Seite 1 von 14 1234511 ... LetzteLetzte
Ergebnis 1 bis 15 von 205

Thema: CCM1

  1. #1
    Blue Lion Avatar von Civinator
    Registriert seit
    05.05.08
    Beiträge
    3.616

    Smile CCM1



    Please don´t forget, that this is a public betatest. Therefore not all of the many new concepts are working perfectly and the civilopedia attached to that mod isn´t completely ready. Your experiences and reports are needed for fixing bugs and errors and to find the best conditions for the different world-sizes, governments and overall-gameplay. Betatestversion 1.8 is not the CCM-superversion with the modded mainbiq and the new city view graphics, as this version still needs a lot of work - but it is a massively enlarged new version I have never posted before.

    CCM Concept

    ’CCM’ stands for Civ Conquest Mod, is only playable with Civ 3 Conquests (C3C) and was constructed around Civ Complete. Most of my new modification ideas (like strengthening the AI) are realised in CCM, but the mod would never have been what it is without the help, feedback, work and great ideas of many civers all around the globe. Thank you all very, very much. A special "big thank you very much" is for the people of CivForum.de, who kindly host this mod.

    Another special big thank you very much is dedicated to rhodie, who wrote the civilopedia, to Vuldacon, who did a lot of the graphics work in CCM, especially the completely new "Vuldacon Combination Terrain", and to the prebetatesters BadKharma, Recon1591, rhodie, MarineCorps, moosezilla and TheRat for finding tons of errors, to flame for his special input and feedback to CCM and to my friend El Justo for his always welcome overall-advise. A third special big "thank you very much" is dedicated to the Civ3-succession gamers: TheRat, CommandoBob, Northern Pike, Greebley, Elephantium and LKendter for making CCM popular and giving highly appreciated input in their famous C3C Succession Games of "the Rat CCM series" at CFC.

    CCM was also helped by Soren Johnson’s skilful analysis of Civ III gaming elements at the end of the handbook for Civ IV. In that sense:
    The end of Civ IV is the start of Civ III CCM.

    Requirements:
    - Civilization 3: Conquests version 1.22 (English) or Civilization 3 Complete
    - 1,78 MB disk space

    Here are the downloadlinks for CCM (updated 17-03-2014 and 01-01-2017):

    CCM Mainfile (790 MB rared):
    The current CCM Betatest-biq v1.8 from 06-04-2014
    Patch for downloads after 17-03-2014 and before 31-03-2014

    Original CCM Betatest-biq removed: February 7th, 2010
    CCM Betatest-biq v1.1 and textfiles: removed February 17th, 2010.
    CCM Betatest-biq v1.2 and textfiles: removed March 14th, 2010.
    CCM Betatest Mainfile and Betatest biq v1.4 removed July 4th, 2010
    CCM Betatest-biq v1.5 and textfiles: removed July 18th, 2010.
    CCM Betatest-biq v1.6: removed August 21st, 2010 (after 107 downloads).
    CCM Betatest-biq v1.7 ended by SOC February 17th, 2014 (after 1921 downloads)

    CCM Installation Guide:

    1. Unzip the CCM main-file file directly to your Conquests\Scenarios folder (usually
    C:\Program Files\Infogrames Interactive\Civilization III\Conquests\Scenarios

    or:

    C:\Program Files (x86)\Firaxis Games\Civilization III Complete\Conquests\Scenarios
    If you have problems with the folder C:\Program Files (x86)\Firaxis Games\Civilization III Complete\Conquests\Scenarios, unzip the files outside that folder and than copy them into that folder.

    2. Unzip the CCM-biq directly to your Conquests\Scenarios folder. If you have problems with the folder C:\Program Files (x86)\Firaxis Games\Civilization III Complete\Conquests\Scenarios unzip the file outside that folder and than copy it into that folder.


    If all is installed properly, your C3C scenario folder should look like this:



    By triggering Civ Content in the C3C starting menue and selecting CCM you start the mod.


    The new CCM-Betatest biq v.1.8 contains the following changes and improvements:

    - New Mainfile with increased number of units
    - New interface
    - New Vuldacon terrain and the option to switch easily to 3 other terrains (Ares, RickFGS and Snoopy)
    - New world-setup graphics
    - WWI tanks now can only be received by autoproduction
    - Movement of early armored cars is reduced to 2.
    - Slightly increased amphibious abilities by the AI due to larger transport capacities
    - There is a SW autoproducing armored cruisers and later battlecruisers
    - There is a SW autoproducing early tanks
    - Tankograd SW for Russia now autoproduces KV-1 and JS III heavy tanks
    - AMX Factory SW for France now autoproduces Char B1 bis and AMX 50 heavy tanks
    - Additional jetplanes that need no resources but are weaker (p.e. Mig-19 against Mig-21)
    - Slaves also have MV2
    - Clans cannot longer be moved before upgraded.
    - Britain and France don´t have the "diplomatic"-ability any longer
    - Techs “Colonialism” and “Torpedo” removed
    - Some spelling errors and wrong graphics fixed (p.e. A7V and Pz III image)

    The patch of the mainfile for downloads after 17-03-2014 and before 31-03-2014 fixes the following errors:

    - Missing ships Dunkerque Class, Kongo Class (WW II) and Erzherzog Karl Class added.

    Unzip this patch directly in the \art\units folder of the CCM-Betatest Scenario, or if you are not allowed to do this as your Civ 3 is installed in a X86-folder, unzip it outside that folder and add it manually to the CCM-Betatest \art\units Folder

    The new biq 1.8 from 06-04-2014 fixes the following errors:

    - The Corporation - 2x Work Rate is checked now
    - Apprentice- now is upgrading to Partisan
    - Monarchy - unit support set to 2
    - German Infantry now linked to proper PediaIcon-entry (so the unit can be found even when PTW is not installed)
    - African settler now has the correct king-flag (army-flag removed)
    - Mullah can enslave monks
    - Eagle warrior can enslave to slaves
    - Berserk attack now set to the proper 3A, 2 D
    Angehängte Grafiken Angehängte Grafiken
    Geändert von Civinator (04. September 2021 um 12:14 Uhr)

  2. #2
    Blue Lion Avatar von Civinator
    Registriert seit
    05.05.08
    Beiträge
    3.616
    Here are some basic informations about the new concepts and ideas behind CCM:

    CCM Modification Index
    1. ICS-tactic (Infinite City Sprawl) stopped.
    2. Religious implementation is improved.
    3. New Great Cultural Persons.
    4. Advanced Automatic Unit production.
    5. Waste and Corruption are considerably reduced.
    6. Pollution has been virtually eliminated.
    7. New Multiple Leaders.
    8. Short Bloody Revolution.
    9. New Government settings.
    10. CCM Movement Rules
    11. AI-Routine for Land Artillery improved
    12. New Trading Possibilities for Random Maps
    13. Improved Workers.
    14. Better use of Diplomats and Spies
    15. Enhanced Technical Trees
    16. CCM Trade-Net

    1. ICS-tactics (Infinite City Sprawl) stopped.
    Unlike Civ III, the player cannot produce settlers and workers to the disadvantage of the AI. In CCM the Palace automatically produces a Clan (settler) and the ‘Worker Houses’ produces an Apprentice (worker) every 20 turns. These can then be ‘upgraded’ by the player without cost to a movable ‘veteran’ settler or worker. Only when the 'Atomic Theory' has been researched, will the Player be able to build settlers freely.

    The one exception is the Civilization that builds the Pyramids. Irrespective of the Civilization, possessing the Pyramids automatically produces an ‘Egyptian Settler’ every 20 turns plus that Civilization’s Palace will still automatically produce Clans. The Pyramids become obsolete when the ‘Imperialism’ technology has been researched.

    2. Religious implementation is improved.
    Religions work cumulatively in CCM.

    Religious Communities:
    Once there are temples in three cities, religious communities (Christian, Islamic, Buddhist, Hindu, Jewish or the Mesoamerican Blood-cult, depending on the Civilization being played) can be formed. They add one culture point to a city each turn. Once the ‘Religion’ technology has been researched, these religious communities help create religious buildings that increase the happiness of the city. Some very old religions can start to build religious buildings more early.



    Religious Level-1-buildings:
    They need a religious community of that faith in the city, give one happiness and one cultural point and the happiness is doubled if you own the specific World-Religion.

    Christian Civilizations: ‘Basilica’, available with ‘Religion’ technology.
    Islamic Civilizations: ‘Mosque’ available with ‘Religion’ technology.
    Buddhist Civilizations: ‘Buddh. Temple’ available with ‘Philosophy’ technology.
    Hindu Civilization: ‘Hindu Temple’ available with ‘Mysticism’ technology.
    Jewish Civilization: ‘Synagogue’ available with ‘Religion’ technology.
    Mesoamerican Civilizations: ‘Temple of the Moon’ available with ‘Mysticism’ technology.

    Religious Level-2-buildings:
    They need a religious Level-1-building of that faith in the city, give two happiness and three cultural points. The happiness is doubled if you own a specific Great Wonder of that faith.

    Christian Civilizations: ‘Cathedral’, available with ‘Theology’ technology. Happiness doubled by owning the ‘Vatican’ or ‘Sacred Music’ Great Wonder.
    Islamic Civilizations: ‘Great Mosque’ available with ‘Theology’ technology. Happiness doubled by owning the ‘Kaaba’ or ‘Art of the Islam’ Great Wonder.
    Buddhist Civilizations: ‘Stupa’ available with ‘Theology’ technology. Happiness doubled by owning the ‘Potala Palace’ or ‘Buddhistic Art’ Great Wonder.
    Jewish Civilization: ‘Great Synagogue’ available with ‘Theology’ technology.
    Mesamerican Civilizations: ‘Mesoamerican Church’ available with ‘Exploration’ technology. Happiness doubled by owning the ‘Mesoamerican Christianization’ Great Wonder.

    World Religions:
    When your Civilization has at least three religious communities of the same faith, it can establish a great wonder ‘World Religion (with the name of that religion)’ . A World Religion provides a religious community of the same faith in every one of your cities, doubles the happiness of all the religious level-1-buildings of that religion (e.g. Basilica for Christians, Mosque for Muslims) and doubles the cultural benefit coming from "Great Cultural Persons" (=GCPs).



    Crossover Religious Buildings
    In addition, some ‘Religious Great Wonders’ add a different religious faith community to the cities on the continent where the wonder was built. These crossover buildings are:
    Dome of the Rock creates Islamic communities in every city worldwide of that Civilization, plus a Jewish community on the continent that the wonder was built.
    Hagia Sophia creates Christian communities in every city worldwide of that Civilization, plus an Islamic community on the continent that the wonder was built.
    Angkor Wat creates a Buddhist or Hindu community (depending which is the established faith of the Civilization) in every city worldwide of that Civilization, plus a Hindu or Buddhist community on the continent that the wonder was built.
    Mesoamerican Christianization provides the option of the Mesoamerican Blood-cult Civilizations becoming Christian.

    Capturing another Civilization’s religious wonder allows your Civilization to have access to the religions of that wonder and the ability to create its religious buildings, small and great wonders and religious units.

    Religious Units
    Each religion can build its own special Holy men (Prophet, Missionary, Priest, Yogi, Brahmin, Mullah). These units, produced automatically by special religious small wonders, are invisible. They can detect other invisible units, move two squares and attack without provoking war and do not become obsolete. Holy men can convert any other foreign unit into a monk (Great Cultural Person) for their religious faith. In turn these monks can be used to donate additional culture to cities of that Civilization (see "Great Cultural Persons").

    Automatically produced Holy men for all Civilizations:

    Great Wonder: ‘Temple of Baalbek’ produces a ‘Prophet’ every 8 turns and becomes obsolete with ‘Feudalism’ technology.
    Great Wonder: ‘Stonehenge’ produces a ‘Prophet’ every 8 turns and becomes obsolete with ‘Feudalism’ technology.

    Automatically produced Holy men for specific Civilizations:

    Jewish Civilization ISRAEL (Any form of Government):
    Great Wonder: ‘Solomon’s Temple’ produces a ‘Prophet’ every 8 turns and becomes obsolete with ‘University’ technology.
    Christian Civilizations (ONLY with Theocratic government):
    Small Wonder: ‘The Great Monastery’ produces a ‘Missionary’ every 8 turns and becomes obsolete with ‘University’ technology.
    Blood Cult Civilizations (Aztecs, Inca, Maya) (Any form of Government):
    Small Wonder: ‘Temple of the Blood’ produces a ‘Priest’ every 6 turns and becomes obsolete with ‘University’ technology.
    Buddhist Civilizations:
    Small Wonder: ‘The Great Pagoda’ produces a ‘Yogi’ every 8 turns and becomes obsolete with ‘University’ technology.
    Hindu Civilizations INDIA:
    Small Wonder: ‘Masghid’ produces a ‘Brahmin’ every 8 turns and becomes obsolete with ‘University’ technology.
    Islamic Civilizations:
    Small Wonder: ‘Golden Mosque’ produces a ‘Mullah’ every 8 turns and becomes obsolete with ‘University’ technology.

    Automatically produced military units for some religions:

    Some religions can autoproduce additional strong offensive units:

    Christian Civilizations (ONLY with Theocratic government, the tech chivalry and a ‘basilica’ in the city):
    Small Wonder: ‘Crusade’ produces a ‘Crusader’ (5A, 2D, 2MV) every 4 turns and becomes obsolete with ‘Enlightenment’ technology.
    Islamic Civilizations (ONLY with Theocratic government, the tech chivalry and a ‘mosque’ in the city):
    Small Wonder: ‘Jihad’ produces an ‘Ansar Warrior’ (4A, 2D, 3MV) every 4 turns and becomes obsolete with ‘Enlightenment’ technology.


    6. Massive reduction of pollution:

    The epilog of the Civ IV handbook points out, that pollution is a very unfun element of Civ 3 and I completely share this opinion. Therefore in CCM pollution is heavily reduced and replaced by causing unhappiness coming from health problems. Health as a part of happiness is not inept in my eyes.

    There are three kinds of pollution in Civ 3. Building pollution, population pollution and other pollution (nukes, vulcanoes).

    Building pollution in CCM is completely stopped. As in Civ 4, buildings like factories and so on produce unhappiness, buildings with a big production capacity can produce a lot of unhappiness. In my eyes the connection of bad environmental output of buildings and happiness is a good one, as health is a big factor of happiness (and with these settings the mass of new happiness buildings provided by religion get a good use too).

    Population pollution in Civ 3 comes with level 3 cities (metropolis). This kind of pollution is completely stopped in CCM, as this mod has no level three cities. There is no metropolis in CCM. In civ 2 there was only one stop for city growing and it worked very well in my eyes. In CCM it works very well, too. Of course in CCM cities are growing quicker as in standard Civ 3, especially as there is no population loss due to the autoproduction of settlers and workers in the earlier phases of the game. But these bigger cities with their better possibilities of production gave more fun, at least to me. Hospitals (that have lost their role as a perequisite for the next city-size in CCM) now double the groth of populations and granaries go obsolete with medicin when hospitals overtake the role of granaries.

    So in CCM workers only have to deal with the third kind of pollution caused by nukes or vulcanoes and this saves time for the player, as the simple manouvering of workers around the map from one spot of pollution to the next one is no longer needed (and the automovement for workers to fight pollution in Civ 3 is not good enough in my eyes).
    In the later phases the existing workers can additionally be used to join cities to compensate the loss of population in revolutions.


    7. Massive reduction of waste and corruption:

    As a consequence of eliminating the ICS-tactics, the very "unfun" element of corruption in Civ 3, that was thought as a countermeassure against the ICS-tactics, is not needed any longer - at least not in that extend as it was currently used in Civ 3. In CCM the worst form of waste and corruption for governments (without Anarchy) is "problematic" for Despotism.


    8. Advanced Autoproduction:

    With this methode one building is able to produce a lot of different units for different civs that can´t be normally produced by these civs. This works as following: A building that has the possibility to upgrade units ("barracks-flag") or at least is located in a city where a building with upgrading-capability exists, produces an immobile, non disbandable and upgradeable basic-unit. That basic-unit can be upgraded to a chain of different flavored units for different civs with the king-flag for zero upgrading costs. With these settings it is sure, that the AI does always upgrade that basic-unit.

    The advantage of this new concept is, that now a greater variety of autoproduced units is available to the human and the AI-players and that a lot of the precious 256 slots for buildings in C3C can become free for other duties than autoproducing units. A building no longer only autoproduces a single unit - it now autoproduces a unit line, that can contain a cornucopia of different flavored units for different civs. It even can produce different unit lines, too (see the worker/guerilla line). In CCM at present the following autoproduced unit lines exist:


    Settlers: The palace autoproduces the basic unit "Clan" all 20 turns (to stop the boring ICS-tactics).

    Clan=> Egyptian Settler => African Settler => Southamerican Settler => Indian Settler => Asiatic Settler => Arabian Settler => Northeuropean Settler => Southeuropean Settler => Settler

    Workers: The small wonder "Worker Houses" autoproduces the basic-unit "apprentice" all 12 turns ( to give the AI a better chance).

    Apprentice => American Worker => Indian Worker => Egyptian Worker => African Worker => Arabian Worker => Asian Worker => Northeuropean Worker => Southeuropean Worker.

    When the workers in CCM can be built freely with the later tech of explosives, more revolutionairy ideas arise in the worker houses (of the working class):

    The apprentice (basic unit) now upgrades to partisans and guerillas. To stop the autoproduced workers to be upgraded to that new chain of units the option to upgrade to the next chain is chequed, but the upgrading ability box of the worker units is not tickled, so the upgrading chain to the new unit line (here partisans) is open for the basic unit, but the still upgraded worker units stay as workers.

    The chariot-line: The "Royal Stable", that can only been built in the city with the palace autoproduces a “trainings chariot” unit all 8 turns. This unit must be upgraded at once to the powerful civ specific different chariots. All these units can´t be produced normally.

    The catapult-line: The small wonder "Siege Workshop" autoproduces a catapult unit all 8 turns. This unit can later be upgraded to trebuchets. When the trebuchets are obsolete, the men behind these siege engines can be armed and upgraded to normal musketmen.

    The cannon-line: The small wonder "Great Guild" autoproduces a bombarde unit all 8 turns. This unit can later be upgraded to cannons. When the cannons are obsolete, the men behind these cannons can be armed and upgraded to normal infantrymen.

    The heavy artillery-line:The different artillery schools autoproduce each a heavy artillery unit all 8 turns. This unit can later be upgraded to different civspecific selfpropelled artillery units.

    The AT-line:The small wonder "Ordnance Factory" autoproduces a 76 mm AT-gun all 8 turns. This unit can later be upgraded to different civspecific mechanized tankdestroyers (Jagdpanzer)

    The rocket artillery-line: The small wonder " Arsenal" autoproduces a “trainingslauncher” unit all 8 turns. This unit must be upgraded at once to the powerful civ specific different mobile rocket launchers.

    Aircraft Carriers: The basic unit "Hull unit", autoproduced all 6 turns by the small wonder "Carrier Dock" upgrades to a cornucopia of different carriers.

    Hull unit=>Yorktown Class=> Kaga Class=> Ark Royal Class=> Graf Zeppelin Class=> Aquila Class=> Bearn Class=> Carrier (WW2)=> Carrier=> Ark Royal-Class=> Forrestal Class=>Modern Carrier=> Vikramaditya Class=> European Nuclear Carrier=> Gorshkov Class=> Nimitz Class


    The king-flag, for all those upgraded units causes, that these units always defend as last units of a stack (if not attacked by stealth attack).


    9. Multiple Leaders:

    I never liked the idea in the civ series of immortal single leaders that also exist long before their existance. Why to start with an immortal Bismarck or Lincoln in 4000 BC, nearly 6000 years before their real appearance? Why to identify with a single leader (that often enough was a mass-murderer) and not with the civ, that had to live with special leaders in their history?
    At present the multiple leaders in CCM are only for flavour, but for the future development of CCM with the appropriate wonders that can been built when they arrive, they can obtain direct influence to the game.


    10. Special Movement Rules:


    Land units:

    a) All military land units are not allowed to move on mountains without roads. Exception: Warriors, Alpine Troops and Conquistadors
    b) Most civilian units are allowed to move on mountains: Settlers, workers, scouts, holy men, slaves, monks, great artists,leaders. Exception: Slavers
    c) Paramilitary units are allowed to move on mountains without roads (freedom fighters, partisans, guerillas and vietcong).

    This feature adds a lot of strategic depth to CCM, as the map-editor especially with bigger maps often builds maps with mountain chains across a continent
    and small gaps in it - wonderful places for fortresses and other tactics.




    Land artillery has a special setting for movement. Please read more about the new AI routine for landartillery under top 11.

    Sea units:

    In CCM movement costs of all kind of sea-terrain are doubled, but there are special movement boni, that reduce these costs to normal movement costs for special ship classes. So it is possible for some ships, that can easily navigate coastal waters, to catch ships that have to slow down in shallow coastal waters. Additionally coastal fortresses now are able to catch some ships, too and can really fire on passing ships with autoproduced immobile artillery.

    a) Coastal ships (full movement bonus only in coastal terrain):

    Ancient Transport Ships (limited to coastal terrain), Bireme, Trireme, Merchantship, Catapult Ship (limited to coastal terrain), Castleship (limited to coastal terrain), Galleass (limited to coastal terrain), Paddle Wheeler, Torpedo Boat (limited to coastal terrain)

    b) Movement bonus only in sea-terrain: Cog (sinks in ocean), Quetzalcoatl Ship (sinks in ocean), Caravel, Dhow, Junk

    c) No movement bonus in coastal terrain: Carrack, Galleon, War Galleon, Privateer, Ship of the Line, Steam Frigate, Ironclad, Light Cruisers, Steamer, Luxury Liner, Transport, Heavy Cruisers, Carriers, Submarines, Dreadnoughts, Battleships, AEGIS Cruiser, Modern Submarine, Nuclear Submarines

    d) Movement bonus in every terrain: Longship, Frigate, Clipper, Destroyers



    11. Better AI-Routine for Land Artillery:

    Land artillery was changed from the AI-artillery routine to the AI-offensive routine:

    Offensive flag, stealth attack, 2 MV-points, high attack value, defense 1, bombard range 0, Bombard value the same as attack value, wheeled, no ignore movement costs flags (so this unit is always “climbing up a mountain” but has the ability to retreat from an attack on a 1MV unit), ZOC; autoproduced by different improvements (The Arsenal and the Military Academy).

    Additionally the chances for units with MV2 (or higher) to retreat after attack were enlarged.

    The stealth attack for land artillery is limited:

    Catapults and Trebuchets have no stealth attack. The Heavy Artillery also has no stealth attack (it doesn´t need it). Additionally no artillery unit can use stealth attack, against settlers, workers, leaders, holy men or modern recon cars inside a stack. For other stacks there are the following limitations in stealth attack:

    Bombards have limited stealth attack until stacks contain Musketmen/ equivalent units or higher (Napoleonic Age).

    Cannons have limited stealth attack until stacks contain Riflemen/ equivalent units or higher (WW I).

    WW I Artillery has limited stealth attack until stacks contain WW II Infantry/ equivalent units or higher (WW II).

    Tank Destroyers: They mostly have a MV of 3, are also invisible, have better defense and attack values. They have limited stealth attack until stacks contain certain Modern Infantry/ equivalent units or higher (Post-WW II). As a rule of thumb: They have much more possibilities of stealth attack against Post-WW II-units than Anti-Tank-Guns.

    Self Propelled (Modern) Artillery: Stealth attack against all units beyond the restrictions for all stealth attacks.



    12. Great Cultural Persons:

    Great Cultural Persons (GCP) can give a big boost of culture to one of your cities by using the sacrifice-option. The boost is equivalent to the (virtual) production cost of that unit. A GCP is produced by enslavement. Different units can enslave to different GCPs. A GCP is not disbandable. Based on a maximal possible unit cost of 1.000, the maximal cultural boost of such an unit combined with the buildings to boost this boost gives 4.000 culture points . For those of you, who have tried Civ 4, this is the same amount of culture that a great artist gives in Civ 4. In fact these great artists are not an invention of Civ 4, they are existing since Civ 3.

    To get rid of the mesoamerican "bloodcult-thinking" attached to the "Sacrifice-Function" gives a lot of new possibilities for gameplay, even in the later parts of the game. Bloodcult in CCM is only for the mesoamerican civs until they are christianized (if they want that).






    a) Early GCPs are monks, who are recruited by missionaries of different world religions (Holy Men). As these monks have a shield cost of 100, they can give a cultural boost of 100 points to a city and a boost of 200 cultural points, if the city contains a monestry (only available for theocratic governments).

    The following "Holy Men" can recruit monks with the enslavement function (this means a 33% chance of recruiting a GCP by attacking, otherwise killing the foreign unit):

    Prophet: Autoproduced all 8 turns by the GW "Salomon´s Temple" only for the Hebrew civ Israel
    Autoproduced all 6 turns by the GW "Temple of Baalbek" for all civs
    Autoproduced all 6 turns by the GW "Stonehenge" for all civs

    Missionary: Autoproduced all 8 turns by the SW "The Great Monastery" for Christian civs.
    Priest: Autoproduced all 8 turns by the SW "Temple of the Blood" for Blood Cult civs (Aztecs, Inca, Maya)

    Yogi: Autoproduced all 8 turns by the SW "The Great Pagoda" for Buddhist civs.
    Brahmin: Autoproduced all 8 turns by the GW "The Ganges Pilgrimmage" only for the Hindu civ India.
    Mullah: Autoproduced all 8 turns by the SW "Golden Mosque" for Islamic civs.

    All holy men are invisible, have the HN-flag so they can attack without triggering a war, have 2 MV and can detect other invisible units.
    If your civ posseses more than 1 Religion (by owning a "Crossover Wonder" or conquering a city where another worldreligion was founded) it has the option to build "Holy-Men-Autoproducing- SWs" of that religion, too.

    All "Holy-Men-Autoproducing- SWs" go obsolete with the tech "University".
    The GW "Salomon´s Temple" becomes obsolete with the tech "University".
    The GW "Temple of Baalbek" becomes obsolete with the tech "Feudalism".
    The GW "Stonehenge" becomes obsolete with the tech "Feudalism".
    The GW "The Ganges Pilgrimmage" never becomes obsolete.

    The Holy Men themselves never go obsolete.


    b) Later GCPs are Great Artists, who get contracts by lawyers. As Great Artists have a shield cost of 500, they can give a cultural boost of 500 points to a city and a boost of 1.000 cultural points, if the city contains an opera (or a monestry with theocratic government). The great artist in CCM has era-specific graphic settings as Elvis in the renaissance with a microphone in the hand isn´t a proper graphical solution.

    The lawyers are autoproduced by the "Supreme Court"-SWs of the civs. They are invisible, have the HN-flag so they can attack without triggering a war, have 2 MV and can detect other invisible units.



    13. Additional Trading Possibilties for Random Maps:


    Since El Justo´s great mod AoI civers all over the world are aware that the "reverse capture the flag"-option can be used to generate additional trade in C3C. CCM tries to import this option to Civ 3 games with random generated maps but uses the "capture the princess"-option to achieve the same effect by escorting supplyshipment-units to the city containing the palace of a civ.

    Each civ can build the cheap SWs Tradingcenter (Silk), Tradingcenter (Ivory), Tradingcenter (Furs), Tradingcenter (Incense), Tradingcenter (Spices), Tradingcenter (Gems), Tradingcenter (Wines) and Tradingcenter (Dyes). Each of these trading centers needs that special resource in its city-radius and each of these trading centers autoproduces a supplyshipment-unit every 15 turns.

    These supplyshipment-units can move for themselves, but at least for their last move to the palace of a civ, the supplyshipmentmust be escorted by another unit of that civ what happens by moving that other unit over the supplyshipment-unit and pushing the "escort-button" for that unit. When this escorted supply-unit arrives in the capital of that civ, the civ gains 25 gold to its financal budget.

    Additionally these tradingcenters provide a direct trade-route to your palace, meaning you can connect overseas strategic/luxury resources to your trade-net this way.

    14. Enhanced Techtrees:

    The "enhanced techtree" focuses mainly on additional information in the techtree about citizens (specialists), new possibilities like crossing the sea or ocean, new agreements like map-trading or communication-trading, short: new options with no still existing special icons in the game.

    Secondary is the information about new options that already have a special icon in the game but don´t appear in the techbox (like resources and governements). As a side-effect there are some new possibilities against the "HYP Law-bug" (Maximum hypertext links exceeded).

    The enhanced techtree also allows to integrate unique buildings for special civs or religions in the techboxes of a normal techtree without creating special techs that disturb the harmony of that techtree for those civs or religions.

    Here you can read more about "Enhanced Techtrees": http://forums.civfanatics.com/showthread.php?t=181605


    15. Better workers:

    In CCM workers have a movement rate of 2. This massively reduces (halfes) the unfun game-element of moving around big hordes of workers as now workers can be moved and given their orders at the same turn. They mustn´t be clicked on twice any longer. That idea was transferred from Civ IV. CCM prebetatester never would miss this feature again.

    As the build up of workers in the first phases of CCM is limited and these workers additionally have a lot of "natural enemies" (barbarians, slavers, religious units, lawyers, partisans and guerillas that can attack them even in peace) especially games with huge maps don´t always end with all tiles of the map reworked as civers are used to in normal Civ 3. Roads or railroads on those maps are becoming more precious and the interruption of these roads can have much more severe consequences as in normal Civ 3. A retarded "landtrading" of resources is stopped by giving all palaces the airtrade-option, allowing trade early in the game.

    Until the tech "Enlightenment" at the end of era 2, the only possibility to receive workers is the autoproduction by the small wonder "Worker Houses" all 12 turns. Additionally you can gain "slave workers" with reduced working speed by your slaver-units. The limitation of worker producing in the first eras of the game helps to give the AI better chances and to get better worlds for gameplay as not so many tiles of the map are reworked in ancient times (p.e. the chance for complete extensive railroad-nets on the map is graded down).

    16. "Trade and Overseas-Trade" in CCM:

    1.a) Between civs on the same continent, you don´t need a road-connection between the capitals.
    1 b) Between civs on different continents, you also have the air-trade connection between the capitals (when beeing in peace).

    2 a) Your cities on the same continent can be connected to your trade-net by roads or harbours via coastal waters.
    2 b) Your cities on other continents can be connected to your trade-net:

    - By building a road to connect your tradenet on the other continent to the tradenet of another civ you are in peace with (this connection is gone when you are in war with that civ) or

    - By building one of the precious later small wonders, that need a special strategic or luxury resource in city radius like the National Aluminum Mine, National Uranium Mine, National Rubberplantage, National Oilfield or National Coal Mine, that all offer a direct connection via airtrade to your capital. So it´s mostly a good idea to leave these SWs unbuilt on your own continent in case you need a direct trade-connection on another continent to your home-continent. The same option is offered by the SW "International Port".
    The cuts in the tradenet of standard C3C help to speed up the game turns.
    Angehängte Grafiken Angehängte Grafiken
    Geändert von Civinator (04. März 2014 um 11:19 Uhr)

  3. #3
    Blue Lion Avatar von Civinator
    Registriert seit
    05.05.08
    Beiträge
    3.616
    Here are the techtrees of CCM v.1.8:

    Era 1:



    Era 2:



    Era 3:



    Era 4:




    These are the playable civs of CCM v1.8:

    Angehängte Grafiken Angehängte Grafiken

  4. #4
    Blue Lion Avatar von Civinator
    Registriert seit
    05.05.08
    Beiträge
    3.616
    This is the new WorldSetup of CCM:




    Here is a screenshot of the new CCM Interface:





    This is the slightly renewed wonderful city screen, done by Anthony Boscia:





    Here is a sampler of the CCM wondersplashes:





    Here are the CCM-buildings and wonders:


    Achtung Spoiler:
    Angehängte Grafiken Angehängte Grafiken
    Geändert von Civinator (04. März 2014 um 11:01 Uhr)

  5. #5
    Blue Lion Avatar von Civinator
    Registriert seit
    05.05.08
    Beiträge
    3.616
    Here are links to the very popular CCM-Succession-Games of the Rat CCM-Series at CFC:

    Rat45 CCM - Gideon's Band: http://forums.civfanatics.com/showthread.php?t=480463
    Rat44 CCM - Ultimate Challenge: http://forums.civfanatics.com/showthread.php?t=456672
    Rat43 CCM - Every Knee Shall Bend: http://forums.civfanatics.com/showthread.php?t=440992
    Rat42 CCM - Heading to the Moon: http://forums.civfanatics.com/showthread.php?t=408169


    ... and here are some screenshots of the new Vuldacon Combination Terrain:





    Different landterrain:





    Seaterrain with British WW2 fleet:




    ...and a screenshot about the setting of CCM strategic bombers, allowing to destroy two buildings in a city with only one attack:


    Angehängte Grafiken Angehängte Grafiken
    Geändert von Civinator (03. März 2014 um 00:56 Uhr)

  6. #6
    Civi3 Heimwerker Avatar von Wotan49
    Registriert seit
    01.12.07
    Ort
    auf dem Land
    Beiträge
    571
    (ich warte schon auf die nächste Stufe mit der neuen Terrain Grafik)
    I've been waiting to the next level with the new terrain graphics
    (Gutes gelingen in der neuen Umgebung)
    Good succeed in the new environment

    Gruß
    Emoticon: freundeWotan49Emoticon: freunde

  7. #7
    Registrierter Benutzer Avatar von SvenBvBFan
    Registriert seit
    12.05.13
    Ort
    BaWü
    Beiträge
    6.885
    Brauche ich die Englische Civ3-Version oder geht das auch mit dem Goethetool? Kannst du die wichtigsten Unterschieden zu C3C eve. auf Deutsch nochmal aufschreiben? Wenn Interesse ist, kann ich die ersten Posts auch auf Deutsch übersetzten

    Ansonsten freue ich mich natürlich und finde es toll, dass nach über 10 Jahren vom ERscheinen von Civ3 noch solche tollen Mods erschaffen werden
    Ich bin Brian und meine Frau ist auch Brian!
    - Life of Brian 1979

    Zitat Zitat von Yttrium Beitrag anzeigen
    Einen fünften Teil [Civilization] wird es 100%ig nicht geben, User.
    - civforum.de 2001

  8. #8
    Der Brandenburger Avatar von Willi-der-Grosse
    Registriert seit
    27.12.10
    Beiträge
    87
    Wenn ich das sehe beleibt mir glatt die Spucke weg. Ich freue mich schon auf die neue Version!

    Goethetool sollte reichen, hat bei der letzten Version auch funktioniert.
    „Was die Menschen wünschen, glauben sie im Allgemeinen gern.“
    Gajus Julius Cäsar

    "Da kommt man einmal zu spät zu einer Schlacht und schon nennen sie einen 'Den späten Walder Frey'."
    nach Walder Frey 'dem Späten'

  9. #9
    The World is mine. Avatar von Memento
    Registriert seit
    15.09.02
    Beiträge
    11.114
    :appl:
    Mein letztes CCM ist ja schon einige Zeit her. Die Zeppeline haben mir damals besonders gut gefallen.

    Wäre ja eigentlich mal einen Versuch im PBEM wert.
    Hier könnte Ihre Werbung stehen.

  10. #10
    Blue Lion Avatar von Civinator
    Registriert seit
    05.05.08
    Beiträge
    3.616
    Vielen Dank für Eure freundlichen Kommentare!

    Das Goethe-Tool sollte reichen. Ich hoffe aber, mit der nächsten Version von CCM mit der modifizierten C3C-Hauptbiq und den zusätzlichen Erweiterungen des C3C-Hauptfiles, die deutschen Lokalisierungsprobleme für C3C ein für allemal beseitigen zu können. Die Grundeinheiten werden dann zusätzlich zu den englischen Bezeichnungen auch auf Deutsch vorhanden sein und bei mehreren tausend neuen Einheiten nicht sonderlich ins Gewicht fallen.

    Eine deutsche Einleitung für CCM ist auf der Seite der Deutschen Mods vorgesehen und vielleicht schaffen wir es ja zusammen, auch eine deutsche Version von CCM herauszubringen. Vorgesehen für die Arbeit an der neuen Superversion von CCM ist das neue nicht öffentliche CCM-Entwicklungsforum. In diesem Forum werde ich vermutlich um Ostern herum den Prototypen der nächsten CCM-Version zur Verfügung stellen und dies wäre auch eine geeignete Plattform zur Entwicklung einer deutschen CCM-Version. Wer an einer Teilnahme interessiert ist, soll sich bitte per PN bei mir melden. Die Arbeit mit dem Prototypen wird kein "reines Zuckerschlecken", da derzeit noch wichtige Teile, insbesondere Textteile, fehlen.

    Die offiziellen Sprachen in diesem CCM-Thread und auch im CCM-Entwicklungsforum sind sowohl Deutsch als auch Englisch, wobei es genügt, wenn die Post in einer dieser Sprachen abgefasst ist. Eine Übersetzung in die andere Sprache ist nicht erforderlich. Seit der letzten Rechtschreibreform verstehe ich sowieso beide Sprachen nicht mehr richtig.

    Übrigens: Die Download-Links für das neue CCM-Mainfile und die neue CCM Betatest 1.8 biq in Post1 dieses Threads sind jetzt eingerichtet.

    ----------------------------------------------

    The official languages for the CCM-Thread are both German and English. It is not necessairy to translate one´s own post.

    Btw.: The downloadlinks for the new CCM-mainfile and the new CCM betatest v1.8 biq in post one of this thread are now working.
    Geändert von Civinator (10. Mai 2015 um 12:55 Uhr)

  11. #11
    Registrierter Benutzer Avatar von SvenBvBFan
    Registriert seit
    12.05.13
    Ort
    BaWü
    Beiträge
    6.885
    Wie siehts es mit PBEMs aus? Läuft bei dem Mod jetzt alles übers Civforum oder gibts bei den fanatics auch nen fred? Ansonsten bin ich an der Entwicklung interessiert
    Ich bin Brian und meine Frau ist auch Brian!
    - Life of Brian 1979

    Zitat Zitat von Yttrium Beitrag anzeigen
    Einen fünften Teil [Civilization] wird es 100%ig nicht geben, User.
    - civforum.de 2001

  12. #12
    The World is mine. Avatar von Memento
    Registriert seit
    15.09.02
    Beiträge
    11.114
    (729 GB zipped)
    MB

    Hatte schon einen Schock bekommen.
    Hier könnte Ihre Werbung stehen.

  13. #13
    RaR-Fan Avatar von PaGe
    Registriert seit
    10.06.06
    Ort
    Hannover
    Beiträge
    10.763
    Zitat Zitat von Memento Beitrag anzeigen
    MB

    Hatte schon einen Schock bekommen.
    Irgendwie müssen die neuen supergroßen Festplatten ja mal gefüllt werden.
    Die Hoffnung stirbt zuletzt; aber irgendwann segnet auch sie das Zeitliche!

  14. #14
    La liebre de la muerte Avatar von Newly
    Registriert seit
    29.08.05
    Ort
    Berlin
    Beiträge
    10.498

  15. #15
    Registrierter Benutzer
    Registriert seit
    04.03.14
    Beiträge
    4
    Hello .. so I am able to stream again.. I had technical problems This time I am going to stream from the first turn Thank you And take care
    http://www.twitch.tv/moorsknight <<<<< stream channel

Seite 1 von 14 1234511 ... LetzteLetzte

Berechtigungen

  • Neue Themen erstellen: Nein
  • Themen beantworten: Nein
  • Anhänge hochladen: Nein
  • Beiträge bearbeiten: Nein
  •