CCM2 Epic Mod

The white screen freeze has happened but usually only at initial game start. Processing bottleneck probably, could have something to do with video mode/driver/etc but unless you rewrite that part of the engine I doubt it's fixable.

Civ 3 was after all made for single thread Pentium era PC's where there was no real separation between any processing and broader system.

I have noticed the game with this mod does run better on an SSD, running on HDD atm though, might copy to SSD if needed.
 
I have noticed the game with this mod does run better on an SSD, running on HDD atm though, might copy to SSD if needed.

:yup: Yes, I play all my games with Civ 3 Complete and CCM 2.50 on a SSD drive. Running other programs while playing CCM can influence the performance, too. The same was reported about alt-tabbing, stopping Civ 3 animations.
 
In general this is the only mod for civ 3 worthwhile I have to say.

But I seem to not be understanding the supply shipments..... how do you actually "drop" them at your capital? Or is a unit picking them up enough?
 
Rambo919, thank you very much for your kind words about CCM. :)

For activating the supply shipment feature, the options Victory Point Scoring and Supply Shipments must be enabled at the start of the game. The next version of CCM 2.50 will hold a direct hint for this in the starting screen.

Starting screen.jpg


And yes, at least for the last move into your capital, the supply shipment must be picked up by another land unit. Here is the current description in the CCM 2.50 civilopedia:

Supply Shipments1.jpg


Supply shipments2.jpg


Here you can read more information about handling the supply shipments and can see some screenshots about it: https://forums.civfanatics.com/threads/ccm1-epic-mod.352057/page-94#post-14868510

The screenshot about the convoy button, that is needed at least for the last move into your capital, will become part of the civilopedia in the next version of CCM 2.50, too. For reasons of balancing, the worth of such a supply shipment (caravan) is set to only 25 gold when ariving escorted in your capital, as the AI has some problems with using them best (especially the AI civs don´t move out and move back supply shipments, that are produced directly in their capitals).
25 gold is the random amount of cash when a Barbarian village is conquered.
 
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And what if you first move the shipment into your capital and then pick it up? It seems like you get no increase and no popup even if you move the unit out of the city and back in again multiple times.

In my current game no escort is even needed because the shipments get generated in the city next to my capital..
 
Hello civinator, and all, I wonder why you have disabled military alliances in this mod.
also can anyone give me a general walkrthough or general advices on how to play and win this mod in demigod/deity difficulties plz
 
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I found a problem with unit upgrades.

After a while you can only it seems upgrade them in cities with military buildings..... which means that in a sprawling empire you get stuck with having to basically recall your entire military force back to a handful of cities which are probable at the centre of empire rather than just to the nearest city which kinda breaks the game at that point.

Is there a connector building I am not seeing?
 
And what if you first move the shipment into your capital and then pick it up? It seems like you get no increase and no popup even if you move the unit out of the city and back in again multiple times.

In my current game no escort is even needed because the shipments get generated in the city next to my capital..

The increase in gold combined with the disappearance of the supply shipment unit only works, when a "picked up" (escorted) supply shipment is beeing moved into the capital. The problem with handling supply shipments produced in the capital is only striking the AI civs. The human player has no problem with this situation.

I found a problem with unit upgrades.

After a while you can only it seems upgrade them in cities with military buildings..... which means that in a sprawling empire you get stuck with having to basically recall your entire military force back to a handful of cities which are probable at the centre of empire rather than just to the nearest city which kinda breaks the game at that point.

Is there a connector building I am not seeing?

Barracks in my eyes are the most powerful buildings, at least in Civ 3. Therefore in CCM 2.50 you have government specific barracks for the governments monarchy, theocracy, fascism and communism and in addition several other great wonders, small wonders and normal buildings having the "barracks-function". Per example the barracks in fascism are cheap and making people happy, in communism they can at least been built in every city, in monarchy you can build expansive castles that provide a special defence bonus to the city, but becoming obsolete when reaching an industrial tech, the same in theocracy with monasteries that also provide a science bonus, but becoming obsolete when reaching the Napoleonic era.
 
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Hello civinator, and all, I wonder why you have disabled military alliances in this mod.

Hazem, the myriards of pop-up-windows about offers of new alliances and reporting expiring alliances between twenty and more civs in the industrial and modern era were annoying for me and therefore I exterminated this, for me, unfun element. Additionally, world wars with mutual protection pacts showed very good results in CCM, as this reflects reality much better.

Unfortunately C3C holds no option to make alliances obsolete once they become a part of the game. If a civer likes to play CCM 2.50 with the option of alliances, this can be achieved by simply setting a hook with editor 1.00 to the box for alliances, may be in the tech Writing.

also can anyone give me a general walkrthough or general advices on how to play and win this mod in demigod/deity difficulties plz

There exists no guide for CCM 2.50 how to play in certain levels of difficulty. You can read the reports in the CCM succession games and can try to replay situations with the save files that are attached to these reports.
 
The increase in gold combined with the disappearance of the supply shipment unit only works, when a "picked up" (escorted) supply shipment is beeing moved into the capital. The problem with handling supply shipments produced in the capital is only striking the AI civs. The human player has no problem with this situation.
I havent been able to actually do this yet though.

Barracks in my eyes are the most powerful buildings, at least in Civ 3. Therefore in CCM 2.50 you have government specific barracks for the governments monarchy, theocracy, fascism and communism and in addition several other great wonders, small wonders and normal buildings having the "barracks-function". Per example the barracks in fascism are cheap and making people happy, in communism they can at least been built in every city, in monarchy you can build expansive castles that provide a special defence bonus to the city, but becoming obsolete when reaching an industrial tech, the same in theocracy with monasteries that also provide a science bonus, but becoming obsolete when reaching the Napoleonic era.
Ok so there are barracks like normal buildings.... is there a list of those? I can see barracks in civpedia ingame but I can't actually build any under Rome as a Republic.

The only places atm it seems I can upgrade anything is the few cities where I built unit spawning small wonders.
 
Hazem, the myriards of pop-up-windows about offers of new alliances and reporting expiring alliances between twenty and more civs in the industrial and modern era were annoying for me and therefore I exterminated this, for me, unfun element. Additionally, world wars with mutual protection pacts showed very good results in CCM, as this reflects reality much better.

Unfortunately C3C holds no option to make alliances obsolete once they become a part of the game. If a civer likes to play CCM 2.50 with the option of alliances, this can be achieved by simply setting a hook with editor 1.00 to the box for alliances, may be in the tech Writing.



There exists no guide for CCM 2.50 how to play in certain levels of difficulty. You can read the reports in the CCM succession games and can try to replay situations with the save files that are attached to these reports.

Ok I wil lread in the successons games threads asap thanks have a good day
 
Ok so there are barracks like normal buildings.... is there a list of those? I can see barracks in civpedia ingame but I can't actually build any under Rome as a Republic.

The only places atm it seems I can upgrade anything is the few cities where I built unit spawning small wonders.

ROME :

attachment.php

Additionally to all the unit spawning small wonders, Rome as a militaristic civ has a special great wonder, that only can been built by Rome (but conquered by other civs):

Rome1.jpg


The Limes gives barracks to every city of the civ that has this great wonder, normally Rome. As many civers try to conquer the city holding this great wonder (and later the great wonder Napoleonic Era, that also provides barracks to every city of a civ), in the next version of CCM 2.50 with the new options made possible by the Flintlock patch, both these great wonders will become small wonders with the consequence, that these small wonders are destroyed when the cities where they are located, are conquered by another civ.

Limes.jpg


The Roman Senate is a special small wonder for Rome producing veteran units in that city. In the next version of CCM 2.50 this small wonder will be skipped, as the slot of that building is needed for other purposes.

Roman Senate.jpg
 
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OK I did build "the lines" but it seems to have been obsoleted at some point, halfway through age of discovery atm. This explains why I could upgrade in any city. Is there any later normal building allowing upgrades coming later on the tech line?

It's a giant pain having to reshuffle EVERYTHING to upgrade my military..... and it creates a problem where your empire is on multiple continents.
 
OK I did build "the lines" but it seems to have been obsoleted at some point, halfway through age of discovery atm. This explains why I could upgrade in any city. Is there any later normal building allowing upgrades coming later on the tech line?

It's a giant pain having to reshuffle EVERYTHING to upgrade my military..... and it creates a problem where your empire is on multiple continents.

Yes, as you can see in the screenshot of the Limes, this great wonder is going obsolete with tech Renaissance.

These problems for the government Republic are intended. The most common strategy in playing civ 3 is to make only one switch in government, changing to Republic and staying there until the end of the game. This is much too easy. The fact, that the government Republic has a problem with barracks in CCM 2.50 is absolutely intended and leads to a better gaming balance.
 
Yes, as you can see in the screenshot of the Limes, this great wonder is going obsolete with tech Renaissance.

These problems for the government Republic are intended. The most common strategy in playing civ 3 is to make only one switch in government, changing to Republic and staying there until the end of the game. This is much too easy. The fact, that the government Republic has a problem with barracks in CCM 2.50 is absolutely intended and leads to a better gaming balance.

Indeed I had to make revolutions on my current games in order to upgrade my 20 horsemen, and I think that republic is very useful too with the trade and no tile penalty bonusese I liked republic but yeah having barracks is super useful too so which way u go has its advantages and disadvantages like the war weariness wich imho is very realistic and fun.
 
Indeed I had to make revolutions on my current games in order to upgrade my 20 horsemen, and I think that republic is very useful too with the trade and no tile penalty bonusese I liked republic but yeah having barracks is super useful too so which way u go has its advantages and disadvantages like the war weariness wich imho is very realistic and fun.

:yup: Yes, and switching governments in CCM is encouraged, compared to normal Civ 3.
 
Yes, as you can see in the screenshot of the Limes, this great wonder is going obsolete with tech Renaissance.

These problems for the government Republic are intended. The most common strategy in playing civ 3 is to make only one switch in government, changing to Republic and staying there until the end of the game. This is much too easy. The fact, that the government Republic has a problem with barracks in CCM 2.50 is absolutely intended and leads to a better gaming balance.
OK I was trying to switch to democracy anyway, it does not have the same problem then?

In that case you might wanna consider closing the gap between Republic and Democracy a bit or moving the obseletion tech choice a bit closer to Democracy, I find myself having to research most of the era just to get there.... and it takes a painfully long time leaving the player very exposed with little warning.

You really need to find someone with a talent for it(I have found it's more an art than a skill) to make a proper manual for you :lol:. I kept thinking of the Realism Invictus (for Civ 4) manual while learning how to play this.

As I said this is the only really viable mod for Civ 3 especially given the (ingenious really) way it fixes settler and worker spamming. Makes the game worth playing. I would recommend for a later version more feature toggles though to increase player choice.
 
Considering barracks, Democracy has the same intended problems as the government Republic.

Rhodie and later Takeo made a lot of work for the CCM civilopedia and I´am very grateful for their work. :hatsoff:I have done a lot of work for the civilopedia, too.

To do these civilopedia entries is a mass of work nobody can understand, who hasn´t done it himself. The rule of thumb is to add an existing unit to CCM is 1/4 work for adding the unit and 3/4 for all the paper work about that unit. And than it is not clear if a player will find the proper access to the informations.

CommandoBob made a kind of a guide for CCM1 short after its release. You can find it here (but don´t klick on links in that kind of a guide, as this leads to the former SOC site, that primarily hosted that mod. That site is abandoned since many years).

I recommend, that even the current version of CCM 2.50 should be played with the C3X exe mod (I mostly call it the Flintlock patch). The Flintlock patch has the advantage, that many options of it can be enabled or disabled. The offensive land artillery patch, the army patch and all other options that you are warned not to activate (closed borders, additional eras as they are not working prototypes) should be or stay disabled.

I´m working that the offensive land artillery and the improved army setting can be included in the next version of CCM 2.50, but for the land artillery it is not done to set the current CCM land artillery units in the biq and the description to the C3C artillery strategy with a bombardment strength that is equivalent to their current attack strength, here the mixture and the speed for building up those land artillery units by the AI must be fitting, too - and in my current prototype this is not yet working as I wish it to work.

Otherwise I will not miss any longer all the additional comfort in playing and fixing a lot of the bugs that were never corrected by Firaxis (especially the submarine and the houseboat bugs) by Flintlock´s phantastic C3X exe mod.
 
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Well in that case.... what about a compromise for flexibility?

Instead of completely eliminating barracks how about adding a heavy limitation based on city number or population size on how many can be built for the more decentralized governments? That way you can plan rare troop upgrade centres so to speak and keep the original limitation. A kind of cross between small wonder and normal building.
 
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