CCM3 Epic Mod

As it seems you here still have a "very weak memory", I remember you that the moderators of CFC deleted a post of you and my reply about the source where you have downloaded Civ 3 Complete "for free". That site offers more than 170 partly still high prized games "for free" that never were give-aways at GOG - and this should give enough reason to reflect, if this is really the commercial site of GOG. Not every site, that has the letters gog in its name is GOG.

Your exe of Civ 3 Complete that you are still operating, is not recognized as a legal exe from GOG. You posted that problem some time later, after the CFC moderator deleted your post with the name of that dubious site, in the RARR thread again:

https://forums.civfanatics.com/threads/rise-and-rule-revisited-epic-mod.549166/page-85#post-16818326
https://forums.civfanatics.com/threads/rise-and-rule-revisited-epic-mod.549166/page-85#post-16818361

Even if you now have bought Civ 3 Complete at the real GOG site (where it was in the last sales for 99 cents) it seems you are still operating the exe from that dubious site. No one but you can have a look what that exe from that dubious site really did with your pc, even if you now should have bought a version from the real GOG site. At least I would clean up all remants in the pc of that dubious version and not forget the virtual store if you are operating your pc with window versions including win 10.

So your posts are written very politly, this kind of always reappearing posts about always the same problem coming from playing with a very dubious exe, is annoying me extremely, as they have nothing to do with my mods and scenarios and the replies are consuming my precious time, that I can use better otherwise.

And to answer your new question: I use C3X v.23 without any problems.
Civinator, I was open, I didn't hide the fact that I tried a game from a site that misled me, it can happen to anyone, I told the moderator that too! Of course I uninstalled that game but since then, I have these problems, with which I ended up annoying you, I'm sorry for that, I just wanted to find a solution!
By the way, I bought the game for 4.99 USD... that's how I found it on GOG! :)
You gave me a very good advice, I'm going to look for the artifacts from that crazy game and I hope they work after I reinstall the good game! :)
I also discovered three patches 1.22, 1.27 and 1.29 that were still installed in the WIN10 APP(!!!)... without the game being installed but I managed to get rid of those!
Thank you very much for your patience and advice, I hope I didn't upset you too much, but as I said I was just looking for a solution by asking you because I didn't know what else to do!
All the best, and good luck in completing the games you're working on!
 
o.k. accepted. :)

When operating under win 10, have especially a look into the virtual store of your pc, as here frequently old biqs and exes of C3C are located, which overwrite the newer biqs and exes in your current C3C installation.
 
Just do what I do: make a full copy of the conquests folder, then donwload and install the upgrade and test it. If it's ok, you can delete the copy.
 
Just do what I do: make a full copy of the conquests folder, then donwload and install the upgrade and test it. If it's ok, you can delete the copy.
Thank you, I didn't think of that! :)
In the meantime I solved the "incident", if you want, you can see the solution in C3X/Flintlock, post 3.045!

Thanks again for the advice!
 
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o.k. accepted. :)

When operating under win 10, have especially a look into the virtual store of your pc, as here frequently old biqs and exes of C3C are located, which overwrite the newer biqs and exes in your current C3C installation.
Thank you Civinator, I did as you advised and something extra and it finally works!
I posted on C3X/Flintlock what I did to get rid of this problem!

All the best!
 
CCM 3 and CCM 2,5 had their 10.000th download at CFC !

A big thank you very much to all civers who have downloaded this mod and also
a big thank you very much to CFC for hosting this mod !


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Arabia doesn't have access to a super dreadnought of any kind in the current version of CCM3, though the Civilopedia entry for the generic super dreadnought does imply that it should be available.
 
Arabia doesn't have access to a super dreadnought of any kind in the current version of CCM3, though the Civilopedia entry for the generic super dreadnought does imply that it should be available.
Arexander, thank you very much for reporting that error. :)

Your report comes just in time, as I had started to rework CCM 3. The speed of ships will be increased, some beautiful units will be added, the forgotten AI strategy for many subs will be added and CCM 3 will be suited to deal with the new versions of C3X, per example offshore oil will be introduced (as it will be in the next version of RARR, too) and of course your reported error is now fixed, too. But the main focus in the next version of CCM 3 is in the support of several other prominent scenarios with the limited download space I have at CFC (per example a graphically upgraded AOI without the special music files, Hinge of Fate, SOE, the Great War and RARR) and a - hopefully - very nice surprise, that I am creating with the name CCR (that, as far as I know, will introduce some new aspects in modding Civ 3).

Siegfried Class.gif
 
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I was in the middle of editing my post when you answered, so I'll post this here instead:

SSN Training Sub's Civilopedia entry is broken, the .txt file has an extra PRTO in the name, as in #PRTO_PRTO_SSN Training Sub
Edit: SSBN's Civilopedia entry seems to be a copy-paste of the Le Redoutable, even going as far as saying only France can build it.

Always great to hear that you're still working on improving this fantastic mod, and taking care to preserve a bunch of older mods as well. Keep it up!
 
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I was in the middle of editing my post when you answered, so I'll post this here instead:

SSN Training Sub's Civilopedia entry is broken, the .txt file has an extra PRTO in the name, as in #PRTO_PRTO_SSN Training Sub
Edit: SSBN's Civilopedia entry seems to be a copy-paste of the Le Redoutable, even going as far as saying only France can build it.

Always great to hear that you're still working on improving this fantastic mod, and taking care to preserve a bunch of older mods as well. Keep it up!
I will have a look concerning that entry. Thank you very much for reporting it. :)
 
:confused::eek2::eek2: now this I really want to see!I'm assuming you're making some kind of "ship with port" to fake as platform?
Sorry, this is completely wrong. :D

As you want to see it, here are some screenshots about the offshore oil, so from the new mod CCR (what makes a lot of fun to create):

Offshore Oil1.jpg


Offshore Oil2.jpg


This resource can really provide oil to the tradenet of a civ. This setting is possible with the new options in the last versions of C3X and Flintlock gave the advice how to do it. Btw.: The anchor resources you can see, in CCR are needed for the construction of capital ships.
 
Sorry, this is completely wrong. :D

As you want to see it, here are some screenshots about the offshore oil, so from the new mod CCR (what makes a lot of fun to create):



View attachment 746820

This resource can really provide oil to the tradenet of a civ. This setting is possible with the new options in the last versions of C3X and Flintlock gave the advice how to do it. Btw.: The anchor resources you can see, in CCR are needed for the construction of capital ships.
So... how do we link to the oil?...
 
Now I have some time to describe the complicate setting of the offshore oil resource and the setting of the offshore platform in the upcoming CCR and the next update of CCM:

1. The building offshore platform must have the resource offshore oil in the city radius of its city.

That feature uses the modding speciality of C3C, that for the flag "requires resources in the city radius", the resources in the radius don't actually have to be connected by a road themselves, as long as the city has access to those resources from somewhere else. Therefore even "resources in the water" can have access to those cities.

2. The other prerequisite for building the offshore platform is, that a harbour must be in the city where the offshore platform should be constructed.

3. The harbour produces the resource "offshore oil" only in its city (so that city now has an independant access to that resource besides the resource in city radius) .

4. The resource "offshore oil" is a simple bonus resource, so it cannot play havoc in the trade negotiations between civs. It simply cannot be seen in the city screen, as it is a bonus resource. The Quintillus editor allows the setting of a bonus resource as a prerequisite of a building (point 4 is the advice by Flintlock).

5. The building offshore platform produces the resource oil for the tradenet of a civ.

The additional effect between an offshore platform, that produces oil directly and an offshore platform that produces oil with these prerequisites is, that with those settings an offshore platform can only been built in a city, where the offshore oil resource is in its city radius.
 
I noticed not all references to the civ aliases were changed, for example in the military screen it would still show "Units the Greeks have captured/lost" instead of the Byzantines in the second age. You can fix it by adding the line for the noun as well in the scenario file for C3X, so for the Greeks it would be "Greeks: Greeks Byzantines" and it shows up properly in-game. The same applies to all the other civilizations you've assigned aliases to.

Spoiler Before changes :

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Spoiler Changes :

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Spoiler After changes :

1762429510163.png

 
Arexander, thank you very much for all your help! :)
 
So a little info please.
Back in May you posted this
Obibiber, the BLDG_entry in the pediaIcons file for Admiral Yi´s Navy after adding the missing wondersplash was changed from Admiral_Yi´s_Navy to Admiral_Yi (see post 2 of this thread) and therefore a biq with the old entry BLDG_Admiral_Yi´s_Navy cannot find the entry BLDG_Admiral Yi. To continue your game with the old entry in the biq, you must replace the newer pediaicons file with an older one with the old pediaicons entries for the wonder and the wondersplash. I attache such a pediaIcons file to that post. I hope this works for you.

Can you please have a look in your current CCM 3 biq about the download date, as I am now wondering if I have replaced the old biq in the download.

Btw.: I soon will post a new CCM 3 biq, as a big error with the AI submarine strategy must be fixed.
But when I download the Biq file from the first page where it say UPDATES it is from 2024. Now I read you are working on a new BIQ file (If I got the last messages in this thread correctly).
So what happened to that BIQ file, with a stamp sometime in this year of 2025 ??
Did you abandoned it ?
I played you first version for a long time but the DL of the 2.5v was stuck to on my old PC. Now trying to get back in this lifelong project of yours. (Really giving you credit for sticking with it for long over a decade I think). When I start a Mod I like to play it for years....

I popped back earlier this year when I understood something was up with a no-city limit try from Flintlock. Not sure how it turned out yet. I played with another patch for that version 1 that had no-city limit and it worked perfectly.
Still reading the posts from this year about this mod I felt like things should be "mended" a little bit since the latest BIQ file, just to make it a longtime go for me. Heck I played that first version of your for around 10 years I think. Long into +3000 years, in an effort of reaching the very last Techs.
But sadly never got going on 2.5, so I have been holding out for 3.x until I see a good time to start, when not crashing getting unsolved problems after a long time playing.

When the new Civ hit the market recently I had to check back and keep my hope alive to kick off CCM 3.x.
Then I read you look to have restarted with a complete rethink, so question is where is that updated BIQ file you announced from that Quote in May this year ? Is it lost in the remake file ?

I did read in the latest CX patch file it had something on city limits
(Lift city limit to 2048 and allow it to be configured)
Is it something you can use in your versions of CCM ?
 
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