CCM2 Epic Mod

Thank you, Civinator, for your Always so much detailled answers :)

- Concerning the Guided Missile Cruiser upgrades, I'm playing with Nubia
Here you can see what I have in the pedia:

cruiser.jpg


- Concerning the missing SlavicSpear-SM.pcx I'm not sure to rightly understand your answer. Is that supposed to be already fixed?
All I can say is that I discovered the mod recently, and downloaded the full setup at the beggining of the summer. So I think that I'm using the latest main file available.

- Concerning the upgrade of Battleships and Dreadnoughts, thank you (and thank you tjs282) for pointing the obsolence factor. I missed it :rolleyes:

- Finally, concerning Mig-21 I understand the historical accuracy fact for them not being carrier capable.
But the sad thing is that it breaks the upgrade path of the carrier capable planes. All the previous jets were able to, so carriers are filled with them (upgraded each time it was possible), and suddenly with the cold war discover and their upgrades to mig-21, they all have to be stored in cities, and you have to start building from the scratch some cheaper Mig-19 to fill them. Not really cool :(

By the way, concerning Carriers I think that the possibility to upgrade Battlecruisers WWII to carriers is not a good thing. Even with an horrible cost (1800 gold :eek: ), in the final part of the game we have plenty og gold, and upgrading them is possible. Leading to an overflow of carriers in the game, IMO...
 
Hello! I just downloaded CCM2, the mainfile, from here: https://www.civforum.de/showthread.php?105595-CCM2&p=7852654&viewfull=1#post7852654
But reading through the posts here, there are quite some bugs in that, that may have been solved with CCM2.5. Is that one available somewhere?

CCM2.4 is also mentioned, which I found on the above link, but I'd prefer to play a bug-free game and not invest many hours in a game only to discover that something is wrong and I need to abandon it. So I'd prefer to have CCM2.5.
Speaking of, how do I use these patches? Do I just put the .biq file in the main Conquests folder (the expansion, like civ3PTW, not the Scenarios-esque folder), and launch the game via Civ3Conquests-Antal.exe? Or do I put the .biq file in the Scenarios folder, launch the game via Civ3Conquests-Antal.exe, and then select CCM2.4.biq as the scenario?

At some point you instructed us to rename conquests.biq to something else, and so I assumed CCM2.4.biq (or CCM2.biq, if you want to play without the patch) should be renamed to conquests.biq, but that just causes the game to crash. So we do need to use the original conquests.biq, I guess?
But, I'm pretty sure that the conquests.biq is making me play the normal Conquests game, not CCM...?
EDIT: Curiously enough, CCM2.4.biq, renamed to conquests.biq, works properly now.

Also, for the Steam version, the text file is not correct. Which is odd, because looking inside the labels.txt file, you did actually fix it: https://vgy.me/UywFiG.png
But removing 'Unknown' makes the text correct, for me. So I fixed your fix...? :p

EDIT: But... https://vgy.me/EvlAYZ.png - And yes, I did replace the Art folder, of course...?
EDIT2: Ah, but I did not copy the original one and overwrite that copy with CCM's Art folder. Now it is fixed. :)

All in all, this looks like an extraordinary project! :)
 
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Hi
I'm really enjoying CCM2.4! :)
I think I may have found an error that hasn't been mentioned yet.
The Daf M39.ini file contains a reference to a RUN sound file that was not found and crashed the game.
RUN=..\AustinMk2\AustinMk2Run.wav

I couldn't find an AustinMk2 Unit, so maybe the name needs to be changed.

Best wishes, Great work!
 
@need my speed:

CCM2.5 is not available for now. Civinator is still working on it
The most recent available update is CCM2.4 and you can "patch it" yourself by reading this thread and fix most of the bug that have been pointed out with the game editor.
 
Thank you. I have done so, fixing the errors that I saw posted here and elsewhere, and will now launch a new game (I also made all technologies untradable and changed the colours of some civilisations). Only, I did this with the normal Civ3QEdit, which means Scientific Leaders will be buggy, as far as I understand? But that is fine by me.
 
I'm not sure what you mean? British Camel Corps.ini says ATTACK1=Attack.flc, and that file is present: https://vgy.me/P3vhKt.png
 
Thank you all very much for your interest in CCM 2. :)

BillK
, welcome at CFC! :band:[party][party]

Thank you very much for reporting that error about the Daf M39. :) This error existed for a longer time, but nobody had found it yet and now it is fixed for the next version of CCM2.

need my speed, welcome in the civ 3 forums! :wavey: You are now the second prominent Civ 4 modder (the other one is keldath), who has a look at CCM2 and in my eyes this is a great honour for this mod. I hope you can find something interesting for your Civ 4 modding here (may be the different leaders changing during the game and many other features) as I found a lot of excellent ideas for CCM in the analysis of Civ 3 written by Soren Johnson in the handbook of Civ 4. Interesting is, that now the Steam version of Civ 3 Complete seems to be working again without the patch. May be they have corrected their mistake in an 'overnight action' in the same way as they did introduce it. I´m really happy that I don´t have the Steam version and become a victim of their decisions.

CCM 2.5 is far from beeing finished, but of course I don´t want to let you wait too long for the corrections of the errors in the current version of CCM2. I hope in the next three days CCM2.45 will be ready for upload. This version will include the correction of all reported errors (and not reported errors I have found) of CCM 2.4 but it will not include the files needed to play RARR and the upcoming CCM2 scenario 'Colonial Conquests' playing on a worldmap. Please be aware, that your art-, text- and sounds mainfolders will be replaced by new folders, when CCM 2.5 will become available. I will do an announcement in this thread, when CCM 2.45 is ready for download.

lethaltoto, one more time thank you very much for reporting errors of CCM2. :) In the civilopedia there was a lot more wrong with the informations about upgrading the Guided Missile Cruiser. I hope now all information for upgrading this unit is corrected. This is the new civilopedia information that will appear with CCM 2.45:

guided-missile-cruiser-jpg.504984


The missing SlavicSpear-SM.pcx should have been fixed with the CCM2.4 upload -at least it now will be fixed with the CCM 2.45 upload. :D

I will reflect about ugrading Battlecruisers WWII to carriers. May be they will be upgraded to nuclear battle cruisers (Kirov Class) with CCM2.45 ?

At least at present, the cold war planes for aircraft carriers will stay as they are. These jetplanes are a line of alternative aircraft for civs with missing strategic resources and now can become interesting for production even for civs, that have those resources or for cities that are not connected to those resources.

Tigris of Gaul, the error with the British Camel Corps should have been fixed with CCM 2.4 -at least it will be with the next version of CCM 2.
 

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Hi Civinator! Thank you for your time and efforts in developing the mod. This time I have a little graphical suggestion: Two earliest Roman units, Roman Archer and Roman Spearman are available from the start of the game and use graphic from the Republican era. Maybe you could consider giving them some pre-Roman appearance, i.e. using Bronze Italic units made by register?

Lionic, when doing a check, if I have included all reported errors for CCM 2.45, I noticed, that I haven´t answered your post above. Sorry, this was not intended.

Both Roman units use graphics of the Republican era, as I think they are looking nice and this is the only place to put them into this mod. There is no place before those units and the next units following the spearman and the archer are the early medieval pikeman and the medieval heavy archers.
 
I'm still using CCM 2.2 as I didn't know there was a newer biq. I want to finish my current campaign before moving on.
Again, you may already know of this error but just in case: Art\Units\Drake Class\Drake Class.INI
 
Hi!
I found an issue regarding ressearch. I'm not sure what is causing it, maybe you guys can help me.
I'm playing a campaign with Egypt on sid level and for some reason I cannot research faster. I'm at the end of ancient era and I don't know why, technolgies cannot be researched faster than a certain point. Right now I am researching "Dark Ages" and it's going to take 4 turns at 50% reasearch rate. The problem is that whatever I do, it never goes below 4 turns. Even if I set my reasearch rate at 80% and turn some citizens into scientists, it still takes the same than 50% reasearch rate. It is getting pretty frustrating, as my economy is doing well but it doesn't matter how much I invest, as it doesn't change anything.......
Meanwhile some AI are reaching industrial age already :lol:

It's the first time I encounter this as usually I was able to research ancient era technologies at 2-3 turns rate with an empire like the one I have and it's very weird that investing more in science does not really change anything. Any ideas if this is normal or what could be done?

THank you! :king:
 
I'm at the end of ancient era and I don't know why, technolgies cannot be researched faster than a certain point. Right now I am researching "Dark Ages" and it's going to take 4 turns at 50% reasearch rate. The problem is that whatever I do, it never goes below 4 turns.
When you say 'usually', do you mean 'earlier in my current game' or 'in previous CCM games (which may have been based on a different version of the CCM.biq)'?

Because if it's the latter, then it sounds to me as though your current .biq simply has 'Minimum turns to research' (re)set to 4 turns — just as it is in the Firaxis epic-game. If you haven't been messing around with it yourself, then that would imply that @Civinator made this change, I assume deliberately.

And if the Sid-AIs are already an era ahead of you, they presumably got there by tech-trading their way out of the Middle Ages amongst themselves.
 
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I played a game before this with CCM2 (same version) and this did not happen. Then I stopped because it was too easy, as I was playing in Monarch, and started this one. I did one modification in the biq file though: I gave production bouns to basic citizends so buildings would be produced faster, as I prefer to focus on unit production. I did not modify any research value nor reseted it to 4 turns. Is there any chance this modification affected somehow the research rates?
 
All technologies take a minimum of four turns to research. This is also true in vanilla Civilization III (Conquests).
 
All technologies take a minimum of four turns to research. This is also true in vanilla Civilization III (Conquests).

Even to the AI civs in higher difficulty levels?

This sound strange as I remember being able to research technologies in 2-3 turns (for example if your civ is big and you research a technology from the beggining of the tech tree of the era that for some reason you did ignore at first.
 
OOOooops
It looks like I did... :mischief:
How does the AI get technologies so fast then? does it cheat here as well?

Thank you need my speed
 
Yes, minimum research time in both CCM 1 and CCM 2 always was 4 turns. :yup: The reason for this is, that there must be enough turns for the new units researched with new techs for performing in the game, otherwise the new units would be nearly always obsolete when they are appearing in the game - and this is no fun.

In RARR (and RAR) the minimum research time is set to 1 turn, as here are enough techs in the techtree for such a setting. But even when I did some new unit lines in RARR with its many techs (p.e. for jetplanes), I had to create new room in the game for playing with those units by new connections of techs so they are not becoming obsolete too early.

The main reason for this post is, that the download of the CCM 2.45 mainfile is nearing soon. I still must create the rar- and zip files, upload the new files and write the comments for the new downloads.
 
New CCM2 mainfile and Conquests and CCM2 2.45 biqs uploaded.

The new files (hopefully) fix all errors reported to CCM 2.4. Thank you all very much for reporting those errors and for helping to improve CCM2. :)

Besides the fixed errors there are a lot of changes in the new files:

- There are changes in the governments Fascism, Communism, Democracy and Theocracy for improving the gmeplay (all documented in the new civilopedia)
- Changes in diplomacy/espionage: Bribing cities is now cheaper, stealing maps is more expensive.
- The GW The Alamo doesn´t give war memorials in every city on continent any longer but now offers + 1 happyness to every city
- The GW National Monument now gives a War Memorial to every city of the owner of that GW.
- The defense values for Bombards, Cannons, Horse-Artillery, Heavy Artillery have been risen to Bombards: D2, Cannons: D3, Horse-Arty: D4
- Some superheavy tanks were added for government Fascism

You can find the download link here (the same link as in page 1 of this thread).
 
Yes, minimum research time in both CCM 1 and CCM 2 always was 4 turns. :yup: The reason for this is, that there must be enough turns for the new units researched with new techs for performing in the game, otherwise the new units would be nearly always obsolete when they are appearing in the game - and this is no fun..

Then I'm wondering how the AI is getting technologies so fast, if research time is limited in the game programming? Is the AI getting free technologies at some point?

Great work with the new version!
 
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