timerover51
Deity
If there is one thing that I have learned in my 71 years, it is patience. Do what you can when you can.There is no release date for CCM 2.6, as I am not a factory.![]()
If there is one thing that I have learned in my 71 years, it is patience. Do what you can when you can.There is no release date for CCM 2.6, as I am not a factory.![]()
Tony thank you very much for reporting both errors and your input.-Assyrian Worker and Christian monk missing civilopedia descriptions.
Indeed both units are missing their civilopedia entries. I will fix that.-The base camel unit that is generated from the Desert Fort has a value of 30 shields. This makes upgrades fairly expensive. For example, the musket camel cost 90 gold. I'm not sure if this was done deliberately, as it contrasts with artillery, which hold steady at 60 shields over multiple iterations.

Also, I'm not sure how the civil engineer is supposed to work. In the civilopedia it says that it is available with the tech that allows the transcontinental railroad, but in the biq it is available with Construction. I changed citizens to engineers but they seem to do nothing. I'm not sure what I am missing here.

Yes, this is it: https://www.civ-wiki.de/wiki/Spezialisten_(Civ3)Does this mean that engineer shields do not benefit from multipliers provided by wonders and improvements?
This is the old comment of CCM1 and must be updated. Thank you very much for pointing to that error.The mention of the Improved Steam Engines for engineers is found in the entry 5b) Specialists.
The same happened with some worker entries, among them the missing Assyrian Worker description and some others.Nice documentation of the fight.I've been that broke civ that can't afford to upgrade his camels. In such cases they make poor defenders.

jlvr, thank you for reporting that error!Don't know if this has been posted: the "Mark VIII Cromwell" can only attack once, despite having "Blitz Attack" on it's civ entry.
In the settings of the Cromwell tank the foot unit flag was tickled instead of the blitz flag. This will be fixed in the next version of CCM.Can it be, that you have forgotten to activate the Victory Point Scoring when starting the game (the other function that must be additionally activated when starting a CCM game -the escort flag - seems to work well)?Hello civinator and all.
I am playing a game as USA, there is this problem am having, I cant get the gold from the supply shipment i click on escort envoy than the unit name became red, but when I sent it to the capital it doesnt release the gold
yes that was it i remember they werent checked ty anyway.. am having fun playing ccm 2.5 and looking forward for version 2.6 good job man and good luck finishing the 2.6 version, it is going to be really epic hheheCan it be, that you have forgotten to activate the Victory Point Scoring when starting the game (the other function that must be additionally activated when starting a CCM game -the escort flag - seems to work well)?
In the next version of CCM the player will be directly remembered to activate both additional flags when starting a game:
View attachment 653481
BSinator, welcome at CFC!Hey Civinator, I am curious as to how the AI converting units (enslavers, holy men, ect) can attack cities they are not at war with, but when I try to do the same thing, it does not allow me. Would there be a setting in the game files I can change that would either disallow the AI converting units from attacking cities they are not at war with, or enable player converting units to do the same?

I do not have any problems with a Military Great Leader building Great and Small Wonder. I just make sure that the finish improvement box is checked in the editor. In Play the World, a Leader can finish any improvement, such as a harbor, factory, or manufacturing plant.I suspect it is a function of the Ai not using the interface that humans use. That is the reason the Ai is able to build GW with an MGL and humans cannot. The check is in the human interface only. An oversight I would guess.
You can channge them so they dont have the Hidden Nationality anymore - then they operate like any unit and will have to declare war to attack you.BSinator, welcome at CFC!![]()
This setting is hardcoded and (may be) until Flintlock has found a remedy against it, we have to live with this different attack options for AI and human player enslavers, holy men and lawyers. On the other side may be it is quite good, that the AI can perform these attacks against cities while in peace and the human player can not do this.
The enslavers in CCM are like Fisherman´s Friend: If they are too strong, you are too weak (at least this is the advertisement slogan for Fisherman´s Friend in Germany).The invisible, HN Enslaver very intrusive in the early game.

This is why the enslavers (and other HN-land units) in CCM can only be received by autoproduction and never by normal production.Also, the AI loves building HN units.
- Post a save for others to see.Hi Civinator, thanks for this awesome project. I wanted to let you know I have success playing this mod on Arch Linux using proton to run civ3 on Steam. I have a few questions:
Is there anything that can be done to improve performance in the mid to late game? When I get to the industrial era it takes forever to load on map size 180x180. Should I just play with less civs?
Also
I find myself always running behind on tech no matter how hard I try to keep up, even on Warlord difficulty. What am I missing here? Any tips would be appreciated.
Thank you very much