CCM3 Epic Mod

JaggedDelta, I think it is clear, that your problems come from your changes, as nobody else reported about these problems. Even with the standard CCM 3 resources you can have "bigger cities" in the game. In my current CCM 3 game I have several cities around or above the 40 citizen mark. As I am sure, that your problem is no error of CCM 3, a save game for detecting an error of CCM 3 is not needed.

Please remove your changes to CCM 3 and you will see, that this problem will be solved. :)
 
Yes, I removed them and am going to try it again. But I find it intriguing how mechanistically it can happen. I did the same thing for CCM 2.5 and such an issue never occurred... I wonder whether this is because several new building-generated resources were added in CCM 3 and adding extra ones caused "overflow" which then "erased" all resources in some way. But why it only happened when AI changed era is another puzzling thing.
 
Hello, I am new here and new to adding mods to file and all that, I appreciate any assistance and patience. I have attempted to install these files for CCM3 and have run into an issue with categories and sub categories being displayed incorrectly. It even seems to effect some other text on tiles info and etc. There also seems to be an issue on the setup screen seen in the provided pictures below not displaying the correct text for the selected parameters. Also, has anyone made a YouTube tutorial with a step by step guide on how to properly install these files into the correct directories for dummies like me? I also want to install RARR as well but all had trouble with that. In advanced, ty.
 

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The labelling problem is the Steam labels.txt incompatibility rearing its ugly head (yet again).

How to solve this problem has been covered repeatedly in this thread (and elsewhere), but basically you need to find the ..Scenarios/CCM/Text/ folder, then find and rename the current "labels.txt" to e.g. "labels OLD.txt" and then rename the "labels Steam.txt" to just "labels.txt"

For more info, you can use the CFC search function to find "labels" in "This thread". Or have a look at this thread in the Civ3 Tech Support forum:
 
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Enlighten, welcome at CFC! :band:[party]

:yup: Yes, this is no problem of CCM 3 or RARR, but a problem of the steam version of Civ 3 Complete. Fortunately CCM 3 and RARR have the remedy that tjs282 thankfully described, against this steam plague.

Enlighten, it seems that you have installed CCM 3 properly, the mistake was done by steam. Change the labels textfile so it becomes compatible with the steam version of Civ 3 Complete and have fun with CCM 3. For playing RARR, you have to do the same fix of the labels text file inside the text folder of RARR.
 
Timerover51, that´s an interesting list, but at present I don´t plan a special mesoamerican scenario. :)
 
I figured that I would pass it on. Would it be a problem if I repost it to the main Creation & Customization thread?
Timerover51, a good place for posting these informations for other modders about Aztec place names in my eyes could be the Modding Wiki, that can be found here: https://forums.civfanatics.com/threads/the-modding-wiki.320377/page-3#post-16710738.

Some days ago I posted there an interesting link about city population sizes in history from neolithic settlements up to 1875 AD.
 
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Good day, everyone! I am glad to join the Civ3 community. I recently installed the fantastic CCM3 mod along with the Flintlock patch. After playing for a few days, I noticed an interesting thing: when I sign a right of passage agreement allowing another civilization to pass through my territory, the state that gets the right of passage immediately starts moving all its troops toward my capital and surrounds it. Did I install the mod or patch incorrectly? Or did I just encounter a bug? I’d appreciate any answers.
 
Sir_Arti, welcome at CFC! :band:[party]

In my Civ 3 games I never sign right of passage agreements, so in this case I am not the best one to answer your question.
 
Sir_Arti, welcome at CFC! :band:[party]

In my Civ 3 games I never sign right of passage agreements, so in this case I am not the best one to answer your question.
Thank you very much for the response. Well, in that case, I won’t sign any right of passage agreements either :). However, I also had a situation where the Mongols decided to cross my border without permission and marched toward my capital. I think this is not a major issue, and I can continue enjoying this wonderful mod. Thanks!
 
Thank you very much for the response. Well, in that case, I won’t sign any right of passage agreements either :). However, I also had a situation where the Mongols decided to cross my border without permission and marched toward my capital. I think this is not a major issue, and I can continue enjoying this wonderful mod. Thanks!
Post some units in the path of the Mongols and you soon will see if they want to invade you (by attacking these units) or if they want to hunt barbarians or invade another civ. In the later cases they are a good source for creating great artists or monks by lawyers or holy men. In my experience it was never a good idea to give them a boot order if you want to avoid war by them.
 
Greetings, Civinator!
First of all, I would like to express my enormous respect for all your endlessly painstaking and persistent work. Truly, you have to be a fantastically in love with your work to single-handedly drag a modification of a game for 25 years, which is now remembered only by a couple of oldfags. I never cease to be amazed by your patience and congratulations on the release of the third part of CCM
And now a question: in the civilopedia it is stated that irrigation can be carried out on cells that do not have access to fresh water. However, my Scandinavian worker stands in an open field and claims the opposite. Tell me where and what I did not understand? Just in case, I am attaching a save.
Thank you! (I hope Google translated everything correctly)
 

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zhelezometal, thank you very much for your kind words about CCM :) and for reporting an error in the civilopedia. :) Fortunately there is more than a couple of oldfags showing interest in this mod, as in about 2 1/2 months CCM 3 had about 500 downloads at CFC.

In a former version of CCM it was possible to perform the worker job irrigation without access to fresh water, but this allowed too much "cherry-picking" in the game. Therefore irrigation in the current version of CCM needs access to fresh water again, but it was forgotten to update the civilopedia text of the worker job to the new (and old) setting again. This will be fixed with the next version of the CCM 3 civilopedia.
 
Hia Civinator.

C3X has just release a new version. Do you think we have to start a new CCM3 game if we install it?
 
Hia Civinator.

C3X has just release a new version. Do you think we have to start a new CCM3 game if we install it?
I have not tested this myself. Normally entries in C3X can be changed during a game, so these games can be continued after changing the entries.
Btw.: CCM 3.1 is in the work (also containing files for the next version of RARR, SOE, WW2 Global Gold, TGW-Div and AOI). This version will also have a scenario config file for C3X R20.
 
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I have not tested this myself. Normally entries in C3X can be changed during a game, so these games can be continued after changing the entries.
Btw.: CCM 3.1 is in the work (also continuing files for the next version of RARR, SOE, WW2 Global Gold, TGW-Div and AOI). This version will also have a scenario config file for C3X R20.
Much coolness.
 
Fyi, I updated the C3X and was able to keeping going with my current game. France will rule ze world!
 
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