CCM3 Epic Mod

moorsknight, welcome at CFC :band:[party] and thank you very much for your kind words about CCM 3 and C3X and your report. :)

In the next version of CCM 3 after some tests I have reduced the mapsize for 31 civs to 230x230. On my new pc the late game turn times on 250x250 maps with 31 civs are massively reduced.
its ok you are welcome Civinator, so with a new pc you are saying with high specs i assume, turns are reduced right?
 
so with a new pc you are saying with high specs i assume, turns are reduced right?
Yes :yup: I played the CCM3 succession game Scandinavia for myself and had very long turntimes in era 3 with my old pc and with my new pc those turntimes were reduced massively. Even the loading times when starting CCM 3 are much quicker with my new pc.
 
Yes :yup: I played the CCM3 succession game Scandinavia for myself and had very long turntimes in era 3 with my old pc and with my new pc those turntimes were reduced massively. Even the loading times when starting CCM 3 are much quicker with my new pc.
Civinator, ty for your answers, I have a i7 9th generation cpu and a gtx 1650 gpu and 16 ram and an ssd , I assume you have i9 cpu, now in mygame i noticed that turns t ime is reduced massively after the big war between greece and their allies and korea and their allies on the other hand has ended , it was there a l ot going i guess..But it is dramatic reduction from around 2000 seconds to 200 seconds.

ALthough there are still wars and alot going on t he time has drastically fell down;, I think because i did something just trying to confirm, when I went t othe civconquest processus and to affinities i unchecked all threads and left only two maybe thatsthe cause, not sure though

theses are some screenshots of my southern borders

https://ibb.co/dwk9FB9X


suiz or panaam canal projetc which i failed to make until now
 
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Civiniator hello how is your day going? I am going toreport another thing that happend to one of my cities it said that the nuclear plant malfunctioned and thoushands of deads as casualties and alot of polluted tiles emerged around the city, although i dont have nuclear plants am still usin cavalries hahaha the only plant i have in that city is steam engine

it happened again now

is it a bug or a natural behviour?
 
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The steam engine is an early plant, too - and it can explode.

Steam Engine.jpg


Unfortunately in the civilopedia entry the hint, that the steam engine can explode is missing. I think in a former version of CCM this hint in the civilopedia was there, but has been lost by reworks of the civilopedia. Thank you very much for reporting that error. :)

The hint about the danger of explosion will be added to the civilopedia and the text in the script file when such an explosion happened, will be rewritten so it sounds less dramatic.
 
something else inoticed in civlipoedia only steamroller and bulldozer can make railroads, but actually even normal workers can build it when automated
 
something else inoticed in civlipoedia only steamroller and bulldozer can make railroads, but actually even normal workers can build it when automated
Yes, C3X unfortunately was not excluding that catch 22 for building railroads by normal workers. therefore in the next version of CCM 3 all workers can build railroads normally again.
 
Yes, C3X unfortunately was not excluding that catch 22 for building railroads by normal workers. therefore in the next version of CCM 3 all workers can build railroads normally again.
Good job and good luck with next ccm version,
btw am streaming the game if you ever want to jump in and watch me diying xd my twitch is moorsciv
 
Hello civinator, I have another question, in my game iforgot to check capture the flag the thing that makes the escort convoys work properley to get the money from them, i have tons of convoys now, do they cost anythin i mean support as a unit?
 
moorsknight, yes the supply shipments require support costs.

Supply Shipment.jpg
 
Civinator, I just installed ccm3 with Flintlock but when I look into the Civilopedia it is all messed up; the headings send me to the wrong categories. I'm not sure what's going on. Would a save help or are you familiar with this?
 
Civinator, I just installed ccm3 with Flintlock but when I look into the Civilopedia it is all messed up; the headings send me to the wrong categories. I'm not sure what's going on. Would a save help or are you familiar with this?
Skojardu, thank you very much for trying CCM 3. :)

This is no problem of CCM 3, but of the steam version of Civ 3 Complete, which some years ago added a new line in the middle of the labels text file, that plays havoc with the texts of nearly all existing mods and scenarios. The GOG version of Civ 3 Complete doesn´t have that problem.

CCM 3 has a patch against that steam problem. Inside the text folder of CCM you find a text file named "labels-Steam CivComplete Patch". This file contains the labels text with the added line 81 of the steam version of Civ 3 Complete. If you are playing with the steam version of Civ 3 Complete, please rename the labels text file inside the text folder of CCM 3 to labels1 (or something like that) and than rename the file "labels-Steam CivComplete Patch" to labels and that problem is fixed.
 
:yup: Yes, as with any other Civ 3 mod, you can import maps to the CCM3 biq and give the new biq with the imported map a new name. The problem mostly is, if the resources on that map are fitting to the resources of CCM. kakdelaa, if you need instructions in German language I can help.
Hello Civinator.
First of all I have to thank you for all your enormous work: CCM is by far the best Civ of all series, an outstanding result!

I would like to play CCM3 on a Giant Earth map, with casual starting position of the civs.

1) Which map do you suggest that fit better with CCM?
I'm trying to configure Quintillus Earth

2) I'm trying to import the Quintillus map in the CCM Biq files, but I'm doing somethig wrong: starting the game, I can see that there are no rivers, but most of all no luxury resources and probably no strategic res.

I'm using Civ3 Conquest Edit, since I don't understand how to start ConquestEditor1.51, the one you suggested in a previous post.

Also, starting the editor, I receive several error messages, some of then I'm attaching

I remember that several years ago I managed to play with all features active, I think in Quintillus map but I'm not sure.
Thanks in advance for you help
 

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Esul12, thank you very much for your kind words about CCM. :)

Concerning your error screenshots, this is no problem of CCM. In former times with win 7 and 10 I had these messages after some windows updates, too. With win 11 until now I never had such messages any longer. I think there exists a special thread about that problem at CFC.

The biggest world map is a work in progress, that can be found here: https://forums.civfanatics.com/thre...-marathon-edition.679014/page-5#post-16821461

In my eyes from the existing world maps the one best suited for CCM is the 360 x 306 world map in WW2 Global Gold with the enlarged Europe. May be somewhere in the future this modified map combined with CCM 3, or better the new upcoming CCR, will be uploaded by me at CFC.

The current RARR 180x180 worldmap can be used by CCM 3 easily, as the resources between CCM 3 and RARR are set interchangeable by me.

Edit: Here is a link to the thread with those error messages: https://forums.civfanatics.com/threads/stock-game-editor-suddenly-not-working.695267/#post-16770915

... and another one: https://forums.civfanatics.com/threads/re-install-the-editor.673635/#post-16379591
 
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That "Marathon" map is really awesome!

Funny thing: I fix those errors simply using the original editor in the CivIII backup folder I did some days ago on my hard disk, before installing some scenarios and mods (Aoi II, CCM, Flintlock). Maybe the Flintlock interferes (?) Anyway, solved 🙂

I managed to use CCM3 for that map, and I think it's a superb combination!

I just have a couple of questions, hoping not to bother:

1) Is the 512 cities limit still active in Flitlock-CCM3? Because with 20 civs and a so big map you could easily reach that number. Same for unit_limit, I don't remember if it was unlocked;

2) If the city limit does not exist anymore I think it could happen a problematic spam cities foundation when Settlers start to be simply produced by the city (I remember it happened with a tech in CCM2). Is it possible, with a little personal change, to disable settlers production and mantain the automatic production every 20 turns, without creating errors or crash to the CCM game? (by the way: this mechanich is the bigger gamechanger in CCM, great idea! 😉)

3) Is it possible to disable also the exchange of technology between Civs? That's because if a Civ missed some exchange in the first Era, it remains fatally backward, and Civs that grow on islands, South Africa, America tends to remain very weak (that could be realistic for sure, but personally I would prefer to disable that option if possible)

I'm playing as Japan with an autorule: colonize only islands in the South Asia - Oceania and don't set foot on asiatic dry land till to the late game. Beautiful game

Thank you again
 
That "Marathon" map is really awesome!

Funny thing: I fix those errors simply using the original editor in the CivIII backup folder I did some days ago on my hard disk, before installing some scenarios and mods (Aoi II, CCM, Flintlock). Maybe the Flintlock interferes (?) Anyway, solved 🙂
That´s great.
1) Is the 512 cities limit still active in Flitlock-CCM3? Because with 20 civs and a so big map you could easily reach that number. Same for unit_limit, I don't remember if it was unlocked;
The 512 cities limit is still active, even with C3X. There exist some modified biqs, advertising to have no city limits any longer, but all these biqs have very big problems when playing them. The only methode I know at present against leaving big parts of such a map without cities, is to create a special "city spot terrain" as the only terrain that allows on preplaced tiles the founding of cities on it. I use marsh terrain for this effect as it transforms to grassland terrain after been settled. This was my idea nearly two decades ago to create a big earth map. This setting is working well. I explained that methode long time ago to a civer. Unfortunately, after creating the map as I advised him in several posts at CFC, he said that all credits for creating such a mechanism for founding cities on a map are belonging to him. What a betray! Btw.: I never posted my map, as my map not only should have all 512 cities at their correct places when being founded, but they also should have their correct names by preplaced resources next to the city spots. During the creation of that map I discovered, that the number for types of resources in C3C was not unlimited, as it was posted at that time, but is only 256 resources - too less for the names of 512 cities. May be this map will be released with a number of preplaced cities on the map in era 2, so that the remaining number of resources can be enough for the names of the cities founded in era 2-4.

The limit of 8192 units in C3C is fixed by C3X.
2) Is it possible, with a little personal change, to disable settlers production and mantain the automatic production every 20 turns, without creating errors or crash to the CCM game? (by the way: this mechanich is the bigger gamechanger in CCM, great idea! 😉)
This is possible without any problems. Simply don´t allow the normal production of settlers during the game.
3) Is it possible to disable also the exchange of technology between Civs?
This is also possible without any problems by setting all techs to be not tradeable - but I think this is no good idea, as the AI civs in all will become more backwards compared to the human player.
 
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That´s great.

The 512 cities limit is still active, even with C3X. There exist some modified biqs, advertising to have no city limits any longer, but all these biqs have very big problems when playing them. The only methode I know at present against leaving big parts of such a map without cities, is to create a special "city spot terrain" as the only terrain that allows on preplaced tiles the founding of cities on it. I use marsh terrain for this effect as it transforms to grassland terrain after been settled. This was my idea nearly two decades ago to create a big earth map. This setting is working well. I explained that methode long time ago to a civer. Unfortunately, after creating the map as I advised him in several posts at CFC, he said that all credits for creating such a mechanism for founding cities on a map are belonging to him. What a betray! Btw.: I never posted my map, as my map not only should have all 512 cities at their correct places when being founded, but they also should have their correct names by preplaced resources next to the city spots. During the creation of that map I discovered, that the number for types of resources in C3C was not unlimited, as it was posted at that time, but is only 256 resources - too less for the names of 512 cities. May be this map will be released with a number of preplaced cities on the map in era 2, so that the remaining number of resources can be enough for the names of the cities founded in era 2-4.

The limit of 8192 units in C3C is fixed by C3X.

This is possible without any problems. Simply don´t allow the normal production of settlers during the game.

This is also possible without any problems by setting all techs to be not tradeable - but I think this is no good idea, as the AI civs in all will become more backwards compared to the human player.
Thanks for the detailed answer.

Maybe the solution for now is to play with 10-12, max 15 civs, with no settlers production, so that you can have a medium of 35-50 cities per civs (which is reasonable 😀) and then you have to conquest.
So that: war is the only way to expand from around turn 600 (nice for the late game!), and war is more interesting since could happen sometimes on an open field.

I will let you know, since I'm going to play in several starting position with this map.

Which file have I to modify in order to stop production of settlers and stop trading technology?

The last thing, for real 😀
How can I reactive the sea and ocean trade for resources? No problem to me if waiting turn-turn is high.

I notice that sometimes it works, and someother no, even if the cultural border is an unique area
 

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