CCM2 Epic Mod

Not gonna lie, what would be really cool is if there was a list of each Civs' unique units in their 'Pedia page.
 
Not gonna lie, what would be really cool is if there was a list of each Civs' unique units in their 'Pedia page.
Nearly all units in CCM 2.50 are unique units and you can click in the civilopedia entries through all these units. If you have the time to write such a list for more than 3,000 units (more than 4,000 in the next version) you are very welcome. :) In the civilopedia entries of the civs there is not enough place for such a list, but if you write this list, may be it can be added by a link.
 
A couple of questions:

Are all the files for vanilla C3C Civs in CCM 2.50 (so that I could switch to using those civs easily in the Editor)? I would assume so, but you know what they say about assuming!

What does the Civ-Specific Flavor Techs and religion-specific techs do exactly? Kind of curious...
 
Are all the files for vanilla C3C Civs in CCM 2.50 (so that I could switch to using those civs easily in the Editor)?
If CCM 2.50 is installed properly, all units for vanilla C3C (and all other graphics) are included in CCM 2.50, as the CCM 2.50 files are added to the original graphics. By renaming the folders with the suffix -orig and giving the CCM 2.50 folders a suffix you can quickly switch to the original C3C files without the CCM 2.50 files (but this is not needed). This is why it can be used easily by every modder, offering thousands of additional units and tons of graphics without adding them individually to other mods and scenarios and even without the CCM 2.50 conquest biq replacing the original main conquest biq. As it is (different to all other mods and scenarios for the epic game) a boost of the C3C mainfiles, I call CCM 2.50 an expansion of C3C.
What does the Civ-Specific Flavor Techs and religion-specific techs do exactly? Kind of curious...
The civspecific techs (era None) give civspecific or religionspecific buildings to a civ. Civspecific buildings in CCM 2.50 now are mostly used to trigger a Golden Age for that civ (if it hadn´t the GA otherwise), in most other cases they are no longer needed as advanced autoproduction does this job much better.

Religion specific buildings give the option for certain buildings and wonders only to civs that have this religion.

You can read much more information about religion and advanced autoproduction when clicking on the links in the starting screen of a game or in the ingame help of CCM 2.50:

Starting screen.jpg
 
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Nearly all units in CCM 2.50 are unique units and you can click in the civilopedia entries through all these units. If you have the time to write such a list for more than 3,000 units (more than 4,000 in the next version) you are very welcome. :) In the civilopedia entries of the civs there is not enough place for such a list, but if you write this list, may be it can be added by a link.

Y'know, as someone who utilizes the editor I suddenly appreciate Firaxis' decision to limit the number of unique units to just one per civ in vanilla C3C. Trying to place the appropriate units on the map for a given Civ is an absolute nightmare with CCM installed (especially when you're doing dozens of units per 26/31 civs... (life is suffering)

While on the other hand recognizing the distinct lack of wisdom in some other aspects of C3C. For one example, Landmark Terrains. Why does Forest receive a Landmark version, but not Marsh, Flood Plain, or Jungle in vanilla C3C when they all basically have the same function of acting as an additional terrain layer over a base terrain type? Seems a tad arbitrary to me...

But what truly casts me into extreme levels of confusion is Japan's unique unit. The Japanese Samurai, a foot unit, replaces the Knight, a mounted unit...


Spoiler :
I had to do it.
 
While on the other hand recognizing the distinct lack of wisdom in some other aspects of C3C. For one example, Landmark Terrains. Why does Forest receive a Landmark version, but not Marsh, Flood Plain, or Jungle in vanilla C3C when they all basically have the same function of acting as an additional terrain layer over a base terrain type?
In CCM 2.50 LM terrain for these types of terrain is enabled by the Quintillus editor. The problem of LM terrain is, that units are not healing on that kind of terrain. This can be great for some scenarios (like the WW2 scenario SOE) but being a not wanted side effect in normal epic games.

LM terrain.jpg

But what truly casts me into extreme levels of confusion is Japan's unique unit. The Japanese Samurai, a foot unit, replaces the Knight, a mounted unit...
In CCM the (Foot-)Samurai is disabled and replaced by a mounted unit.
 
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In CCM the Samurai is a mounted unit.
Good, but I'm not talking about CCM (over all, by the limited once over of the units I did, units tend to make far more sense honestly, it'll probably take me months of concerted effort to come to grips with your unit changes, but more than likely it'll take me years), but vanilla C3C.
 
Can I just comment something on the national units? I've always felt that the spanish nation should have a diferent unit. Not the Conqustador, but the Tercio. Now there's a bad ass unit if there ever was one. I imagine a "Late Pikeman" with an extra point for both defense and offense.
 
Can I just comment something on the national units? I've always felt that the spanish nation should have a diferent unit. Not the Conqustador, but the Tercio. Now there's a bad ass unit if there ever was one. I imagine a "Late Pikeman" with an extra point for both defense and offense.
Here it is the same problem as it is with the Phalanx unit of Civ 2, that didn´t appear in Civ 3 again (replaced by spearmen and hoplites). It is a military formation that was used by different civs rather than being a special unit.

In CCM 2.50 no GAs can be triggered by "unique" units and in this mod nearly all units are "unique". I think a tercio unit for C3C is existing (created by imperator1961 ?), but there is no need to remove the Conquistador.
 
The Tercio was the premier musket-and-pike formation of the era, formed into a square, and indeed most definitely badass.

"Hoplites" were the standard pike formations of the Ancient Greek City States. They consisted of propertied men ("citizens") and the "tactics" were quite rudimentary and referred to as the, "push of shields." There are several theories concerning how "Hoplites" transformed into "Phalanx." The Phalanx consisted of ranked men carrying different lengths of spears, and the term normally refers to Alexander the Great's army.
 
The Tercio was the premier musket-and-pike formation of the era, formed into a square, and indeed most definitely badass.

"Hoplites" were the standard pike formations of the Ancient Greek City States. They consisted of propertied men ("citizens") and the "tactics" were quite rudimentary and referred to as the, "push of shields." There are several theories concerning how "Hoplites" transformed into "Phalanx." The Phalanx consisted of ranked men carrying different lengths of spears, and the term normally refers to Alexander the Great's army.
Yeah but the Spanish Tercio, specially the Tercios Viejos, was particullary baddass. The troops' discipline and perseverance was astounding. In it's heyday, facing a spanish tercio in battle was always a very dangerous proposition. Theses guys would not break; severall times, enemy troops ran rather than face them!
 
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I recommend checking the Civilopedia for any questions you might have, since the mod is very well documented there. Some exceptions apply, for example the latest version allows both cultural and diplomatic victories, even though the Civilopedia says otherwise. If you don't find an answer to your question there, you're always welcome to ask here as well.
 
4e453c152f.png

I recommend checking the Civilopedia for any questions you might have, since the mod is very well documented there. Some exceptions apply, for example the latest version allows both cultural and diplomatic victories, even though the Civilopedia says otherwise. If you don't find an answer to your question there, you're always welcome to ask here as well.

So I don't have to place any Gamemechanics on the map for it to do its thing?
 
That is correct. Placing them on the map would actually break the mod a bit, since you could then produce the units that are only supposed to be autoproduced.
 
Okay, I now have a problem (that I thought I solved). I'm trying to convert TETurkhan's Test of Time Earth 2.0 map to use CCM2.50 rules and assets, however...

Many of the graphical assets for natural resources are currently missing and I don't know why. And yes, I tried importing, but that didn't work. Or it worked temporarily when I redownloaded fresh copy of TET's map and imported the rules via another map I generated (with CCM2.50 rules obviously). I then proceeded to import civ info, city locations, terrain changes, etc which didn't immediately undo my fix, but now 24 hours later it unfixed itself. Now all the graphical assets for natural resources from number 45 on up are blank (and the list only goes up to 65).

What am I doing wrong?
 
B-29_Bomber, thank you very much for your continuing interest in CCM 2.50. :)

The Quintillus editor can import maps and place the resources in the correct places, even if they are in different slots in the mod-biq and in the imported map-biq. Before importing the map, some preparations are needed. I wrote about it in the Quintillus editor thread here.

If the same resource in the mod and in the imported map has different names, it was enough to adapt the name in the mod-biq to the name in the imported map-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, even if they are in different slots in both biqs. It was not necessary, to change the pediaicons entries of those renamed resources for that operation.

The CCM 2.50 biq has the specialty, that it has a doubled setting of some resources, one time as bonus resources and one time as luxury resources. Only one of these settings in CCM 2.50 is enabled, but they could be switched easily in the editor. The reason behind these settings is that CCM 2.50 is constructed as an expansion of C3C and hosts many needed files per example for the RARR mod, too. So in CCM 2.50 the resources are added like in RARR, with the result, that only one luxury small file for both mods is needed.

I attache a CCM 2.51 biq with an imported TETurkhan's Test of Time Earth 2.0 map. It was done with the Quintillus editor in some seconds, as the resource names in both biqs were the same and in that case the different slots for those resources were not of any relevance. Of course the additional resources of the CCM biq, that are not contained in the map-biq, must be added manually (as what is not on the map can not be imported to the mod-biq). The placed resources and especially the starting locations (as CCM holds different civs than the map-biq) in the new combined biq must be checked and the additional resources of the mod-biq must be placed manually on the map after the import to the mod-biq.

At present I prefer a reworked 362 x 306 world map of the WW2 Global Gold scenario. Attached is a prototype that I tried to use as a base for a CCM world map with fixed locations for cities. The names of the cities should appear as resources near the founded cities, but during the work on that map I came to the - at the time when I started that project not known - limit of 256 resources (what is bad if you have 512 cities). May be this map will be the base for another project with many preplaced cities on it, so the names of the newly founded cities can be covered with the existing limited resource slots.

And I surely will give The Monstrosity - Earth map 500x262 a try when it is ready.
 

Attachments

B-29_Bomber, thank you very much for your continuing interest in CCM 2.50. :)

The Quintillus editor can import maps and place the resources in the correct places, even if they are in different slots in the mod-biq and in the imported map-biq. Before importing the map, some preparations are needed. I wrote about it in the Quintillus editor thread here.

If the same resource in the mod and in the imported map has different names, it was enough to adapt the name in the mod-biq to the name in the imported map-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, even if they are in different slots in both biqs. It was not necessary, to change the pediaicons entries of those renamed resources for that operation.

The CCM 2.50 biq has the specialty, that it has a doubled setting of some resources, one time as bonus resources and one time as luxury resources. Only one of these settings in CCM 2.50 is enabled, but they could be switched easily in the editor. The reason behind these settings is that CCM 2.50 is constructed as an expansion of C3C and hosts many needed files per example for the RARR mod, too. So in CCM 2.50 the resources are added like in RARR, with the result, that only one luxury small file for both mods is needed.

I attache a CCM 2.51 biq with an imported TETurkhan's Test of Time Earth 2.0 map. It was done with the Quintillus editor in some seconds, as the resource names in both biqs were the same and in that case the different slots for those resources were not of any relevance. Of course the additional resources of the CCM biq, that are not contained in the map-biq, must be added manually (as what is not on the map can not be imported to the mod-biq). The placed resources and especially the starting locations (as CCM holds different civs than the map-biq) in the new combined biq must be checked and the additional resources of the mod-biq must be placed manually on the map after the import to the mod-biq.

At present I prefer a reworked 362 x 306 world map of the WW2 Global Gold scenario. Attached is a prototype that I tried to use as a base for a CCM world map with fixed locations for cities. The names of the cities should appear as resources near the founded cities, but during the work on that map I came to the - at the time when I started that project not known - limit of 256 resources (what is bad if you have 512 cities). May be this map will be the base for another project with many preplaced cities on it, so the names of the newly founded cities can be covered with the existing limited resource slots.

And I surely will give The Monstrosity - Earth map 500x262 a try when it is ready.

Who are you who are so wise in the ways of Civ3 Modding?

I... hardly understood any of that (not helped by my lack of sleep, but mostly my lack of Civ3 modding knowledge). I am but a poor Civ3 peasant in the presence of my glorious liege!

Ultimately, I have never been able to get the Quintillus Editor to work (though I've only tried once). I've only ever used the default editor.

Now, will a 2.51 biq work with a 2.50 copy of the mod? (or do I already have 2.51 installed, I installed your mod a few months ago... I think). Either way I'll take a look at your version of the map after I get some sleep...
 
Who are you who are so wise in the ways of Civ3 Modding?

Ultimately, I have never been able to get the Quintillus Editor to work (though I've only tried once). I've only ever used the default editor.
You need the correct version of Java installed on your pc. For details please read the Quintillus editor thread.
Now, will a 2.51 biq work with a 2.50 copy of the mod? (or do I already have 2.51 installed, I installed your mod a few months ago... I think). Either way I'll take a look at your version of the map after I get some sleep...
You have to try it. :) If I remember well, I used the 2.51 version for map imports as a scenario biq (in difference to the CCM biq for the C3C mainfolder). The next version of CCM will be CCM 2.6.
 
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