CCM2 Epic Mod

Just found an error "FILE NOT FOUND".

"Art/Units/Enkidu Warrior/Enkidu Warrior.INI".
This is the classical error when doing the installation not properly. The original files of C3C are not included in CCM 2.5 as a kind of copy protection. Therefore, as written in the installation guide, they must be copied per example into the new units and sounds folders. Don´t unzip the CCM 2.50 files directly into the original C3C folders as you could need to activate the original C3C folders simply by renaming them - and you will also need the original C3C folders when CCM 2.6 is available.
 
The Harbor of Carthage doesn´t need the coastal installation flag, as it only can be built by the seafaring Maghreb civ and needs the palace as a prerequisite. The capital of that civ is Carthage, so that wonder is always placed at the coast and in Carthage.

You do know that Seafaring Civs don't always start on the coast, though, don't you?

In ABLES-SG (linked in my sig), Germany (us) started on the same continent as England and Scandinavia, and neither London nor Trondheim were coastal -- they weren't even next to lakes, IIRC (rivers, though). And this was on a Standard-size (100 x 100) 70%-water map with 7 random opponents (Culture-linked, I guess, because the other continent -- which was about the same size as ours -- spawned all 5 Asian Civs). So it wasn't as though Lizzie and Ragnar were crowded off the coasts by dozens of other Civs, either.

I'd have to trawl through the thread to find illustrative screenies though (we played it back in 2013: a lot of the pics were hotlinked from e.g. Imgur, and are now no longer visible) -- or you could take my word for it...?

Yes, I´m aware of this problem. :yup: It happens -even with the last patch for C3C, that optimized the starting locations of seafaring civs - with sizes of the map, that are too small in needed landtiles that allow the founding of cities, in correlation to the set minimum distance between civs in the editor. In extreme situations it can happen, that even seafaring civs can start one tile next to each other far away from the coast (overcrowded start).

Spoiler :
overcrowded-start-jpg.230554


I have never run in such a situation in any of the many testgames of CCM2, nor was such a situation reported by anybody else for CCM2 (until now). If a situation should occure, that the starting location of the Maghreb civ for the capital Carthage wouldn´t be in a coastal tile and 'the coastal installation hook' would be set for the GW of the Harbor of Carthage, there would be a conflict in the settings for this GW between the prerequisite of the building palace and the prerequisite 'coastal installation'. From the logic in such a case the GW shouldn´t be buildable. This could be tested, but at present I don´t have the time for such a test. So it seems, that such a hook only prevents the building of that GW, if the capital is founded in a 'non-coastal' tile, what would be bad for the civ, as this GW triggers the Golden Age for that civ. So at present I don´t set such a hook behind the prerequisite that the wonder must be 'coastal'.

Maybe I missed something, but I'm still not really seeing why 'The Harbour of Carthage' needs to be tied to the (Maghreb) Palace at all -- unless only for the sake of forcing it to be built in the city of Carthage...?

I guess the question is, is it more important (to you) for the Great Harbour to be in Carthage, or is it more important for the Maghreb -- especially when controlled by the AI -- to be able to build it and get a GA in every game?

The Harbor of Carthage should be in Carthage :). There were some other ancient cities with big harbors (at least in later times called cothon), but only Carthage had the Harbor of Carthage - and to own the Harbor of Carthage in era 1 makes me much more proud in a game than to own the 'harbor of al-Kaf' :D (of course this is a subjective feeling), especially when considering, that the starting location of a seafaring civ in a non-coastal tile is a very rare situation, mostly triggered by some wrong settings in the game.

Hi Civinator.

Following your discussion with tjs282, I wanted to add that I have had this issue (Maghreb not starting on the coast) several times, but only when playing a start generated in the editor.

I use the editor to generate starts, because I want to play at the max possible map size (362x362).

The strange thing is that even if you set 9 coastal starting locations (as many as the seafaring civs in CCM) in the editor, when you start the game several non-seafaring civs will start in these locations.

Obviously, the biggest issue with Maghreb starting on a non-coastal start is that they will not be able to move those auto-produced biremes. On the other hand, I see your point too. The Harbour of Carthage, should be in...Carthage. :D

So, is it OK if I simply add the 'Coastal Installation' requirement for the Harbor of Carthage in the Editor, and toggle off the 'Palace' one? Btw, I don't see any 'Maghreb flag' in the Editor, but I see that the 'Maghreb flavor' is already required, so if I make these changes only a coastal Maghreb city will be able to build it, correct?
 
Hi Civinator.

Following your discussion with tjs282, I wanted to add that I have had this issue (Maghreb not starting on the coast) several times, but only when playing a start generated in the editor.

I use the editor to generate starts, because I want to play at the max possible map size (362x362).

The strange thing is that even if you set 9 coastal starting locations (as many as the seafaring civs in CCM) in the editor, when you start the game several non-seafaring civs will start in these locations.
Ray2, this are interesting observations about the problem with starting locations of seafaring civs. :)

So, is it OK if I simply add the 'Coastal Installation' requirement for the Harbor of Carthage in the Editor, and toggle off the 'Palace' one? Btw, I don't see any 'Maghreb flag' in the Editor, but I see that the 'Maghreb flavor' is already required, so if I make these changes only a coastal Maghreb city will be able to build it, correct?
To switch the prerequisites from Palace to coastal in this case should work. May be you should rename the wonder to Cothon, as it can be that the location of that wonder now is not any longer in Carthage.

The Maghreb civ has its own flag-symbol: The Maghreb symbol (image 154 in the screenshot below), but in the special case of the Harbor of Carthage, this additional prerequisite would only trigger a delay in the appearance of that GW.

buildings-ccm-2-00-png.457568
 
Last edited:
The Maghreb civ has its own flag-symbol: The Maghreb symbol (image 154 in the screenshot below), but in the special case of the Harbor of Carthage, this additional prerequisite would only trigger a delay in the appearance of that GW.

Thanks Civinator. I found the Maghreb symbol shortly after I posted my previous message. But why would that trigger a delay? The cities of each civ have already their respective symbols/flags, correct?

Also, another thing I noticed in my games. I have seen a few times the AI losing a settler to barbarians. Barbarians in CCM are stronger than in the original game, and if you play with raging barbs on this could be a problem for the AI. If it is possible to make the AI send two escort units with their settlers that would be great, since the settlers in CCM are much more valuable than in the original.
 
Thanks Civinator. I found the Maghreb symbol shortly after I posted my previous message. But why would that trigger a delay? The cities of each civ have already their respective symbols/flags, correct?
No, not correct. The flags/symbols first must been built.
Also, another thing I noticed in my games. I have seen a few times the AI losing a settler to barbarians. Barbarians in CCM are stronger than in the original game, and if you play with raging barbs on this could be a problem for the AI. If it is possible to make the AI send two escort units with their settlers that would be great, since the settlers in CCM are much more valuable than in the original.
Unfortunately a special "escort settlers option" in C3C is not available.
 
No, not correct. The flags/symbols first must been built.

Unfortunately a special "escort settlers option" in C3C is not available.

:crazyeye:

Of course they must be built. I have built them so many times. :lol: I was reading about flavors in the editor and got confused.

Too bad about the settlers' escorts.
 
B-

B-29-Bomber, much luck to your plan. The next version of CCM will also need the installation of the Flintlock mod (currently R16 preview).

Just found an error "FILE NOT FOUND".

"Art/Units/Enkidu Warrior/Enkidu Warrior.INI".

Seems that I was able to get CCM2.50 to work by "cutting the Gordian Knot in half" as it were by simply taking a known good copy of Civ3/CCM2.50 (on my Windows laptop) and copying it over to the Steamapps folder. I'm currently in the year 2060 BC in my current test save so it maybe too early to tell by so far everything seems to be coming up Milhouse. I mean, it should work since it worked on the Windows machine, but for me Linux is all new ground breaking so anything could go wrong. It's all quite scary (but exciting!).

On another tangent, I was wondering something. Have you ever considered introducing impassible mountain (and Volcano) terrain to CCM2.X and if not why? I really like the thought of making choke points in the terrain outside of seas and oceans.
 
On another tangent, I was wondering something. Have you ever considered introducing impassible mountain (and Volcano) terrain to CCM2.X and if not why? I really like the thought of making choke points in the terrain outside of seas and oceans.
Mountains and volcanoes are impassable for units with the wheeled flag (without a road on it) and these are most units in CCM. To add any completely impassable terrain additionally to the obstacles for units with the wheeled flag in games with random maps (as it is CCM 2.50) holds a higher risk of occuring AI pathfinding errors and resulting in a chance of freezes of the game.
 
Hello Civinator! I have finally gotten a chance to play this masterpiece of a mod and I am very impressed! Great work! I love how you have managed to get into every nook and cranny of the civ3 editor to create some really fun and unique gameplay.

While initially not overly enthused with auto-produced settlers, they have really grown on me after playing for a while for a few reasons:
a) there's no longer a great rush to fill every corner of the map with cities, which makes each individual city more important, and
b) there's now a great reason to use Colonies

Similarly, I was not initially enamored with hidden-nationality Slavers, Missionaries, and Lawyers. But I've found they add a dynamism to the game that was missing. They make the map in the ancient and medieval ages much more dangerous to traverse, and make the garrison of border towns an imperative.

This mod truly is a masterpiece. Just a few things, though:

1) The Maghreb civ has a city named Casablanca and a city named Casblanca. I suspect the second is a typo and a duplicate.
2) Clippers are not around for long enough to actually be useable as they immediately upgrade to Paddle Steamers. Maybe upgrading to Steamers makes more sense? (Maybe this is just my anecdotal experience.)
3) Christianization is the unique wonder for Mesoamerican civs with the tech Sacred Art? Seems like a strange choice to me, as that was hardly an endogenous phenomenon. Sacred Art is a Renaissance-era tech; why not something like Mesoamerican Art to match the Islamic/Buddhist/Jewish Religious Art wonders?
4) Sydney Cove is the wonder available with Mercantilism for the Australia/Oceania civ, which is fine, but why not something like the Easter Island Moai statues which were roughly contemporaneous?

The last two suggestions in particular are just my opinion. I just would rather see more wonders that are related to the local indigenous population of the civ instead of imported European cultural monuments.

Lastly, ran into a few very interesting bugs while playing!

In this one, a Missionary managed to defeat my lone unit guarding Nuremberg, but instead of capturing the city as normal, a German Catapult spawned in the city which I inexplicably still controlled. :crazyeye:
After hitting the 'Next Turn' button, the city was auto-razed.

weird horsehocky.png


Another bug (not pictured): I witnessed a lone Supply Shipment with hidden nationality trekking across the map. When I tried to capture it, my unit occupied the same tile instead. The unit continued on its way and eventually vanished without a trace. Ghosts in the machine? Edit: This one happened again, this time to my own Shipment when a Chinese unit encountered it. Now I assume that Supply Shipments simply can't be captured?

One more bug, this one caused a crash ( also not pictured): I attacked an enemy Bombard with a Knight after moving one tile. The Bombard proceeded to retreat from the Knight (which should not have occurred in the first place--they're both fast units :confused:). This caused a cascading series of windows to open that read something like "ABORT..." before Civ3 crashed to the desktop. Never seen a crash like that happen before.

---

Anyway, still playing and enjoying your mod. Playing as USA in 1838 at the moment. Had a very hard war with Spain after they came from behind and took all my recent conquests from Germany. But was ultimately victorious and completely absorbed the Spanish domains into my own. But still a gigantic world to conquer, I am by no means running away with the game (yet?)
 
Last edited:
Hello Meteor Man, thank you very much for your kind words about CCM and your thoughts about playing the game. :)

While initially not overly enthused with auto-produced settlers, they have really grown on me after playing for a while for a few reasons:
a) there's no longer a great rush to fill every corner of the map with cities, which makes each individual city more important, and
b) there's now a great reason to use Colonies
Another argument for autoproduced settlers is, that now the AI receives benefits for its tendency to produce Great Wonders with autoproduced additional settlers by many of those wonders.

Even more important is the shortage of workers forcing the human player to make tough decisions and shortening the gap in building workers between the human player and the AI.

Similarly, I was not initially enamored with hidden-nationality Slavers, Missionaries, and Lawyers. But I've found they add a dynamism to the game that was missing. They make the map in the ancient and medieval ages much more dangerous to traverse, and make the garrison of border towns an imperative.

For dealing with the enslavers, the human player must sharply study the map about terrain that the enslaver cannot pass through or is considerably slowed down and combine this with the special option, that workers can detect those enslavers over two tiles (as they hear the rumors about their "natural enemy" who is coming closer to them) and at least one fast unit to hunt the enslaver down (most satisfying for me is to enslave the enslaver himself). So the enslaver adds a lot of tactical planing to the game.

I have also a lot of fun by "culture bombing" cities with monks and later great artists converted by missionaries, priests and later lawyers.
1) The Maghreb civ has a city named Casablanca and a city named Casblanca. I suspect the second is a typo and a duplicate.

:yup: Yes, this duplicate with an additional typo is deleted in the next version of CCM.
2) Clippers are not around for long enough to actually be useable as they immediately upgrade to Paddle Steamers. Maybe upgrading to Steamers makes more sense? (Maybe this is just my anecdotal experience.)

Clippers in history were not very long in active use. If a player has no access to coal for building paddle steamers or steamers, this player is very glad for building these clippers.
3) Christianization is the unique wonder for Mesoamerican civs with the tech Sacred Art? Seems like a strange choice to me, as that was hardly an endogenous phenomenon. Sacred Art is a Renaissance-era tech; why not something like Mesoamerican Art to match the Islamic/Buddhist/Jewish Religious Art wonders?

Since a longer time I only have the next version of CCM on my pc. If remembering well, the Mesoamerican civs in CCM 2.5 had their own GW in era 1 of the game. In the next version of CCM (CCM 2.6) there will be some great changes in the religious structures of CCM. Religious communities will be cut down in their options to their original design in CCM1. Religious centers will be renamed to churches, mosques, wats, mandirs and for the mesoamerican civs in era 2 missions. The happiness of these buildings can be doubled by the GWs of religious arts. Additionally these buildings give the strategic resource faith in their cities, allowing an even bigger religious building.

In CCM 2.6 the Aztecs and the Inca both have their own unique Great Wonder with the ability to trigger the Golden Age for those civs. Attached below is a screenshot about the techtree of era 1 in CCM 2.6. Please have a look to the tech Mysticism. Here you can see both new GWs for those civs.

Era1-CCM2.6.jpg

4) Sydney Cove is the wonder available with Mercantilism for the Australia/Oceania civ, which is fine, but why not something like the Easter Island Moai statues which were roughly contemporaneous?

:yup: When having a look at the tech Seafaring in the screenshot above, you can see that this just happened in CCM 2.6.

The last two suggestions in particular are just my opinion. I just would rather see more wonders that are related to the local indigenous population of the civ instead of imported European cultural monuments.

In CCM the development of the civs is more orientated on real history.

Lastly, ran into a few very interesting bugs while playing!

In this one, a Missionary managed to defeat my lone unit guarding Nuremberg, but instead of capturing the city as normal, a German Catapult spawned in the city which I inexplicably still controlled. :crazyeye: After hitting the 'Next Turn' button, the city was auto-razed.

I cannot say what really happened here. In CCM 2.5 the catapult also was the army unit. In the next version of CCM, due to the great improvements of the Flintlock mod, there will be real C3C armies in CCM, too.

Another bug (not pictured): I witnessed a lone Supply Shipment with hidden nationality trekking across the map. When I tried to capture it, my unit occupied the same tile instead. The unit continued on its way and eventually vanished without a trace. Ghosts in the machine? Edit: This one happened again, this time to my own Shipment when a Chinese unit encountered it. Now I assume that Supply Shipments simply can't be captured?

Yes, always these nasty leprechauns in C3C. :D In CCM the supply shipments can all move on their own. To capture a supply shipment on the move, you must press the escort button. It is not enough to draw your unit on the same tile as the supply shipment.

One more bug, this one caused a crash ( also not pictured): I attacked an enemy Bombard with a Knight after moving one tile. The Bombard proceeded to retreat from the Knight (which should not have occurred in the first place--they're both fast units :confused:). This caused a cascading series of windows to open that read something like "ABORT..." before Civ3 crashed to the desktop. Never seen a crash like that happen before.

I think you had the misfortune to fight against the Austrian bombard from the wrong direction. This multiunit unfortunately has an irreparable graphics error and is replaced by a different unit in CCM 2.6 (more details here). If this happened with another unit please post the name of that unit, so this problem can be fixed.

At present Takeo kindly fixes some additional units created by imperator1961, that are wonderful in their images, but suffer from problems in the animation speed.
 
Last edited:
I think you had the misfortune to fight against the Austrian bombard from the wrong direction. This multiunit unfortunately has an irreparable graphics error and is replaced by a different unit in CCM 2.6. If this happened with another unit please post the name of that unit, so this problem can be fixed.
It was the Spanish Bombard, IIRC, and I attacked from either the NW or W direction.

Thanks for the other explanations and notes on the next version which I eagerly anticipate.

I am curious what you intend to do with artillery units in the coming version, if change them at all. With C3X, the AI uses artillery units (with the Artillery flag) quite proficiently. And (just my opinion) I do find the offensive, auto-produced artillery units in CCM to be a bit of a cludged solution to the Vanilla AI. (Though, admittedly, a brilliant one for the design constraints of old.)
 
It was the Spanish Bombard, IIRC, and I attacked from either the NW or W direction.

Thank you very much for the report. :) This unit must be checked.

I am curious what you intend to do with artillery units in the coming version, if change them at all. With C3X, the AI uses artillery units (with the Artillery flag) quite proficiently. And (just my opinion) I do find the offensive, auto-produced artillery units in CCM to be a bit of a cludged solution to the Vanilla AI. (Though, admittedly, a brilliant one for the design constraints of old.)

The current land artillery, even with the Flintlock mod, in my eyes actually stays a problem in C3C game play. I had a lot of tests with several different versions of AI land artillery and the Flintlock mod, including artillery with defense values and civspecific land artillery, but the results at present are not convincing me. So the AI now uses it in the offensive, too, the problem stays, that if the land artillery is produced normally, all this AI "spoiled production" is lost after the inevitable clash with the human player when the AI runs out of defenders/escorts for the land artillery. The AI is not sending enough replacement escorts to their artillery stacks. Even to give the artillery units themselves some defense value is not fixing the problem, as escorts are still needed. The human player can add offensive units instead of defensive units to the land artillery stacks to eliminate the damaged defenders, the AI civs have defensive escorts, but mostly not enough production capacity for additional offensive units to eliminate the damaged enemy units.

On the other side the AI with the settings of CCM 2.5 frequently uses those autoproduced artillery units as a kind of explorers, what is not convincing, too. At least the AI here is not spoiling original production capacity.

So at present most artillery units in CCM 2.6 stay as they are in CCM 2.5 until I have found a better solution - but some parts of the chain of artillery in CCM 2.6 are reworked. With tech Napoleonic Age now siege artillery as real land artillery is appearing parallel to the still existing old CCM artillery settings. Horse artillery is "dimmed down" in movement and upgrades to the new Field artillery units and later to SPAs. Anti-tank guns and their upgrades to mechanized tank destroyers (Jagdpanzer) are now a separate chain of units.
 
IMO the way it works now, artillery just become free production for the human. It was a fun and shocking thing at first, but now I just plan for them to use bombardment all over the map. Still it is a small plus to game enjoyment.
 
Hi Civinator, I am still playing your fantastic mod and am looking forward to version 2.6 (but do take your time for it). Currently I am playing as Japan and their Torpedo-boats should be slowed down in the sea but I noticed that they couldn't move in the sea at all in the sea.

In an other game I am playing as the Persians and a city of mine was attacked by a Maghreb armored car. There were several units of me in the city and the first unit that was attacked was my lawyer. I know the armored car can stealth attack but should a lawyer not be invisible for them? This happened two times.

Finally I enjoy very much the animations of the units. There must be put very much work in it! Only one minor disappointment though is the Late Superheavy Tank. When it is eliminated it is just 'poof and gone'. But as I said, it is minor.
 
XTC, great that you are still enjoying CCM 2.5. :)

Hi Civinator, I am still playing your fantastic mod and am looking forward to version 2.6 (but do take your time for it).

I am just playing a test game with CCM 2.6 and I think it is even a little bit better. :)

Currently I am playing as Japan and their Torpedo-boats should be slowed down in the sea but I noticed that they couldn't move in the sea at all in the sea.

I currently have the CCM 2.6 files on my pc, but I think, with the torpedo boats there were no changes compared to CCM 2.5.

Torpedo Boat.jpg


Torpedo Boat2.jpg


The torpedo boats have the wheeled flag and ocean terrain in CCM 2.6 (and later versions of CCM 2.5) is set impassable to units with that flag. So they cannot traverse ocean terrain.

The torpedo boats have a movement bonus in coastal terrain (that most other ships don´t have), so they are slowed down massively in sea terrain (cannot move in ocean terrain), as each "water terrain" in CCM has doubled movement costs.

They should be able to move into sea terrain (but with "halved" speed) - at least they do in CCM 2.6. In the early download biq of CCM 2.5 I set indeed sea terrain to be impassable for units with the wheeled flag and here you are right with your observation. :thumbsup:

In an other game I am playing as the Persians and a city of mine was attacked by a Maghreb armored car. There were several units of me in the city and the first unit that was attacked was my lawyer. I know the armored car can stealth attack but should a lawyer not be invisible for them? This happened two times.

The lawyer is no stealth attack target for any unit, including the Hotchkis armored car for the Maghreb. On the other side the lawyer (and the enslaver, too) doesn´t have the king flag, meaning if it is the best unit for defense, the city will be defended by that unit. This can especially happen, when other units in the city are heavily damaged.

Finally I enjoy very much the animations of the units. There must be put very much work in it! Only one minor disappointment though is the Late Superheavy Tank. When it is eliminated it is just 'poof and gone'.

The fantastic unit creators (and now additionally Flintlock) are the modding stars, who keep Civ 3 alive even more than 20 years after its release. :hatsoff:

Here is the death animation of the "Superheavy Tank" (based on the German WW 2 Löwe-Prototype):

Loewe-Death.gif


The death animation is included in the files of that unit and the INI-file of that unit holds the link to the death animation. I will have a look at the death animation of that unit in Debug mod. If you have meant another "superheavy" tank, please specify the name of that unit.

Btw.: Now is a good time to report CCM units with "animation issues", as Takeo is so kind to fix these issues if possible. :)
 
Last edited:
Hia Civinator. Not sure if you're aware, but the "Polish Mod Infantry" is marked as upgradable to "TOW Infantry", only I can't upgrade it. Possible correction for next version?
 
jlvfr, thank you very much for reporting that error. :) Without your report, this error would have made it into the next version of CCM. :thumbsup:
 
Back
Top Bottom