CCM2 Epic Mod

Howdy Civinator,

Nice try but wrong. I have downloaded from that exact address you have given four times so far. Each time the download has been as I described.

Which is why I have told you there is something wrong. If you can't check the download because of space issues, please get one of the other mods who does not have the same problem to check it.

If it downloads as it should for someone else then there is a corruption of the download at my end. My anti-virus says all good so Civ3 may finally disappear off my system after I got it brand new when it came out all those years ago, and added mods and versions as they appeared. I still enjoy playing civ3 which is why I was glad to see the new CCM2.50 pack. I also have 4-5-6 and I am enjoying 6 but it takes a long time to get anywhere which is why I like 3 as an alternative.

Regards
 

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Nigevids, I will free the necessairy room for a full download test, but this will need some time. I packed the download with winrar, too.
 
Nigevids, I had to delete GalCiv2 from my pc to have enough free space for the CCM 2.50 download. The download was without any problems and lasted 10 minutes.

These are the files from my download test today:

CCM2.50-Download1.jpg


CCM2.50-Download2.jpg


The extraction of the zip files was without any problems, too. No such error messages as you had them, did appear. As my test download and unpacking with WinRAR were without any problems and from more than 3.000 downloads of CCM 2.50 you are the only one who reported such a problem, at present I think - as you formulated it - that there is something wrong on your side. Unfortunately I cannot tell you what causes the problems that you have.
 
I did a test download, and I also worked fine.
 
Thanks for your help guys,

A thought I had since last post was that I am using an evaluation copy of Winrar and it might be limited in size to what it will unpack. I will have to do some investigations to see if I can find what is wrong.

15 minutes later.......

I downloaded a copy of Winzip. Ran CCM2.50 through the unpack process and it worked fine first time. Hopefully I can report success all around when I unpack directly into the Conquests folder. Here goes.
 
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Civinator, I did not check to see if this was reported before but Korea is not mentioned on the Early Armored Car page of the Civilopedia:

jm3FmY.png


We do not know Motorization. Therefore, I cannot test if Asian Cavalry will upgrade, but the biq file appears to allow for the upgrade to Early Armored Car.
 
Jersey Joe, thank you very much for reporting this minor error. :) Korea will be added to the list in the civilopedia. The Asian Cavalry will upgrade to the Early Armored Car, as this is shown in the second hardcoded link (next to the unit costs), that only shows the upgrades available for the human player.
 
Hi Civinator,
I finally have GoG version installed. It turns out I have owned GoG complete for a long time and never installed it.
My question is, have you done any testing with CCM biq and Flintlock's mod? I would like to try it out, if you have. The stack worker commands is soooo nice.

I intend to use my Steam version for non CCM play. Now I have to see, what I can recall of CCM, should be a trail of many mistakes.
 
My question is, have you done any testing with CCM biq and Flintlock's mod? I would like to try it out, if you have. The stack worker commands is soooo nice.

Hi vmxa,

yes the stack worker commands and many other new features of the Flintlock Patch (including the fix of the houseboat bug) are absolutely "soooo nice". :yup: This is the reason, why in the next version of the CCM 2.50 expansion, the Antal1987 exe will be replaced by the Flintlock Patch (which includes and gives credits to all the findings that Antal1987 had done).

I did a lot of testing with the CCM 2.50 expansion and many C3C scenarios and the C3C Conquests, started with the Flintlock patch - and all is working very well, if you have the C3C exe, upgraded by the Flintlock patch, and the secondary files of the Flintlock patch in your C3C mainfolder. It is no problem, if the Antal1987 exe is still additionally be placed in the C3C mainfolder, too. All my screenshots in the thread of the Flintlock Patch were done while using the CCM 2.50 installation on my pc.



Here are some general explanations about using other mods or the Conquests biqs while the CCM 2.50 expansion and its conquests biq is installed in the C3C mainfolder:

CCM 2.50 is concepted, that its files and its conquest biq in the mainfolder are holding all files, that are used and needed in the normal C3C installation, even if they are not used in the CCM 2.50 game itself (this is especially true for the names and descriptions of techs, that are not used in CCM 2.50 and therefore in the conquest biq are set to era none - but they are existing in that biq). As the files installed in the scenario folders of scenarios and other mods have priority to the files installed in the C3C mainfolder, it shouldn´t be a problem, to run all these C3C scenarios and mods while CCM 2.50 is installed and started by the Antal1987 or the Flintlock exe - and this was tested by me with tons of other mods and scenarios.

The only small problem I noticed in these tests were some of the C3C Conquests and scenarios with incomplete civilopedia entries. In that case the Conquest or the scenario, that is not finding that entry in the civilopedia textfile of that mod, scenario or Conquest in its textfolder, is using the civilopedia entry in the textfolder of the C3C mainfolder - and than provides the player with informations about the settings of this unit or building in the CCM mod what can differ from the settings of this unit or building in that Conquest or scenario. In these rare cases the best cure for this problem is, to rename the text folder in the C3C mainfolder with the installed CCM 2.50 expansion to Text-CCM (or something like that) and to rename the textfolder Text-orig (or something like that) that holds this name, when the CCM 2.50 expansion was installed properly, to Text - and after having finished the game with the incomplete civilopedia files of that Conquest or mod/scenario rename the folder Text back to Text-orig and the folder Text-CCM back to Text.

Spoiler :
installation-ccm2-50-1-jpg.533901

As written, these problems with incomplete civilopedia files are rare and mostly occured when playing the C3C Conquests. Most of the C3C mods and scenarios have complete civilopedia files (among them RAR, RARR, Worldwide, Aeon, MEM, AoI, SOE and nearly all other C3C mods and scenarios).
 
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Great, That is what I figured. I will copy the exe and rename it to ccm filetype. Then apply Flintlock's updates, so I will have the ability to revert, if I run into issues or you make updates. Thanks

Flintlock's fixes work so far, I do not have all them applied though. I forgot how much was in CCM. Opening the tech tree and my mind when blank. Lots of reading ahead for me.
 
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I remember reading about your using the v1.00 editor, which I cannot get off my CD as Window killed the support for the cd protection. If I wanted to make a
custom map, how would I go about it. Using the default editor from an installation (Gog) that has CCM, does not show CCM resources. The civs or the resources are not in the editor to be selected. Neither are the civs names used in CCM. I suspect that the civs will get the ccm names, when the map is loaded.

As long as I do not do anything the the rules, the biq should not be affect, is that correct?
 
A. The Firaxis editors 1.00 and 1.03:

I have both Firaxis editors (1.00 and 1.03) but I prefer using editor 1.00, as in Firaxis editor 1.03 the scientific great leader cannot be set to be working in the game. In other words: Firaxis editor 1.03 is bugged. Editor 1.00 is the original C3C editor (before both parts of the C3C patch) when C3C was released.

Firaxis editor 1.00 still can be downloaded here: https://www.civforum.de/showthread....Modding-Ecke&p=2326584&viewfull=1#post2326584

A biq modded with Firaxis editor 1.00 or 1.03 has the version of the editor, that was used last for doing a change to that biq that was saved. So if you do a change to a 1.00 biq with the Firaxis editor 1.03 and save it, the biq now is a 1.03 biq. Reverse, if you do a change with the 1.00 editor to a 1.03 biq and save it, it will become a 1.00 biq (at least this is my theory).

With both editors, existing maps (even with the option of importing the cities, starting locations and so on of that map) can be transferred by the Import option of those editors to an opened biq. In any case you should have a backup of the biq that you will treat with the import option of these editors. Now open the biq that should receive a map (in that case the CCM biq). While doing this import you will receive a warning message, that there is the danger that your biq will receive some not wanted changes, too. Each of the imports inherits some risks, so mostly all is working well. Only import the map and not the rules of the other biq, if you only want to add an existing map to the biq !

Import World Map 1.jpg


Warning.jpg


Import World Map2.jpg



B. The Quintillus editor:

CCM 2.50 - other than earlier versions of CCM - was done with the Quintillus editor. This is a brilliant editor, allowing tons of settings, that are not possible with both Firaxis editors. The option of a cultural victory in CCM 2.50 was only possible by using this editor, as here values had to be set, that are far beyond the possibilties of both Firaxis editors to cover the situation that a single great artist in CCM can provide 1.000 culture points to a city. On the other side, if changes were done in the cultural point settings of the CCM 2.50 biq with one of the Firaxis editors, these settings can only be restored by the Quintillus editor (here a big thank you very much to the civers of the CCM succession games, who did two games about the cultural victory in CCM to find the best values for a cultural victory in this mod).

Quintillus1.jpg


This brilliant editor not only allows to import maps to a biq (as it is done with the Firaxis editors), but also has a programming to set resources at the same place of the map, even if this resource has different places in the settings of the biqs. It is sufficient, that the resource in the imported map biq has the same name as the resource in the other biq. Therefore it can be necessary, to rename the resource in the other biq to the name used for that resource in the map-biq.

Quintillus2.jpg


I described this in the thread of the Quintillus editor: https://forums.civfanatics.com/thre...ts-now-available.377188/page-58#post-15724926

"I imported an old 180x180 earthmap, done by Kal-EL to the new RARR 1.7 biq. The resources in the biq of the imported map and the biq of the mod had partly different names and different slots. It was enough to adapt the names in the new RARR biq (per example rename cereals1 to wheat in the RARR 1.7 biq) so the placed resources on the map were imported at the correct places. It was not necessary, to change the pediaicons entries of those renamed resources for that operation. Your editor worked like charm and is a wonderful tool for testing, what kind of map fits best for a mod. It makes tests about fitting maps for existing mods so much easier! I gave you and your editor the proper credit for it in the rewritten introduction page 1 of this mod.

The imported old 180x180 map had the specialty, that there are a lot of tiles of coastal terrain directly bordering to ocean terrain with no sea terrain between the coastal and the ocean terrain. Your editor handeld that speciality of the map without any problems. Quintillus, your editor really is a great work!"

The RARR 180 x 180 worldmap produced with the Quintillus editor, that can easily be adapted to CCM, too, can be found here: RARR 1.7 World Map: https://forums.civfanatics.com/threads/rise-and-rule-revisited-epic-mod.549166/page-53#post-15817925

Here an additional hint, so I am sure, that the most civers are aware ot this: The RARR mod can also be played with the CCM 2.50 expansion and a very small additional scenario folder file (13 MB, holding mostly the changed techtree graphics of RARR) and the biq at the end of this post.

Please always be aware, that by importing a map from one biq to another, there is always the risk that strange things can happen and that you always must have an additional look at the luxuryicons_small file in the city screen folder, if you add new luxury resources.

Of course after such an import mostly a lot of additional work is needed to the new biq to adapt the correct starting positions, set additional resources that were not covered in both biqs and so on.
 
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Wow a lot to take in. Does the Quintillus editor generate a new map and populate it with the CCM resources? I am thinking of making a map that I can reduce some of the mountain ranges and maybe improve some of the land for a few of the AI's. The ones that are stuck with a ton of jungle and marshes. If there are instances of an AI on top of another AI, see if they can be relocate. I don't want to spend copious amount of time redoing things, just a light touch up.

So this would not be a map import, but a generated map. I will eventually tackle an import and it is not clear to me, if such a map would have the CCM resources once imported or would they have to be added to the map? I figure I can make 6 to 8 maps and then and I will have forgotten what the layout is. One of the advantages of being 75, forgetting is automatic. It sometimes happens during a single turn, if I get interrupted.

I will grab the German 1.00 editor, though I am not very knowledgeable about the editor. I figure to try to use Quintillus, if it can generate maps.

Sorry to take up so much of your time, thanks Civinator. You the man as we say in the US.
 
If you do your own map with the editor having installed CCM 2.50 as your mainfile, you have all resources and terrain of CCM 2.50 available for your map.
Another thought: You can reduce mountains in the map in the start menue by setting the age to 5 billion years and you can reduce jungle by setting the climate to normal.

Start menue.jpg


vmxa, you are very welcome. I remember times when you explained gamers a lot about MOO1 and MOO2 and I learnt a lot from your helpful informations, so at that time I was not able to post anything in the internet, as I didn´t receive an activation mail due to a problem in my email address.
 
I am a huge Moo fan, lol. Have you looked at RoTp a remake of Moo1. Originally in java, but now has windows build as well. Remnants of the Precursor. People have made some nice mods for it, all free.

As to the setting of the temp and such, yeah I use those to reduce mountains and jungles.
 
I am a huge Moo fan, lol.

:yup: Yes, this can be seen by your Klackon avatar from page 39 of the MOO1 manual. I am a huge MOO1 fan, too and from time to time I play a MOO1 game even in our present days. May be there will come a time when I do a MOO Civ 3 or Civ 2 TOTPP mod.

Have you looked at RoTp a remake of Moo1. Originally in java, but now has windows build as well. Remnants of the Precursor. People have made some nice mods for it, all free.

vmxa, thank you very much for this hint. I was not aware of the "Remnants of the Precursor" project. I think some other members at CFC would be interested in this information, too. A good place for such an information could be the " Other Civ-Related Games" thread at CFC. At present I have not enough experience with this mod to write a good information about it - but may be you could do this ?
 
Here is the place where Ray post updates and he mods to it are stickied.

https://www.reddit.com/r/rotp/

Ray told me he was going to make a Moo1 clone around 6 years ago on the old Atari board. I ofc did not expect it to happen as I had known of several attempts. He actually got the ok to use the original stuff from the current owners and did it. The only caveat was he could not sell it. It has all features in now
and is just waiting for the writers to complete a few of the languages. RoTp2 will then be started.

Moo players will easily be able to play the game, though some broken things have been fixed, like the attack a planet and retreat and rinse and repeat trick. A number of bugs in the original game are fixed. Making the game harder. Larger maps, option to remove things like nebulas. You can have dozens of races in a game.

Mods have added multiple AI to use in the game. Original, and two others. You can have thousands of stars, so one mod has created a gov to handle much of the busy work, such as sending out scouts or colony ships

The reddit site has links to manuals and guides for the original game and 95% apply to the remake.

This thread is already in existence at CFC:
https://forums.civfanatics.com/threads/moo1-modernization-remnants-of-the-precursors.615087/
 
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vmxa, thank you very much for all those interesting informations about the Remnants of the Precursors project. :)

And now back to CCM 2.50: Has anybody tried this mod with the Flintlock patch? Are there any suggestions about a good railroad movement rate for CCM2 in combination with this patch ?
 
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