CCM2 Epic Mod

Here are a couple things I noticed. Disregard if these have been addressed already:
-Assyrian Worker and Christian monk missing civilopedia descriptions.
-The base camel unit that is generated from the Desert Fort has a value of 30 shields. This makes upgrades fairly expensive. For example, the musket camel cost 90 gold. I'm not sure if this was done deliberately, as it contrasts with artillery, which hold steady at 60 shields over multiple iterations.

One thing I enjoy about CCM, which also was present in SOE, is how you create custom civilopedia graphics for units. I think these graphical touches go a long way in establishing the personality of the mod.

Edit:
Also, I'm not sure how the civil engineer is supposed to work. In the civilopedia it says that it is available with the tech that allows the transcontinental railroad, but in the biq it is available with Construction. I changed citizens to engineers but they seem to do nothing. I'm not sure what I am missing here.

Spoiler :

Untitled.png

 
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-Assyrian Worker and Christian monk missing civilopedia descriptions.
Tony thank you very much for reporting both errors and your input. :) Indeed both units are missing their civilopedia entries. I will fix that.

-The base camel unit that is generated from the Desert Fort has a value of 30 shields. This makes upgrades fairly expensive. For example, the musket camel cost 90 gold. I'm not sure if this was done deliberately, as it contrasts with artillery, which hold steady at 60 shields over multiple iterations.

Yes, this is also true and fixed for the next version of CCM. In CCM 2.5 for some bankrupt civs sometimes the last defenders of cities even were "pure" camels. :D

Also, I'm not sure how the civil engineer is supposed to work. In the civilopedia it says that it is available with the tech that allows the transcontinental railroad, but in the biq it is available with Construction. I changed citizens to engineers but they seem to do nothing. I'm not sure what I am missing here.

Engineer5.jpg


Tony, the engineers in CCM 2.5 are working. The philosophy of CCM is, to put as much information as possible into the techtree (and the secondary information or information that is not suited for the techtree into the Ingame help). Therefore in the CCM-techtree the techs are connected by arrows and the techboxes in the techtree should hold as much information as possible. The player should be assisted as much as possible by planing the game in the techtree.

Now let´s have a look at the techtree of era 1 (on a not finished prototype of the next version of CCM as CCM 2.5 is no longer available on my pc):

Engineer1.jpg


The engineer is coming with tech Construction (as I have decided to set this specialist in an era where it is useful and not in an era where only few buildings and wonders are remaining to build in the game). Those specialists appear in the techbox with a yellow background.

When clicking into the techbox Construction, the following information is appearing:

Engineer2.jpg


There are two informations (marked in red colour) that with this tech engineers can be created (the labels text Units in CCM 2.6 is changed to Options)
Now, when clicking on the option Engineer, the following information can be seen:

Engineer3.jpg


Tony, please consider, that in your screenshot the city has only one shield of base construction, boosted by buildings to only two shields (!) and nevertheless the expensiv building Stock Exchange can be built in only 5 turns. The engineers do their best, but they cannot achieve a miracle. :D

Tony, thank you very much for your input. Where in the Ingame help have you seen, that the Engineer is allowed by tech Improved Steam Engines ?

Engineer4.jpg


For all who are not knowing it: The graphics of the CCM city screen in the screenshot above were created by AnthonyBoscia. :thumbsup:
 
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Civinator, thank you for the detailed and comprehensive answer. I knew I was missing something obvious. In this case, I had thought that the engineer shields were added to the production tab. That's why I removed all of the tile production, so I wouldn't have to count all the +25% improvements and compare the math. As you pointed out, however, the answer is plain in the production box. Does this mean that engineer shields do not benefit from multipliers provided by wonders and improvements? I think I've forgotten more details of this game than I've retained over the years.

The mention of the Improved Steam Engines for engineers is found in the entry 5b) Specialists. I agree with your philosophy that these specialists are more interesting when added earlier in the tech tree.

Spoiler :

CCM.png




Once again, I forgot to check the settings before starting the game and now huge piles of supply shipments sit around my cities with nowhere to go. I have checked the disband flag for my own download of the biq just in case I forget the next time I start a new game.

I've been that broke civ that can't afford to upgrade his camels. In such cases they make poor defenders.


conan-the-destroyer-spit.gif
 
Does this mean that engineer shields do not benefit from multipliers provided by wonders and improvements?
Yes, this is it: https://www.civ-wiki.de/wiki/Spezialisten_(Civ3)
The mention of the Improved Steam Engines for engineers is found in the entry 5b) Specialists.
This is the old comment of CCM1 and must be updated. Thank you very much for pointing to that error. :) The same happened with some worker entries, among them the missing Assyrian Worker description and some others.

I've been that broke civ that can't afford to upgrade his camels. In such cases they make poor defenders.
Nice documentation of the fight. :lol:
 
Don't know if this has been posted: the "Mark VIII Cromwell" can only attack once, despite having "Blitz Attack" on it's civ entry.
 
Hello civinator and all.
I am playing a game as USA, there is this problem am having, I cant get the gold from the supply shipment i click on escort envoy than the unit name became red, but when I sent it to the capital it doesnt release the gold
 
Don't know if this has been posted: the "Mark VIII Cromwell" can only attack once, despite having "Blitz Attack" on it's civ entry.
jlvr, thank you for reporting that error! :) In the settings of the Cromwell tank the foot unit flag was tickled instead of the blitz flag. This will be fixed in the next version of CCM.
 
Hello civinator and all.
I am playing a game as USA, there is this problem am having, I cant get the gold from the supply shipment i click on escort envoy than the unit name became red, but when I sent it to the capital it doesnt release the gold
Can it be, that you have forgotten to activate the Victory Point Scoring when starting the game (the other function that must be additionally activated when starting a CCM game -the escort flag - seems to work well)?

In the next version of CCM the player will be directly remembered to activate both additional flags when starting a game:

CCM Start.jpg
 
Can it be, that you have forgotten to activate the Victory Point Scoring when starting the game (the other function that must be additionally activated when starting a CCM game -the escort flag - seems to work well)?

In the next version of CCM the player will be directly remembered to activate both additional flags when starting a game:

View attachment 653481
yes that was it i remember they werent checked ty anyway.. am having fun playing ccm 2.5 and looking forward for version 2.6 good job man and good luck finishing the 2.6 version, it is going to be really epic hhehe
 
Hey Civinator, I am curious as to how the AI converting units (enslavers, holy men, ect) can attack cities they are not at war with, but when I try to do the same thing, it does not allow me. Would there be a setting in the game files I can change that would either disallow the AI converting units from attacking cities they are not at war with, or enable player converting units to do the same?
 
Hey Civinator, I am curious as to how the AI converting units (enslavers, holy men, ect) can attack cities they are not at war with, but when I try to do the same thing, it does not allow me. Would there be a setting in the game files I can change that would either disallow the AI converting units from attacking cities they are not at war with, or enable player converting units to do the same?
BSinator, welcome at CFC! :band: :band:

This setting is hardcoded and (may be) until Flintlock has found a remedy against it, we have to live with this different attack options for AI and human player enslavers, holy men and lawyers. On the other side may be it is quite good, that the AI can perform these attacks against cities while in peace and the human player can not do this.
 
I suspect it is a function of the Ai not using the interface that humans use. That is the reason the Ai is able to build GW with an MGL and humans cannot. The check is in the human interface only. An oversight I would guess.
 
I suspect it is a function of the Ai not using the interface that humans use. That is the reason the Ai is able to build GW with an MGL and humans cannot. The check is in the human interface only. An oversight I would guess.
I do not have any problems with a Military Great Leader building Great and Small Wonder. I just make sure that the finish improvement box is checked in the editor. In Play the World, a Leader can finish any improvement, such as a harbor, factory, or manufacturing plant.
 
BSinator, welcome at CFC! :band: :band:

This setting is hardcoded and (may be) until Flintlock has found a remedy against it, we have to live with this different attack options for AI and human player enslavers, holy men and lawyers. On the other side may be it is quite good, that the AI can perform these attacks against cities while in peace and the human player can not do this.
You can channge them so they dont have the Hidden Nationality anymore - then they operate like any unit and will have to declare war to attack you.
The invisible, HN Enslaver very intrusive in the early game.
 
The invisible, HN Enslaver very intrusive in the early game.
The enslavers in CCM are like Fisherman´s Friend: If they are too strong, you are too weak (at least this is the advertisement slogan for Fisherman´s Friend in Germany). :D

The enslavers in CCM force the human player in the early game to not neglect the defense of the cities and the workers. To deal with them, the special settings for terrain in CCM and the movement handicaps of enslavers and the fact, that workers can see enslavers must be taken into account. The enslavers force the human player to have a much sharper tactical view on the terrain surrounding the cities and its advantages to deal with enslavers than it is needed in standard C3C.

 
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Also, the AI loves building HN units.
This is why the enslavers (and other HN-land units) in CCM can only be received by autoproduction and never by normal production.
 
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Hi Civinator, thanks for this awesome project. I wanted to let you know I have success playing this mod on Arch Linux using proton to run civ3 on Steam. I have a few questions:


Is there anything that can be done to improve performance in the mid to late game? When I get to the industrial era it takes forever to load on map size 180x180. Should I just play with less civs?


Also

I find myself always running behind on tech no matter how hard I try to keep up, even on Warlord difficulty. What am I missing here? Any tips would be appreciated.


Thank you very much
 
Hi Civinator, thanks for this awesome project. I wanted to let you know I have success playing this mod on Arch Linux using proton to run civ3 on Steam. I have a few questions:


Is there anything that can be done to improve performance in the mid to late game? When I get to the industrial era it takes forever to load on map size 180x180. Should I just play with less civs?


Also

I find myself always running behind on tech no matter how hard I try to keep up, even on Warlord difficulty. What am I missing here? Any tips would be appreciated.


Thank you very much
- Post a save for others to see.
- build more workers
 
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