CCM3 Epic Mod

When I changed my government to a Republic I was confronted with a lot of unhappy citizens. Asking them what was causing that unhappiness the reply was 66% too crowded (understandable) but also 33% some improvement are annoying. That happened in turn 132, still in the "Ancient Empires" period. What improvements could be annoying?

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As mentioned before workshop adds unhappiness, but Slave trade building should also do so.
 
re upgrading ships: am I correct in saying that only the city with the Dry Dock can do this?
 
Workshop seems to be the only building in the first age to create unhappiness at two unhappy citizens, though this isn't noted in the Civilopedia. Curiously, International Telephone Cor. also makes one citizen unhappy in the city and it isn't noted in the Civilopedia, though I'm not sure if it's meant to cause unhappiness, since the rest of the 'annoying improvements' were mostly industrial.
Thank you for reporting those errors! :) Both buildings should not give unhappiness. I have to fix the biq again. Arexander I will add you to the credits for your error reports.
 
re upgrading ships: am I correct in saying that only the city with the Dry Dock can do this?
a)Ships, as all other units, can be upgraded in every city when the upgrading prerequisites are met.
b)Ships with the veteran flag can only been built in port cities.
c) Ships that need the capital ship resource as one of the prerequisites can only been built and upgraded in some cities with special buildings:

Palace of Westminster, Super Dreadnoughts, Royal Navy, Dutch Golden Age, Capital Ship Dock, Statue of Liberty and Cruiser Project. These settings give the cruisers more value.
 
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I like the new paratrooper feature (para-drop and attack in the same turn), even though the stats of the units are not incredible they are very useful to eliminate remote island cities.
One question though:
According to the Pedia Hollywood wonder doubles the effectiveness of TV-Stations, which require the Mass Media tech. As Turkey Mass Media is no longer part of the tech tree - is the wonder description wrong or are there issues with the (turkish) tech tree?
 
Hello there.

I have a general question...
Namely, what does it mean that if you lose a city to the enemy, you immediately lose the game?

As an example, my neighbor Persia had one round of war with Germany and was completely destroyed the next round.
I've already prepared for a Long War with Persia and now it's done right away. Is this a CCM rule, if so can it be issued?

Thx
 
This means that either Persia had only their capital left, and lost it in the same turn that Germany declared -- or that you (perhaps unintentionally?) activated the "Elimination" option in the "Choose your Civ" screen at the start of the game, which meant that when Persia lost even just one town, (all their other towns exploded and) they were immediately knocked out of the game.

Elimination is primarily used for Multiplayer games, and is not turned on by default for CCM. However, if you previously played a mod/ MP game where that setting was activated, it can sometimes get carried over.

If you want to play CCM with Elimination turned off (as it should be), then you would need to start a new game.
 
I have a general question...
Namely, what does it mean that if you lose a city to the enemy, you immediately lose the game?
This has nothing to do with CCM3. It seems you have accidentally enabled the Short Game Mode Elimination. Elimination is a victory condition. When this victory condition is enabled, any civilization that loses a city to an enemy is eliminated from the game. Once a player has been eliminated, all units, colonies, airbases, and cities belonging to that player are destroyed, becoming ruins until something new is built in that location. The Elimination victory condition can be enabled on the Player Setup Screen, the Multiplayer Setup Screen, and in the Editor.

The most simple method is to let it be disabled at the start of the game. Unfortunately such a change only works at the start of the game. The CCM biq has all short game modes disabled.

Elimination.jpg


Edit: Some minutes too late cause of doing a screenshot. :)
 
I like the new paratrooper feature (para-drop and attack in the same turn), even though the stats of the units are not incredible they are very useful to eliminate remote island cities.
One question though:
According to the Pedia Hollywood wonder doubles the effectiveness of TV-Stations, which require the Mass Media tech. As Turkey Mass Media is no longer part of the tech tree - is the wonder description wrong or are there issues with the (turkish) tech tree?
At present TV stations are not in the game. On the other side there is one slot free in the techbox of the tech Space Flight. I think I should move the TV station to that tech with the next correction of the biq. :think:

Samez, thank you very much for pointing at that topic. :)
 
Civinator
my friend

Hallo nach der Installation von der GOG civilization3 complete, habe ich den Flintlock Patch erfolgreich dazugegeben. Dann das Problem ein Spiel mit Schneckentempo. was habe ich falsch gemacht?
Mein alte Instalation deutsch lies sich ohne Ruckel spielen.
:blush:
Hello, after installing GOG civilization3 complete, I successfully added the Flintlock patch. Then the problem was that the game was running at a snail's pace. What did I do wrong?

My old German installation played without any stuttering.


greeting
Wotan49
:old:
 
Hello Wotan49, a game in "snails pace" with the Flintlock mod happens, when you reload your current game without quitting Civ 3 Complete. Even in those cases the normal movement speed is refreshing after some movements of units. 🐌

It is the Flintlock mod and not the GOG version of Civ 3 Complete, that can cause those those "slow motions" in the situations described above.

Das Schneckentempo wird durch den Flintlock Mod und nicht durch Civ 3 Complete verursacht, wenn man Du einen Spielstand nochmals oder mehrfach lädst, ohne Civ 3 Complete zu verlassen. 🐌 Nach einigen Zügen läuft bei mir das Spiel dann aber wieder im Normaltempo.
 
Hi Civinator,

I am still enjoying this great mod. I installed it on an other computer and on that computer the Wonder music was better audible.

I noticed that in the Civilopedia the entry 'Ho Chi Minh Trail' is missing.

Ho Chi 1.jpg
Ho Chi 2.jpg
 
Civinator
my friend

Hallo nach der Installation von der GOG civilization3 complete, habe ich den Flintlock Patch erfolgreich dazugegeben. Dann das Problem ein Spiel mit Schneckentempo. was habe ich falsch gemacht?
Mein alte Instalation deutsch lies sich ohne Ruckel spielen.
:blush:
Hello, after installing GOG civilization3 complete, I successfully added the Flintlock patch. Then the problem was that the game was running at a snail's pace. What did I do wrong?

My old German installation played without any stuttering.


greeting
Wotan49
:old:
Hi Wotan,

kann es sein, dass deine conquest.exe im Kompatiblitätsmodus läuft? Dieser war bei mir anfangs auch auf XP Service Pack 2 eingestellt, wenn du diesen entfernst, sollte es wieder normal laufen :)
 
Civinator Hello, I'm playing era 1 and I got T29 :D :D :D Can this be fixed?
 

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kakdelaaa, thank you very much for reporting the outdated entry in the civilopedia for Indochina. :) The national wonders for Indochina and Korea were both moved into era 2 to avoid too many late game national wonders. The great wonder that can trigger the Golden Age for Indochina (if not triggered otherwise) in CCM 3 is the Jayagiri, coming with tech Engineering.

Jayagiri.jpg


I am wondering what happened with the T29 Heavy Tank that you received in era 1. Can it be, that here you have changed something in the editor with that unit without noticing it? As shown in your screenshot, that tank needs tech Improved Tankdesign, and that is an era 3 tech. Even when this tech is researched, that tank cannot been built normally, but needs an upgrade by another basic unit.
 

Civinator I didn't do anything with this tank specifically. But I removed Druid Monk Meso Hindu and other era 1 stealth units. Could this tank appear because of this? :D

 
I only know that in my CCM 3 games, even when playing Russia - as it seems you did when looking at the early screenshot of St. Petersburg - there are no T29 tanks in era 1 of the game. As you worked with the editor on the CCM 3 biq and did some changes, you should have another look with the editor in the settings of that T29 tank in your biq.
 

Civinator I didn't do anything with this tank specifically. But I removed Druid Monk Meso Hindu and other era 1 stealth units. Could this tank appear because of this? :D

Removing units messes up all kinds of stuff, including autoproduction, stealth attack, unit availability, and enslavement results, just to name a few.
 
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