CCM3 Epic Mod

Looks like the Red Fort is set as an Improvement instead of a Wonder. Or the Civilopedia needs updating.
 
Removing units messes up all kinds of stuff, including autoproduction, stealth attack, unit availability, and enslavement results, just to name a few.
The game assigns an "ID #" to each Unit slot. Changing the Unit w/out changing the Unit's "Slot ID #" will, indeed, "mess up all kind of stuff."
 
Hi Civinator!

Thank for continuing improving CCM . Few year back found 2.x version and was waiting for this version quite some time.
It greatly improves my craving for Civ3 and so far since early 2000's CCM for me is spot on.

Few things for Pediatext pile:
No wonder splash for these (I could manage to fix typo on Solomon's Temple , but other 2 new wonders eludes me ):
#WON_SPLASH_BLDG_TempleMount to #WON_SPLASH_BLDG_Temple_Mount
#WON_SPLASH_BLDG_Admiral_Yi´s_Navy
#WON_SPLASH_BLDG_Vasco da Gama's Voyage

Civilopedia alse need update on wonder changes in civilization entries :
Brits stills have two and Palace of Westminster entry is invalid (will see what's with WON_SPLASH later)
France need update from Napoleonic Era to Arc de .....
Indo-China was mentioned already
Israel Solomon's Temple entry leads to Synagoge city improv.
Korea still have old wonder entry - now invalid
Oceania still have old wonder entry - now invalid
Portugal have no wonder entry
Scandinavia still have old wonder entry - now invalid
South Africa still have old wonder entry - now invalid

And to conclude small question:
As I remember there was upgrade path from Partisans to Guerilla , it is removed because of new concept that Partisans should not enslave or have hidden nation ?
I see Partisans as unit from industrial age and Guerilla as modern counterpart.
 
Looks like I really broke something. Then I won’t delete units I don’t need, but simply remove the option for them to be visible :thumbsup:
 
Weirdness regarding "Power plant". Pedia says it requires coal in the city, but if I build the factory the power plant becomes imediatly available for construction.
 
Hi Civinator!

Thank for continuing improving CCM . Few year back found 2.x version and was waiting for this version quite some time.
It greatly improves my craving for Civ3 and so far since early 2000's CCM for me is spot on.

Few things for Pediatext pile:
No wonder splash for these (I could manage to fix typo on Solomon's Temple , but other 2 new wonders eludes me ):
#WON_SPLASH_BLDG_TempleMount to #WON_SPLASH_BLDG_Temple_Mount
#WON_SPLASH_BLDG_Admiral_Yi´s_Navy
#WON_SPLASH_BLDG_Vasco da Gama's Voyage

Civilopedia alse need update on wonder changes in civilization entries :
Brits stills have two and Palace of Westminster entry is invalid (will see what's with WON_SPLASH later)
France need update from Napoleonic Era to Arc de .....
Indo-China was mentioned already
Israel Solomon's Temple entry leads to Synagoge city improv.
Korea still have old wonder entry - now invalid
Oceania still have old wonder entry - now invalid
Portugal have no wonder entry
Scandinavia still have old wonder entry - now invalid
South Africa still have old wonder entry - now invalid

And to conclude small question:
As I remember there was upgrade path from Partisans to Guerilla , it is removed because of new concept that Partisans should not enslave or have hidden nation ?
I see Partisans as unit from industrial age and Guerilla as modern counterpart.
Ektufall_Real, welcome at CFC :band:[party] and thank you very much for your interest in CCM and for reporting some errors with wondersplashes! This is a very good start in a first post at CFC. :)

Indeed the pediaicons entry for the wondersplash of Solomon´s Temple has a typo and must be corrected to #WON_SPLASH_BLDG_Temple_Mount, the typo in the entry of the wondersplash for the Arc de Triomphe to BLDG_Arc De Triomphe must be corrected, too (here additionally the improvment War Memorial will be switched to Tech Military Tradition together with the obsolescence of the Monastery and the obsolescence of the GWs Himeji Castle and Wawel Castle will be switched to Tech Napoleonic Era with the next fix of the biq) and the pediaicons entries of the wondersplashes of Admiral Yi´s Navy and Vasco da Gama's Voyage must be added to the pediaicons file.

The good side is, that the wrong or missing pediaicons entries for the wonder splashes are not relevant, if these civs are played by the AI. When these civs are played by the human player, nearly all can be corrected by fixing the pediaicons file (and the games can be continued), as nearly all those splashes are included in the Wonder Splash folder of CCM 3. The only exception that I am aware of is the splash of Admiral Yi´s Navy. This splash will be posted soon at page 2 of this thread and must be added to the Wonder Splash folder of CCM 3 (or alternative any existing splash can be written in the pediaicons entry of that GW).

The entries for those civs in the civilopedia must be fixed, too and I will post an updated pediaicons file and the missing Korean splash at post 2 of this thread soon.

I think now so much errors are reported, that additionally to the fixed files at post 2 of this thread I can do an update of the general CCM 3 download where all these fixes are included.

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Partisans / Guerillas: The problem of these units in CCM 2.5 was, that these units were much too powerful and with their upgrades from workers they were much too many in numbers. In CCM 2.5 with some luck and some ships the human player was able to conquer the whole world with those units. Therefore something had to be done to balance that problem. The partisans were dimmed down in their options with no additional upgrading and the guerillas were restricted in numbers as they can only be achieved by upgrading from clans in the later stages of the game.
 
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Weirdness regarding "Power plant". Pedia says it requires coal in the city, but if I build the factory the power plant becomes imediatly available for construction.
Thank you for reporting that error. :) Before the release of CCM3 there was a setting as coal plants and hydro plants in that mode in the hope, that Flintlock will fix the loop-problem of the power plants. As no such fix was in sight short before the release of CCM 3, the hydro plant was cut out again and the coal plant changed to power plant, but the now wrong civilopedia entry did stay. One more entry to fix in the civilopedia.
 
Looks like the Red Fort is set as an Improvement instead of a Wonder. Or the Civilopedia needs updating.
SayHayKid, thank you very much for reporting that error. :) It will be fixed with the next update of the biq.
 
Hi Civinator,

Slaves and workers are not supposed to build railroads, but the button "Rail to" still enables them to do so.

Railroad.jpg
Railroad 2.jpg
 
Hi Civinator,

You wrote as feature #16 that units now can be upgraded in every city without needing barracks. But the barracks (or special buildings) are still needed to make an upgrade,
 
As you can see in the picture below an irrigated desert field gives the same amount food as an irrigated plains field.

food.jpg
 
That's clearly an Agricultural tribe, though. They get 1 extra food in the city, and 1 extra food from irrigated Desert tiles. This is hardcoded.
 
That was also my first thought, but Portugal is expansionist and seafaring.....

agricultural.jpg
 
So presumably they've either been accidentally(?) tagged as Agri in the .biq -- or their Pedia entry hasn't been updated to reflect a change made for v.3.0?
 
Hi Civinator,

You wrote as feature #16 that units now can be upgraded in every city without needing barracks. But the barracks (or special buildings) are still needed to make an upgrade,
Somehow it worked for me fine in my Turkish game...
The build railroad to the hotkey (Ctrl+shift+r) also was not disabled (so my previous post), but to my understanding it is a Flintlock patch issue.
 
Slaves and workers are not supposed to build railroads, but the button "Rail to" still enables them to do so.
:yup: Yes, this problem was reported some time ago by Samez. I could delete that button, but I cannot stop that unit hot key command. If anybody has an idea how to stop that hot key command, please let me know.

The limitation for normal workers and slaves not to build any railroads and to keep their worker AI strategy is only possible by using the great new options of the Flintlock mod. It was introduced to reduce micromanagement for the human player in the later stages of the game. At least for me most parts of my turn time in the later stages of the game were used to command the hordes of workers, that even in CCM exist in the middle of era 3 and later in the game. The other reason for this setting was to slow down the pace of railroads spreading over the map and therefore to make the development of the map a little bit more historical.

If players prefer to use that open "backdoor", that is not covered by the Flintlock mod, than it shall be as it is. It is their time that is invested in their games.
 
Hi Civinator,

You wrote as feature #16 that units now can be upgraded in every city without needing barracks. But the barracks (or special buildings) are still needed to make an upgrade,
This is a feature of the R18 version of the Flintlock mod. If you play with an R17 version, you still need those "special buildings" in the city for upgrading units.

I would like, if this R18 feature would only be available for land units, but at present it also works for ships and planes.
 
So presumably they've either been accidentally(?) tagged as Agri in the .biq -- or their Pedia entry hasn't been updated to reflect a change made for v.3.0?
The civilopedia for Portugal is wrong and must be fixed, as this civ is indeed acricultural, seafaring and religious. The change from Brazil-Portugal to Portugal was a "last minute change" as I need Portugal as a civ for one of my other projects on the base of the CCM3 mod. The starting tech "National flavor" must also be changed to Portugese Flavor to let their National GW work.

Portugal.jpg
 
This is a feature of the R18 version of the Flintlock mod. If you play with an R17 version, you still need those "special buildings" in the city for upgrading units.

I would like, if this R18 feature would only be available for land units, but at present it also works for ships and planes.

That is strange, because this is the first time I use the Flintlock mod and it clearly states: C3X_R18
 
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