Rat 41 CCM - AW a first attempt

One more time thank you very much for your detailed reports. :)

Unit graphics:
We're bombarded a bit by Zeppelins and WWI bombers--superb animations. :goodjob:
German AV7’s show up in the counterattacks on our spearheads—another tremendous graphic.

These unit graphics, as a lot of other wonderful unit graphics were done by Wyrmshadow.

Partisans:

We use a partisan’s special movement ability to dispose of Akkad’s garrison, held by a late pikeman, and even get a new partisan from the unit’s slaving power (276-44).
We attack with partisans, the only units that can reach the town, and end up with two more than we started with, due to their slaving function. :cool:
Four partisan victories this round yielded three new partisans (called Rulers for some reason).

Partisans (and later guerillas and vietcong for the Indochinese civ) can´t been built normally in CCM. They are upgrades of the basic apprentice autoproduced by the worker housings. These units (in terms of modding civ 3) have the "king-flag" to assure, that they can´t be built normally but can be received by upgrading (upgradable but not buildable). Frequently these units by the game get the name of the king of that civ and -as in civ 3 with the multiple rulers for different eras all leaders were named rulers to avoid interferences in the diplomatic texts of civ 3 - the AI frequently names them rulers. A lot of circumstances why and when civ 3 names such a unit "ruler" are not known yet. Sometimes this happens when such a unit is created by upgrading in the turn when a tech is researched. It always happens when a unit with the "king-flag" is upgraded to another unit with the "king-flag" and it frequently happens, when such a unit enslaves to another unit with the "king-flag".

The partisans and guerillas in CCM are very interesting units, having the invisible flag, treating all terrain as roads and the enslavement capability to enslave to other partisans, guerillas and vietcong. Sometimes they can create big partisan troops inside another civ, especially against weaker civs.
 
What is the order now?

ThERat-
CommandoBob
Northern Pike -
M60A3TTS -
Elephantium - up?
vmxa
 
It was not till I copied the save into my folder that I realized all that action was for 4 turns. We must have over 2000 units by now, with how many hundreds of workers? Well I guess 100 or so were used up on airfields. That must have been an eye blurrer.

What cracks me up is we still do not have all the map known.
 
Civinator, thanks for the full discussion of the king-flag question. That explains why different Rulers can have completely different values; I saw a 0-3-7 AI Ruler, for example. We also had some 0-1-1 Rulers that were in fact settlers.

What is the order now?

ThERat-
CommandoBob
Northern Pike -
M60A3TTS -
Elephantium - up?
vmxa

We chose to treat my re-entry into the game as a swap with M60, so that looks right.
 
Fine progress and yes, great plowing through so many units...that's the CCM endgame

I personally like that partisan unit. I am sure there are great late game units in CCM but we always finish too early. There should be a game with the goal of space victory but that might just take too long :(
 
vmxa, could I swap with you? I'm going to be really busy next week, and I definitely won't have enough time to play a complete turnset tomorrow.
 
Btw, does anyone like my idea of a space victory without taking out everyone by mid IA?

I would suggest a deity game where we would expand and take some AI's out but keep really strong AIs alive so we can tech trade and later steal techs (though tech trading is out for the IA, stealing is still possible).

The aim would be to get through the tech tree as fast as possible to enjoy late game techs and units.

Anyone interested in this?
 
Btw, does anyone like my idea of a space victory without taking out everyone by mid IA?

I would suggest a deity game where we would expand and take some AI's out but keep really strong AIs alive so we can tech trade and later steal techs (though tech trading is out for the IA, stealing is still possible).

The aim would be to get through the tech tree as fast as possible to enjoy late game techs and units.

Anyone interested in this?

I'd join that game. Are you thinking of starting it up after this one ends?
 
Btw, does anyone like my idea of a space victory without taking out everyone by mid IA?

I would suggest a deity game where we would expand and take some AI's out but keep really strong AIs alive so we can tech trade and later steal techs (though tech trading is out for the IA, stealing is still possible).

The aim would be to get through the tech tree as fast as possible to enjoy late game techs and units.

Anyone interested in this?
Count me in, too.
 
Btw, does anyone like my idea of a space victory without taking out everyone by mid IA?

I would suggest a deity game where we would expand and take some AI's out but keep really strong AIs alive so we can tech trade and later steal techs (though tech trading is out for the IA, stealing is still possible).

The aim would be to get through the tech tree as fast as possible to enjoy late game techs and units.

Anyone interested in this?

lurker's comment: Your chief lurker would sign in to the peanut gallery for that one!:goodjob:
 
The space victory in my eyes is a highlight in the modding of CCM. It´s the historical race to the moon. In standard civ 3 I never played to achieve a space victory. But the race to the moon is so motivating and graphically nice, that in CCM I frequently played for a space victory. May your flag wave over the moon. :)

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The exploration of the Earth Orbit, the Gemini and the Apollo Project are finished:


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Ready for moon landing:


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I'd be glad to play in the deity moon-landing game. I do have a timing problem, in that I'll be travelling again from approximately mid-February to March 7, and I'd hate to miss the crucial first phase. But we can cross that bridge when we come to it.

My first thought was that we should play on a continents map, conquer our own continent, and then pursue the space victory without further expansion. OTOH, if we build an invulnerable position that way we may never really get to use the WWII and later units, even though we'll be able to build them. So perhaps a pangaea?
 
The space victory in my eyes is a highlight in the modding of CCM. It´s the historical race to the moon. In standard civ 3 I never played to achieve a space victory. But the race to the moon is so motivating and graphically nice, that in CCM I frequently played for a space victory. May your flag wave over the moon. :)




The exploration of the Earth Orbit, the Gemini and the Apollo Project are finished:




Ready for moon landing:

Those are incredible. I'm tempted to try a game for that.
 
Finally finished my first turn and get this error: art\units\italian rifleman\italian rifleman.ini missing. I think that is a new unit for this game as we learned Great War.
 
oh, I remember that I had this error before, just select another unit and rename it, though it would be nice to have a Italian flavored unit
 
Rat 42

I have started the new game under the above link
 
oh, I remember that I had this error before, just select another unit and rename it, though it would be nice to have a Italian flavored unit

Yeah I pick British and made one for Itialian Infantry as well. FYI I rushed the Nat Rubber and we now have a trade route so all 6 luxs are online.
 
Yeah I pick British and made one for Itialian Infantry as well. FYI I rushed the Nat Rubber and we now have a trade route so all 6 luxs are online.

:woohoo:

It seems like the palace-trade-route small wonders (like Nat Rubber) would make for an interesting archipelago game. OTOH, the AI is pretty much crippled under those conditions, so it might not actually work out to be a fun game.
 
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