CCM2 Epic Mod

I reflect about changing the labels text in that misleading hardcoded entry. As I have always problems with finding those small correct connecting English words (prepositions ?) my question is, if the following entry would be correct for the civilopedia:

a) Obsolete by Zeppelin => if Zeppelin is meant as a unit
b) Obsolete with Zeppelin => if Zeppelin is meant as a tech

So in this case, as here Zeppelin is meant as a unit, at present I would guess "Obsolete by Zeppelin" would be the correct entry. Is this correct ? :shifty:
 
I reflect about changing the labels text in that misleading hardcoded entry. As I have always problems with finding those small correct connecting English words (prepositions ?) my question is, if the following entry would be correct for the civilopedia:

a) Obsolete by Zeppelin => if Zeppelin is meant as a unit
b) Obsolete with Zeppelin => if Zeppelin is meant as a tech

So in this case, as here Zeppelin is meant as a unit, at present I would guess "Obsolete by Zeppelin" would be the correct entry. Is this correct ? :shifty:
Not quite. It's not so much the difference between "unit" or "tech" that determines which preposition should be used, but rather how the word "Obsolete" is intended to be read.

"Obsolete with [Next Unit]" means "Obsolete" is to be read as an adjective: the current unit will become obsolete when the next unit becomes available to build. This is perfectly fine. ("Obsolete with [Tech]" would also be correct, but the game executable is hardcoded to show the unit-name; also learning the tech doesn't necessarily mean you'll be able to build the next unit).

"Obsolete by" means "Obsolete" is being used as a verb, but is poor grammar: as a verb, it must be used in the passive voice, because it is something being done to the current unit, i.e. you should rather write "[Current Unit will be] Obsoleted by [Next Unit]"

If you're serious about replacing the "Upgrades To" label in the CCM labels.txt, I would recommend using "Obsolete with" — or "Replaced by", since this label will be applied to all the unit-entries in the CCMopedia (including the upgradeable units).

("Outdated by" or "Superceded by" would also work, but are maybe less intuitive for non-native English-speakers)
 
If you're serious about replacing the "Upgrades To" label in the CCM labels.txt, I would recommend using "Obsolete with" — or "Replaced by", since this label will be applied to all the unit-entries in the CCMopedia (including the upgradeable units).

Thank you very much for the help. :) This is great, as with the suggested text my test labeling in this post can stay. :)
 
Civinator... Obsolete with is used but the last posts did not show.
Vuldacon, it is shown in the screenshot of the ballon entry in the linked post.
 
Hi. First of all, I want to thank you for this mode that brought me back to my beloved game. However, I have one problem and I need advice. Normally, everything is fine, but when I created my own map via the editor (such a small scenario without using other modes), the game causes problems. After about 20 steps, I get this error message and the game shuts down:

"Error loading"
"ERROR READING FILE"
"Missing entry in" text / Pediaicons.txt ". ANIMNAME_PROTO_Horses"
The game will now end.

I use the Steam version of C3C Complete and play the game via Civ3Conquest-Antal.exe. Well thank you.
 
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GorilaSK, thank you very much for your kind words about CCM. :)

I think "PROTO_Horses" is only a typo in your post and not the source of your problem. The correct spelling is PRTO_Horses.

PRTO_links in normal Civ 3 are used for units. In CCM they are also used to make the appearance of special features visible in the techtree. Per example the PRTO entry for horses is responsable that the new resource horses can be seen in the techtree by a new pale-green icon. Otherwise the appearance of the new resource horses could only be noticed as a text message when clicking on the techbox of the tech that is needed for horses and the visible information about the new resource in the techtree is missing (in CCM1 this information was connected to the BLDG_entries, but this uses some of the precious limited 256 slots for buildings, while with units until now nobody found a limit for units that can be added to a C3C mod or scenario).

CCM-Era1-Horse.jpg


As the only function of these "information-icons", based on unit entries, is that an information can appear in the techbox, only the part with the large and small images of these info-icons was set in the pediaicons entries (#ICON_PRTO_Horses) and it showed, that this was enough for CCM 2. So that info-icon had to be set to be available for every civ in the game, so the information can always be seen by the human player, such a unit was never built as all needed settings for a unit in the game are missing. To be completley sure, that such a unit can never been built, I could have set this "dummy-resource" to need the resource gamemechanics as a prerequisite for that dummy-resource based on a unit entry, but playing the mod showed, that this was not neccessairy.

Now with the settings in your mod, here something was changed. You can avoid the crash you have by adding the missing entries that your mod is messaging to you.

In this case for the info-icon at the end of the pediaicon entries the entry:

#ANIMNAME_PRTO_Horses
Warrior (or any other unit name of CCM2)

and to assure, that this unit can not been built, give the dummy-icon unit the resource gamemechanics, that is not available for any player as a prerequisite. The same procedure is needed for any other info-icon (based on a unit) that is crashing your mod.
 
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Roman Chariot seems to have the wrong PRTO in the .biq, it's trying to link to a PRTO_Roman Chariot (notice the space) instead of the existing PRTO_RomanChariot (no space). I noticed it when clicking the link on the pedia page of the autoproduced Horse gave me an error, and I first thought there might be a typo in the Civilopedia.txt, but the link there was correct.
 
Arexander, thank you very much for reporting this error. :)

The links for the Roman chariot and the updating of the autoproduced horse in the CCM civilopedia were not updated and are still using outdated entries.
The PRTO in the biq and in the pediaicons file are correct, so the Roman chariot is in the CCM game, but at present without a civilopedia entry for the Roman chariot and the updating from the horse to that unit. These civilopedia entries will be fixed for the next version of CCM 2.50.
 
Some CCM bugs and observations:
  • It looks like civ-specific workers and settlers, if they are first unit in stack, are acting like normal combat units with 0 defense and invisible hitpoint bar - and, in workers case, they can even retreat unless they were damaged to 1 hp. That means that the first civ-specific non-combat unit in stack cannot be captured.
Снимок экрана (34).png

  • Sacred Art tech description seems to have some glitched textures:
Снимок экрана (35).png

  • Nubian Black Pyramides don't trigger Golden Age:
Снимок экрана (44).png

  • Worker and Settler pages feature obsolete upgrade paths (like Southeuropean units); in the meantime new upgrades (like Assyrians) have empty civilopedia pages;
  • Japanese Swordsmen use victory animation on death; however when I enabled correct death animation, I've got the following error(s):
Снимок экрана (124).png

  • Looks like naval units in chanells can actually use roads!:lol:
Снимок экрана (71).png

By the the way: what about restricting Harbor of Carthage to coastal cities only? Given how scarce settlers are in the begining and how buggy minimum city separation option is (at least with Flintlock patch), it is a little tricky to buid a chanell - and the sight of these great bonus ships being disbanded to build spearmen at the same rate as warriors cause these ships can't get anywhere out of non-coastal capital and are just waste of gold is really pathetic:think:
 
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Sacred art seems just fine for me:
Spoiler :


Confirmed Black Pyramids don't trigger Golden Age, they're tagged Industrious instead of Expansionist in the .biq
Spoiler :


Also confirmed the issue with Jap swordsman, although changing the animation to the correct one didn't result in any errors, and the animation plays just fine in-game.
 
Belofon, thank you very much for reporting the bug with the Nubian Black Pyramids and some other issues you had with CCM 2.50 :) (your save-file in the RARR thread is not forgotten, too) and Arexander, thank you very much for your post answering these problems. :)

The error with the Nubian Black Pyramids is fixed for the next version of CCM2.50 (what is still far in the future).

Concerning the "glitched textures" in your Sacred Art screenshot I think this was hopefully only a temporary problem in the graphics card of the pc where this screenshot was taken from. As Arexander posted, the tech icons of the Sacred Art tech normally are working very well and in the posted screenshot there are some glitches with the common civilopedia files, that normally are working very well, too.

The location of the city of Carthage in your screenshot is a very unlucky one, that I had not considered when doing the setting for that GW with only the palace and the Maghreb tech (and not coastal) as a prerequisite. My thoughts were, that the harbour of Carthage should be located in Carthage and not in an other Maghreb city. If that GW has the palace and coastal as a prerequisite, it can be happen, that this wonder can not been built at all, if Carthage (what should not happen) is not founded on a coastal tile. May be renaming the GW to Cothon (so the name of the city is no longer appearing in the name of the GW) and changing the prerequisite of that GW from palace to coastal could be better. I will reflect about it. :think:

The problem with the death animation of the Japanese swordsman is known very well: https://forums.civfanatics.com/threads/ccm1-epic-mod.352057/page-94#post-14820055

It is triggered by an error in the original files of that unit. The problem occurred with one or two other units in CCM 2.50, too, but here it could be fixed by mirroring the animation flics for those units in the opposite direction. If you look sharply on the run animations of those one or two units, you can see, that the arms holding the weapon and the shield are changing in one of those animations. :D As such a fix was not possible for the spoiled death animation of the Japanese swordsman, I changed the death animation to a different animation to avoid such crashes as shown in the screenshots. So: The issue with the death animation of the Japanese swordsman is an intended issue to avoid even worse events. We have to live with it until somebody is able to fix the problem in the original death animation of this unit. On the other side it shows the brilliant work all the great unit creators are normally doing by taming thousands of images to become working units for all friends of Civ 3. :worship:
 
After some more testing I now see the issue, it's only limited to the westward facing death animation. I guess I'll have to revert my change then.
 
...able to transfer my CCM 2.50 mod (more than 6 GB)

6 GB! :eek:

The 1st page of this thread says the size of the last upload is a little under 4 GB. You have added a lot of content since then! I know it will still be a while, given your comments in other posts, but I have to say it will be hard waiting for it and I'm sure worth the wait!:)
 
Takeo, 3,91 GB zipped, but I did my transfer on the same pc unzipped, so this is not so spectacular. At present to CCM there is the stuff for SOE, WW2 Global Gold, the next version of RARR and some other things added.
 
>>>>This were the settings in former versions of CCM1 and CCM2, that are not allowing individual customization of the victory conditions when starting a game. The loss of the option for scientific leaders points to the fact, that you have used the wrong editor 1.03 only use Firaxis editor 1.00
Nevertheless, it should still be possible to do the needed settings in the starting boxes (making them blue by tickling the boxes) if the changes were done with the proper editor (editor 1.00 or the Quintillus editor - never use the editor 1.03 that comes with Civ 3 complete).<<<<

Post 693
https://forums.civfanatics.com/threads/ccm2-epic-mod.625812/page-35

Thanks for this. I had forgotten how lame/why one should not be using the Firaxis editor 1.03. I searched in an old install of Civ 3 with CCMS 1.7, had both editors and had marked them 1.03 and the other one 1.00; forgotten why I did this.

In trying to find out more about Firaxis editor 1.03 in what it “fixes” yes people really don’t know about the Firaxis 1.00 editor as evidenced by this post on the Steam forums
https://steamcommunity.com/app/3910/discussions/0/364042262886791162/

Anyway I’m going through the biq changing a few things to adjust to a smaller map, 100×100, ( such as double auto production times )and I do notice a lot of buildings crank out settlers every 20 turns.

CCMS 1.7, if I recall correctly only had the capital auto produce settlers every 20 turns. I switched it out to 40 turns and afterwhile even that seemed excessive. What I did was add the extra settlers to my cities. I don’t think the AI does this, it’s been a while and maybe I should find out on my own but I’m curious, in your games what does the AI do with all the extra settlers of CCMS 2.50 ?

Edit ———————

Just read p791 about the various editors.
Should really be a FAQ somewhere as it also contains the link to download the 1.00 editor
https://forums.civfanatics.com/threads/ccm2-epic-mod.625812/page-40
 
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SteamCiv, thank you very much for your continuing interest in CCM. :)

in your games what does the AI do with all the extra settlers of CCMS 2.50 ?

Well, they are settling. :) CCM 2.50 (and its former versions) is concepted for bigger maps and not for the smaller ones. You can see this per example in the well documented CCM succession games at CFC. The current one is with Arabia and can be found here. The succession games are played on 250 x 250 map size with 31 civs. I personally prefer games on 180 x 180 maps with 60 % oceans and 24 civs.
 
I just went ahead and imported the 100x100 map into CCMs2.biq (made a backup), adjusted some starting units and points to CCMs2 style and am running it in debug mode.

I'm up to the middle ages with 30 civs left and really noticed no problems with CCMs2 as is .
By then all possible land is long gone and with generous amounts of slavers, monks and other preachers about, roaming excess settlers seem to get "lost to the zone" (yes, sidetracked by a lot of S.T.A.L.K.E.R).
Using Flintlocks EXE files and no issues, no crashes.

A couple of things I was interested in fixing for the .biq before release was made (since these errors seemed easy and not that involved)
Black pyramids I already fixed (1 production (= 25 %) instead of 1 pollution; or should it be BOTH)
--silk for paratroopers
In looking over paratroopers, which ones are supposed to get silk? There are some that have no prerequisites, and some have dyes (which is wrong based on an earlier post).
I gather all the "national" paratroopers are supposed to have silk as a prerequisite for their upgrade?

--silk for paratroopers
In looking over paratroopers, which ones are supposed to get silk? There are some that have no prerequisites, and some have dyes (which is wrong based on an earlier post).
I gather all the "national" paratroopers are supposed to have silk as a prerequisite for their upgrade?

Currently in CCMS2 it is like this for air required resources
Modern Paratrooper Dyes (I gather this and all Dyes is an error)
Paratrooper none
Paratrooper Recruit none
British Paratrooper none ( should be silks or intended?)
US Paratrooper none ( should be silks or intended?)
Italian Paratrooper none ( should be silks or intended?)
Japanese Paratrooper none ( should be silks or intended?)
Russian Paratrooper none ( should be silks or intended?)
Parachutist Dyes
African Paratrooper Dyes
Eastern Paratrooper Dyes
Chinese Paratrooper Dyes
DPRK Paratrooper Dyes
JGSDF Paratrooper Dyes
Soviet Paratrooper Dyes
Polish Paratrooper Dyes
Para Class none


--Then there was battleship hulls that for certain civilizations ( Arabia, Greece) that were not upgradable to the next level (superdreadnought)
https://forums.civfanatics.com/threads/ccm2-epic-mod.625812/page-36#post-15948471
If it is a quick fix, how did you activate those upgrades, as I checked the chain and not seeing the obvious apparently. If it is complex, I'll just wait for the update for CCMS 250.

---Also, is there a way to set up Civ 3 AI VS AI and let it run unattended? As it is I have it in debug mode with a weight on the enter key but still must react to some popups, ie when capital autoproduces settlers
Thanks SteamCiv

----EDIT---.
Nevermind, I found how to do unmonitored AI vs AI in Civ III
In the editor, ensure Player 1 has no starting units, turn off animations, place a weight on the "enter" key and the turns zip by.
To stop and see what is happening, remove the weight and the end turn will stop the game allowing you to examine the map.
See https://steamcommunity.com/app/3910/discussions/0/618459405724946907/
 
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