64 · CCM
A combat/construction hybrid. Where base Construction treats combat as a mode you switch off, CCM adds combat gametypes, a rank system, a large vehicle roster, and ships its own battle maps. The building tools remain; the point of building changes.
| Base | Construction 0.69a |
| Scripts | 166 .cs — 37 identical to base (34 %), 55 changed, 74 new, 18 removed |
| Size | 206 files, 6.7 MB |
| Installs as | GameData/Construction/ |
| Sibling | 65 · TCCM — 78 % identical to CCM |
What it added
Combat gametypes
The clearest signal of intent — CCM ships gametypes alongside ConstructionGame.cs [mod-script]:
ArenaGame.cs
CTFGame.cs
Both load through the vanilla scripts/*Game.cs auto-discovery glob that base Construction preserves
(Gametypes) — no registration needed, drop the file in and it
appears in the host menu. CTF on player-built terrain is a genuinely different game from either
Construction or vanilla CTF.
A vehicle roster
Fifteen-plus new vehicles, well beyond the base six [mod-script]:
vehicle_Helicopter.cs vehicle_HeavyHelicopter.cs vehicle_gunship.cs
vehicle_boat.cs vehicle_sub.cs vehicle_AWACS.cs
vehicle_HeavyTank.cs vehicle_CGTank.cs Vehicle_strikefighter.cs
vehicle_spec_fx.cs
Note vehicle_boat.cs and vehicle_sub.cs — water vehicles, which vanilla Tribes 2 does not have. The
three vehicle physics types (FlyingVehicleData, HoverVehicleData, WheeledVehicleData) are fixed and
cannot be extended (Vehicles), so a boat is a hover vehicle tuned for
water and a submarine is the same trick pointed downward. Whether that works well is a separate question;
that it is the only available route is not.
Ranks and AI
RankStuff.cs persistent rank progression
DroneAI.cs custom AI
aiInventory.cs AI loadout knowledge
aiDefaultTasks.cs AI task overrides
aiInventory.cs is the important one. It is the file the base game warns about
(AI and bots) — bots do not know how to use a weapon until it is
described there. A fork adding this many weapons and vehicles has to touch it or the bots carry the
new content and never use it.
Weapons
weapons/allweapons.cs weapons/RPchaingun.cs weapons/modifiertool.cs
RPchaingun.cs — the “RP” prefix marks the role-play direction several forks in this family took.
Its own maps
CCM ships missions/ and terrains/ directories — most forks ship neither [mod-script]:
Beach.mis BeachStorm.mis
CityArena.mis ConFortWarsV2005.mis
ConFortWarsV2005_Night.mis ConstructionFortWarsV2004.mis
ConstructionFortWarsV2004night.mis
“Construction Fort Wars” is the mod’s thesis in a filename: build a fort, then fight over it. The day/night variants of the same map show real map-making effort rather than one-off test levels.
Shipping missions means shipping .mis files with // MissionTypes = headers that name CCM’s own
gametypes (Missions). It also means clients need the maps —
mission files are not transmitted like datablocks are
(Datablocks).
Relationship to TCCM
CCM and TCCM are 78 % identical at file level. The differences are small:
| Present in | |
|---|---|
Buildingstuff.cs, TCCM.cs, neededfunctions.cs, vehicles/vehicle_transTruck.cs |
TCCM only |
vehicles/vehicle_CGTank.cs |
CCM only |
ConFortWars* map set |
CCM |
TCCMBattlegrounds1/2 map set |
TCCM |
They are the same project at different points, or a rename with divergence. TCCM installs under its own
name rather than as Construction/ — the only fork in this family that does — which makes it the one
you can have installed alongside another.
What it removed
18 base files gone, 55 changed. CCM is a heavy fork: only a third of 0.69a survives untouched. Adding combat gametypes to a mod built around switching combat off means reworking scoring, spawning, damage, and team handling, and the diff reflects that.
For someone working on it
- Combat changes are in the gametypes, not in the shadowed base files. Look at
ArenaGame.csandCTFGame.csfirst, and use thepackage <Type>Gameconvention (Gametypes) so your changes scope to one mode. - Register new content with
aiInventory.csor bots will ignore it. - New maps need
// MissionTypes =headers naming CCM’s gametypes, or they will not appear. - The deployable checklist in Building systems applies unchanged.
Related
- 65 · TCCM — the sibling
- 58 · The Construction Mod — the 0.69a base
- Gametypes — the mechanism CCM’s combat modes use
- Vehicles — the three fixed physics types