LK172, Civ=France, CCM3, just win

CCM3 working
LKendter (I/P) Testing game right now. Need to verify map trading and supply shipments. The default starting options were wrong for supply shipments.
Jersey Joe (I/P)
Greebley (I/P)
Elephantium
 
Thanks for the heads-up. :thumbsup: I was going to just modify my existing set-up. Guess I will back up my existing setup to a flash drive and do a fresh install.

I have a linux based install using wine and have some minor graphics problems (they don't impact game play). I am thinking of switching to steam and running civ3/ccm3 using their proton system. Does anyone have experience using steam and running civ3/ccm using proton?
The Flintlock mod in its config file (and the CCM 3 scenario config file) has some adjustments for graphical bugs when running on Linux using Wine. May be testing the different adjustment options can help you. Here is a copy of the default setting for this problem in that file:

; This option fixes a graphical bug that appears when the game is run on Linux using Wine. The bug is caused by the game using both Windows GDI and
; OpenGL to draw to the same canvas. Because the game only uses OpenGL to draw lines, it's relatively easy to solve this issue by reimplementing line
; drawing using Windows GDI+ instead. There are three possible settings for this option:
; never: Self-explanatory
; wine: This change will only be applied if the mod detects the game is running on Wine
; always: This change will always be applied, even on an actual Windows system
draw_lines_using_gdi_plus = wine
 
CCM3 working
I will post a new CCM 3 biq with the fixed transport plane entry. On the other side this error will not influence a started game as no civ can build that plane.
LKendter (I/P) Testing game right now. Need to verify map trading and supply shipments. The default starting options were wrong for supply shipments.
What is wrong with the default starting options and supply shipments ? In my test game the starting options worked well for the human player and the Ai for using supply shipments. During CCM 2.5 it was found out, that enabling the option of victory points is not needed for supply shipments to work in the game.
 
What is wrong with the default starting options and supply shipments ? In my test game the starting options worked well for the human player and the Ai for using supply shipments. During CCM 2.5 it was found out, that enabling the option of victory points is not needed for supply shipments to work in the game.

My first game I clicked on supply shipments. I could escort them to the capitol. However, then were never delivered. Not sure what happened.
 
My first game I clicked on supply shipments. I could escort them to the capitol. However, then were never delivered. Not sure what happened.
Were the SWs, that can autoproduce supply shipments, connected to the needed resources and were these resources normally available in the game (enabling tech researched) ?
 
Were the SWs, that can autoproduce supply shipments, connected to the needed resources and were these resources normally available in the game (enabling tech researched) ?

Yes to all. Wines was the resource.
 
Yes to all. Wines was the resource.
The supplycenter (wines) builds a supplyshipment all 15 turns. The resource wines must be in the city radius of the city, that holds the SW supplycenter (wines). So if wines are in the city radius of the city with that supplycenter you should receive the autoproduced supply shipment all 15 turns.
Supplycenter (Wines).jpg
 
So if wines are in the city radius of the city with that supplycenter you should receive the autoproduced supply shipment all 15 turns.

I got the shipment. I could NOT deliver it.
 
With "deliver" do you mean escort it by a combat unit into your capital? In that case your advanced unit action buttons in the game preferences must be enabled to have the escort button. If you mean with "deliver" that you don´t receive 25 gold when the shipment is escorted into the capital, the box "Supply Shipments (needed for CCM and RARR)" was not tickled in the Player Setup screen when starting a game.

Player Setup.jpg
 
CCM3 working
LKendter (I/P) Testing game right now. Need to verify map trading and supply shipments. The default starting options were wrong for supply shipments.
Jersey Joe (I/P)
Greebley (Flintlock working) Is CCM3 installed?
Elephantium
 
I am able to play using the 18B flintlock. I didn't make any changes for the flintlock init.
I asked Flintlock about the version R18 and R18B and he answered, that one don't has to update any config files for 18B, so it is no problem if the succession game is played by players with the versions R18 and R18B:

https://forums.civfanatics.com/thre...d-and-much-more.666881/page-107#post-16624868
https://forums.civfanatics.com/thre...d-and-much-more.666881/page-107#post-16625307
 
I think I have CCM3 working with the Flintlock R18b patch.
The Flintlock mod in its config file (and the CCM 3 scenario config file) has some adjustments for graphical bugs when running on Linux using Wine.
It works are advertised. :thumbsup: First time in a long time since I have seen the "peace lines" in the Foreign Advisors window. I am going to post in Flintlocks thread to let him know.
Also, in my test game planing as Canada i notice that hte civilopedia is missing text for the "momunment" entry.

monument.jpg
 
Jersey Joe, that´s great and I will have a look at the monument entry. :)
 
CCM3 working
LKendter (I/P) Testing game right now. Need to verify map trading and supply shipments. The default starting options were wrong for supply shipments.
Jersey Joe (working)
Greebley (Flintlock working) Is CCM3 installed?
Elephantium (working)
 
I looked at how the options are set in "scenario.c3x_config.ini" (found in the CCM3 scenario folder) and have a few suggestions.
Line numbers my vary a little depending on the editor and word warp options used.

At line 242, I think the flag should be set to false.
"disallow_founding_next_to_foreign_city = false" to allow us to settle next to an enemy city.

Do we want to turn this on? (line 361)
; Turning this on makes the forbidden palace as effective at reducing corruption as the palace itself. More specifically, it means the FP (and any
; FP-like small wonders such as the Secret Police) act like an additional capital for the purposes of computing corruption. That means, for cities
; near the FP, it is as if the capital were moved to the FP's location.
promote_forbidden_palace_decorruption = false

I think this option would be convenient (and save having to refer to civ assist) so we should switch it to true. (line 424)
; Untradable techs will appear grayed out on the trade screen. This lets you see which untradable techs the AI has just like for tradable
; ones. "Untradable" means techs that have been flagged as "cannot be traded" in the editor. This option only matters for modded games as there are no
; untradable techs in the standard game.
show_untradable_techs_on_trade_screen = false

I this is another option that would be convenient and we should turn it on. (line 471)
; Displays the total number of cities in the game on the demographics screen (press F11).
show_total_city_count = false

I think this setting makes the game easier and we should change it to false to make the game a little more difficult. (line 553)
; Removes barracks/harbor/airport requirement from upgrades
allow_upgrades_in_any_city = true
 
I think this option would be convenient (and save having to refer to civ assist) so we should switch it to true. (line 424)
; Untradable techs will appear grayed out on the trade screen. This lets you see which untradable techs the AI has just like for tradable
; ones. "Untradable" means techs that have been flagged as "cannot be traded" in the editor. This option only matters for modded games as there are no
; untradable techs in the standard game.
show_untradable_techs_on_trade_screen = false
This option only applies to techs that can't be traded, as pointed out in the help text.
I think this setting makes the game easier and we should change it to false to make the game a little more difficult. (line 553)
; Removes barracks/harbor/airport requirement from upgrades
allow_upgrades_in_any_city = true
This probably helps the AI more than it helps you guys, since AI can't rotate units in and out of a barracks city to upgrade its units, where as players can and will do so.
 
A *major* difference in CCM 3.0. Armies can be built!
 
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