CCM3 Epic Mod

Can I import the new files and continue my current game with France?
I had to do some shortenings in the pediaicon entries of some GWs, so it can be that here you can run into troubles with a game with the old pediaicon entries of those GWs. It can be better for you not to change your pediaicons file in your current game. best is to start a new game with the new files.
 
I had to do some shortenings in the pediaicon entries of some GWs, so it can be that here you can run into troubles with a game with the old pediaicon entries of those GWs. It can be better for you not to change your pediaicons file in your current game. best is to start a new game with the new files.
Thanks, and thank you for the great work!
 
I have a question: Can I turn it off or should it be there?
 

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As it is written, this option is needed so the supply shipments can work and can give gold when escorted into the capital. When this option is disabled, you will have masses of useless supply shipment units on the map during the game. Therefore, if you want to disable the supply shipments, you should consider at least to remove the autoproduction from all those SWs that normally in CCM produce supply shipments.
 
I accidentally played the first game with the option turned off - it works as described, but to be frank it is rather annoying with all those useless resource units in endgame.
 
I've had this issue where the game crashes when I right-click on one of my cities. I've noticed in this save that it happens when my workers spot an enemy enslaver unit for example and they run back to the city and then they run back not noticing the enslaver is still there. It happens in other instances and the only way I can bypass this crash is if I do not right-click on the tile on that turn. I can view the city using the menu showing the stats of each city. I'm not sure if it's an issue with the Flintlock mod. I'm running Windows 11 and I tried it with compatibility mode for Windows 8 same issue happened. This is on the Steam edition of the game.
 

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Cheburashka_1, can you please post the save file with that situation, so I can have a look on it ?
 
Cheburashka_1, can you please post the save file with that situation, so I can have a look on it ?
Here is the save, and the issue is that when I right-click on Brussels my game crashes.
 

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  • Conquests Autosave Jan., 1150 AD.SAV
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I've had this issue where the game crashes when I right-click on one of my cities. I've noticed in this save that it happens when my workers spot an enemy enslaver unit for example and they run back to the city and then they run back not noticing the enslaver is still there. It happens in other instances and the only way I can bypass this crash is if I right-click on the tile on that turn. I can view the city using the menu showing the stats of each city. I'm not sure if it's an issue with the Flintlock mod. I'm running Windows 11 and I tried it with compatibility mode for Windows 8 same issue happened. This is on the Steam edition of the game.
I have seen something similiar, but was blaming me for using Automate function on workers and detect/retreat functions in automated workers lead to that crash if you try to access menu on them with right click.
 
I have seen something similiar, but was blaming me for using Automate function on workers and detect/retreat functions in automated workers lead to that crash if you try to access menu on them with right click.
Yeah, I typically automate my workers, so I guess it might related to it. Is the solution to just not automate my workers and micromanage?
 
Yeah, I typically automate my workers, so I guess it might related to it. Is the solution to just not automate my workers and micromanage?
Yes I came to the same result after having a look at your save file. When directly clicking on BrusseIs I had the same crash. I opened Brussels through the city management menue and removed the automate order of the workers and all works well again. It seems to be a conflict between the automated workers and a not working popup message that units with no attack value cannot attack other units. I had a similar problem in the Flintlock mod with a not working boot command popup message against trespassers.

It is no good idea to automate your workers and it is much more effective to operate them manually. Additionally it is not much more "micromanagement", as the Flintlock mod has stack commands for the worker jobs.

Brussels 1150 AD.jpg


You should also consider to convert the 15 supply shipments in your capital to 15 x 25 gold by escorting them with a combat unit one tile outside the capital and than escorting them back into your capital.
 

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This is a dummy entry for a building using a unit pediaicons entry. They are used to make civspecific buildings appear in the techtree, where they otherwise would not appear. That in the game no such unit can exist, while the dummy can be seen in the techtree, is done by setting this "dummy-unit" to the strategic resource "game mechanics", that is not available to any civ.

It seems you have changed the prerequisites for that dummy unit, per example by taking away the prerequisite of the resource "game mechanics" and now the game thinks, that such a unit is really existing and is looking for the animation of that non-existing unit.
 
to avoid this, I added this entry to pediaicons
#ANIMNAME_PRTO_Red_fort
Settler :D the error has disappeared, I continue to play
 
Here it is Red Fort
Yes, this is the dummy-entry, so that GW can appear in the techbox of tech Bastion Fortifications, while in reality it is connected to the era-none tech "Indian flavor".
 
I've had this issue where the game crashes when I right-click on one of my cities. I've noticed in this save that it happens when my workers spot an enemy enslaver unit for example and they run back to the city and then they run back not noticing the enslaver is still there. It happens in other instances and the only way I can bypass this crash is if I do not right-click on the tile on that turn. I can view the city using the menu showing the stats of each city. I'm not sure if it's an issue with the Flintlock mod.
It's an issue with my mod, unfortunately. Not surprising since I've been messing around with the right-click menu recently. The problem here is with the Wake/Activate text replacement. Automated workers that are fleeing from danger are put in unit state #29, one of the four mystery states that I thought were only used by AI units. That state does not have any replacement text. On its own, that shouldn't have been a problem. I included a little check in the code in case that happened which was supposed to skip the text replacement for units like that. However my check didn't work due to an annoying quirk of the C language and so instead the game crashes.

(If you're interested in all the gory details of the quirk: I used an enumeration type to index each bit of replacement text. I used a value of -1 to indicate that no replacement is possible due to a unit being in a mystery state. So the check I mentioned above simply checks if the index is >= 0. The problem is that the compiler used an unsigned integer type to implement the enumeration, which it's allowed to do because -1 wasn't technically part of the enum, all the values that were defined as part of the enum were positive. Setting an unsigned int to -1 instead sets it to its largest possible value, a little over 4 billion, which passes the check then causes a crash because it's not a valid index.)

This will be fixed in C3X version 19 which I will post very soon.
 
Hi Civinator,

I like the introduction of half-years, but is it possible to change the "H2 1976 AD" in "1976 H2 AD" ? It would be a bit simpler to find the save game in the list.

H2.jpg
 
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