of course there is no time frame when (and if) such a version will be ready for a later upload.

You created an excelent rework of some of the basic rules, and it works wonderfully. Hence our continued interest. :goodjob:
 
Civinator, the description for Walls and Barriers includes a statement that they work as a Stealth Barrier.
However, the description also states that Walls and Barriers are not needed for cities. The reason given is that cities have an intrinsic 50% bonus against attack.
Do cities also have an intrinsic Stealth Barrier?
 
JJ, that´s a good question. :) As size 2 (and in standard Civ 3 also size 3) cities have automatically a huge defense bonus, also reflecting the defense by city walls, actually, as far as I remember, there is no building giving an intrinsic stealth barrier to cities with that size besides castles (which are going obsolete in late era 2) and city fortifications. To give such an option to buildings, that allow size 2 (and in standard Civ 3 to size 3) cities (aqueducts and hospitals) could be consequent, but in my eyes is not very convincing.

May be city fortifications should receive the same settings as castles (only defense bonus, no bombard bonus but stealth attack barrier setting). :think:
 
For some time I have as Arabia a Hull (Battleship) which, according to the Civilopedia, I could upgrade without cost, but I can't. What is wrong?
 

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For some time I have as Arabia a Hull (Battleship) which, according to the Civilopedia, I could upgrade without cost, but I can't. What is wrong?

XTC, thank you very much for reporting that error. :)

The problem is the same as you had it when playing the Greek: https://forums.civfanatics.com/threads/ccm2-epic-mod.625812/page-15#post-15441257

The answer is the same, too: https://forums.civfanatics.com/threads/ccm2-epic-mod.625812/page-15#post-15441330
The error will be fixed with the next version of the CCM biq. In your current game you still can update your hull-units later into WW2 superbattleships.
 
Here is a screenshot about the city view of a simple tundra city without any wonders in the early industrial era in my current CCM2 testgame. I think it is nice (so there are some overlappings of buildings) and there were not posted a lot of screenshots about CCM2 tundra cities.

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A city with 930 commerce per turn in 1909 at the brink of WW1 in my present CCM testgame. Who bids more ?

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I am now in a multiplayer game with 3 human players and all other civilizations are AI. We are no match for the AI's (we have still a lot to learn), but something strange happened. Suddenly we could see the whole world, while we all 3 were still in the Industrial Age. I thought this was only possible for a civilization with the discovery of Satellites.
 
XTC, please post a save file of your MP-game.
 
XTC, sorry, I had to delete and to rewrite that complete post, as I made a wrong observation when having a quick look into your save files before watching a soccer game and not recognizing that an era 4 Ferret next to an Arabian city was owned by another civ (Greece).

Now I had a closer look into your save files with the multiplayer tool by setting all AI civs to be human players, and to see, that the game is not played with a modified biq. The AI civs are indeed frequently about one era ahead of the human players, even in the late stages of the game.

In turn 2127 two AI civilizatíons (India and Scandinavia) researched the tech Satellites. Until now I only watched single player games and had the impression, that this tech reveals the worldmap only for the player who has researched that tech. But as the save files show, it seems, that this tech reveals the worldmap for all civs, even when they had not researched that tech themselves. So it seems that all is working o.k. in that game. :)

satellites-jpg.575173


Btw: Remaining Pollution indicates that the AI has used nukes against other AI players in that game.
 

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Having no way to determine, if the AI seen the world, if I learn the tech, I always figured the reveal was only for the researcher. I say that iirc the verbiage is "revealed to you". Not revealed, as all will see. Foolish of me for sure.
 
I didn't read your original post, I was watching a soccer game as well, did your game end with a 1-0 victory?

The AI not only nuked other AI's but they nuked me twice....
 
I didn't read your original post, I was watching a soccer game as well, did your game end with a 1-0 victory?
Yes, but they deserved a 1:1. :D
 
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I'm playing on 'New Game' using the mod, all leaders have names like this, I'm not sure what's caused it or how to fix it.
 
I also thought it was RRAR causing this issue, but it seems to be CCM2. When my units engage in combat, the game will freeze when one of them goes to die and play the animation.
 
Dublinaut, welcome at CFC :band:[party] and thank you very much for your interest in CCM2.50 and RARR. :)

I'm playing on 'New Game' using the mod, all leaders have names like this, I'm not sure what's caused it or how to fix it.

This is absolutely intended and there is nothing that must be 'fixed'. CCM has eraspecific leaders (and I think until now it´s the only mod of the civilization series that tries to do here one step nearer to reality). In my eyes leaders that are living 6.000 years or longer are complete nonsense. I think the decisive perspective in the game is, that the player plays the civ and not playing the 'everliving' ruler. Even eraspecific leaders are living too long, but this is the best I can mod here in Civ 3. As you have posted a screenshot about playing Germany, for Germany in CCM the leaders in era 1 are Barbarossa, in era 2 Frederik the Great, in era 3 Bismarck and in era 4 Adenauer. As there is not enough place to write the names of the 4 different leaders into the gaming screens, they are all named ruler and the diplomatic texts were reworked for that fact, but the different rulers have different graphics and are explained in the civilopedia of that civ. The name 'ruler' received a suffix for the civ (in your example about Germany the suffix Ger) to enclose the diplomatic victory into this mod. Whom would you otherwise give your correct voting in an election ruler against ruler, but not knowing about the civ each of those rulers is ruling ?

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I also thought it was RRAR causing this issue, but it seems to be CCM2. When my units engage in combat, the game will freeze when one of them goes to die and play the animation.

Dublinaut, without more information here I can only guess, that you have made a mistake in the installation of CCM2.50 (that is also playing havoc with your RARR gameplay). The most common error in the installation of CCM is, that (after having done a copy of your original C3C text, art and sound files) the CCM2.50 expansion is not zipped into the original C3C folders. The original C3C files are not included in the CCM2.50 expansion to work as a kind of copy protection and to assure, that the player has the original C3C files. You can add here a save file with your current game and the freezes, so I can see if this is a problem of the game files or a if the game is running well when installed properly.
 

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Possible bug here.

Started a game with Nubia. The wonder "Black Pyramids" states that it "triggers the Golden Age for Nubia". However this did now happen...
 
jlvfr I will have a look at this problem when I have the time for it.
 
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