CCM2 Epic Mod

According the civilopedia the Adventurer could be airlifted, but I can't get him (or her) move through the air. There hasn't been an airlift in that city this turn.


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XTC, thank you very much for your error reports! :)

Nearly all attack helicopters (not only the attack helicopter) missed the lethal sea bombardment and the adventurer had the airlift option not enabled. Now for the next version of CCM2 all these errors are fixed.
 
Inoé, that error in the PHL-03 INI file was reported some time ago in the nonpublic CCM2 forum and is fixed in the next version of CCM2. :) The INI file demands a fortify.flc and the unit folder contains that flc with the name fort. There are two easy ways to fix that error in your current game:

a) Unzip the PHL-03 INI file that is attached to this post and paste it over the old PHL-03 INI file inside the CCM2 art\units\PHL-03 folder or

b) Rename the entry inside the PHL-03 INI-file from FORTIFY=Fortify.flc to FORTIFY=Fort.flc. Here you have to remove the copy protection of that file, when you have installed it with such a protection.

With both ways you should be able to continue your current game.



This result can be achieved by a lot of CCM2 units in combination. One bombarding unit in CCM2 that has lethal land- and sea bombardment is the cruise missile. The best way to have a look what really happened here, is to open a save-file before that attack with the multiplayer tool that is attached to CCM2 and set China to be played by the human player. In that case you will see the units that are available to China before that attack. My guess is, that you will see a lot of cruise missiles.

Hi Civinator.
Sorry I have been away for quite a while. Better late than never.
This was really helpful and I was able to fix the problem! As for the bombarding units, I found it was a bunch of carriers pilled together in a small inner sea, but as they could not go out to open ocean I could not see them.
Thank you for your help once again!
 
Well I ended my campaign on Mars. Here are some experiences from my Japanese game:

I had 7 lock-ups during my campaign, 5 on my (Windows 10) desktop consulting the Race to Mars (F10) and 2 on my (Windows 10) laptop with ships that handled an automatic bombing order but seemed to be in and endless loop. Can it be that the F10 crashes happen when there were more than 1 mission at the same time?

During an attack on a city I had to kill more than a dozen camels which, according to the civilopedia, could have a free upgrade to a Camel Warrior. But the AI apparently did not....

The harbor and 'barrack ability" symbols are handy, but an airport symbol would be handy too.

The absence of the armees brought (at least for me) a whole different approach of warfare. But a lot of things from Civilization I happened in my game. A Mongolian catapult destroyed my veteran tank. And my Rocket Launcher was destroyed during an attack on a French musketeer. Enemy WW1 material gave much damage to my WW2 weapons. Every attack of a WW1 plane to my anti-aircraft cruiser gave much damage to that cruiser....

Many compliments for the artist who created the I-400 Sen-Toku submarine movement. The first part above the sea surface and during the movement the dive below. Excellent!

Despite having destroyed many happiness giving buildings I never saw civil disorder in a city of the enemy.

I thought I moved my leader Tojo on a transport ship, but when I moved that transport ship, Tojo was standing on water! (see picture). I had a lock-up somewhat later so I couldn't see if Tojo was still there the next turn.
 

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In my second CCM2 game the computer randomized me as Greece/Byzantine:

The Hoplite of the Greeks can be upgraded to a Pikeman. But what is gamewise the difference between those 2 units?

According to the Military Advisor screen (F3) the Greeks have a leader: Nestor. But it isn't a leader, it is a Greek hero. And the moment I really got a leader, Achaeans, that screen still showed Nestor as leader.

Are my Enslavor and Missionary units really invisible for the AI? All AI units flee when I come close with those "invisible" units.
 

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XTC, thank you very much for your profund feedback. :) Unfortunately at present I don´t have much time for answering due to some RL problems.

Well I ended my campaign on Mars. Here are some experiences from my Japanese game:

I had 7 lock-ups during my campaign, 5 on my (Windows 10) desktop consulting the Race to Mars (F10) and 2 on my (Windows 10) laptop with ships that handled an automatic bombing order but seemed to be in and endless loop. Can it be that the F10 crashes happen when there were more than 1 mission at the same time?

XTC, when testing the spacerace for CCM2 I received some freezes too, when visiting the screen of the spacerace. That screen seems to be very instable, but I have no idea how to do it better. The parts of the spacerace have their original places in the screen and their original pediaicons entries. Every idea for improving the stability of that screen is very welcome. It seems that at least in the end you were able to finish the spacerace. In my testgame I was able to start the film for the spacerace victory with CCM2, what, as far as I remember, is not possible for most epic mods for C3C.

Did the space race victory film start in your game?

an attack on a city I had to kill more than a dozen camels which, according to the civilopedia, could have a free upgrade to a Camel Warrior. But the AI apparently did not....

Mostly the basic units upgrade to the next unit in the upgrade chain, as the city that autoproduces these units holds a building with the "barracks"-function. I know about a problem, when supply shipments are produced in the capital and the AI is not able to pull them out from the capital and remove them escorted back to the capital. It´s new that autoproduced combat units were not upgraded in greater numbers, as mostly the same building, that autoproduces the basic unit has the barracks-ability for upgrading that unit, too.

May be there is an interruption in the upgrade-chain for a civ with the camel units. Can you remember, what civ had these not upgraded camels?

harbor and 'barrack ability" symbols are handy, but an airport symbol would be handy too.

Of course such a symbol for aircraft would be nice, too. The problem here is a not very clever programming of Civ 3 done by Firaxis. In standard Civ 3 and C3C the anchor - and the aircraft symbol are not connected to the 'barracks'- or 'veteran aircraft' function of the buildings harbor and airport, but to the trade option of these buildings (sea- and airtrade). If I would give each airport the airtrade function, the turntimes on the bigger maps of CCM games (compared to normal Civ 3 games) would become much longer. That´s why I changed the aircraft symbol for buildings like the palace that provide airtrade, to coins. I think it´s better to make the turntimes of the later game shorter by not giving airports both airtrade and the veteran aircraft ability, but on the other side don´t have the aircraft symbol for cities, that contain an airport.

absence of the armees brought (at least for me) a whole different approach of warfare. But a lot of things from Civilization I happened in my game. A Mongolian catapult destroyed my veteran tank. And my Rocket Launcher was destroyed during an attack on a French musketeer. Enemy WW1 material gave much damage to my WW2 weapons. Every attack of a WW1 plane to my anti-aircraft cruiser gave much damage to that cruiser....

Yes, I did the unit settings so, that even civs with weapons that are somewhat back in technics can have a chance for winning, especially when defending. Of course it wouldn´t have been a problem to give each weapon an additional hitpoint compared with a weapon one level below, but I think this is boring. A veteran tank destroyed by a catapult is impetuous, but even in normal Civ 3 and in every mod or scenario sometimes a situation can occur, when the other unit in a combat has no chance in winning even if it is the most modern unit in combat with a very outdated unit. These situations can only be minimized, but not completely locked out.

Many compliments for the artist who created the I-400 Sen-Toku submarine movement. The first part above the sea surface and during the movement the dive below. Excellent!

This great unit was done by my friend rhodie (who also made big parts of the CCM civilopedia) :hatsoff: and I´m glad that you like it. At present rhodie is working on a great update of his interesting WW II scenario 'Defeat into victory' about the war in Burma/Asia.

having destroyed many happiness giving buildings I never saw civil disorder in a city of the enemy.

I noted civil disorder of AI cities many times in CCM games.

thought I moved my leader Tojo on a transport ship, but when I moved that transport ship, Tojo was standing on water! (see picture). I had a lock-up somewhat later so I couldn't see if Tojo was still there the next turn.

Here I must have a look into the settings of the leader unit, to post more about it.
 
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In my second CCM2 game the computer randomized me as Greece/Byzantine:

The Hoplite of the Greeks can be upgraded to a Pikeman. But what is gamewise the difference between those 2 units?

In the middle ages the time of the 'cheap' antic Hoplites for Greece is gone and now new produced defending units need iron and later saltpeter as resources. The great Greek advantage they had with the Hoplites now is obsolete. No more Hoplites can be produced, when history has reached the middle ages.

to the Military Advisor screen (F3) the Greeks have a leader: Nestor. But it isn't a leader, it is a Greek hero. And the moment I really got a leader, Achaeans, that screen still showed Nestor as leader.

That´s a special intended 'easter-egg' I gave to Greece. I set these units with the leader ability, but without the leader tactics so they can have the leader names, but are not working as MGLs. The Greek heros have an additional hitpoint compared to normal swordsmen (what is a lot in CCM 2).

Are my Enslavor and Missionary units really invisible for the AI? All AI units flee when I come close with those "invisible" units.

Yes, they are invisible, but please don´t forget that there are also units that have the 'detect invisble units flag'. The most important are workers and all kind of 'holy men' (like missionaries, priests, yogis, mullahs and so on). These units can detect the 'invisible units'.
 
Thanks for your answers, Civinator.

The Space Race Victory Film started in my game. Due to the lock-ups I made a save game in every turn in the end phase ;)

The Canadians were the civ with the many not upgraded camels.

I liked very much the presence of those Greek heros!

It were indeed the AI workers that were running away from my invisible units. So that makes sense.
 
Hello Civinator!
I’ve been playing latest published version of your mod (CCM 2.45 IIRC) for last couple months and i recently checked stats of each goverment in editor since A.I. was opting only for Republic and Theocracy in AA and MA. Monarchy and City State were almost non existant. A.I. wasn’t revolting from Despotism to City State almost never, maybe one A.I. in one or two of ten games. So, i was confused why would A.I. choose sometimes Theocracy for long term goverment and never Monarchy (even for only war times) and came to the conclusion that it is because of Standard Trade Bonus. It isn’t listed in civilopedia but that setting is checked with flag in editor. Is this supposed to be like that?
Btw, great mod, been enjoying every single moment playing it and keep up good work!

Best of,
Civ3Fan94
 
CivFan94, welcome at CFC :band:[party] and thank you very much for your kind words about CCM2! :)

In my eyes governments are one of the most difficult options to set in Civ 3. Therefore it is no wonder that governments (and espionage) are the fields that need the most additional work for CCM (and every other mod/scenario in Civ 3, too). In fact in my eyes there are only three convincing forms of government in Civ 3: Monarchy, Republic and Communism. Even the other forms of government (Despotism, Feudalism, Democracy and Fascism) in standard Civ 3 are not really worth it, as they are all very unbalanced compared to the former three forms of government.

I experimented a lot with improving governments in my mods and scenarios. As you noticed, in the last version of CCM2 I added the trade bonus to the government Theocracy to make it more acceptable for the AI. This is the last government in the CCM2 techtree with a tile penalty and I think it´s a nice progress when that government now is better accepted by the AI. For the next version of CCM2 I have the focus in making a combined mainfile with RARR and I think that next version of CCM2 will become very spectecular for the friends of CCM2, too. Unfortunately at present I am massivly hampered by RL in finishing that next version. The improvement in governments and espionage will become a focus for the following versions of CCM2. I´m really greatful for all good suggestions in improving the governments, but please take into account, that CCM2 has reached the 256 buildings limit and every government specific building would need the deletion of an existing building.

In former versions of CCM2 I had a closer eye on the governments, the AI did choose during the gameplay in Debug Mod. I have the feeling, that the AI choice of governments is influenced by the choosen form of government of the human player, if the human player is ahead in the techtree (as said only a feeling) and the AI did choose City State quite a lot in former games until better governments without tile penalties were available.

Good suggestions in improving the governments are always welcome. :)
 
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The techtree for era 2 was a little bit more improved. The player now can do an interesting decision when having researched the tech Exploration. Now he can go the path over the new tech Mercantilism to achieve a more early access of important new strategic resources (Coal and Rubber) steampower and buildings with a better commercial benefit or the old way over the tech Absolutism to receive better military units. The path from tech Mercantilism to tech Economics also fits better to the historical development.



You can also see, that with tech Fortifications now city walls are becoming obsolete. On the other side you now can protect your cities with City Fortifications, providing the same protection to cities with size 1, but are much more expensive (as it was in reality).

You can also see, that now the tech Physics ist set to the better fitting age of Galileo in the CCM2 techtree (renaming Newton´s University to Galileio´s University).

In the screenshot below you can see some of the new resources in CCM2 coming from the combined new CCM2/RARR mainfile. The new strategic resource Hardwood allows some better sailing ships and is needed for WWI planes (and may be some WWII planes, too).

 

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I am looking forward to the next version of CCM2 :)

Something strange happened: During the turn of the AI I heard 3 times "to be or not to be". Apparently three successful actions of Chinese lawyers. His Great Artists as a result couldn't get to a safe place, so in my turn I attacked those Great Artists with my Lawyers. As a result I managed to get one Great Artist, but it can't give a cultural boost to any of my cities.....

Great Artist.jpg
 
Hello Civinator.
First and foremost - thanks you for wonderful CCM mods for my Favorite of all Civs.
I have a question about Antal's work.
You have included v4 Antal patch in your distib, but as far as I see - it is still based off 1.21 version of Conquests.
I remember there was a problem with savegame requiring same or newer version to load...

I already researched a bit and patched no raze and NCL to GOG 1.22 file, that was easy. Antal's patch may give me more troubles. And i probably need help in testing it.
But i do not want to "invent a bicycle" here.
Do you know if anyone here on the forum already applied v4 on 1.22 version? Oh, and added "No raze" and "no city limit" to it as well, since Antal has not done it?
 
I am looking forward to the next version of CCM2 :)

Something strange happened: During the turn of the AI I heard 3 times "to be or not to be". Apparently three successful actions of Chinese lawyers. His Great Artists as a result couldn't get to a safe place, so in my turn I attacked those Great Artists with my Lawyers. As a result I managed to get one Great Artist, but it can't give a cultural boost to any of my cities.....

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XTC, thank you very much for your continuing interest in CCM2. :)

I have never heard about such a situation before. This is one of the strange moments in Civ 3 and CCM2, that are appearing only very rarely, but in my eyes make the game even more interesting, as there is always the chance, that something new will happen. :) It makes sense, that the great artist you received was not able to do a cultural boost, as your unit was changed by the attack of the Chinese Lawyers to a unit with the nationality of your civ. Now your lawyer changed that unit to a great artist of your civ, but that unit still had the nationality of your civ - and only great artists (or monks) with other nationalities can provide cultural boosts. If a great artist (or a monk) holds a different nationality than the civ the unit is belonging to, this can be seen in the description of the unit. Below is a screenshot with a great artist with barbarian nationality. If the great artist would have the nationality of the civ, there wouldn´t be such a suffix about the nationality in the description of the great artist.



Now you have a great artist, that is not allowed to work in your civ. :D
 

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Hi Civinator

I think I have found another Fortify.flc error.
Art\Units\BM-30 Smerch (Desert) the ini file should be changed to fort.flc.
Also for
Art\Units\BM 30 Smerch. (No hyphen in name BM 30, maybe can be deleted?)

There is another entry for Art\Units\BM-30 Smerch which seems to be OK.

Best wishes, BillK
 
Hello Civinator.
First and foremost - thanks you for wonderful CCM mods for my Favorite of all Civs.
I have a question about Antal's work.
You have included v4 Antal patch in your distib, but as far as I see - it is still based off 1.21 version of Conquests.
I remember there was a problem with savegame requiring same or newer version to load...

I already researched a bit and patched no raze and NCL to GOG 1.22 file, that was easy. Antal's patch may give me more troubles. And i probably need help in testing it.
But i do not want to "invent a bicycle" here.
Do you know if anyone here on the forum already applied v4 on 1.22 version? Oh, and added "No raze" and "no city limit" to it as well, since Antal has not done it?

Tsubasanut, welcome at CFC :band:[party] and thank you very much for your kind words about CCM. :)

The wonderful patches the Civ 3 community received by Antal1987 and Skyer2 show the border between normal modders like me (who try to do good mods) and a genius like Antal1987 and Skyer 2 who triggered revolutions in playing Civ 3. :worship:

Of course every new patch is highly appreciated. :yup:

Concerning versions 1.21 and 1.22 there is the problem, that there is no description about version 1.21 in the readme file of Civ III Complete. There are only descriptions about v1.20 and v1.22:



So at present I cannot say what advantages v1.22 has compared to v1.21. I remember, when Firaxis did the last patches for C3C, they did such a documentation, but it seems this documentation is lost (at least at CFC). I´m not aware that anybody in this forum has applied v4 on the 1.22 version.

Antal1987´s v.4 patch seems to be very stable and I especially like the fix of the graphical glitches in the C3C civilopedia and the fix of the scientific golden Age. To form channels by cities in zero distance to the next city is a very cool feature, too, but this option also holds the possiblity of a human exploit by creating a city next to the city of another civ by a combat settler, build barracks in that city and attack the other city from the neighbouring city, a tactics the AI is not able to perform. If the human player is so disciplined not to build such cities next to cities of other civs, this is another great feature, too.

For the restart of the WWII scenarios SOE and WW2 Global Gold - and a new scenario that can be played with the next version of CCM2 - an exe with the v4 and a stabel 'No raze'-option would be very welcome.

Tsubasanut, I think a lot of Civ 3 players and modders will be interested in the patches you are considering. :thumbsup: May be it´s a good idea to open a special thread at CFC about your project, as Antal1987 did it when starting his patches.
 

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I'm sorry to disappoint, but i'm nowhere near Antal1987 and Skyer2. I'm not even versed in C language, just did some hex-hacks back in the 90s, mostly with Tie-Fighter.
I also was not able to find any 1.22 change log and I do share you opinion that it is not a big deal. Just wanted to avoid any possible compatibility issue.
I'll report on "1.22 + Antal v4" progress and then decide on separate thread.
 
I wish you good luck! :)
 
Well, this is it.
I added all Antal1987's patches up till v4 and NoRaze patch. Fun fact - looks like NCL was included in original 1.22, so the devs were reading this forum :lol:
File attached, this is GOG edition of Civ3Complete.
I will check Steam edition later for compatibility with patch.

I've successfully tested magenta line bug(v4), non-zero polution and close cities (v1).
I do not know any specifics about science age bug (v2) so cannot test it.
I need to find some scenario to test NCL, i do not want to manually place 556 cities :crazyeye:
How should i test no raze? I just replicated Skier2 patch. Maybe place 8 cities around comp player army and see?
As for limiting "combat settler" - it is probably possible according to civ3 code (thanks Antal1987 again), since it has CivID check in one branch of "place city check" function. But i do not know if i'm able to recompile the stuff afterwards, no experience here.
I check with my friend, who may help me.
 

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Tsubasanut, thank you very much for sharing that patch. :) :thumbsup: A working No Raze patch with the fixed civilopedia graphics (and for my new CCM2 scenario starting in 1500 with an additional fix of the scientific golden age) would be a great progress for my scenarios.

The fix of the scientific golden age was explained by Antal1987 here:

https://forums.civfanatics.com/threads/infinite-golden-age-and-science-age.526292/#post-13228028
https://forums.civfanatics.com/threads/patch-framework-for-c3c-v1-22.526966/
https://forums.civfanatics.com/threads/idea-for-making-c3c-patch-framework.526675/

The test of the NO Raze part of your exe will become easy. I will start the WW2 scenario SOE with your exe and we will see what happens. There are mostly some razed cities without the No Raze patch even in the first turn. I will report about the results, but this can take some time.

The official city limit in Civ 3 and C3C is 512 cities - not 556.



In my eyes enlarging the number of cities to exceed 512 is not so important, as a higher number of cities means even more micromanagement and longer turn times, but I will try to do a test, if the number of cities in your patch will exceed 512 (what can take some time, too). For my mods and scenarios 512 cities were always sufficiant.

Much more important in my eyes would be to raise the number of allowed resources in a biq from 256 to 512, as this would allow in a scenario to give each city that is founded on a map the proper position (by allowing to found cities only on a special preplaced terrain on the map) and the proper name by placing a resource with the name of the city next to that city location.

I never did use Antal1987 patches higher than v.4, because of the massively enlarged fat cross for citizens, that changed all relations of producing units and population massively and all these values would have to be rebalanced, what means we wouldn´t have CCM2 until today.
 

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