CCM2 Epic Mod

Have you tried launching CCM2 with a stable version of the Flintlock Patch?

Ozy, the Flintlock patch was always stable. The problem in my last test game with CCM and offensive artillery was, that the AI civs at the end of era 2 had much too less artillery compared to the human player. It is somewhat difficult to find the proper balance between the percentage of artillery in the civ units, the time of building up the AI artillery to that percentage, the costs of building artillery, the build up of other offensive units to take advantage of the artillery bombardment and to avoid the "winner takes it all" problem without raising the combat time for battles too much. In my current test game things are running much more satisfying with the new settings I am trying in that puzzle.

In my current CCM test game on Emperor level, Rome attacked me with two stacks containing 5 catapults and several archers, defended by Spearmen in 275 B.C.

Catapults.jpg


As the first shot of one of the Roman catapults destroyed the city walls of my city, the situation for defending that city became very nasty - but I like that, as it shows, that the settings for land artillery are "on the right way" now. It is somewhat like finding the best recipe for a new cake. :)
 
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Getting a weird situations: a game that won't move on. I've ended a turn, hit the "next turn" button, game stops processing... and never stops. Ended up crashing the game, redoing the turn and trying again. It's now going for over 30mn... any ideas?
 
Getting a weird situations: a game that won't move on. I've ended a turn, hit the "next turn" button, game stops processing... and never stops. Ended up crashing the game, redoing the turn and trying again. It's now going for over 30mn... any ideas?

It could be, that you have run into the houseboat bug. Did you play with the Flintlock patch and the fix of the houseboat bug activated ?
 
It's not the houseboat; just rant the game with the hotseat exec, and every civ still has multiple cities up and running; none are down to "boat with settler inside"...

Edit: on the "flintlock", I'm running the "Civ3Conquests-Antal"; doesn't it do the same?
 
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on the "flintlock", I'm running the "Civ3Conquests-Antal"; doesn't it do the same?

No, the Flintlock patch is based on Antal´s findings, but it is much, much more than the Antal exe (to many great new features to list them all here, among them the fix for the houseboat bug, the fix for the submarine bug, offensive AI landartillery and much more).

Normally I would say "post your save with the freeze", but at present my pc doesn´t hold the files to start the CCM 2.50 game you are playing any longer, as I´m testing the next version of CCM combined with the Flintlock patch.
 
By "stable" I was being, "IT Old School" - a release where all the features that you wanted were present for CCM. :yup: (And I have no idea why a standard emoji is going all ".gif file attached on me :think:


:D
 

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We saw the same interturn-freeze behavior with one of the saves in the CCM succession game. JerseyJoe fixed it somehow and posted a 'repaired' save. I think it was by going back a turn and re-playing to create a new save?
 
Hello. excellent mod. I just won a game, and after the cutscene where the other players show me, the game crashes. Any idea what is happening?
 
Lean87, thank you very much for your kind words about CCM 2.50. :)

Unfortunately at present I have no idea what causes that crash. In the many CCM succession games no such crashes were reported. The last part for the final of the game that was modded in CCM is the screen for the space race win. All following parts after the victory in CCM 2.50 should be parts of the original Civ 3 game.
 
Getting a weird situations: a game that won't move on. I've ended a turn, hit the "next turn" button, game stops processing... and never stops. Ended up crashing the game, redoing the turn and trying again. It's now going for over 30mn... any ideas?

I encountered the very same bug twice in two different mods. With mp-tool I can finish the turn with no problems, but if I reload and go into next turn without mp-tool, the game freezes again. Both times it was late game (turn 300+).
 
I have never run in such a bug. Even in my current test game with the next version of CCM (2.60) on the biggest map size with 31 civs, I am now in the year 1912 (turn 335) without running in that bug.

The next version of CCM will be played with the Flintlock patch instead of the Antal1987 exe and holds huge changes, especially with the land artillery and in the religious system. For the epic game I am still waiting for the new option of the Flintlock patch to set buildings as prerequisites for units. A lot of civilopedia work must be done, too, to describe all those changes.
 
The next version of CCM will be played with the Flintlock patch instead of the Antal1987 exe and holds huge changes, especially with the land artillery and in the religious system. For the epic game I am still waiting for the new option of the Flintlock patch to set buildings as prerequisites for units. A lot of civilopedia work must be done, too, to describe all those changes.

Much drooling. :lol::love:

May I just ask that, when you do post it, also post links to where we can get the flintoch patch, please.
 
May I just ask that, when you do post it, also post links to where we can get the flintoch patch, please.
Discussion thread is here:

https://forums.civfanatics.com/threads/sub-bug-fix-and-other-adventures-in-exe-modding.666881/

Download is here:

https://forums.civfanatics.com/resources/c3x.28759/

If you choose to play with the improved AI-Artillery and AI-Army routines activated, you might also want to play at least one difficulty-level lower than you usually do... :lol:
 
Much drooling. :lol::love:

May I just ask that, when you do post it, also post links to where we can get the flintoch patch, please.

I hope I can attache the needed version of the Flintlock patch to the next download of CCM 2.60, including a special config file for some settings of the next version of CCM, that are different from the standard settings of the Flintlock patch.
 
Nothing seems to be labeled correctly!
This is a problem of the steam version of Civ 3 Complete and not of CCM 2.50. These ###s added a new line "Unknown" in the middle of the labels text, playing havoc with the labels text file of all mods and scenarios that are not created with the steam version (and this are nearly all mods and scenarios). CCM 2.50 holds a fix for this crappy work of the steam version. In the text folder you have to rename your labels text file to labels1 (or something like that) and rename the file labels-Steam CivComplete Patch to labels.
 
This is a problem of the steam version of Civ 3 Complete and not of CCM 2.50. These ###s added a new line "Unknown" in the middle of the labels text, playing havoc with the labels text file of all mods and scenarios that are not created with the steam version (and this are nearly all mods and scenarios). CCM 2.50 holds a fix for this crappy work of the steam version. In the text folder you have to rename your labels text file to labels1 (or something like that) and rename the file labels-Steam CivComplete Patch to labels.

Um, could you run it by me step by step... I'm not exactly the most savvy of Civ3 modders...
 
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