CCM3 Epic Mod

Have a questions about Nuclear subs.

As everyone can build PRTO_Nautilus Class except Russia
which upgrades to PRTO_Nuclear_Submarine , but just upgrades as it has king flag a can not be built instead of PRTO_Nautilus Class with Cold War tech.
And so on with upgrades to PRTO_Attack Submarine and flavour nuclear subs later on all have king flag and can not be built instead of PRTO_Nautilus Class
Is that how it supposed to be?


And PRTO_SSBN is second line of nuclear subs right?
And can be built for every civ except Russia/USA and France?
Despite fact that civilopedia says that PRTO_SSBN is just France exclusive sub.
And France does not have alternative to PRTO_SSBN ? As looking at .biq PRTO_SSBN is not available to them yet later upgrade is PRTO_Modern SSBN available to everyone except USA and Russia who has their own alternatives.
 

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I strucked me that PRTO_SSBN line is the only nuclear subs that can carry tactical nukes in CCM. So it answers my second question.
Yet with tactical nukes I noticed that shortcut for Re-base (Shift-R) does not work. Could it be my instalation or tactical nukes does not have shortcut enabled?
 
The SSN are nuclear-powered general-purpose attack submarines: https://en.wikipedia.org/wiki/SSN_(hull_classification_symbol)
In CCM 3 they are all autoproduced by the SW National SSN Project.

The SSBN stand for Submarine Ballistic Nuclear, Ballistic Missile Submarine, Nuclear-powered: https://en.wikipedia.org/wiki/Hull_classification_symbol#Submarine_type

In CCM 3 these submarines can carry nukes and can be produced normally. The rebase button for nukes in CCM 2.5 did only work for the human player and therefore was skipped in CCM 3. Best way to load nukes from different cities into SSBNs is to transport them by a good railroad net to the coastal city where the SSBN is located. Nukes are not immobile.

And of course CCM3 holds a lot of conventional submarines.
 
Thanks for your answers, yet as you can see in my pictures SSN like Nautilus can be produced normaly also not only by SW National SSN Project. That confused me as every nation can build ssn and ssbn in addition to autoproduced ssn from SW. Yet only initial ssn's, upgrades works like dreadnought ones and can not be produced.
 
as you can see in my pictures SSN like Nautilus can be produced normaly also not only by SW National SSN Project. That confused me
This is a very old setting of CCM and I agree that it is not quite consequent. Better would be to have a SSN hull that can be upgraded to the Nautilus and November classes and set the Nautilus class to the king-flag, too.
 
Hi Civinator,

Because of trade my cities have the luxury of gem. Now my city Battambang have gem in it´s city radius. It is however NOT connected with a road and still I can build a supplycenter in the city. Would it be more logically to build it when it IS connected with a road?
 

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Hi Civinator,

Because of trade my cities have the luxury of gem. Now my city Battambang have gem in it´s city radius. It is however NOT connected with a road and still I can build a supplycenter in the city. Would it be more logically to build it when it IS connected with a road?
It would be more logical, but unfortunately this is not how the editors are working.
 
This 'bug' is not unique to CCM, it exists in the base game as well.

I assume it happens because the .exe must conduct the True/False checks "Resource connected to town?" and "Resource in town radius?" as 2 separate operations -- and if both return 'True', then the building can be put up.

Bear in mind though, that if you do put the Supply Center in this town, and then lose trade-access to Gems (e.g. because a Gems-import gets cut off, or you lose your other Gems-town), you will stop getting the Gems-Shipments until you obtain a new Gems-source (either through trade, or by roading that Mountain-tile).
 
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Interesting. Edit: This post had a different content, but after noticing that my question still was answered in XTC´s post, I completely rewrote it because I cannot delete this post.
 
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This 'bug' is not unique to CCM, it exists in the base game as well.

I assume it happens because the .exe must conduct the True/False checks "Resource connected to town?" and "Resource in town radius?" as 2 separate operations -- and if both return 'True', then the building can be put up.

Bear in mind though, that if you do put the Supply Center in this town, and then lose trade-access to Gems (e.g. because a Gems-import gets cut off, or you lose your other Gems-town), you will stop getting the Gems-Shipments until you obtain a new Gems-source (either through trade, or by roading that Mountain-tile).
Yes, I expected that, so I am already building a road to the Gem-source. It's a first time for me though. What was also a first time for me that I had an iron source, build an great iron mine and just when it was finished the iron source was depleted.
 
Hi Civinator, any ETA on update .biq with/without updated main files?

I am reaching end on my current game and would love to start a new one with atleast updated .biq, but if thats not happening any time soon will get by with manual edits to .biq from what was mentioned here past 4th of July.

Still would prefer you updates/fixes over mine.

P.S. I remembered why I mentioned Re-Base shortcut for Tactical nuke. I am unable to use Go-To command for them also , it allows me to choose destination, bet ignores my choice and stay's in same airport I had placed it.

Could not be my C3X config options , as I could not move them with initial ones from scenario.c3x_config.ini , although I am aware that few options of C3X disables use of stack move (X) or same type stack move (Ctrl+X)

I am trying this with Polaris missile. If there is cure for this would appreciate greatly as now I can only manually re-base those nukes with button.
 
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Hi Civinator, any ETA on update .biq with/without updated main files?
There is no ETA, as I am no factory. I consider to rearrange some settings in era 4, as in CCM 3 there is a risen probability, that game play will be carried into era 4 and in that case some parts of the civilopedia need to be rewritten, too. If there are no uploads until the start of the next week, you should consider to start your next CCM 3 game with your current files.
P.S. I remembered why I mentioned Re-Base shortcut for Tactical nuke. I am unable to use Go-To command for them also , it allows me to choose destination, bet ignores my choice and stay's in same airport I had placed it.

Could not be my C3X config options , as I could not move them with initial ones from scenario.c3x_config.ini , although I am aware that few options of C3X disables use of stack move (X) or same type stack move (Ctrl+X)

I am trying this with Polaris missile. If there is cure for this would appreciate greatly as now I can only manually re-base those nukes with button.
This is all a matter of practice. I don´t use the Go-To command at all and mostly only move with the stack allowance buttons of the original C3C, which also allow to choose the destination of complete stacks or parts of a stack, even with nukes and planes.
 
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Hi Civinator,

Is it correct that I can not load Early Supertanks in an army?
 
Hi Civinator,

Is it correct that I can not load Early Supertanks in an army?
All those heavy tanks cannot be part of an army. For reasons of game balancing, armies consisting only of those superheavy tanks with their additional hitpoints would be game breakers and no additional fun. These super heavy tanks can be assigned to help an army or to attack an army, but cannot form armies themselves (think of them like the independent German heavy tank battalions).
 
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Thanks for the answer, Civinator. I fill the army with other strong units ;)
 
Edit: You need coal and iron. When looking into the editor you indeed only need coal. I cannot say why you cannot build them. I have no problems in building them and I think in that stage of the game you should have cities that can afford the pop cost of two. Steamrollers have, as far as I remember, the same settings as in CCM 2.5.

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Hi Amigo,

I believe you mentioned in an earlier post that Quintillus' Editor, and not the standard game's, should be used with CCM3. Perhaps screenshots with the former would be more helpful.

-:)z
 
The conquest biqs for CCM 2.50 and CCM 3 were not done with one of the Firaxis editors, but with the Quintillus editor. The main reason for using that editor was the needed high setting for a cultural victory, that is far beyond the limits that can be set with the Firaxis editors. Be careful with changing the cultural values as these settings were done with the Quintillus editor and the game will swap back to the very low settings of cultural victory in standard Civ 3 of a maximum of 50000 (what is much too low for CCM2 and CCM 3, taking into account, that a Great Artist can give 1.000 additional cultur points to a city).

Firaxis editor:

Culture Value.jpg


Quintillus editor:

quintillus1-jpg.601149


Additionally the SGLs in Firaxis editor 1.03 are not working (but are working in Firaxis editor 1.00) and there are many other comfortable options in the Quintillus editor.

Here you can read more:

https://forums.civfanatics.com/threads/ccm2-epic-mod.625812/page-60#post-16502483
https://forums.civfanatics.com/threads/ccm2-epic-mod.625812/page-40#post-16119209

p.s.: The cultural value for the complete civ in CCM 2.5 and CCM 3 was lowered from 600000 to 400000 and therefore is now in the limits of the Firaxis editors of 500000.
 
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CCM 3 Fixes (July 28, 2024):

Thank you all very much for your error reports, that helped a lot to create the new general download of CCM 3 at CFC. :) The new files can also be downloaded separately at post 2 of this thread and should replace (or the splash added to) the existing files of the old CCM 3 download.

Text files:

a) new pediaicons file: fixed entries for WW2 Dreadnoughts, fix for Zenta Class, fix for Early Fighter, several wondersplash entries fixed or added
b) new labels file: fixed the "G"
c) new civilopedia file: National wonders in the civ entries updated, entry for Monument added

Art: Wondersplash for Admiral Yi´s Navy added

biq:

Fix for Portugal (units and techs), fix for the National wonders of Aztecs and Inca, Workshop provides no longer two unhappiness, GW International Telephone Cor. provides no longer one unhappiness, Red Fort is now GW and no longer improvment and has the traits of India, TV station is now available by tech Focused Research, SW Skunk Works is moved to tech Space Flight, War Memorial switched to tech Military Tradition, obsolescence of the GWs Himeji Castle and Wawel Castle is switched to tech Napoleonic Era, prerequisite for Synagogue fixed, King-flag to Minas Geraes WW2 Class added, not available transport plane in era 1 eliminated, SSN autoproduction updated.

Please note that the new biq is only working in new games that are started with that biq.
 
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