CCM2 Epic Mod

Hey, Civinator, I'd like to start by saying you've made quite an amazing and immersive mod. CCM2 has got to be the most fun I've had in any Civilization game ever. But there seems to be a problem. Starting yesterday, every single unit I've went to go build regardless of what unit it is will give me an INI. Error and exit my game. I've redownloaded and installed the mod multiple times and I'm getting the same class of errors. They're all INI. Errors. So I was hoping you were informed of this and you know that it's multiple units instead of a specific type of unit that it's giving me the error for.

PS. I've been playing the mod for about 2 weeks and it's just now doing this to me now, even after reinstalling it multiple times.
 
Hey, Civinator, I'd like to start by saying you've made quite an amazing and immersive mod. CCM2 has got to be the most fun I've had in any Civilization game ever. But there seems to be a problem. Starting yesterday, every single unit I've went to go build regardless of what unit it is will give me an INI. Error and exit my game. I've redownloaded and installed the mod multiple times and I'm getting the same class of errors. They're all INI. Errors. So I was hoping you were informed of this and you know that it's multiple units instead of a specific type of unit that it's giving me the error for.

PS. I've been playing the mod for about 2 weeks and it's just now doing this to me now, even after reinstalling it multiple times.

This might have something to do with the VirtualStore on your computer overwriting some of the CCM files.
 
One thing to double-check: First, make backup copies of these folders:

Art, sounds, Text

Then unzip the CCM .rar file into your Conquests folder. It should ask you about overwriting some folders; that's expected.

The first time I tried to run the latest CCM, I didn't do that, so I was missing stuff from the base game -- errors galore!
 
hello Civ 3 fans. Can some1 upload working and tested Pedialcons file?
 
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I have the Steam version of Civ3 and i have played the CCM2 mod as a scenario.
I had these errors:
Battlecruiser (Austria) doesnt have "go to" and "explore" orders, so they didnt leave the dock until i upgraded them to the next ship. (I could fix it for new games with the biq editor.)
Some protected cruisers (Suma for example) and WWII cruisers had missing .INI errors, so i had to recreate them from the existing files.
 
hello Civ 3 fans. Can some1 upload working and tested Pedialcons file?

Janism, welcome at CFC. :band:[party]

The pediaicons file is included in the mainfile at the download site. I don´t want any downloads of my mod or parts of my mod outside the download site of CCM2.
 
I have the Steam version of Civ3 and i have played the CCM2 mod as a scenario.
I had these errors:
Battlecruiser (Austria) doesnt have "go to" and "explore" orders, so they didnt leave the dock until i upgraded them to the next ship. (I could fix it for new games with the biq editor.)
Some protected cruisers (Suma for example) and WWII cruisers had missing .INI errors, so i had to recreate them from the existing files.

the_owl, welcome at CFC. :band:[party]

Thank you very much for reporting that error. :) This error and another similar error in the unit Italian Bombard will be fixed in the next biq of CCM2.
 
Janism, welcome at CFC. :band:[party]

The pediaicons file is included in the mainfile at the download site. I don´t want any downloads of my mod or parts of my mod outside the download site of CCM2.

It's ok, ignore my previous request. I was asking for it coz for some reason I was still missing some entries from pediaicons but I managed to fix them myself so no worries. Anyway tnx for replay and keep up good work :)
 
Janism, thank you very much for your kind words about CCM2. :)
 
Well, Civinator.
This great mod of yours must just be a ton better than the old one, which was the greatest IMHO.
However one always find the tiny little bits that doesn't agree with you. So the editor must be used carefully in those cases. Then it comes down to understand you have used Quintillus versions. But more specific which version. Perhaps it isn't important which version of his full fledge editor one can use, but it's sure important to use it I understand. Using the standard 1.03 or Steph editor perhaps "delete" certain combination of high end editing you made. Quintillus and Steph opened up more "options" in editing and using anything else and then saving it will "delete/omit" such twists.
That is why I would be happy to know.

Haven't had time yet to see actually if anything disagrees with me, but some things from CCM1 perhaps remained.
One thing comes to mind is you got transport planes that in some way made real paratroopers not very useful. You could load all units available to board those transport planes and paradrop them in some way at longer distances than the correct paratrooper unit. Fighting on another continent you could get scores of Infantry across with those planes without the need of building an airport. The sad thing the AI never used it (at least what I think).
Some others things too, and scanning the Mod in the editor gives me a hint what's up "in the future".

Playing the CCM1 long into the future (way past actual game end), just to see all techs come in play, I found out that the AI fav unit was any type of armoured cars. Even having the best of MBTs very few popped up in the huge stacks I had to fight. I guess the cause of this was that the armoured car could move fast over most terrains and much cheaper than MBTs. I hope you "fixed" this or it might be deliberate.
Peacekeeprs perhaps should be very strong defense but not much offense, however still need to be set offensive so AI use the paradrop option.
Not knowing how you setup airplanes this time, especially with carriers, I intend to have a look at that. Guess you now have a much greater mass of types, so that I don't have to see Mosquito on carrier decks (lots of better options). Well the AI never used much of those carrierbased planes anyhow, but for ones own good.
When the first nukes came into play they were carried by B-29, but shouldn't you have an upgrade later for these, thinking on the range of like say B-52. Not being able to move ICBM that upgrade with longer range could be cool IMHO. You still got the moveable Nukes, to place on subs.

Well that was some stuff that came into my mind right now.
But biggest question on what editor (Quintillus I guess) and what version (if it matters)

Really looking forward to start CCM2, and I'm sure it will not dissapoint.
 
In addition to what clamel said one more observation: machinegunners are not king units but last defenders (like if they are king units).
Was this intentional or is this kind of side effect?

clamel said:
Really looking forward to start CCM2, and I'm sure it will not dissapoint.
It won't. :) But it became more difficult - was able to win CCM1 on Emperor, but struggling very hard in CCM2 on Monarch.
 
clamel, thank you very much for your kind words about CCM. :)

So the editor must be used carefully in those cases. Then it comes down to understand you have used Quintillus versions. But more specific which version. Perhaps it isn't important which version of his full fledge editor one can use, but it's sure important to use it I understand. Using the standard 1.03 or Steph editor perhaps "delete" certain combination of high end editing you made. Quintillus and Steph opened up more "options" in editing and using anything else and then saving it will "delete/omit" such twists. That is why I would be happy to know.

Believe it or not, CCM2 was done with the standard Firaxis editor 1.00 (coming with the unpatched version of C3C). I highly appreciate the Quintillus editor and experiment a lot with it and there will come a time when I completely use this great editor for a mod or a scenario, but the work for CCM2 started long before I had the Quintillus editor and with all the new settings possible with this editor and my fable for experimenting, I feared, that I could spoil the CCM2 biq with all the unusual settings that I tried (and still am trying). If you want to edit something in the CCM2 biq, don´t use the Firaxis editor 1.03 coming with Civ 3 Complete as this editor has some bugs (per example you would loose the option of scientific leaders). The present Quintillus editor with normal security settings would also work very well for editing the CCM2 biq.

Haven't had time yet to see actually if anything disagrees with me, but some things from CCM1 perhaps remained. One thing comes to mind is you got transport planes that in some way made real paratroopers not very useful. You could load all units available to board those transport planes and paradrop them in some way at longer distances than the correct paratrooper unit. Fighting on another continent you could get scores of Infantry across with those planes without the need of building an airport. The sad thing the AI never used it (at least what I think).

In CCM2 the range for paratroopers is always longer than the range for their contemporary transport planes that can perform paratrooping actions.

falschirmjaeger-ww2-jpg.499257


ju-52-jpg.499258


These transport planes cannot board 'all kind of units' for paratrooping them, but only units with the 'foot-flag'. Later cold war transport planes can drop some special tanks that were 'dropable' in real life, too (like the Sheridan tank for the US). At present not modable for me is the hardcoded problem, that the rebasing range of a plane is 6 times (!) its normal range and you can load troops inside such transport planes and rebase the planes with these troops in cities very far away from your mainland. Peacekeepers in CCM2 are treated like paratroopers.

Playing the CCM1 long into the future (way past actual game end), just to see all techs come in play, I found out that the AI fav unit was any type of armoured cars. Even having the best of MBTs very few popped up in the huge stacks I had to fight. I guess the cause of this was that the armoured car could move fast over most terrains and much cheaper than MBTs. I hope you "fixed" this or it might be deliberate.

In CCM2 MBTs only need 2 strategic resources (like all other units in CCM2 maximal are requiering to fix the hyperlink bug) and in the latest CCM2 biq you will have more land where MBTs can operate without any handicaps as the workerjob 'planting forests' now is coming later in the techtree.

Not knowing how you setup airplanes this time, especially with carriers, I intend to have a look at that. Guess you now have a much greater mass of types, so that I don't have to see Mosquito on carrier decks (lots of better options). Well the AI never used much of those carrierbased planes anyhow, but for ones own good.

If you want to have more information about the performance of aircraft carriers in CCM2, simply click on the link aircraft carrier in the civilopedia entry of an aircraft carrier. You will see the information below about aircraft carriers (a lot of work was done with the CCM2 civilopedia :)):

aircraft-carrier-jpg.499259


Aircraft in CCM2 have a civilopedia entry, if they are 'Carrier Capable' or not. So you can see, that the Japanese Zero fighter can operate from carriers, while the Mosquito you have mentioned in your post is not able to operate from aircraft carriers.

zero-jpg.499260


mosquito-jpg.499261


When the first nukes came into play they were carried by B-29, but shouldn't you have an upgrade later for these, thinking on the range of like say B-52.

If you are looking in the techtree of late era 3 and era 4 you can see, that there are a lot of different nuclear bombers in CCM2 and there is also an option for upgrading nuclear bombers - and the best is: All these different bombers have a well working nuclear blast animation! Most nuclear bombers in other mods when not using a link to the nuclear bomber in the WW2 Pacific Conquest (as I did it in CCM1) were only able to show the last animations of some smoke, but not the nuclear blasts. Here Vuldacon (and with a small nuclear explosion also Wyrmshadow) one more time did a wonderful job.

Nuclear bombers are autoproduced by the SW Manhattan Project. This SW is also needed for the later production of tactical nuclear missiles and ICBMs. If you haven´t built this SW until the tech Advanced Avionics is researched, your civ has signed the 'Treaty on the Non-Preliferation of Nuclear Weapons' and cannot build any nuclear weapons (including nuclear tactical missiles and ICBMs) in that game. I´m reflecting about giving that SW very high maintenance costs, to make the building of this SW a tougher decision, but in the current biq there are no such high maintenance costs for that SW.

The SW Manhattan Project autoproduces a nuclear bomb every 6 turns. This nuclear bomb has the graphics of the B-29 bomber known from the WW2 Pacific Conquest. This B-29 nuclear bomber later can be upgraded to other nuclear bombers with a better range. The nuclear bombers also have a better range than nuclear missiles with the exception of the ICBMs.

The US are the only civ that has two sources for nuclear bombers:

- the autoproduced B-29 nuclear bomber and
- the upgrading of the autoproduced Escorted Bomberraids to Convair B-36 nuclear bombers.

Both nuclear bombers later upgrade to B-52 nuclear bombers.

Other civs have other chains of upgrading these bombers.
 

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As my browser blocked me in attaching more screenshots to the post above, here are the screenshots for producing US nuclear bombers:

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In addition to what clamel said one more observation: machinegunners are not king units but last defenders (like if they are king units).
Was this intentional or is this kind of side effect?

Wolfshade, WW I and WW II machinegunners are last defenders by the king flag. The base unit 'gatling gun' doesn´t need the king flag as it is directly autoproduced. If you found an WWI or WWII machinegunner without the king flag, please inform me about that unit, as this would be an error.

It won't. :) But it became more difficult - was able to win CCM1 on Emperor, but struggling very hard in CCM2 on Monarch.

Yes there was a good idea by the betatesters Jersey Joe and PaGe that really helps the AI in the game. :)
 
What a massive detailed answer. I am truly happy. As I can see it's all as I wanted it to be. Perhaps no need at all for even the smallest of edit.
Only thing that bother me was the editor issue. Firaxis editor 1.03 coming with Civ 3 Complete ?. I haven't got Complete but the very very old single CD, then expansion Conquest. One could say I inherit them. I have been mostly using Stephs Editor and perhaps that will then be OK to keep on using. Haven't digged into Quintillus yet.
But Steph has been very good and must be handling your mod without messing up stuff. Any thougth on that.

So sad I was called away and couldn't help out in testing. Every plan got changed last fall and had to go abroad on work. Some chances you got to take and it came out good. At least you have now even published an even better version I guess and I will surely enjoy it.
I just have to find little more time to finsih the old one in a holocaust ending I believe. Like to see how that goes.

Thanks for these info on my questions.
 
Perhaps no need at all for even the smallest of edit.

May be you still need some edits in the current biq, as until now the following errors of the last biqs were reported:

- Italian Bombard : 'Go to'-flag of that unit not enabled

- Missing unit "Reshadieh Class WWII"

- Missing unit "Conte di Cavour Class WWII

- Conte di Cavour Class WWII" has a movement of 16! (instead of 6)

At least the errors of the Italian Bombard and the movement of the Conte di Cavour Class WWII should be fixed before starting a game, if one is familiar with the editor. The links of the missing WWII dreadnoughts should be set to the normal entrie of that dreadnought (p.e. PRTO_Reshadieh Class). At present I´m not updating the biqs, as it can be that some more errors are reported and CCM2 will reach a high version nomber much too soon. So I will be waiting for updating the biqs for about two more weeks.


Only thing that bother me was the editor issue. Firaxis editor 1.03 coming with Civ 3 Complete ?. I haven't got Complete but the very very old single CD, then expansion Conquest. One could say I inherit them. I have been mostly using Stephs Editor and perhaps that will then be OK to keep on using. Haven't digged into Quintillus yet. But Steph has been very good and must be handling your mod without messing up stuff. Any thougth on that.

Editor 1.00 is the version in the original Conquest CD. Only by using the patches to the original Conquest version, the editor in the original Conquest version was updated to 1.03, too.


I never had used Steph´s editor, so I cannot say anything about it. When I wanted to try his editor, unfortunately Steph´s homepage was infected.
 
Here one more error

Hi andrefri, thank you very much for your interest in CCM2 (and in RARR). :)

The error of the Suma Class (and some other units that were added with the last two updates of CCM2) was reported some time ago and is on the list for fixing. I´m short before finishing my current CCM2 testgame, to look for other errors, before doing the update for the fixes.
 
Hello Civinator!
Oh, do you have any expectations for a date that you will fix this errors?

Thanks!
 
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