CCM2 Epic Mod

Now this is strange: I haven't discovered flight yet and the symbol for airlift appears for the Lancia unit in Neapolis. Is there an explanation for?

C3 Airlift b.jpg
C3 Airlift a.jpg
 
Now this is strange: I haven't discovered flight yet and the symbol for airlift appears for the Lancia unit in Neapolis. Is there an explanation for?
That´s a nice observation. :thumbsup: I have never read anything about the triggers, when the additional buttons of the advanced buttons are revealed. My guess is, that this could be influenced by the era you are playing in (as in era 3 airports can be built) - but this is only a guess. May be some other civers here have a better explanation. Fact is, that the airlift button is useless, if you don´t have at least two airports (one in the city where the unit to be airlifted is located and one in the destination city).
 
If it's tied to the air trade, then some of the national resource buildings could enable airlifting, along with the palace. It's definitely not tied to the veteran air units, since all of the buildings with that tag become available at or after Flight.
 
If it's tied to the air trade, then some of the national resource buildings could enable airlifting, along with the palace. It's definitely not tied to the veteran air units, since all of the buildings with that tag become available at or after Flight.
My thoughts were just the other way around: As air trade is available since era 1 in CCM 2.5 and many units of era 1 have the airlift-flag (even an era 1 warrior could be transported in a plane), the airlift button should appear even in era 1 - what is not happening. If the airlift button is connected era-specific to the veteran air units flag, in CCM 2.5 it would appear with the start of era 3, as this is the era when buildings with that flag appear (airports) and as it would be eraspecific, it should not be necessary, that the tech in that era is still researched.

But as written: This is only a guess.
 
Could it be that the Small Wonder "Military Research Center" constructed is in that city (Neapolis)?
 
@Civinator through testing and player feedback from CCM what are your thoughts on Partisans/Guerrillas with hidden nationality? I have revised the unit lines for my mod with Spearman, Archer, and Warrior converging at Infantry. I want to keep the Guerilla unit, but with tweaks (ATAR, no resources, and less defense than comparable offensive unit). I have read that if a land unit that has HN is buildable, the AI will spam them to death. They will be running around everywhere. I see that you got around that issue by having Partisans upgrade from workers which makes sense thematically. A rag tag militia of lightly trained citizens.

However, I have two versions of my mod. A "lite" version, where I am trying to keep general game play along the lines of the epic game and a larger version where I will auto produce settlers and workers. For the lite version, upgrading from workers won't work because you could just build workers cheaply and upgrade. With that in mind, the Scout/Explorer line is a dead end so I thought having Scout => Military Scout => Partisan => Guerilla. However, if I give the Partisan and Guerilla HN and they are buildable, I think it will get out of control. Maybe have them Invisible instead?

Right now the Partisan has 2 less defense than the Rifleman and comes at Communism. The Guerilla has two less defense than the Infantry and comes at Ecology. Both with ATAR. I haven't gotten far enough in my test game to see how they are working. Since you have done a lot of tests I figured I'd get your feedback. Thanks.
 
@Civinator through testing and player feedback from CCM what are your thoughts on Partisans/Guerrillas with hidden nationality?

In the current CCM 2.5 the Partisan settings in my eyes are too strong, especially the flag that they can enslave to other partisans. If you want, you have a good chance to win the game only with partisans without declaring official war. This is one of the reasons why the settings for partisans in CCM 3 are drastically changed. They have left some flags (among them HN and enslave) and received some others. More about it below.
I want to keep the Guerilla unit, but with tweaks (ATAR, no resources, and less defense than comparable offensive unit). I have read that if a land unit that has HN is buildable, the AI will spam them to death.
The question about the AI tendency to build units with the standard Civ 3 settings in my eyes is more a question for Ozy. In my eyes the HN-flag here has a high value for the AI. The answer to this question "outside" the normal Civ 3 settings belongs to the alternatives that the AI has in a mod/scenario and is very complex, taking into account the complete other settings of such a mod or scenario, including "perfuming" units and buildings.

In CCM 3 the partisan indeed has the settings ATAR, low defense, no resources, upgrading from workers, no upgrade and maintenance costs and the pillage flag (that not many other units in CCM have in the time when partisans become available), but the intention is not to persuade the AI to build this unit, but to reduce the late game micromanagement of underpowered workers, that should not be upgraded to "superworkers" (there are some other measures to reach this aim, too).

If you want (other than in CCM) a partisan or guerilla in a mod or scenario normally buildable, it could be a good idea to give such a unit the explore strategy. The adventurer unit in CCM, that can be built normally, has such a setting and the AI is building that unit.
I see that you got around that issue by having Partisans upgrade from workers which makes sense thematically.
The most important of this CCM setting in my eyes is the limitation, that these units with the king flag can not been built normally, but can only be achieved by upgrading an autoproduced unit (the apprentice) and that no additional building (of the precious 256 building slots) is needed for this setting. That this thematically makes sense is an additional bonus, that was taken into account, when doing this setting.
However, I have two versions of my mod. A "lite" version, where I am trying to keep general game play along the lines of the epic game.
I have such a "lite" version of CCM (so in German language), too and in some threads I have posted screenshots about the techtree of that mod. May be I post an English version of it, too, as only the names in the biq must be changed to the English language. :think:
 
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Thanks for the thorough response. I think I have an idea. Flintlock patch allows for a building as a prerequisite for units. So, I can worker housing that is required to build workers and make it cost 1 shield. I can then obsolete worker housing before Partisan becomes available and allow workers to upgrade to Partisan. Granted players could spam workers before worker housing goes obsolete, but it will cost them pop. Might work.

Sorry for going off topic from CCM. Like everybody else I am looking forward to 3.0 and what you are able to do with Flintlock patch. I am still working out some of the features like having an Oil Refinery produce gasoline which is needed for modern vehicles or steel mill that requires iron and coal to make steel. I am sure you are going to have some super creative new concepts. I can't wait!
 
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I am still working out some of the features like having an Oil Refinery produce gasoline which is needed for modern vehicles or steel mill that requires iron and coal to make steel. I am sure you ate going to have some super creative new concepts.
CCM 3 is more an evolution than a revolution. When it is the time I will write a post about the changes in CCM 3. Production chains, as per example the oil refineries or steel mills (transforming resources) that I had in early prototypes of CCM 3 were cut out again, as I noticed that I lost too much time in the game by looking what can be produced and upgraded in a city. The feature of the Flintlock mod showing icons on top of buildings came after all this was cut out. This will be a topic for CCM 3.1. To give at least some of the different leaders of a civ their "own" personality in the game will also be a topic of CCM 3.1. CCM 3 frees some buildings and resource slots for that job, but even in CCM 3 alone the named different single leaders are a very nice improvement of CCM. Offensive AI artillery only appears in late era 2 of the game and units with the king flag now are real defenders in a stack, what is especially important for the MG-units.

The helpful new feature, that different buildings now can be the same prerequisite for other buildings was posted by me long ago. The limitation of constructing dreadnoughts and battleships only in a few cities of a civ on a random map is working well, too. Cruisers now become more interesting. The system of civspecific buildings was changed radically. The same for the government "City States" and the normal worker actions. CCM 3 has a changed time scale to fix some distortions in era 4 of the game, but for most phases of the game this can not be noticed. In difficulty level monarch (or more) it should become more difficult to win by only researching some WW1 techs.
 
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Hello all, Are any of you aware of any efforts to translate this mod to any other languages? I am particularly interested in Japanese and Russian, but any other translation efforts would be good to know as well. I have a few friends who like the mod, but aren't good enough with English to be able to play it comfortably.
 
Hey, is there any way to change the culture grouping of civs (I.e. Scandinavia is Mediterranean in the ancient era)?
 
Hey, is there any way to change the culture grouping of civs (I.e. Scandinavia is Mediterranean in the ancient era)?
Scandinavia is in the European culture group, This was so in CCM 2.50 and this is so in CCM 3. Please take into account that the culture group "Mediterranean" in CCM 2.50 and 3 is reserved for south asian civs (India, Indochina) to give them their own city graphics. Culture groups can not be renamed with the current editors.

Scandinavia.jpg
 
Scandinavia is in the European culture group, This was so in CCM 2.50 and this is so in CCM 3. Please take into account that the culture group "Mediterranean" in CCM 2.50 and 3 is reserved for south asian civs (India, Indochina) to give them their own city graphics. Culture groups can not be renamed with the current editors.

View attachment 693538
Thanks, to clarify, I was wondering, in my Scandinavia case, in the ancient era, whether it would be possible to change the city appearance to be "ancient Europe" (i.e. like what England and France have in vanilla civ 3) versus its current "Mediterranean" style (i.e. what Greece and Rome would have in vanilla civ 3)? Furthermore, would it be possible to move some of the techs from the medieval to the industrial eras? I'm specifically talking about everything from the Napoleonic Era afterwards (i.e. Industrial Revolution, Railroads, etc.)?
 
Thanks, to clarify, I was wondering, in my Scandinavia case, in the ancient era, whether it would be possible to change the city appearance to be "ancient Europe" (i.e. like what England and France have in vanilla civ 3) versus its current "Mediterranean" style (i.e. what Greece and Rome would have in vanilla civ 3)? Furthermore, would it be possible to move some of the techs from the medieval to the industrial eras? I'm specifically talking about everything from the Napoleonic Era afterwards (i.e. Industrial Revolution, Railroads, etc.)?
What you suggest are the normal settings of Civ 3. CCM tries to be quicker in the industrial era than standard Civ 3 and nearly all other Civ 3 mods without cutting the medieval era too much. CCM was concepted to be different to standard Civ 3 and all known other mods, that were existing in the time when CCM was concepted. This is why the techtree in CCM is as it is and why it will stay in this configuration. Era 2 in CCM is not the "Medieval Era", but the "Era of Discovery" to reach this aim.

Concerning the city graphics in era 1 of the mod: Civ 3 has only 5 possible culture groups and these culture groups can not be renamed. As the south Asian civs should receive their own city graphics, the city graphics of an existing culture group had to be changed, and this were the Mediterranean graphics. On the other side in era 1 the northern European cities were not very famous and in most cases in reality not existing, completly different to the "southeuropean" cities. So for me it is no question, that the southeuropean city style should represent Europe in era 1. The following eras of European cities in CCM are represented by a more northerneuropean city style.

If you want the techs in the standard Civ 3 eras and the standard city graphics, may be the mod RARR would be better suited for you. Here you can have a look at the techtrees of RARR 1.7 (RARR 1.8 is in work).
 
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What you suggest are the normal settings of Civ 3. CCM tries to be quicker in the industrial era than standard Civ 3 and nearly all other Civ 3 mods without cutting the medieval era too much. CCM was concepted to be different to standard Civ 3 and all known other mods, that were existing in the time when CCM was concepted. This is why the techtree in CCM is as it is and why it will stay in this configuration. Era 2 in CCM is not the "Medieval Era", but the "Era of Discovery" to reach this aim.

Concerning the city graphics in era 1 of the mod: Civ 3 has only 5 possible culture groups and these culture groups can not be renamed. As the south Asian civs should receive their own city graphics, the city graphics of an existing culture group had to be changed, and this were the Mediterranean graphics. On the other side in era 1 the northern European cities were not very famous and in most cases in reality not existing, completly different to the "southeuropean" cities. So for me it is no question, that the southeuropean city style should represent Europe in era 1. The following eras of European cities in CCM are represented by a more northerneuropean city style.

If you want the techs in the standard Civ 3 eras and the standard city graphics, may be the mod RARR would be better suited for you. Here you can have a look at the techtrees of RARR 1.7 (RARR 1.8 is in work).
Thanks for the explanation and linking to the RARR mod. I'll check it out.
 
Will a CCM 3 thread be created? I see a download available. However, there are no install instructions.
 
Will a CCM 3 thread be created? I see a download available. However, there are no install instructions.
Of course a CCM3 thread will come, but CCM3 has to deal with two problems:

1. The upload size at CFC: This problem now is solved thanks to the help of the Civ 3 moderators. :)
2. A bug in the Flintlock mod in the versions R17 and R17C:

Flintlock needed the CCM3 files to locate and identify that bug in his mod, so the upload was mainly targeted to Flintlock for fixing that bug, that concerns all current versions of the official R17 and R17C versions of the Flintlock mod - and Flintlock had answered superfast some hours ago, that with the posted CCM3 files he was able to find the reason for this bug.

I asked Flintlock if it is possible to release a R17D version of his brilliant mod with a fix of this bug, and that is why at present there is not yet a CCM3 thread posted, as if possible, I want to link to a R17 version without that bug and not to write additional text how to circumvent that bug on a page 1 of CCM3, that is still long, even without such an additional text. The CCM3 thread is still "under construction" and I posted this at page 1 of the CCM 2 thread and in the CCM 3 download page.

CCM3 thread under construction.jpg


In the meanwhile a basic installation hint for CCM3 can be found some posts above: https://forums.civfanatics.com/threads/ccm2-epic-mod.625812/page-73#post-16604688 After installing the Flintlock mod (currently R17C) simply unzip/unrar the CCM3 download into the C3C scenarios folder. A scenario.c3x_config file, adapted to CCM3 should be correctly inside the CCM3 folder and the CCM3 biq correctly outside the CCM3 folder.

The CCM3 upload was created with 7z.
 
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Of course a CCM3 thread will come, but CCM3 has to deal with two problems:

1. The upload size at CFC: This problem now is solved thanks to the help of the Civ 3 moderators. :)
2. A bug in the Flintlock mod in the versions R17 and R17C:

Flintlock needed the CCM3 files to locate and identify that bug in his mod, so the upload was mainly targeted to Flintlock for fixing that bug, that concerns all current versions of the official R17 and R17C versions of the Flintlock mod - and Flintlock had answered superfast some hours ago, that with the posted CCM3 files he was able to find the reason for this bug.

I asked Flintlock if it is possible to release a R17D version of his brilliant mod with a fix of this bug, and that is why at present there is not yet a CCM3 thread posted, as if possible, I want to link to a R17 version without that bug and not to write additional text how to circumvent that bug on a page 1 of CCM3, that is still long, even without such an additional text. The CCM3 thread is still "under construction" and I posted this at page 1 of the CCM 2 thread and in the CCM 3 download page.

View attachment 694414

In the meanwhile a basic installation hint for CCM3 can be found some posts above: https://forums.civfanatics.com/threads/ccm2-epic-mod.625812/page-73#post-16604688 After installing the Flintlock mod (currently R17C) simply unzip/unrar the CCM3 download into the C3C scenarios folder. A scenario.c3x_config file, adapted to CCM3 should be correctly inside the CCM3 folder and the CCM3 biq correctly outside the CCM3 folder.

The CCM3 upload was created with 7z.
;)

But seriously, congrats on the new release! I know that I'm a new comer to CCM (and to Civ3 modding in general; I only just started getting into Civ3 modding even though I've been playing Civ3 since 2006; God, it's already been 18 years... the constant flow of entropy coming from my body...:cry:), but it's just so good to see a 20+ year old game receive so much support from the community!

What kind of changes can be expected from CCM3, by the way?

I'll probably wait to install CCM3 until the thread is up.
 
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