CCM3 Epic Mod

I did continue my game as Portugal (so my apprentices are still useless) but I also noticed that my transport ship couldn't be upgraded to a merchant ship. I am not sure if that is also adjusted with the update. I first want to finish this game. It is no big deal in this game that it can't be upgraded because my coastal capital city isn't coastal to the ocean but to a inner see......
 
I also noticed that my transport ship couldn't be upgraded to a merchant ship.
In the original conception of CCM 3 you need a port for upgrading a ship. The harbour is no longer sufficient for upgrading. So if you try upgrading a ship in a city that has only a harbour and you have not installed the new R18/R18B scenario.c3x_config file inside the CCM3 folder, it is no wonder that you cannot upgrade the ship in that city.

Port.jpg


With the R18/R18B version of the Flintlock mod, the upgrade should be possible of every unit in every city without a building "with a veteran flag" in that city, what I interprete, that in this case an update of ships should be possible even without a port in that city. I activated that flag in the scenario.c3x_config file, because in my eyes it holds a big benefit for both the human player and the AI players for land units. For the human player it is much less micromanagement in the game, as a rotating of units for upgrading is no longer needed and for the AI, because it is not capable to do such a rotation and I hope with this setting the number of "trash-units" in AI-stacks can be reduced.

If this option against its words would work only for land unit, this in my eyes would be wonderful, as such an option for sea- and air-units in my eyes is not needed. As CCM3 was released with the start of R18, I had no time to test this myself.
 
Building the port was indeed necessary for upgrading that ship. I had, however, to give up that game because there was a very long delay getting to the next turn. After 2 hours waiting I gave up. So I updated the CCM3 files and started again as Portugal.

I noticed that there was no music at all when I got a Small or Great Wonder.

Is it possible to get more opponents with smaller map sizes?

Clipboard07.jpg
 
Building the port was indeed necessary for upgrading that ship. I had, however, to give up that game because there was a very long delay getting to the next turn. After 2 hours waiting I gave up. So I updated the CCM3 files and started again as Portugal.
It seems you had the files of the first CCM 3 upload, that was targeted to Flintlock to fix the freeze that I had reported - and than you run into that freeze. The longest turn time I ever had with CCM 3 in a very late stage of the game was about 10 minutes, but even in that stage turn times mostly were much faster.
I noticed that there was no music at all when I got a Small or Great Wonder.
The sounds for GWs and SWs were changed to BBC V for Victory. This more historical sound is much shorter than the sound in CCM 2.5.
Is it possible to get more opponents with smaller map sizes?
Yes, it is in the scenario properties but needs some skill and you must take care not to overload the map - and use the Quintillus editor, as the Firaxis editors can kill the cultural victory limits of CCM3.
 
The CCM3 I played was not the very first one (the one you warned to not to download anymore) but the one after that. Now it is replaced with the 3 update files. That delay was in the early stage of the game.

I read in the thread that those sounds were changed but in my game there is no sound at all with the wonders. It is no big deal, though.
 
XTC, your CCM3 sounds folder should have the following content shown in the screenshot below, among them the file wonder.

sounds.jpg


Do you have a save of the turn before your game had that freeze and in that case please post it here, so I can have a look on it ?
 
Will I break anything in the game if I choose all this? :D
 

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IIRC, better Civ3 modders than me have long since discovered that setting an excessive number of "Build often" options will simply result in most/all of those options getting ignored.

The recommended maximum is 4 (or 5?) "Build often" options checked per each Nation.
 
First I would like to thank you for the effort and creativity you put into the mod.
I started a quick game as the Turks and being able to upgrade all units without barracks was a bit unusual, but in the end I like it a lot.
Regarding railroads only buildable by steamrollers: it does not seem to work properly, as using hotkeys for "build railway to" (ctrl+shift+r). still works for normal workers - and i used this quite heavily before noticing this should not be possible.
Also found an error for one of the turkish ships (Rashedieh class)
Spoiler :
Error.jpg

 
Samez, thank you very much for reporting the error with the Reshadieh Class WW2 and the hotkey problem. :)

A simple fix for the Reshadieh Class WW2 error is to correct it in the civilopedia:

Reshadieh.jpg


Under the entry #ANIMNAME_PRTO_Reshadieh Class WW2 simply delete the name in the next line to Reshadieh Class so the entry will look:

#ANIMNAME_PRTO_Reshadieh Class WW2
Reshadieh Class

At present I have no quick idea how to fix the railroad hotkey problem.
 
While fixing the Reshadieh for myself, I quickly checked the other WWII ships for similar issues, and found that the Iron Duke, USS Delaware, Espana, Salamis and Tegetthoff classes also have it.
 
While fixing the Reshadieh for myself, I quickly checked the other WWII ships for similar issues, and found that the Iron Duke, USS Delaware, Espana, Salamis and Tegetthoff classes also have it.
Thank you very much for this error report. :) The fix is the same. I will post a new pediaicons file soon with all these fixes. All games can be continued with those fixes in the replacing pediaicons file.
 
Looks like we're starting a new tradition of me struggling to install your mod...

But whether I'm trying to boot the game through the Steam interface or through the use of the Civ3Conquests.exe (and yes, I did Flinlock's mod), it keeps coming up as the base C3C and not CCM3.

I've installed everything according to the instructions on the first page. I am using the Steam version of the game and it is a 100% fresh install.

I'm quite stumped.
 
My question is why when I build a city I can’t build a worker? :)
 

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My question is why when I build a city I can’t build a worker? :)
One of the long time aspects of CCM is that you can not build workers or settlers. You have to build worker housing, which will auto-produce an apprentice that you can then upgrade to a civ specific worker.
 
I'm still in the first era and studying the republic playing for Russia, how I built something and got this handsome guy :D
 

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Have you noticed that this is how it should be?
 

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