CCM2 Epic Mod

Nothing happened here, everything ok...
Theov, it seems here something other happened. May be a mix up of files, as even the names Scandinavia (instead of Vikings) and Christianity (instead of Christian) in CCM 2.5 (and CCM 2.6) are different from the names you have posted?
 
Theov, it seems here something other happened. May be a mix up of files, as even the names Scandinavia (instead of Vikings) and Christianity (instead of Christian) in CCM 2.5 (and CCM 2.6) are different from the names you have posted?
Error on my part. I installed it wrong.
 
Greetings, Civinator. Would it be possible to run CCM 2.50 on an old IBM laptop running Windows XP? Is there a memory requirement to run the program? I will likely need to upgrade the hard drive. I do like that Israel is in the game, as that is one reason why I like TETurkhan's Test of Time game mod.
 
timerover51, I have never tested CCM 2.50 running on an old laptop under winXP. Running the mod under winXP in my eyes shouldn´t be a problem, but the power of the CPU can be. When creating CCM 1, I made most work on a pc with only a 2,66 GHz CPU and the mod ran without problems until reaching era 3. Than the interturn times became lasting longer, but this can be speeded up by limiting some graphical options (I made some notes about it in the introduction screen of CCM 1 and CCM 2).

Edit1: About the civ Israel in CCM 2.50 I soon will post some more informations. I am not aware about a special limit in memory requirement. You simply have to test it, if it is running on your laptop.

Edit2:

Here some information about Israel in CCM 2.50:

Like any other civ in CCM 2.50 Israel has its own unique GW that can trigger a Golden Age for that civ and many civ-specific units in the game.

Israel1.jpg


Israel2.jpg


Solomon´s Temple.jpg


Synagogue.jpg


Great Synagogue.jpg



Hebrew Community.jpg


Jewish Religious Art.jpg


Continued in the next post for units of Israel.
 

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In era 1 Israel has several civ-specific units, among them:

Prophet.jpg


Pharisee.jpg


Maccbee.jpg


In era 2 and 3 Israel uses generic units.

In era 4 Israel has many civ-specific units, among them the following:

Magach.jpg


Merkava.jpg


M270 Menatetz.jpg


Mirage IIIC Shahak.jpg


Kfir C7.jpg


F-15I Raam.jpg


Tzefa.jpg
 
If you want a mobile artilery unit unique to Israel, there's the L-33 Ro'em, basically a 155mm howitzer on a Sherman chassis. Pretty unique. Unfortunatelly, I have no idea if there are Civ graphics for it...
 
@Civinator, Old Comrade, I love CCM, but I've always had an issue with Lethal Land Bombard (I very much agree with Lethal Sea Bombard) and the Israeli helicopter brings this to mind -
  1. I think it overpowers artillery & air strikes: in a standard game, you can win simply by building almost nothing but Bombers. In PTW, this was impossible, and required follow-up attacks to kill a Unit, which then might also have the possibility of retreating.
  2. Historically, yes, there have been situations where sea bombardment and/or airstrikes have fully destroyed combat units, but (a) it was rare (consider WW1) and (with a possible exception in CCM, which is, overall, crafted to be well-balanced) (b) I think it tends to give the Player an unfair advantage.
  3. Again hearkening back to PTW, artillery attacking a city had a - 1 in 3? - chance of hitting a Unit instead of an Improvement. So I find in problematic that Units in a City can be entirely destroyed in a situation where they might also be healed.
As I type, I realize that this is more of a generalized than specifically CCM concern, but I am curious about your thoughts on the matter.

- :)z
 
If you want a mobile artilery unit unique to Israel, there's the L-33 Ro'em, basically a 155mm howitzer on a Sherman chassis. Pretty unique. Unfortunatelly, I have no idea if there are Civ graphics for it...
I have the feeling, that such a unit is existing, but I was not able to find it. On the other side Israel in CCM 2.50 has a respectable era 4 mobile artillery unit: The M109 Doha.

M109 Doha.jpg
 
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@CivinatorI love CCM, but I've always had an issue with Lethal Land Bombard (I very much agree with Lethal Sea Bombard) and the Israeli helicopter brings this to mind ... As I type, I realize that this is more of a generalized than specifically CCM concern, but I am curious about your thoughts on the matter.
Oz, in general I agree about the lethal land bombardment in Civ 3, but there is a special setting for units with this option in CCM 2.5: Attack helicopters (and attack planes like Stukas, A-10 and so on) in CCM 2.50 cannot be produced normally. These units arrive autoproduced only in very small numbers at the battlefield.

It is the same as it is with the enslavers in CCM 2.50: What in big numbers acts as poison, in small numbers can be a medicine for the game play.
 
Oz, in general I agree about the lethal land bombardment in Civ 3, but there is a special setting for units with this option in CCM 2.5: Attack helicopters (and attack planes like Stukas, A-10 and so on) in CCM 2.50 cannot be produced normally. These units arrive autoproduced only in very small numbers at the battlefield.

It is the same as it is with the enslavers in CCM 2.50: What in big numbers acts as poison, in small numbers can be a medicine for the game play.
I truly don't wish to seem to overly praise you, but you are the Maestro (and I've not played CCM in a long enough time to recall this, beyond the comment I already made about CCM's fine play balance.) :goodjob:
 
@Civinator, Old Comrade, I love CCM, but I've always had an issue with Lethal Land Bombard (I very much agree with Lethal Sea Bombard) and the Israeli helicopter brings this to mind -
  1. I think it overpowers artillery & air strikes: in a standard game, you can win simply by building almost nothing but Bombers. In PTW, this was impossible, and required follow-up attacks to kill a Unit, which then might also have the possibility of retreating.
  2. Historically, yes, there have been situations where sea bombardment and/or airstrikes have fully destroyed combat units, but (a) it was rare (consider WW1) and (with a possible exception in CCM, which is, overall, crafted to be well-balanced) (b) I think it tends to give the Player an unfair advantage.
  3. Again hearkening back to PTW, artillery attacking a city had a - 1 in 3? - chance of hitting a Unit instead of an Improvement. So I find in problematic that Units in a City can be entirely destroyed in a situation where they might also be healed.
As I type, I realize that this is more of a generalized than specifically CCM concern, but I am curious about your thoughts on the matter.

- :)z
After thinking it over, and checking my reference books. I agree that Lethal Land Bombardment should not be available. One of the few instances of Lethal Land Bombardment by aircraft occurred during the Operation Cobra, the breakout from the Normandy Beachhead in World War 2. In one case, the unit that was hit was a United States Army infantry battalion that took some many casualties that it had to be relieved. Among the casualties was Lt. Gen. Lesley McNair, the commander of U.S. Army Ground Forces while observing in the front lines. He was the highest ranking U.S. Army officer killed in the European theater. On the second day of the bombing onslaught, a couple of German units were effectively destroyed. However, the ground was so torn up from the bombing that the U.S. units found it hard to advance over it. The number of heavy bombers involved was in over 1,500 along with over 380 medium bombers. The bomb tonnage dropped was over 3,950 tons.
 
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In CCM, aircraft carriers have bombard and can carry aircraft. They have both the Naval Power and Naval Carrier AI strategies. In playing the game, do AI nations use the carriers to host naval aircraft, and do they bombard? They do not have the requires escort flag, but the AI will usually provide an escort for Naval Transports and Naval Carriers regardless. Are the AI carriers in CCM usually escorted as well? I am interested in the results for this.
 
In CCM, aircraft carriers have bombard and can carry aircraft. They have both the Naval Power and Naval Carrier AI strategies. In playing the game, do AI nations use the carriers to host naval aircraft, and do they bombard? They do not have the requires escort flag, but the AI will usually provide an escort for Naval Transports and Naval Carriers regardless. Are the AI carriers in CCM usually escorted as well? I am interested in the results for this.
Civ 3 carriers in my eyes are not working well. The AI long range bombard by them is working when they had a visible target. I cannot remember about AI carriers hosting aircraft for a longer time. Sometimes there were planes on board of AI carriers, but only for a short time. Then they were rebased again to land bases (cities or airfields).The function of hosting aircraft is more an addition for the human player and the long range bombard is more for the AI to give the AI carriers at least some kind of value. AI ships are tending to use the bombard function instead of the normal attack, if there is a big difference between the normal attack value of that ship and the bombard value.

There are no well documented reports about carriers in CCM 2.50. Mostly the CCM games ended before AI carriers came into the game. Here is a screenshot about an AI carrier used in battle in the pre-beta testing of CCM1. Even this AI carrier seems to be empty and only fighting with its long range bombardment. The scenario where "normal" Civ 3 carriers are working best, in my eyes is El Justo´s "Storm over the Pacific" scenario with lots of water and only few land. Even there in my games were phases, when the AI carriers lost all their planes to land bases, but then some of them rebased to carriers some turns later again.
 
I am curious about the AI strategy flag and how that affects bombarding. Specifically, that the CCM carrier settings may actually be ideal for battleships.

In CCM, the carriers as you described are there to allow the player to have the traditional civ-style carrier as well as a bombarding role. The AI strategy is important in how the computer uses it. CCM bypasses the issue of how the AI strategy affects build priorities since the carriers are auto-produced. But I think the Naval Carrier strategy alone would be good for both carriers and battleships. The computer will bring three escorts along with units that have the carrier or transport strategy, even if they don't have the "Requires Escort" flag. I have seen this behavior in several mods. If the ship is flagged as Naval Power, it runs the risk of being turned into a meager escort for some transport. For AI battleships, not only does that squander their bombard, but it also doesn't even protect the transport since they are king units.

As Naval Carrier-flagged units, they would have their own escorts. And if the AI is indeed using bombardment on ships with the Naval Carrier flag (albeit unreliably), then this setting may prove better for both battleships and carriers. Of course, this doesn't help with bombard ranges over 2 as we know the computer is not programmed to reconnoiter its targets. But perhaps the AI could more consistently bombard with capital ships (possibly to include battlecruisers and heavy cruisers) if the Naval Power strategy is left to the destroyers and light cruisers.

For example, in the above photo you provided, two battleships and a carrier are escorting a transport. Did they sit there like gormless lumps or did they bombard the city? I know that was a long time ago, but it seems to me that ships used as escorts by the AI fail to use their bombardment. In WW2 games I often see a stack of say 6 enemy ships, where three are escorts, 1 is a transport, and two provide shore bombardment. A human player has an advantage as he will always use his big ships for bombarding as well as escorting valuable transports.
 
Tony, Flintlock shortly after your post wrote, that the next version R16 of the Flintlock mod will hold an option to skip the setting of king units as last defenders.

If you are looking for a "crazy-flag-combination" for battleships, in my eyes the submarine flag (and not the carrier flag) would be the ideal component.
Submarines with a very high bombardment value (compared to the normal attack value) without doubt are bombarding land tiles and I have never seen the AI using submarines as escort ships for transport ships.
 
Is there a way to install this as a conquest mod instead of a complete replacement of the game?
 
Is there a way to install this as a conquest mod instead of a complete replacement of the game?

What I did is make a complete backup of the game directory before installing. That way I can rename the directories and swap between base and CCM
 
What I did is make a complete backup of the game directory before installing. That way I can rename the directories and swap between base and CCM
:yup: Yes, nothing of the original files of C3C is lost, following the installation instruction in page 1 of this thread. Here is that instruction concerning the "swapping part" again. With a text editor the folders Art, sounds and Text must be simply renamed to Art-CCM, sounds-CCM and Text-CCM and the folders Art-orig, sounds-orig and Text-orig renamed back to Art, sounds and Text and the biq Conquests must be renamed to Conquests-CCM and the biq Conquests-orig (or in the screenshot conquests-1) renamed back to Conquests - all in all a matter of some seconds.

Sometimes the old Conquests biq in the Virtual store of the pc must be deleted, too as that biq can overwrite the biq in the Conquests folder.

CCM2.5 Installation.jpg


There is no release date for CCM 2.6, as I am not a factory. :)
 
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