CCM2 Epic Mod

SteamCiv, the WW2 paratroopers need no silk, as they can only be obtained by upgrading a base unit that is autoproduced by a SW that needs silk and therefore that SW must have access to silk when autoproducing that base unit. The WW2 paratroopers need no silk to avoid that weak base units are in the city with the SW, if the city with the SW is loosing access to the resource silk and a base unit was yet produced. The modern paratroopers can be produced normally and therefore they need silk for their production.

The error that the modern paratroopers are set to dye instead to silk comes from the reordering of resources for the common platform to play CCM 2.50 and RARR. Therefore in the Conquests biq the modern paratroopers must be set to silk again instead of the wrong dyes.

The Para Class is a very early Brazilian destroyer and no paratrooper. :)
Spoiler :

Para Class.jpg

For the Arabs the Superdreadnought unit must be activated by simply setting the forgotten click for Arabia to that unit. As far as I remember, the error of the missing Superdreadnought for Greece was fixed in the current version of CCM 2.50 (otherwise the Superdreadnought for Greece must be activated for the same unit and in the same way as it must be done for Arabia).
 
Thanks for that Civinator!
Those fixes are easy to add. Yes, for the Superdreadnought, Greece is already fixed, Arabia does though needs its setting activated.

In running DEBUG games, there definitely is a lot of action with 31 civs on a 100x100 map with trebuchet duels and tank battles galore.
If you have any suggestions about adjusting CCM for smaller maps I'd be happy to hear them.

A couple of things I wonder about
--the supertank prototype dominates the field even at 3x slower autoproduction even on 130x130 maps (have not tried larger).
The supertank prototype is one of the first tanks to appear in the game and then the era moves on into WWII with very little representation by the British Mark IV and German A7Vs. Autoproduction keeps those supertank prototype around "forever" until the AI gets its upgrades then there is supertank bonanza.

In CCM 1.7 there was very good representation of WWi tanks with iconic British Mark IV and lesser known German A7Vs (CCM made more A7Vs than the whole German Empire did, maybe 20 A7Vs total built but I digress)

My point is the supertank prototypes functioned more of a research hulk than something that actually saw combat on a mass production level.

Once the AI research was done, on a 130x130 random map there were some Tiger Is and other types of tanks built by AI but the supertank prototype formed the bulk of beginning armoured forces in CCM2.5 with only one MKIV.

Also not sure for an adequate suggestion how to otherwise handle the supertanks, I did not recall seeing them in CCM 1.7 but my observations are not extensive there. I just remember Mark IVs making quite an appearance as well as the A7Vs, Holy COW WWI !!!!.

Maybe autoproduce the MKIVs?
--and they upgrade for Germans, Hungary/Poland to A7Vs (Russians get the Supertank prototype (but maybe it does not have supertank stats)
--then those WWI tanks upgrade to supertanks.
This way Mark IVs are insured to be the first out there by the autoproduction and consequently the supertanks. The WWi tank era would then be well represented by the famous Mark IV type series.

Sub bug, FIXED by Flintlock
Because Im running DEBUG, I have not really tried it manual to see if the friendly AI trips up and goes into combat, but I do not think so. In watching ship movements, they either skim over the subs (probably same civ as sub) or they thread around them, so as far as I can tell, NO MORE SUB BUG, meaning once I play, I can have subs on patrol without a ship overhead to prevent an accidental collision and war with a friendly AI.

Edit———-
About aircraft
CCM 250 has an extraordinarily good selection of aircraft some of them being auto produced but I rarely see the AI using these aircraft. I then set up a random game for vanilla 130 x 1 30 Map Debug and again the AI, while it does have aircraft in garrison hardly ever builds or flies them at all.
I’m using The Flintlock Patch and when running it on vanilla certainly I do see a lot of armies full of units and the artillery is especially strong, but curiously lacking in aircraft activity.

EDIT2-------------------------

I ran a coupe or so test games debug in Vanilla CIv (no flintlock) and they DO seem use more aircraft, but not really that much more; and in an old forum it was suggested to bump up the bombard and the AI uses them more.
In any case, in EVERY instance I have observed, it was a suicide mission, they would bomb a AA ship or something and of course go down in flames.

I must say though without the FLINTLOCK .exe fix, it is just BORINGLY sad to watch vanilla in action, , no artillery, only tank battles and muscle fights.

With FLINTLOCK enabled, artillery duels, artillery vs tanks, artillery lamblasting cities and artillery stacked with other units protecting them. Then there is the ARMIES.
I heard someone yelling hoe hoe hoe, and I was like WHAT?!? Looked a bit closer and someone resembling George C. Scott near a waving flag was pointing at a city and units were attacking it, 5 or 6 of them one after another.

THIS was an ARMY and I had forgotten about them. There also were army duels going on with their respective generals sicing the contents of their Armies on each other (they were actually yelling Ho! Ho! Ho!)

If playing FLINTLOCK and see an AI army coming your way, just GIT. Never bring a unit to an army fight. Yes Civinator, please re-enable armies for the next version of CCM 2.5. They appear to be working quite well with Flintlock (if that is the .exe version you end up using)!
 
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SteamCiv, sorry for the delay in the answer. I had all hands to do with the new German version of C3C and the German version of the Flintlock patch. Both are released now.

You are right, the Flintlock Patch/mod/expansion is changing a lot in C3C and a lot more observations and tests must be done before doing big changes here in one of the future versions of CCM, p.e. what will be the best production rate for AI landartillery in both settings of the current Flintlock patch, best settings for armies and so on. One thing is sure, the next version of CCM 2.50 will include the Flintlock patch, especially with its bug fixes, stack orders and some settings I was asking for, but at present it is not clear what additional options there will be activated.

I think the heavy tank production in CCM 2.50 is set well. The problem is, that the AI is building much too less normal tanks in favor of armored cars, despite that the tanks have better attack and defense values. In my last test version of CCM 2.50 I reduced the stealth attack abilities of armored cars and with the new option of the Flintlock patch to see the production values of the AI civs in their cities I will see, if that is enough or if some other restrictions must be done, so the AI prefers building tanks instead of armored cars (may be here the perfume option of the flintlock patch can help, too).

I have not noticed problems with the AI and aircraft in CCM 2.50 and the Antal1987 exe, but until now I didn´t have the time to do a CCM 2.50 game with the current Flintlock patch and reaching the stage with many aircraft that should be in action. With the normal settings of the current Flintlock Patch the AI is producing for 100 fighters only 70 bombers. Here, as it is with other settings in the Flintlock patch, the best settings for the features of that patch in the config.ini still must be tested out. At least when playing with the Antal1987 exe, AI aircraft actions appear in CCM 2.50.
 
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Thank you for your answer Civinator, with the holidays around that will probably also keep our free time occupied as well .

I have not played with the Antal1987 exe, so I should run that and see what kind of differences are made as far as aircraft. Since aircraft are in the last stage of the game way of handling it might be to do a scenario with the industrial era as the starting era skipping the first two eras in order to get to the aircraft quicker to see faster how they respond.

70/100 ratio, I was looking that over too if it might affect the AI and other ways as well, I was wondering if somehow the game thinks that they need 70 fighters and 100 bombers before they can do anything. It seems consistent with what the AI is currently doing from what I have seen, but yes we need to understand it more.

Now also I haven’t seen the AI build any attack helicopters I thought there might be more of those coming out of the cities to attack various units because in many ways they are like ground units. In Civ2 you have to watch out for those and airplanes too but then again this is not Civ2.
Maybe what Flintlock did to the artillery needs to be done with the aircraft / helicopter somehow, because artillery are now terrorists!

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70/100 ratio, I was looking that over too if it might affect the AI and other ways as well, I was wondering if somehow the game thinks that they need 70 fighters and 100 bombers before they can do anything.

Unfortunately it is the other way around. With the standard settings in the config.ini of the Flintlock patch there is a 100 fighters to only 70 bomber rate. May be the setting must be set to numbers above 100 (130 ?) to cause the AI to build more bombers, but until now I had not enough time to test this.

Now also I haven’t seen the AI build any attack helicopters I thought there might be more of those coming out of the cities to attack various units because in many ways they are like ground units. In Civ2 you have to watch out for those and airplanes too but then again this is not Civ2. Maybe what Flintlock did to the artillery needs to be done with the aircraft / helicopter somehow, because artillery are now terrorists!

In CCM 2.50 helicopters can only be received by a SW with autoproduction. All aircraft and the helicopters in CCM 2.50 with deadly land bombardment are limited that way.
 
After some debug games I have to give the nod to Antal1987 exe as being most aircraft intensive followed by a vanilla (with increased bombardment attack values) then the flintlock patch. Mind you my observations are largely anecdotal and in the debug mode I might be missing things that would show up more in the main game.

I do know this, that with the earlier CCM 1.7 version, ( tests were using my map) With Flintlock, the AI tends to wipe each other out so their are far less civilizations at the end 3-10 while in CCM 2.5 there is easily 15 to 25 left when the 1960s come around. In one debug game I was actually surprised to see Japan take over the whole world!
 
Did you have the win conditions as conquest and no domination or do you mean virtually the whole world?
 
Today is Elvis Alarm !

Elvis Alarm.jpg


Don´t worry, the day after January the 8th the whole hocus-pocus is gone away.
 
Did you have the win conditions as conquest and no domination or do you mean virtually the whole world?

If you mean me yes conquest the world, no diplo cultural victories, want to drag it out as long as possible to see what is going on in the modern eras
 
Question: If I install this, what happens to any preexisting scenarios?

If CCM 2.50 is installed properly, all preexisting scenarios that were playable with C3C can still been played, as it is an expansion of the existing C3C. One problem can arise, if these scenarios have no own or uncomplete textfiles. In that case those scenarios use the CCM textfiles, especially the CCM civilopedia file. All good scenarios I am aware, have their own textfiles. If such a problem should ever arise, it can be solved easily by naming the textfolder in the C3C mainfile to text-CCM (or something like that) and by renaming the textfolder text-orig to text while playing such a scenario.
 
Hello civinator and all, I am streaming a demigod difficulty game on my twitch channel www.twitch.tv/moorskn8 it seems impossible to even survive at this difficulty as the ai seems to trade alot and get very advanced at technology, whats the difficulty I should play?
 
Hello Hazem,

CCM was developed in monarch difficulty level, to provide even average gamers with a demanding game. I mostly play in emperor level. In the Civ 3 succession games, the players mostly play and win their games in demigod level. If they play "always war" games, they use monarch level. There were also CCM games played in deity level. You can find the Civ 3 succession games here: https://forums.civfanatics.com/forums/civ3-succession-games.67/ .Succession games using the CCM mod mostly have the letters CCM in their titles, but the succession games LK162, Japan, 500K culture and LK163 - AWM, India were been played with the CCM 2.50 mod, too.

Hazem, I wish you good luck with your project. :)
 
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In the Civ 3 succession games, the players mostly play and win their games in demigod level. If they play "always war" games, they use monarch level.
Deity for most of the games. ;-)
 
Hello Hazem,

CCM was developed in monarch difficulty level, to provide even average gamers with a demanding game. I mostly play in emperor level. In the Civ 3 succession games, the players mostly play and win their games in demigod level. If they play "always war" games, they use monarch level. There were also CCM games played in deity level. You can find the Civ 3 succession games here: https://forums.civfanatics.com/forums/civ3-succession-games.67/ .Succession games using the CCM mod mostly have the letters CCM in their titles, but the succession games LK162, Japan, 500K culture and LK163 - AWM, India were been played with the CCM 2.50 mod, too.

Hazem, I wish you good luck with your project. :)

thanks for the info, winning in deity mod is very impressing I will need to level up LUL
 
Hi again civinator, I was trying to build an army fout of a great general but it just disappeared after i clicked the upgrade confirmation, is this a bug? thanks
 
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