CCM3 Epic Mod

That is strange, because this is the first time I use the Flintlock mod and it clearly states: C3X_R18
This is not strange, if you haven´t updated the scenario.c3x_config file to the R18 version.
 
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.
Thanks for clarification on Partisans and Guerillas, it makes sense.
In turn 121 were there is still space to expand for Monarch AI, they insist on waging hidden wars with me - mixed troops (hidden or shown nationality units) move deep inside my territory and my choices are limited to either harass them with hidden nation. units or wait till they reach capital and declare war.

As for first post in Civfanatics , I was around quite sometime ago , but can not reactivate my old account anymore: https://forums.civfanatics.com/members/ektufall.160425/
Lost emails and the way forums work leaves no chance.

If your are updating main files , will you include icons for building queue in cities for Synagoge improvement and Red Fort wonder? Those two do not have an icon there at least from zoomed in city view.

Also can Indian AI even build Red Fort as requirement to City Fortifications expire way sooner than tech is researched? Towns reach City status very fast at least in my current game - very few AI cities are still in Town level.


On a side note were are Town requirement stored for improvements in Civ3 ? Tried to find in CCM .biq for Wall or City Fortifations , but do not see one there. I know that defense bonus from this improvements are voided on City level, but I like to build every improvement available in my sandbox game, so would like to know what should I change so Wall/City Fortifications are still available if city level is past town.
 
Ok, I'll do that after I finished this game.
You don't even need to finish your current game! Just save your progress, exit to desktop, update the config file, then restart Civ3 and reload your current game with the new tweaks.
 
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I'm getting a lot of graphical errors for some reason. This happens both with and without the updated files for CCM3. Any idea what is wrong?
 

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I'm getting a lot of graphical errors for some reason. This happens both with and without the updated files for CCM3. Any idea what is wrong?
For me this looks more like text issues - and this is a known problem with the steam version of Civ 3 Complete. That steam version has a bugged labels text file that plays havoc with the texts of mods and scenarios that are not created with the steam version - and this are nearly all C3C mods and scenarios.

CCM 3 holds in its text folder a labels file, that is adapted to the steam version. Simply rename the normal labels text file of CCM 3 to labels1 (or something like that) and the steam labels patch file to labels and this problem should be fixed. The GOG version of Civ 3 Complete doesn´t have that problem and at present is on sale for only € 1,29.

All other post (including your first post today) will be answered, when I have the time for it.
 
On a side note were are Town requirement stored for improvements in Civ3 ? Tried to find in CCM .biq for Wall or City Fortifations , but do not see one there. I know that defense bonus from this improvements are voided on City level, but I like to build every improvement available in my sandbox game, so would like to know what should I change so Wall/City Fortifications are still available if city level is past town.
Any structures that have a land bombardment defense cannot be built once the town grows too large. So just search for the buildings with land bombardment defense and you'll have your list.
 
Any structures that have a land bombardment defense cannot be built once the town grows too large. So just search for the buildings with land bombardment defense and you'll have your list.
Yes, an example for such a building that can been built even in level 2 cities in CCM is the castle. Simply set the land bombardment defense to zero.
 
Thanks for clarification on Partisans and Guerillas, it makes sense.
In turn 121 were there is still space to expand for Monarch AI, they insist on waging hidden wars with me - mixed troops (hidden or shown nationality units) move deep inside my territory and my choices are limited to either harass them with hidden nation. units or wait till they reach capital and declare war.

As for first post in Civfanatics , I was around quite sometime ago , but can not reactivate my old account anymore: https://forums.civfanatics.com/members/ektufall.160425/
Lost emails and the way forums work leaves no chance.

If your are updating main files , will you include icons for building queue in cities for Synagoge improvement and Red Fort wonder? Those two do not have an icon there at least from zoomed in city view.

Also can Indian AI even build Red Fort as requirement to City Fortifications expire way sooner than tech is researched? Towns reach City status very fast at least in my current game - very few AI cities are still in Town level.


On a side note were are Town requirement stored for improvements in Civ3 ? Tried to find in CCM .biq for Wall or City Fortifations , but do not see one there. I know that defense bonus from this improvements are voided on City level, but I like to build every improvement available in my sandbox game, so would like to know what should I change so Wall/City Fortifications are still available if city level is past town.
Here are screens of missing queue icons for mentioned buildings.
 

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Here are screens of missing queue icons for mentioned buildings.
I am just going through all the error reports. For the synagogue it is a simple correction of the pediaicons file from "era" to "single" to let the image appear in the city screen (additionally I will set the prerequisite in the biq to 1 Hebrew community instead of three). For the Red Fortress I have now created the missing images for the city screen.
 
Here's a weird one: I started a new game with Portugal and I can't upgrade my "Apprentices"! Other new civs yes, Portugal no...
Sem Título.jpg
 
Here's a weird one: I started a new game with Portugal and I can't upgrade my "Apprentices"! Other new civs yes, Portugal no...
llvr, this was one of the first errors that was reported about CCM 3. It is fixed in the updated biq in post 2 of this thread, along with some other issues of Portugal. For playing Portugal, I suggest to wait for the next update of the biq, as Portugal at present cannot build its National Wonder and therefore needs several other GWs to form its GA.
 
Hi, This one seems to be missing from the Units folder.

the_Owl, thank you very much for reporting this error. :) As the units in CCM 3 can also cover the units in the comeback of the WW2 scenario SOE, the unit Early Fighter now is shown by the unit Curtis Hawk Model 75 and this unit is in the download of CCM 3, but the pediaicons entry was not changed to Hawk 75 in the #ANIMNAME entry of the Early Fighter. This will be fixed with the next update of the pediaicons file.

Curtis Hawk 75.jpg
 
You don't even need to finish your current game! Just save your progress, exit to desktop, update the config file, then restart Civ3 and reload your current game with the new tweaks.

Can you give me clear instructions how to do that? I have to confess that I am old and quite a bit of a digibeet.....:o I am afraid to mess things up now that I finally got CCM3 working
 
Can you give me clear instructions how to do that? I have to confess that I am old and quite a bit of a digibeet.....:o I am afraid to mess things up now that I finally got CCM3 working
It is very easy and the update can be done even during a game, but for the update you should exit the game (best is to do it when a new turn starts):

1. Download the updated scenario.c3x_config file at post 2 of this thread.

The scenario.c3x_config file holds the special settings for the Flintlock mod for a special scenario (different to the default.c3x_config file in the folder of the Flintlock mod in your C3C main folder that has the settings for the epic game and all scenarios and mods that don´t have a a special scenario.c3x_config file). The special settings for CCM3 could also be done in the default.c3x_config file in the C3C main folder, but in this case it could hurt other mods and scenarios that use the bugs that are fixed in the settings of the CCM 3 scenario.c3x_config file when a game is started by the Flintlock mod (such a conflict per example was reported for Vuldacon´s great EFZI scenario and the setting in CCM to execute a stealth attack even against a single target in an attacked stack). This problem, that other mods and scenarios now can be hurt by the settings of CCM 3, is the main reason why I changed the installation of CCM 3 to a normal mod or scenario in the scenarios folder, waiving the advantages of the city view, the palace and above all, the shown map seed when CCM was installed in the C3C main folder. When CCM 2 and CCM 2.5 were concepted, the Flintlock mod did not exist.

2. Unzip it.

3. Paste the updated scenario.c3x_config file into your CCM 3 folder (located in the Scenarios folder) and let it replace the old scenario.c3x_config file.
Don´t copy it into the C3C mainfolder!

ccm3-installation-inside-ccm3-folder-jpg.694852


4. Now you can continue your current game with the settings of the R18 version of the Flintlock mod (if you have installed that version, as you posted that you have done this).

Btw.: Civ 3 players don´t get old, they only get more experienced. :)
 
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Brit Field Art have something unique , that other Field Art. units does not :)
They can not move like coastal batteries.
 

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Capital ships with SW Cruiser project for Britain skips tier that comes with Explosives tech .

Upgrade path from biq :
PRTO_Hull (Capitalship)
PRTO_Armored Cruiser
PRTO_Garibaldi Class (Export)
PRTO_Garibaldi Class - Prerequisite not Explosives , Improved Steel tech
PRTO_Jingyuan Class
PRTO_Rossia Class
PRTO_Prinz Heinrich Class
PRTO_Asama Class
PRTO_Gueydon Class
PRTO_Kaiser Karl VI Class
PRTO_Cristobal Colon Class
PRTO_Charleston Class
PRTO_Tennessee Class next tier with Improved Ammunation tech


Iniatialy PRTO_Cressy Class upgrades to PRTO_Charleston Class
I changed the other way arround PRTO_Charleston Class to PRTO_Cressy Class so it get's back in loop and Cressy Class to PRTO_Tennessee Class

I hope that will fix this for my next game, thought that it needs to mentioned here as well.
 

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