CCM2 Epic Mod

Hmm, interesting note on Task Manager. However, I've definitely seen both issues without having it open. That being said...the end-of-combat freeze I've seen is temporary -- the game unfreezes after a few seconds.
 
Hey there!
I am having some issues with the labels file, and seeing that there are some recent replies to this thread, I hope someone can help me.

I do apologize, as this question might have already been asked and solved, but my connection is really slow and it would take a reaaaaally long time for me to check all the thread's pages, so sorry about that.

I did as the instructions said (since I use the Steam version) and deleted the "labels" file in the text folder, to then rename the labels-Steam patch file to just "labels". But it still doesn't seem to have worked, the game's text still looks messed all around. I tried to just restore the original labels file and delete the steam patch labels file, but to no avail. I am new to modding civ 3, so I am not sure what other options do I have in order to fix this problem. Can anyone help me?
 
Jooody, welcome at CFC! :band:[party]

In an update of the Steam version of Civ 3 Complete some years ago,Steam over night added a new line between "PING" and "Host" (line 86) to the labels text that just says "Unknown". Of course this messed up the labeling of buttons and texts for C3C mods/scenarios with own labels texts.

As the text for you is still looking messed all around, this means, that your C3C version still has the problems with the wrong labels text file. I can only guess, why this is still happening to you. Can it be that you have replaced the wrong labels text file ? If you open Civ 3 Complete, you can see a folder named text - but this is only the text folder for Civ 3 Vanilla. As CCM 2 is a an expansion of the the C3C main files, for playing CCM2 with the steam version, you have to replace the labels text file in the C3C text folder of Civ 3 Complete.

It is not necessairy to delete the the steam labels text file, it is sufficient if you rename that file to labels1 (or something like that) so you can easily rename that file back if wanted.

May be it´s a good idea to pay the Civ 3 Complete version at GOG for about € 1,29 in the next sale (that is offered nearly all few weeks), as the GOG version doesn´t have that bug in the labels text.
 
Hi! I'm completely new to CCM, and this mod looks so promising that after 15 years of Civ 4 I want to give Civ 3 a try again.
I realized that by default with CCM, it is not possible to found a city on desert and tundra tiles, so I wanted to change this setting by changing the conquest.biq with Civ3ConquestsEdit. However, when saving the modified conquest.biq, the file size drops from around 1MB to 100kB :confused:. I assume that there is something wrong with the new conquest.biq created in this way. So is there any other way to change some settings? Thanks in advance.
 
Hi Bati and thank you very much for your interest in CCM 2.50. :)

I have blocked desert and tundra terrain from settling to avoid very poor starting positions for the player (and other civs, too). The conquest biq for CCM 2.50 was not done with one of the Firaxis editors, but with the Quintillus editor. The main reason for using that editor was the needed high setting for a cultural victory, that is far beyond the limits that can be set with the Firaxis editors. I attache a conquest biq that allows settling in desert and tundra terrain.

In the Civ 4 Vanilla manual Soren Johnson made a skillful analysis about Civ 3 and some of these points were incorporated into CCM (per example 2MV for settlers to reduce micromanagement, replacing of pollution by additional unhappiness and in general replacing 'unfun' elements by 'fun' elements, one of them the realization, that maintainance costs for buildings are not necessairy) with tons of additional new concepts in modding Civ 3.

Bati, I wish you good luck in your CCM game and don´t be frustrated by the early invisible hidden nation enslavers. Use the advantages the landscape of CCM offers by movement handicaps and bonuses in combination with the ability that workers can see the enslavers over two tiles, to master that threat.
 

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Hi Civinator, thanks a lot for your prompt and helpful answer, in particular also for the attached file. I think I found the Quintillus editor here on civfanatics and I will try it out; another thing I would be interested to modify is for example disabling tech trading.
Yes, I think two of my cities were already attacked by hidden units, and if workers can see them this is good to know. One concept however which I don't understand (even after having read the in-game help) are these oxcarts generated by resources like iron or gems in the city radius. Following the instructions, I brought them into or near my capital, brought a military unit on the same tile, selected the escort function ("!!!" was hereby added to the description of the military unit), but when I brought thereafter the unit into the capital (or out of, then again into the capital) nothing happened.
BTW I spotted some inconsistent or missing information and a broken link in the civilopedia. Do you still maintain this mod? If yes I would be happy to collect those findings and give you a small bug report...
 
Bati, yes I support this mod and I am still trying to improve it - and I am interested in any report about possible errors. :)

Concerning the supply shipments: It seems you have not activated the victory point scoring when starting the game. This option is needed for the working of the supply shipments. Unfortunately this missing activation cannot be fixed in your current game. Btw.: These supply shipments have era-specific graphics. So in era 3 and 4 they appear as different trucks.

Disabling tech trading is possible with a simple click on each tech in the editor and saving the results - but the AI civs perform much better if tech trading is allowed, so I have activated techtrading up to a certain phase in era 3 of CCM (rule of thumb when the techs leave the phase of WW 1). After passing that 'borderline' in the techtree in CCM, the trading of all newer techs is forbidden (but they still can be stolen).
 
Dear Civinator, First of all I would like to congratulate you for this brilliant and monumental Mod that we offer. Careful and refined work. The details of the choices adopted in the configurations of the units, in the buildings the form of progression of the technological tree. It is very interesting and I confess that I am very satisfied just to explore the archives, to read the civilopedia, to run the configurations of the bic file.

I am still studying the archives, but the commitment and care shown is already impressive. In this sense, I take the opportunity to ask if, when installing your Grand Mod, I can run those that are mounted in the Conquests subfolder? Once again thank you so much for sharing this incredible mod and success

Sincerely
Romulo Prado
 
Romulo Prado, thank you very much for your kind words about CCM and the interest in this mod. :)

Of course you can run the Conquests in the Conquests subfolder (and the scenarios in the scenarios subfolder, too), when the CCM 2.50 expansion is installed. Some of the Conquests are missing the labels text files (this falls in the responsibility of Ed Beach, who created those Conquests with the missing files) and in these cases you have the CCM labels text when playing these Conquests and when looking into the civilopedia while playing one of the Conquests you have the additional CCM entries, too (this falls in my responsibility as I massively enlarged the definition part of the civilopedia entries).

If you want to play the the Conquests with the complete original C3C text- and art files, while having installed CCM 2.50, in the C3C mainfolder simply rename the folder text to text-CCM (or something like that) and the folder text-original to text - and you can do the same with the art-folder, too, if you think you want that. If you want to "switch back", simply rename the folder text to text-original and the folder text-CCM to text (and if you have also changed the art folder, you have to do here the same procedure, too.
 
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hey Civanator,

so me and my friend,
tried mp, we wanted to connect via direct IP.
both of us have the steam version and GOG version.

both did not start game.
after, we tried both steam direct ip game.
we had no luck connecting in this way.

our conclusion, that direct ip didnt work.
for both versions,
we also tried on steam servers, we could not connect,
only without the Antal file exe, we were able to connect on steam.
(direct ip on gog didnt work at all).

any suggesions?
 
Hi keldath,

I have no experience with multiplayer games via the internet, so I´m learning here by the reports given by other civers - and, as far as I remember, your report here is the first about this theme.

If you are able to play your game via steam and the normal C3C exe, I think you should try it. If using steam, think about using the steam patch for the labels text file. As you posted, you have the GOG version, too, have you tried, to play by using the GOG Galaxy 2.0 program, may be with the original C3C exe ?

May be you have seen the great improvements, that Flintlock made to the C3C exe in the last weeks. He boosted up the C3C exe to achieve nearly all features of the Antal87 exe (fix of the scientific GA, fix of the graphics glitches) and additionally many more important fixes, especially the submarine bug and some improvements in making the game more comfortable to the player (p.e. the stack order command for worker jobs). You can find that thread here: https://forums.civfanatics.com/threads/sub-bug-fix-and-other-adventures-in-exe-modding.666881/

In that thread there is a a post, where a civer wishes a fix for playing multiplayer games via the internet and Flintlock posted, that he added this wish to his list.
 
Bati, yes I support this mod and I am still trying to improve it
That's great! Thank you very much Civinator for keeping Civ 3 alive with this and other superb mods. So these are the minor or cosmetic issues (mainly concerning the Civilopedia) that I've found so far:
  1. Concerning the supply shipments: It seems you have not activated the victory point scoring when starting the game.
    Indeed. I started a new game and activated Supply Shipments and Victory Point Scoring like in the screenshots of post #1 of this thread, and now it works. Thanks for the hint. I would suggest to put this information also in the Civilopedia in the section explaining the concept of supply shipments, but I think I read in a german forum that anyway you intend to do that :thumbsup:...
  2. According to the Civilopedia, India is Commercial+Industrious, but in the Player Setup screen it is shown as Commercial+Agricultural. Similarly, USA is Scientific+Industrious according to the Civilopedia but Expansionist+Industrious in the Player Setup screen, and Aztecs/Mexico as well as Southern Africa are Militaristic+Expansionist according to the Civilopedia but Militaristic+Agricultural in the Player Setup screen.
  3. On the Civilopedia page of the Great Lighthouse, the link to the Harbor is invalid. Similarly, on the Civilopedia page of the National Monument, the link to the War Memorial is invalid.
  4. On the Civilopedia page about the power plants, the link to the Coal Plant is invalid, the link to the Hydro Plant points to the Observatory, and the link to the Solar Plant points to Taj Mahal.
  5. For Republic and Democracy governments, the hurry method is Paid Labor according to the Civilopedia, but actually it seems to be Gold.
  6. Only in my second game I was able to build the Temple of Artemis. I suspect that Insence is needed in the city radius, but this is not mentioned in the Civilopedia.
  7. I'm playing Korea, which is Industrious, but I do not seem to get extra shields in my cities or metropolises, contrary to what is indicated in the Civilopedia.
  8. I did not notice any effect from Magellan's Voyage. Maybe because the effect is not cumulative with the effect granted by the Great Lighthouse?
  9. Directly after building the hospital in my cities, the latter did no appear in the City View. Only after some turns the hospital became visible, but I don't know what exactly triggered the appearance.
  10. Typos in the Civilopedia: on the page about the Coastal Installation (22a): "Can only been built ...". On the page about the Telegraph Station, a space is missing: "corruption/wastein".
 
Bati, thank you very much for reporting all these errors in the civilopedia. When having a first look at your last post, I thought, so many errors in the civilopedia cannot be true after all these years while this mod was played by many civers - but nearly all your error reports are true and therefore I have added you to the special credits for error hunters in page one of the CCM thread.
:hatsoff:

As the next version of CCM2.50 will still need some time, in the meanwhile I will do a new civilopedia text file with the correction of the reported errors.

According to the Civilopedia, India is Commercial+Industrious, but in the Player Setup screen it is shown as Commercial+Agricultural. Similarly, USA is Scientific+Industrious according to the Civilopedia but Expansionist+Industrious in the Player Setup screen, and Aztecs/Mexico as well as Southern Africa are Militaristic+Expansionist according to the Civilopedia but Militaristic+Agricultural in the Player Setup screen.

Correct are the traits shown in the player setup screen, as these traits are comming directly from the biq. The old wrong traits in the civilopedia for those civs will be corrected. :)

On the Civilopedia page of the Great Lighthouse, the link to the Harbor is invalid. Similarly, on the Civilopedia page of the National Monument, the link to the War Memorial is invalid.

Both links will be fixed. :)

On the Civilopedia page about the power plants, the link to the Coal Plant is invalid, the link to the Hydro Plant points to the Observatory, and the link to the Solar Plant points to Taj Mahal.

The link to the coal plant must be fixed and the statements about hydro- and solar plants must be deleted :), as the slots for those buildings in CCM 2.50 are used for other buildings.

For Republic and Democracy governments, the hurry method is Paid Labor according to the Civilopedia, but actually it seems to be Gold.

Bati, this setting in the civilopedia is correct. As the currency in Civ 3 (and therefore in CCM, too) is called gold, the citizens here a paid for their labor in gold.

Only in my second game I was able to build the Temple of Artemis. I suspect that Insence is needed in the city radius, but this is not mentioned in the Civilopedia.

This wonder needs incense (but not in the city radius). The civilopedia entry must be fixed. :)

Spoiler :
temple-of-artemis-jpg.595526


I'm playing Korea, which is Industrious, but I do not seem to get extra shields in my cities or metropolises, contrary to what is indicated in the Civilopedia.

This is very interesting ,as the used description is the standard Firaxis description for the industrious trait used in C3C. :eek: I understand, that there are no extra shields in CCM for metropolises, as this mod doesn´t hold any level three cities to eliminate population pollution.

But what is with (level 2) cities of industrious civs ? I noticed, that the RAR civilopedia (and therefore the RARR civilopedia, too) is only speaking about additional shields for metropolises. As the current CCM succession game is played with Korea, I will point the players to this problem about the production in their cities.

May be here some civers can give additional informations.

I did not notice any effect from Magellan's Voyage. Maybe because the effect is not cumulative with the effect granted by the Great Lighthouse?

As far as I know, the movement bonuses given to ships are not cumulative.

Directly after building the hospital in my cities, the latter did no appear in the City View. Only after some turns the hospital became visible, but I don't know what exactly triggered the appearance.

To check this, I have to do a deeper investigation into the complicate (and sometimes irrational) mechanics of the city view graphics. May be some of the mixed-up trigger entries were mixed up too much. :D

Typos in the Civilopedia: on the page about the Coastal Installation (22a): "Can only been built ...". On the page about the Telegraph Station, a space is missing: "corruption/wastein".

This will be fixed, too.
 

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  • Temple of Artemis.jpg
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Civinator, while investigating shields in Korean cities, I noticed that the following page needs to be revised to reflect CCM2.50 mining rules.
jmXlPu.png
 
Jersey Joe, thank you very much for the report. :)
 
Hi Civinator,

If I install the current ccm2.50 and do the labels text for steam, can I run a non ccm c3c game? IOW I wish to play ccm and non ccm c3c games. My non c3c biq is using the fixes for C3X, from Flintlock. I am fine with having to rename or point to the correct exe to run each. As long as the CCM ART, sounds and Text
folders work for both.

Thanks
 
Hi Civinator,

If I install the current ccm2.50 and do the labels text for steam, can I run a non ccm c3c game? IOW I wish to play ccm and non ccm c3c games. My non c3c biq is using the fixes for C3X, from Flintlock. I am fine with having to rename or point to the correct exe to run each. As long as the CCM ART, sounds and Text
folders work for both.

Thanks

Hi vmxa, I hope your health is at least somewhat well (I have never forgotten what you posted about it some time ago).

I have the GOG version and the Civ Chronicles version of Civ 3 Complete. I don´t have the steam version - so all I can post here is based on a speculation how text files are normally working in C3C.

Both the GOG and the Civ Chronicles version of Civ 3 Complete are working very well with all C3C scenarios and conquests when started by the Antal1987 exe (included in the current CCM 2.50 download) or the updated Flintlock Patch exes 1-5. I have not tested the new Flintlock patch 6 due to a current lack of time, but it is planned that in the next version of CCM the Antal1987 exe will be replaced by the Flintlock patched exe. At present I have links to the patched Flintlock exe and the Antal1987 exe that allow me to start C3C with the CCM 2.50 expansion with each of both exes without any problems. The same is true for C3C mods and scenarios when they are holding their own complete civilopedia files.

C3C mods,scenarios and the Conquests all have the priority to use the files that are included in their folders. They only use the files of the C3C mainfolder (and the expanded C3C mainfolder by CCM 2.50), if no such "special" files that have priority, are detected in their folders.

About textfiles in Civ 3 Complete you have to differ between common problems of C3C textfiles and the additional problem caused by the insane steam labels text file. CCM 2.50 has (or at least should have) civilopedia entries - and even more important pediaIcons entries - for all units and buildings of the original epic standard game. If a mod/scenario or a conquest has its own text files, these text files are used by the mod/scenario instead of the text files in the C3C mainfolder (even the CCM2.50 textfiles in the C3C mainfolder). So mods/scenarios and conquests biqs should have no problems with their texts when started by the CCM 2.50 expansion and the Antal1987 or Flintlock exes, as long as these mods/scenarios or conquests biqs have their own complete civilopedia textfiles. Per example it is no problem to play the RARR mod, Worldwide mod and so on with their complete own civilopedia text, while C3C is started by the Antal1987 exe or the patched Flintlock exe and the CCM 2.50 installation in the C3C mainfolder.

Here problems can arise, if the mods/scenarios or conquests have incomplete civilopedia texts in their text folders (what especially happens with the C3C conquests). In these cases the mods/scenarios or conquests are looking for the missing entries in the C3C text mainfolder - and here they find the CCM 2.50 entries and provide the information about that building or unit as it is in the CCM 2.50 expansion (what can be different to the information about that building or unit in the C3C standard game). If this problem occurs (mostly triggered in the C3C conquest games) the easiest fix is to rename the text folder in the C3C mainfolder to Text-CCM (or something like that) and the Text-orig folder in the expanded C3C mainfolder (see the CCM2.50 installation hints at page 1 of this thread) to Text while playing that mod/scenario or conquest with the incomplete civilopedia file inside the text folder of that mod/scenario or conquest (and when having finished that game to rename the text folder in the C3C mainfolder back to Text-orig and the textfolder Text-CCM back to Text).
Spoiler :

installation-ccm2-50-1-jpg.533901

A special problem is the labels text file in the steam installation, because this file isn´t incomplete, as it is adding a new line into the normal text and it seems the people who did that were not clever enough to place that new line and its programming at the end of the labels text file but in the middle of that file, disrupting all following labelings. As I don´t have the steam version of Civ 3 Complete, I cannot say, if it is enough to replace the normal labels text file in the text folder of the C3C mainfolder with the labels textfile of the 'steam patch', so all scenarios/mods can be played without the mess in the labels texts produced by the steam version. This problem can be completely avoided by using the GOG version of Civ 3 Complete, which is currently on sale for € 1,29 (or a similar price in dollars).
 
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Thanks so much Civinator. I will get c3c from gog, so I can avoid any strange issues. Never ever expected to see a fix for C3C like Flintlock gave us, I am still
not sure I did not dream it. I think it will be quite a boon for CCM.
 
Howdy Civinator.
I am trying to download and install ccm2.50. I use the download button - it downloads the zip file, but when I try to extract the zipped file it says it should be a multipart file or is corrupt.
When I look inside the folder it only has the 'Art' folder and the Conquest-orig.biq file.
Am I getting the wrong download?
I figured from all the renaming I was to do their would be at least 3 folders and a few loose files.
Regards
 
Nigevids, welcome at CFC! :band:[party]

In about 1 1/2 years CCM 2.50 was downloaded more than 3,150 times, but there was never a post about a not working download of this mod. At present, due to several modding projects, I have not enough free space on my harddrive to do a complete download test. I made a CCM 2.50 download test today and it worked until all remaining 3,5 GB on my harddrive were full.

Can it be that you only downloaded the CCM 2.50 patch that was done for old CCM2 downloads before December 2019 ? You need the complete CCM 2.50 download that can be found here: https://forums.civfanatics.com/resources/ccm2-50.27773/

CCM2.50 Download.jpg
 
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