CCM2 Epic Mod

How to create scenarios in the C3C map editor to run them based on the CCM technology tree?
Mologyec, welcome at CFC! :band: [party]

For those operations you have to use the Import option of the C3C editor:

Import.jpg


To add a map to CCM, you have to use the Import Map option (red arrow) to the conquests biq, to import the CCM techtree and/or other parts of CCM to a map, you have to use the Import Rules (or parts of it) to the biq of the map.

Import map,rules.jpg


Please note, that the slots for resources and the resources themselves between CCM and map biqs can differ. Here the Quintillus editor can be helpful.
Save the new biq in the scenarios folder of C3C.
 
Hazem, thanks I am fine, so my time at present is very limited for modding by RL issues.

A setting, that a unit can be produced at expensive costs without a needed resource and be produced much cheaper with a needed resource can be done very easily with all C3C editors. You only must set the expensive unit to be obsoleted by the cheaper unit. Per example: The musketman without saltpeter, available with tech Gunpowder costs 90 gold and the saltpeter musketman, available with tech gunpowder (the same tech) costs only 60 gold. Set the expensive musketman upgrading to the saltpeter musketman.
Thank you civinator and gl with ccm 2.6
 
Mologyec, welcome at CFC! :band: [party]

For those operations you have to use the Import option of the C3C editor:

View attachment 654769

To add a map to CCM, you have to use the Import Map option (red arrow) to the conquests biq, to import the CCM techtree and/or other parts of CCM to a map, you have to use the Import Rules (or parts of it) to the biq of the map.

View attachment 654770

Please note, that the slots for resources and the resources themselves between CCM and map biqs can differ. Here the Quintillus editor can be helpful.
Save the new biq in the scenarios folder of C3C.
Thanks for the quick reply!
 
A couple of questions:

Why can't I seem to be able to delete my own units? I unit count in my current is is well over unit support limit and I would like to delete some units to bring expenses down.

Two, why can't I seem to utilize supply shipments properly?
 
B-29_Bomber, I don´t know, why those options are not working for you. Fact is, that both features in CCM 2.50 are working.

A. Disbanding of units:

This can be done by klicking on the skull button or with the D shortcut.

Disband.jpg


B. Supply Shipments:

For enabling the supply shipments, the options Victory Points and Supply Shipments must be activated in the game configurations when starting a game.

attachment.php


(Screenshot from CCM 2.6)

The supply shipments must be handled in the following way:

Supply Shipments.jpg


This description can be improved and may be in CCM 2.6 it will look like I did it for the German version of C3C in the Age of Discovery Conquest:

Supply Shipment German C3C.jpg
 
This can be done by klicking on the skull button or with the D shortcut.

Disband.jpg
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Oh my God, I feel super freaking stupid right now, lol. I just exposed how little I've played the game in the last decade+ that I forgot something so basic...

For enabling the supply shipments, the options Victory Points and Supply Shipments must be activated in the game configurations when starting a game.

This I legitimately never knew.
 
CCM 2.60 ready>? :smoke:
Kakeldaaa, thank you for your continuing interest in CCM, but you still need patience. :) Some settings in the game didn´t work as expected and had to be readjusted. Some other settings of the last version of the Flintlock mod (R16) needed (and partially are still needing) a rewriting of bigger parts of the civilopedia. Per example the new option to give units with the king flag a normal behavior in the defense of a stack, triggered a rewriting and frequently a reconfiguration of hundreds of entries in the CCM civilopedia (last defender).

When it is "ready", I will try to upload it and hope that CCM still is covered by the kind upload permission by CFC.

Here you can see one of the new "crossover" buildings between Islam and Christianity: The Great Mosque of Cordoba (the other direction from Christianity to Islam still is covered by the Hagia Sophia).

Great Mosque.jpg
 
In my CCM2 games I frequently try to use a more robust ironclad as a kind of 'flagship', covering a fleet of Commerce Raiders and playing havoc among the ships of AI civs that are not in war with me (and gaining even more pirate ships that I can upgrade to Commerce Raiders and later submarines), but at the end of the turn having all Commerce Raiders in a tile with the covering flagship, so they cannot be attacked by the AI without declaring war. On the other side in a few cases, the AI used the same tactics to attack my 'peaceful flagship' :devil: and its fleet with an even bigger fleet of their Commerce Raiders - those bloody pirates! :D
Now, that's what I call a good time :satan:

:D
 
I keep wanting to add Wyrmshadow's Liberty Ship as an auxiliary cruiser in Theov's Civ3 Mod so as to have a modern hidden nationality raider. I have the download, I just have never tried to add a complete unit to the game.

 
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I keep wanting to add Wyrmshadow's Liberty Ship as an auxiliary cruiser in Theov's Civ3 Mod so as to have a modern hidden nationality raider. I have the download, I just have never tried to add a complete unit to the game.

https://forums.civfanatics.com/threads/ww2-navies.223235/
timerover51, do you need a tutorial how to add a unit to C3C and have you noticed, that the download thread of Wyrmshadow also holds an auxiliary cruiser, so listed under the Kriegsmarine units, but of neutral design?
 
timerover51, do you need a tutorial how to add a unit to C3C and have you noticed, that the download thread of Wyrmshadow also holds an auxiliary cruiser, so listed under the Kriegsmarine units, but of neutral design?
Yes to both questions.
 
Here are the links to two tutorials about adding units to C3C:


As you are adding an existing unit to an existing mod, you fortunately already have many of the files you need for adding this unit to that mod.

In the mod you have the biq and the pediaicons and civilopedia files in the text folder of that mod (you only have to add the text according to the tutorials into those files) and the units folder (where you have to add the downloaded unit and to paste the unit32 image from the downloaded unit into the existing unit32 file of that folder) and you also have the unit-large and unit-small images in the downloaded unit, that you have to add to the Art/civilopedia/Icons/Units folder of that mod.

So you don´t have to create all those files. :)
 
Here are the links to two tutorials about adding units to C3C:


As you are adding an existing unit to an existing mod, you fortunately already have many of the files you need for adding this unit to that mod.

In the mod you have the biq and the pediaicons and civilopedia files in the text folder of that mod (you only have to add the text according to the tutorials into those files) and the units folder (where you have to add the downloaded unit and to paste the unit32 image from the downloaded unit into the existing unit32 file of that folder) and you also have the unit-large and unit-small images in the downloaded unit, that you have to add to the Art/civilopedia/Icons/Units folder of that mod.

So you don´t have to create all those files. :)
Bless you, Civinator.:bowdown::bowdown::thanx::thanx:
 
I'm completely confused by a problem: my current game crashes mid turn, and I can't figure out why. It can't be the "settler in boat" problem, because I don't even get to switch to PC turn, it crashes mid my turn. There are no submarines, and I'm playing with a civ (Britain) I've played before... so aaargh. Going to start another (will save backup...). If anyone wants to check this out, here's the file.
 

Attachments

jlvr, unfortunately I cannot have a look at your save file any longer, as at present there are only the new CCM 2.6 files on my pc - and there are big changes from CCM 2.5 to CCM 2.6. If the crash is appearing during your turn, without any message you should know what was your last action before the crash. May be there is a problem with one of the British units or some building graphics.
 
I decided to reload the game, but 3 turns before (hooray autosave); ran the whole 3 turns again and... all good. No problems...

My PC has gremlins... :cry:
 
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