CCM2 Epic Mod

I have the small wonder Paratrooper School quite some time, I (Scandinavia) haven't the luxury silk, but Egypt supplied it to me already 21 turns, I should have several Paratrooper (Recruits) by now, but nothing has landed so far...... Any clues about that?
 
Being locked on quarantine and everything i decided to get back to the most delicious timewaster in my experience, which is civ3 :D. And since this mode seems to be so popular, and looks absolutely gorgeous, i decided give it a try. Enjoyed it so far, but! i find it a bit less challenging to play. Is it suppose to be played on highest difficulties only? I've played several games on Emperor as i used to back in the days, and here's my notes so far:
- i found myself dominating in late ancient era already.
- i have too much money once i change my regime to anything but despotism. (never thought i would complain about having too much money :D)
It's not surprising, since almost every building has 0 maintenance, yet so many of them help to raise the commerce, and even corruption is gone.
- The Great Library is too good, pretty much the only thing human player needs to build. Spawns settlers often, + till middle ages allows you to relax, zero your science expenses and just collect even more money.
Which leads to supporting an enormous army without any troubles. Plus several buildings auto produce additional units. (and why camel rider has defense 2 when bedouin rider only 1, asian chariot stronger than regular chariot? aren't they autoproduced the same way?)

But overall i found the new clan/settler concept to be quite interesting. And this mode to be a true masterpiece. Many thanks!
 
Tsubasanut, congrats to your little baby :) - and your No Raze Patch in combination with the fixing of the graphical glitches for me still is a very helpful feature, so the scenarios will need some time until they are published with your patch. :goodjob: May be you can post your patch only with the No Raze and the graphical fixes components, but without the NCL-component ?
Sorry for long absence. My baby kinda got me to permanent sleep deprivation state, and i lost all interest in anything and switched to "just trying to survive" mode. I'm way better now, only couple of wake-ups each night.
I'm uploading a 1.22 Conquest version with Antal v.4 patch and No_Raze applied. Per your request I have removed changes to City limits, so it should be again 512 cities on map as originally.

The NCL hack itself consisted of two changes in 2 very separate places in code:
1. In a procedure to calculate city resources.
2. In a procedure to place a new city.
And official 1.22 patch actually implemented the first change, but not the second. So i'm rolling back the 2nd (and i'm pretty confident that it is the ACTUAL check), but leaving 1st, as it is official (and i have no idea what this change does).

As for combat settler - it is not that easy. The city placement check loops to standard tile ownership checking. Can't risk to break that one. I'll dig it more, but i'm not very optimistic about results. Guess it still will be on player consciousness not to use his settlers in combat.
 

Attachments

I have the small wonder Paratrooper School quite some time, I (Scandinavia) haven't the luxury silk, but Egypt supplied it to me already 21 turns, I should have several Paratrooper (Recruits) by now, but nothing has landed so far...... Any clues about that?

XTC, thank you very much for reporting this error. :) The needed resource slot was not changed, when CCM2.50 and RARR were combined. When remembering well, the paratroopers are set to need Dyes instead of silk. This error will be corrected with the next biq that the Paratrooper (Recruits) need silk as intended.
 
Sorry for long absence. My baby kinda got me to permanent sleep deprivation state, and i lost all interest in anything and switched to "just trying to survive" mode. I'm way better now, only couple of wake-ups each night.
I'm uploading a 1.22 Conquest version with Antal v.4 patch and No_Raze applied. Per your request I have removed changes to City limits, so it should be again 512 cities on map as originally.

The NCL hack itself consisted of two changes in 2 very separate places in code:
1. In a procedure to calculate city resources.
2. In a procedure to place a new city.
And official 1.22 patch actually implemented the first change, but not the second. So i'm rolling back the 2nd (and i'm pretty confident that it is the ACTUAL check), but leaving 1st, as it is official (and i have no idea what this change does).

As for combat settler - it is not that easy. The city placement check loops to standard tile ownership checking. Can't risk to break that one. I'll dig it more, but i'm not very optimistic about results. Guess it still will be on player consciousness not to use his settlers in combat.

Tsubasanut great that you are back !!! :)

Thank you very much for all your work and you can be sure that I will test it as soon as possible. If you want, I could name a Russian city coming late in the city list according to your nickname (If I remember well, Firaxis has done this with a Greek city, too).
 
Being locked on quarantine and everything i decided to get back to the most delicious timewaster in my experience, which is civ3 :D. And since this mode seems to be so popular, and looks absolutely gorgeous, i decided give it a try. Enjoyed it so far, but! i find it a bit less challenging to play. Is it suppose to be played on highest difficulties only? I've played several games on Emperor as i used to back in the days, and here's my notes so far:
- i found myself dominating in late ancient era already.
- i have too much money once i change my regime to anything but despotism. (never thought i would complain about having too much money :D)
It's not surprising, since almost every building has 0 maintenance, yet so many of them help to raise the commerce, and even corruption is gone.
- The Great Library is too good, pretty much the only thing human player needs to build. Spawns settlers often, + till middle ages allows you to relax, zero your science expenses and just collect even more money.
Which leads to supporting an enormous army without any troubles. Plus several buildings auto produce additional units. (and why camel rider has defense 2 when bedouin rider only 1, asian chariot stronger than regular chariot? aren't they autoproduced the same way?)

But overall i found the new clan/settler concept to be quite interesting. And this mode to be a true masterpiece. Many thanks!

Sting, thank you very much for your kind words about CCM2.50 and your constructive input. :)

I will nerve the Great Library in the next version of CCM2.50 to produce settlers in a slower rate and I will have a look into the unit settings you did report.
About the zero maintenance for most buildings: This is a feature, that many players like. What sizes of maps with how many civs on the map and what settings of the map did you play your emperor games ?
 
Glad you are back, Civinator :)

Thank you all very much! :) I made a post in the RARR thread (as there were the most very positive posts) saying a big thank you very much to all civers who wrote superfriendly words, that can be found here: https://forums.civfanatics.com/threads/rise-and-rule-revisited-epic-mod.549166/page-48#post-15755591

wolf_66, I used one of your formulations in that post trying to explain the situation, so of course this had to be somewhat nebulous. A special thank you very much for giving me such a formulation.
 
Hi Civinator, before the 2.50 patch it was possible to let your cities produce the Attack helicopter. Is that changed in 2.50? It seems now that that unit now only comes from the small wonder Helicopter Flight School or upgrading the units form the Dive Bomber School small wonder.
 
Hi Civinator, before the 2.50 patch it was possible to let your cities produce the Attack helicopter. Is that changed in 2.50? It seems now that that unit now only comes from the small wonder Helicopter Flight School or upgrading the units form the Dive Bomber School small wonder.

XTC, yes this is the intention in CCM2.50. May be in a future version of CCM2.50 the complete aircraft/bombing system and the movement of ships will be reworked and adapted somewhat to RARR.
 
I followed the install instructions and I crash when there is a popup for ENKIDU Units? is there a fix to his?
 
Sting, thank you very much for your kind words about CCM2.50 and your constructive input. :)

I will nerve the Great Library in the next version of CCM2.50 to produce settlers in a slower rate and I will have a look into the unit settings you did report.
About the zero maintenance for most buildings: This is a feature, that many players like. What sizes of maps with how many civs on the map and what settings of the map did you play your emperor games ?

I think i played first couple games on a small map filling all the spots for ai players and finishing them off at the end of ancient era. Then on a standard map till somewhat middle ages, which pretty much is enough for me, cuz huge map gives me laggs.
I guess it's just the way i play. I remember with regular games (no modes) the best chances to win on emperor - god levels is to fight early nearest ai players, cuz further you delay the stronger they get and suffocate you. So i've been using the same ol' strategy.))
But i see how the CCM game could be just enjoyable if you relax and have a peaceful game till future era.

If i may suggest the example of a good balance finance/maintenance and the way units getting stronger - it would be the classic Sengoku - Sword of the Shogun scenario, but the time line there is quite short))

Lock up in my city (which is in Russia) is officially over and i'm back to work. I just want to thank you one more time for your beautiful mode, that made my time on quarantine so enjoyable haha :goodjob:
 
Why has the unit Submarine no bombard function? The description mentions 12 torpedo tubes so it must have some bombard possibilities.
 

Attachments

  • Submarine.jpg
    Submarine.jpg
    121.1 KB · Views: 137
  • Submarine b.jpg
    Submarine b.jpg
    123.6 KB · Views: 127
Back
Top Bottom