CCM2 Epic Mod

Hi Hazem, great military leaders (MGL) in the current CCM 2.50 can only upgrade to artillery units and therefore in nearly all cases it is better to use the MGLs for rushing expensive buildings and small wonders. An upgrade to real armies in CCM 2.50 is only possible with the next version of CCM 2.50, as this now makes sense with the new possibilities the Flintlock patch is offering for filling armies by the AI.
 
Hi Hazem, great military leaders (MGL) in the current CCM 2.50 can only upgrade to artillery units and therefore in nearly all cases it is better to use the MGLs for rushing expensive buildings and small wonders. An upgrade to real armies in CCM 2.50 is only possible with the next version of CCM 2.50, as this now makes sense with the new possibilities the Flintlock patch is offering for filling armies by the AI.

okay great to hear, ty again
 
I thought there was a question about missing sound during diplomatic actions, but now there is no such question to see any longer. :crazyeye:
Nevertheless this can be an interesting info for all who are not yet aware of it:

This is no bug of CCM. One of the Win10 updates reduced the sound to only two channels. This can be fixed by a download that can be found here:
https://www.indirectsound.com/

More about this problem of Win10 can be seen in this thread at CFC: https://forums.civfanatics.com/threads/no-sound-during-diplomacy.615825/
 
I thought there was a question about missing sound during diplomatic actions, but now there is no such question to see any longer. :crazyeye:
Nevertheless this can be an interesting info for all who are not yet aware of it:

This is no bug of CCM. One of the Win10 updates reduced the sound to only two channels. This can be fixed by a download that can be found here:
https://www.indirectsound.com/

More about this problem of Win10 can be seen in this thread at CFC: https://forums.civfanatics.com/threads/no-sound-during-diplomacy.615825/
thanks alot civinator I fixed it, indeed it is related to windows
 
hello civinator, I think there is another bug, its year 1921 AD the next turn get stuck forever, idk why, although i hv a doubt that the reason maybe the installation of another mod b4 which is COMM conquest of might and magic.. here is the link of the saved game https://we.tl/t-ayApggd1RQ I couldnt get any saved game editor to work bcz of windows 11 plz have a look guys, I am just curious abt the reason :D
 
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Hazem, I think you have run into the houseboat bug.

Like the submarine bug, this seems to be no bug of CCM, but a bug in the programming of C3C. That bug was fixed in Civ 3 Vanilla, but had its comeback with C3C. The freeze of the game between turns is typically for that bug.

This bug, as the submarine bug and many other things, is fixed by the Flintlock patch, that can be found here: https://forums.civfanatics.com/threads/sub-bug-fix-and-other-adventures-in-exe-modding.666881

You can use the Flintlock patch even during your current game. The Flintlock patch, not only in my eyes, is the greatest progress in the history of C3C and it is also in parts based on the great work of Antal1987. In the next version of CCM, the Flintlock patch will be attached to every download of CCM. If you continue your current game with the Flintlock patched exe, don´t enable the offensive artillery and the army option, as this needs additional changes in the CCM 2.50 biq.

Otherwise you have to correct your current game by finding and deleting the ship (s) with the houseboat settler (s) manually with the multiplayer tool, that is attached to the download of CCM 2.50. If the bug was triggered by the human player, you can also avoid to conquer the last city of a civilization until the ship with that settler on board is eliminated - but the houseboat bug can also be triggered by the AI conquering the last city of an AI civ, that has a settler on board of a ship.

Hazem, I had no look into your save file, as therefore I would have to accept third party cookies on my pc and since the espionage scandal with Cambridge Analytica I try to avoid all third party espionage tools on my pc. In this thread at CFC I demonstrated, how many (for a normal person uncontrolable) third party firms had a direct grip on my pc, when using CFC without being a CFC supporter at the time of that post: https://forums.civfanatics.com/thre...to-data-on-our-pcs-while-visiting-cfc.633988/

As you can see in the Civ 3 succession games, you can attache Civ 3 save files directly to your CFC posts. These save files even must not be zipped, but of course they can be zipped, too.
 
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Hazem, I think you have run into the houseboat bug.

Like the submarine bug, this seems to be no bug of CCM, but a bug in the programming of C3C. That bug was fixed in Civ 3 Vanilla, but had its comeback with C3C. The freeze of the game between turns is typically for that bug.

This bug, as the submarine bug and many other things, is fixed by the Flintlock patch, that can be found here: https://forums.civfanatics.com/threads/sub-bug-fix-and-other-adventures-in-exe-modding.666881

You can use the Flintlock patch even during your current game. The Flintlock patch, not only in my eyes, is the greatest progress in the history of C3C and it is also in parts based on the great work of Antal1987. In the next version of CCM, the Flintlock patch will be attached to every download of CCM. If you continue your current game with the Flintlock patched exe, don´t enable the offensive artillery and the army option, as this needs additional changes in the CCM 2.50 biq.

Otherwise you have to correct your current game by finding and deleting the ship (s) with the houseboat settler (s) manually with the multiplayer tool, that is attached to the download of CCM 2.50. If the bug was triggered by the human player, you can also avoid to conquer the last city of a civilization until the ship with that settler on board is eliminated - but the houseboat bug can also be triggered by the AI conquering the last city of an AI civ, that has a settler on board of a ship.

Hazem, I had no look into your save file, as therefore I would have to accept third party cookies on my pc and since the espionage scandal with Cambridge Analytica I try to avoid all third party espionage tools on my pc. In this thread at CFC I demonstrated, how many (for a normal person uncontrolable) third party firms had a direct grip on my pc, when using CFC without being a CFC supporter at the time of that post: https://forums.civfanatics.com/thre...to-data-on-our-pcs-while-visiting-cfc.633988/

As you can see in the Civ 3 succession games, you can attache Civ 3 save files directly to your CFC posts. These save files even must not be zipped, but of course they can be zipped, too.
I understand I thank you very much for your fast interactions I will check the flintlock patched exe(Unfortunately I cant use the flintlock patch bcz i dont hv gog or steam versions for now).... I also tried the multiplayer exe andi took control of all civs but there werenet any house-boat-bug....Here I uploaded the save in the post
 

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Hello everyone, I have a question about the scientists in the city zoom, they seem not to affect my techs research speed, when i change tax collectors to scientists the cureent tech remaining turns doesnt go down at all
 
Scientists in CCM 2.50 give 4 bulbs of science. As the costs for tech, especially in the later eras of the game are expensive, many of those scientists are needed to have a noticeable impact in research.

Scientists.jpg
 
Scientists in CCM 2.50 give 4 bulbs of science. As the costs for tech, especially in the later eras of the game are expensive, many of those scientists are needed to have a noticeable impact in research.

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Civiniator while you are here I just got this error message on the stream



@@@@ update: OKay there was a unecessary space in the file name, fixed it i guess
 

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Hazem, thank you very much for reporting that problem. :)

The infantry unit is in the units folder of Civ 3 Vanilla. I found older versions of Civ 3 Vanilla with that unnecessary space in the Infantry.INI for the death sound and I had newer Infantry.INI entries where this space was cut out and therefore the sound for the death animation is working well. At present I am not sure, if I have fixed this only in my C3C download or if this was fixed in general by Firaxis in later downloads of Civ 3 Complete.

The solution is clear: In the next version of CCM, the units folder for C3C, updated by the CCM 2.50 download, will contain a separate folder for the Infantry unit with the fixed Infantry.INI file.
 
The one major drawback of this mod us the invisible units.... just WAY too much micro management because the game does not even notify you that you are loosing units.... you just notice that suddenly you don't have workers anymore after a few mystery temp freezes and you never knew you had to escort them inside your own damn borders. Almost made me ragequit but now I have to redo the entire days gaming. At least add an option to disable the damn irritations.
 
Rambo919, thank you very much for your interest in CCM 2.50. :)

The enslaver and later the holy men and lawyers are the most disputed units in CCM. When starting to play CCM, many civers hate these invisible hidden nationality units, but when they have more experience in playing CCM, most civers love them. These units are working like poison: In big doses (normal production) they would be deadly, but in the small doses they are appearing by autoproduction in CCM, they are medicine for the game play, allowing a much more demanding game, a better tactical use of the map and slow down a too ruthless expansion of the human player.

Enslaver.jpg


The game is notifying you, when your units are attacked by an invisible unit. In this case the game is showing you the attack and at least the defense animations of your defending unit. I think, these are the situations that you have described as "few mystery temp freezes" in your post. By the direction of the defense animation of your attacked unit you can at least see the direction from where the enslaver did attack your unit.

So the game notifies you about the attack of those units and of the result of this attack, showing at least the defense animations and the death animation, if your unit did lose the battle, and additionally an enslaved worker moving away, if the losing unit was enslaved. Workers and some other units can detect these invisible units even when they are two tiles away. Therefore if a worker is in the attacked stack, the game shows you not only your defending units, but also the attacking "invisible" HN-unit, too. Additionally you can hear by the sound of the attacking unit, if the attack was done by an enslaver or a lawyer (dirty laughing) or by a holy man (mystery sound). If an invisible HN-unit is landed by the AI into your territory, the game for a short moment is showing you, when this unit is entering land.

You can read more about dealing with these units in CCM here: https://forums.civfanatics.com/threads/ccm2-epic-mod.625812/page-10#post-15234702

An additional warning in the CCM starting screen about not letting workers and cities unguarded in the game, is a good suggestion. :) To leave workers and cities without defending units never is a good idea - but in CCM this is deadly.
 
Might be a temporary technical issue on my side.... combat happening to me during AI turns this morning especially did not necessarily show and the game seemed to freeze similar to how I am used to with AI turns. Now after a full game restart the combat started showing again. I even had invisible barbs.

I just looked around and "WTH where all my workers go?" and did not react well....
 
Freezes of the current CCM 2.50 in AI and interturns were only reported in two cases:

The succession player elephantium reported "white screens" in the interturns of the later CCM game while playing with a very outdated and underpowered laptop. After some time that "white screen" was gone and he was able to continue his game. Now he has a more modern laptop and this problem is gone.

The second possibility is when running into the houseboat bug (no special problem of CCM but a problem of the Firaxis programming). I wrote about that bug some posts above. The Flintlock patch can fix this problem.

Rambo919, as you can see, your reports help to improve this mod.
 
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