Combined Civilization's Mods and Tweaks (CCMAT)

jooyo

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Combined Civilization's Mods and Tweaks (CCMAT) by Jooyo

I have added to this modpack most of UI mods what I liked and also some of my favorite and must have minimods. Minimods are modable so is possible to disabling some of them. Details below.

Before playing new game make sure that mods integrated into this modpack are not doubled in browser. If yes please disable them.

!!! All Thanks and credits should goes to mods creators described below !!!

ADDED
UPDATED

What you can find in this modpack?

- compatibility with v1.0.0.62

Modmods
Any mod in 'ModMods' folder can be disabled by removing mod's folder. For Example if you don't like unit scaling from R.E.D modpack just delete 'R.E.D modpack' from 'ModMods'. Mods in ModMods folder:
- Active City Defense (v 2) by Afforess
- Balance - City Development (v 6) by Thalassicus
Balance - Civilizations (v 6) by Thalassicus
- Balance - Diplomacy (v 2) by Thalassicus
- Balance - Policies (v 6) by Thalassicus
Balance - Terrain Improvements (v 12) by Thalassicus
Balance - Units (v 13) by Thalassicus
- Gradual Research (v 4) by Thalassicus
- R.E.D modpack (v 5) by Gedemon
- Resource Discovery (v 1) by usi
Unofficial Patch (v 27) by Thalassicus

Integrated Mods
All this mods are fully integrated and disabling are impossible. Some of this mods are configurable through 'config.lua' file. List of integrated mods:
- AgS - Resource Info Panel (v 2) by Argentum Studios
- All Promotions description tooltip (v 7) by Gilestiel
- Bigger Worlds (v 3) by Zappara
- Compatibility - InGame.xml (v 5) by Thalassicus
- Copasetic UI Tweaks (v 3) by opasetic, mindwarper
- CsebMod - Extended Plot MouseOver Popup (v 2) by csebal
- Diplomatic Overview Resource Tooltips (v 1) by Kelly Barrett
- Emigration (v 2) by killmeplease
- FlagPromotions (v 1) by xienwolf
- Great People Info (v 2) by BlakeTheGreat
- Improved Demographics (v 3) by Albert "Einstein" Dunberg
InfoAddict (v 6) by robk
- More Information - Top Panel (v 3) by gairne
- More Unit Information (v 1) by nk
Rename Units Anytime (v 2) by Perkus
- Tech Diffusion (v 2) by Afforess
- Queen of the Iceni (v 3) by Derek "Kael" Paxton (only UI changes)
- Random Events (v 7) by ArbogLi
- Simple 24 Hour Clock Mod (v 1) by AgentofEvil
- Turns Countdown in Golden Age Tooltip (v 1) by salaminizer

ModularTweaks:
This tweaks are located in ModularTweaks folder and can be easily enabled (by moving files to 'ModularTweaks' folder) or disabled (by moving files to 'Disabled' folder):
- "Buildings - Courthouse - Lower Cost and Maint" (courthouse cost: 200->125, maintenance: 5->4)
"Buildings - No Maintenance" (disabled by default; removes maintenance from all buildings)
- "Gameplay - Barbarian Level Limit +2 (to lv4)" - (enabled by default; level limit from barbarian: 2->4)
- "Gameplay - Barbarian Level Limit Unlimited" - (disabled by default, level limit from barbarian: 2->NONE)
"Gameplay - Capture Settlers" (disabled by default; provides settler after capture a settler, in vanilla is worker)
"Gameplay - Flat Player Bonuses against Barbarians" (disabled by default; removes big bonus vs barbarians on lower difficulty levels, it should be like on higher levels now)
"Gameplay - Less Barbarian Camps" (disabled by default; increases distances for spawning camps)
- "Gameplay - Ranged Attack and Defense +1XP" - (enabled by default; increases ranged XP by 1)
"NewGame - Start with Scout" (disabled by default; provides Scout unit instead of Warrior on beginning of new game)
"NewGame - Start with Worker" (disabled by default; provides Worker unit instead of Warrior on beginning of new game)
"Units - Flat Maintenance" (disabled by default; maintenance of all units is the same - 1gold)
"Units - No Maintenance" (disabled by default; removes maintenance from all units)
"Units - Renamed Barbarians" (enabled by default; only renames barbarian units based on Specialized Barbarian Units MOD)
"Upgrades - Crossbowman to Cannon" (disabled by default; allows upgrading Crossbowman to Cannon, in vanilla is to Rifleman)
- "Upgrades - Scout to Musketman" (enabled by default; allows upgrading scout to musketman)

Other changes:
- New game paces (Legendary - 3000turns, Legend (with faster production) Marathon (with faster production), Epic (with faster production))
- Set up screen shows how long game will takes turns and how big is map.
- New config.lua file to customizing UI and mods. Options available through this file:
Spoiler config.lua :
-- Configurable Top Panel
--- ScienceInfo_ShowGain - if true shows gain of science per turn
--- ScienceInfo_ShowProgressCost - if true shows current progress/cost to next tech
--- ScienceInfo_ShowTurns - if true shows turns left to next tech
--- ScienceInfo_ShowTech - if true shows tech name
--- GoldenAgeInfo_ShowProgressCost - if true shows current progress/cost to golden age
--- GoldenAgeInfo_ShowTurns - if true shows turns left to next Golden Age
--- CultureInfo_ShowGain - if true shows gain of culture per turn
--- CultureInfo_ShowProgressCost - if true shows current progress/cost to next policy
--- CultureInfo_ShowTurns - if true shows turns left to next Policy
--- GreatPeopleInfo_Enabled - if true shows Great People info
--- Clock_Enabled - if true shows clock on top right corner
--- Clock_12h_Mode - if true displays clock on 12h mode
-- City View
--- AlwaysOpen_CitizenAllocation - if true opens Citizen Allocation Focus window by default
--- AlwaysOpen_UnemployedCitizens - if true opens Unemployed Citizens window by default
--- AlwaysOpen_GreatPeople - if true opens Great People window by default
--- AlwaysOpen_SpecialistBuildings - if true opens Specialist Buildings window by default
--- AlwaysOpen_Wonders - if true opens Wonders window by default
--- AlwaysOpen_Buildings - if true opens Buildings window by default
--- AlwaysOpen_Queue - if true opens Queue window by default
-- Diplomacy: Trade Screen
--- AlwaysOpen_CitiesStack - if true opens Cities on Trade Screen by default
--- AlwaysOpen_OtherPlayerStack - if true opens Other Player on Trade Screen by default
--- AlwaysOpen_StrategicStack - if true opens Strategic Resources on Trade Screen by default
--- AlwaysOpen_LuxuryStack - if true opens Luxury Resources on Trade Screen by default
-- Other UI options
--- Hide_PlotHelpPopup - if true hides Plot Help Popup (this above minimap)
-- MODS config
--- CsebMod_Enabled - if true enables CsebMod - Extended Plot MouseOver Popup
--- TechDiffusion_Enabled - if true enables Tech Diffusion mod by Afforess
--- EmigrationMod_Enabled - if true enables Emigration mod by killmeplease
--- RandomEventsMod_Enabled - if true enables Random Events mod by Arbogli

Compatibility:
This mod should be combatible with most of mods which don't changing user interface (new civilizations, techs, etc.) Compatible mods changing UI:
- CityWillard (v 1)
- DiploWillard (v 4)
- Strategic View Turn Switcher (v 1) NOTE: delete "Strategic View Turn Switcher\InGame.xml"
- XiDragon's Reveal Map Button (v 1)


Mod should be available in browser or:
For those who has problems with browser file is available here:
Combined Civilization's Mods and Tweaks (CCMAT) (v 11)
File must be placed in mods folder and then installed through browser.

ARCHIVED VERSIONS
Combined Civilization's Mods and Tweaks (CCMAT) (v 10)
Combined Civilization's Mods and Tweaks (CCMAT) (v 9)
Spoiler Change log :
version 11, release date: 09-11-2010
=======================================================================
Mods:
- added Integrated: Rename Units Anytime (v 2)
"Allows you to rename your units at any time by right clicking on the unit name in the lower left unit panel."
- updated ModMod: Balance - Units (v 9) -> Balance - Units (v 13)
+ Scouts keep their faster-movement promotion when upgraded by Ancient Ruins.
+ Slightly reduced city defenses.
+ Reduced prerequisite requirement for Siege promotion.
+ Fixed a minor bug where the city defenses file was not being loaded.
+ Increased siege unit damage vs cities a further 10%.​
- updated ModMod: Balance - Civilizations II (v 5) -> Balance - Civilizations II (v 6)
+ Updated Jaguar and Mohawk Warrior tooltips to indicate they start with Woodsman..​
- updated ModMod: Balance - Terrain Improvements (v 10) -> Balance - Terrain Improvements (v 12)
+ Reduced yield of several Great Person improvements slightly.
+ Various techs at the end of the Renaissance era now boost GP improvements 50%​
- updated ModMod: Unofficial Patch III (v 24) -> Unofficial Patch III (v 27)
+ Supply promotion tooltip.
+ Fixed a minor error with combat panel information vs cities.
+ Added the missing label for the Science yield type (TXT_KEY_YIELD_SCIENCE)​
- updated Integrated: InfoAddict (v 4) -> InfoAddict (v 6)
+ Removed the black flecks that occasionally showed up in the historical graph lines. Joints between horizontal and vertical lines are not perfect yet but it's much better now.
+ Fixed bugs related to the economic view in the global relations graph.
+ Added global relationship charts.
+ The list of civs in the historical graphs panel is now refreshed at the beginning of each turn.
+ Both the historical and relationship graphs have reset buttons now that appear when a selection is made. This button clears all selections and redraws the current graph.
+ Added a button to the trade and discussion screens so you can check Info Addict when a leader proposes a trade, pact or declaration of war.​
- deleted ModMod: Obsolete Promotions (it's included in "Balance - Units")
- fixed: Harbor help and strategy (disabled "UP - Harbor.xml" like it should be)
- fixed: buildings defense (disabled defense changes from "Active City Defense" so now it should have correct values from "Balance - Units")
- fixed: showing promotions above units should be now correctly disabled by default
Modular Tweaks:
- fixed: Modular Tweaks will works as it should (needs enabling "CMAT - ModularTweaks Support" in Mods Browser)
- added: "Units - Renamed Barbarians" (enabled by default; only renames barbarian units based on Specialized Barbarian Units MOD)
- added: "Buildings - No Maintenance" (disabled by default; removes maintenance from all buildings)
- added: "Gameplay - Capture Settlers" (disabled by default; provides settler after capture a settler, in vanilla is worker)
- added: "Gameplay - Flat Player Bonuses against Barbarians" (disabled by default; removes big bonus vs barbarians on lower difficulty levels, it should be like on higher levels now)
- added: "Gameplay - Less Barbarian Camps" (disabled by default; increases distances for spawning camps)
- added: "NewGame - Start with Scout" (disabled by default; provides Scout unit instead of Warrior on beginning of new game)
- added: "NewGame - Start with Worker" (disabled by default; provides Worker unit instead of Warrior on beginning of new game)
- added: "Units - Flat Maintenance" (disabled by default; maintenance of all units is the same - 1gold)
- added: "Units - No Maintenance" (disabled by default; removes maintenance from all units)
- added: "Upgrades - Crossbowman to Cannon" (disabled by default; allows upgrading Crossbowman to Cannon, in vanilla is to Rifleman)



version 10, release date: 31-10-2010
=======================================================================
Mods:
- added: Modular Tweaks support
- added Integrated: Diplomatic Overview Resource Tooltips (v 1)
- added Integrated: Compatibility - InGame.xml (v 5)
- added Integrated: FlagPromotions (v 1)
- updated Integrated: More Information - Top Panel (v 2) -> More Information - Top Panel (v 3)
- updated Integrated: InfoAddict (v 3) -> InfoAddict (v 4)
- updated Integrated: Emigration (v 1) -> Emigration (v 2)
- updated ModMod: Balance - Civilizations (v 3) -> Balance - Civilizations (v 5)
- updated ModMod: Balance - Diplomacy (v 1) -> Balance - Diplomacy (v 2)
- updated ModMod: Balance - Units (v 3) -> Balance - Units (v 9)
- updated ModMod: Balance - Terrain Improvements (v 8) -> Balance - Terrain Improvements (v 10)
- updated ModMod: Unofficial Patch III (v 23) -> Unofficial Patch III (v 24)
- updated ModMod: R.E.D dev (v 2) -> R.E.D modpack (v 5)
- deleted ModMod: Upgrade All Units (new Balance - Units version allows upgrading all units)
- deleted ModMod: AI tweaks - Battle AI (new civ5 version fixed most AI; mod wasn't updated)
- deleted ModMod: Satellites Reveal Map (included in civ5 patch)
- deleted ModMod: Barbarian and Ranged XP Mod (changes moved to ModularTweaks)
- fixed coal bug thanks to Perkus
- other minor fixes
Modular Tweaks:
- added: "Building - Courthouse - Lower Cost and Maint" (courthouse cost: 200->125, maintenance: 5->4)
- added: "Gameplay - Barbarian Level Limit +2 (to lv4)" - (level limit from barbarian: 2->4)
- added: "Gameplay - Barbarian Level Limit Unlimited" - (disabled by default, level limit from barbarian: 2->NONE)
- added: "Gameplay - Ranged Attack and Defense +1XP" - (increases ranged XP by 1)
- added: "Upgrade - Scout to Musketman" (allows upgrading scout to musketman)
Known Compatibility:
- Strategic View Turn Switcher (v 1) NOTE: delete "Strategic View Turn Switcher\InGame.xml"

Version 9, release date: 24-10-2010
=======================================================================
- compatibility with patch v1.0.0.62
- updated Integrated: InfoAddict (v 2) -> InfoAddict (v 3)
- updated Integrated: Random Events (v 6) -> Random Events (v 7)
- updated Integrated: All Promotions description tooltip (v 6) -> All Promotions description tooltip (v 7)
- updated ModMod: Balance - Specialists and Great People (v 2) -> Balance - City Development (v 6)
- updated ModMod: Balance - Buildings and Wonders (v 3) -> Balance - City Development (v 6)
- updated ModMod: Balance - Units (v 1) -> Balance - Units (v 3)
- updated ModMod: Balance - Embarkation (v 1) -> Balance - Units (v 3)
- updated ModMod: Balance - Policies (v 4) -> Balance - Policies (v 6)
- updated ModMod: Balance - Terrain Improvements (v 5) -> Balance - Terrain Improvements (v 8)
- updated ModMod: Unofficial Patch II (v 19) -> Unofficial Patch III (v 22)
- updated ModMod: Balance - City States (v 3) -> Balance - Diplomacy (v 1)
- deleted: TreeGrowthMod_Enabled from config.lua (Tree Growth Mod is now combined with new version of Random Events)

Version 8, release date: 18-10-2010
=======================================================================
- added ModMod: Gradual Research (v 4)
- added ModMod: Balance - Units (v 1)
- added ModMod: Resource Discovery (v 1)
- added Integrated: Improved Demographics (v 3)
- added Integrated: InfoAddict (v 2)
- added Integrated: Emigration (v 1) (can be enabled through config.lua, default: disabled)
- added Integrated: Random Events (v 6) (can be enabled through config.lua, default: disabled)
- added Integrated: TreeGrowth (v 3) (can be enabled through config.lua, default: disabled)
- updated ModMod: R.E.D modpack dev (v 2)
- updated ModMod: Unofficial Patch II (v 19)
- fixed: city banners should display culture meter now
- fixed: Legend game speed should now works without crashes
- added: added game pace Legend with faster production
- changed: decreased research speed on maraton and epic with faster production game paces
- changed: decreased growth speed on maraton and epic with faster production game paces
- fixed: Science Gain Info at TopPanel should now display gain

Version 7
=======================================================================
- added: hide/unhide Plot Help Popup (above minimap) is now possible through config.lua (in default: hided)
- added: choose between Vanilla/CsebModExtended Plot MouseOver Popup is now possible through config.lua (in default: CsebMod is enabled)
- added: Supports all official languages (some texts are in english)
- updated ModMod: Unofficial Patch (v 15) (and integrated conflict files)
- updated Integrated: AgS - Resource Info Panel (v 2)
- updated ModMod: Balance - Specialists and Great People (v 2)
- updated Integrated: Tech Diffusion (v 2) (and integrated; in default disabled; can be enabled through config.lua)
- updated ModMod: Balance - Policies (v 4)
- deleted ModMod: BugFix - Minuteman and Gunship movement (Unofficial Patch fixes this)
- fixed: autodefeat bug on Highlands mapscript

Version 6
=======================================================================
- added ModMod: Active City Defense (v 2)
- added ModMod: Balance - Embarkation (v 2)
- added ModMod: Balance - Specialists and Great People (v 1)
- added Integrated: More Information - Top Panel (v 2)
- added Integrated: Tech Diffusion (v 1)
- added Integrated: Turns Countdown in Golden Age Tooltip (v 1)
- updated ModMod: Balance - Buildings and Wonders (v 3)
- updated ModMod: Balance - Terrain Improvements (v 5)
- updated Integrated: Great People Info (v 2)
- updated ModMod: Unofficial Patch (v 10)
- added config.lua to make some basic UI customizations
- some optimalizations

Version 3
=======================================================================
- first public initial release
 
Combined Civilization's Mods and Tweaks (CCMAT) by Jooyo

First I have created this mod pack only for myself because some of UI mods doesn't works together,

Get it sorted and it will be great :)
 
The battle AI mod must be making combat harder. I seem to be doing less damage and taking more for some reason, unless I am dreaming. I was fiddling around in a test game on Easy and as the Aztecs I attacked Babylon without provocation. I was grinding up Jaguars and Infantry against his cities to no avail, whereas I used to take smaller cities with just such units. Then I even got Swordsman and he picked them all off, too. I was forced to retreat and wait. Is this the effect the combat AI mod has?
 
The battle AI mod must be making combat harder. I seem to be doing less damage and taking more for some reason, unless I am dreaming. I was fiddling around in a test game on Easy and as the Aztecs I attacked Babylon without provocation. I was grinding up Jaguars and Infantry against his cities to no avail, whereas I used to take smaller cities with just such units. Then I even got Swordsman and he picked them all off, too. I was forced to retreat and wait. Is this the effect the combat AI mod has?

I was thinking that it's the whole point? To finally stop steamrolling entire continent with like 5 units? Now to conquer a city without siege and losing your army you really have to try :goodjob:
 
Maybe I'll try to include, but I need to make easy way to on/off this mod. As I can see there is one conflict file with my modpack so this mod can't be placed in modmods folder and deleted when you don't want to use it. I have some ideas to do this, so I'll try :)
 
Jooyo, long time no see. Nice work on merging in other people's stuff, compatibility is a nightmare right now.
 
Jooyo, long time no see. Nice work on merging in other people's stuff, compatibility is a nightmare right now.
Thanks and hello :). Yes a lot of UI mods unfortunately doesn't work together and this is why I created this modpack. I'm trying to do add some UI customizations right now, so everybody will can enable or disable any of UI elements and maybe this will solve this problem :)

Does this mod give units more movement points?
No, this modpack (and any of ModMods included) doesn't modify movement points
 
I was thinking that it's the whole point? To finally stop steamrolling entire continent with like 5 units? Now to conquer a city without siege and losing your army you really have to try :goodjob:

I understand. But for someone of my skill level it was like hitting a concrete barrier. I am starting to break through in my game combat-wise, but it has been a long process. I sent one swordsman to the coast of France from England on an Earth map and no matter how low Paris' defense was and the fact that I had rained arrows from sea and land (longbowmen) on everything that walked or crawled in opposition to me, the swordsmen kept getting cut to ribbons when they set foot on the continent. I think the Active Defense mod has a lot to do with it. Pretty interesting.
 
New version uploaded
Changes:

Version 6
====================================
1. New
  • Active City Defense (v 2)
  • Balance - Embarkation (v 2)
  • Balance - Specialists and Great People (v 1)
  • More Information - Top Panel (v 2)
  • Tech Diffusion (v 1)
  • Turns Countdown in Golden Age Tooltip (v 1)
2. Updated
  • Balance - Buildings and Wonders (v 3)
  • Balance - Terrain Improvements (v 5)
  • Great People Info (v 2)
  • Unofficial Patch (v 10)
3 Other
  • added config.lua to make some basic UI customizations
  • some optimalizations
 
I've been testing out this collection of mods and so far, its working great! Nice job!

I do have a request:
Any chance you could also add
Magus424's LuxuryResourceDisplay mod
and DireAussie's BuildQueue mod

Nice work on that collection! Keep up the good work!
 
Any chance you could also add
Magus424's LuxuryResourceDisplay mod
and DireAussie's BuildQueue mod
LuxuryResourceDisplay mod should work also as separated mod, but maybe in future release I'll add this.
something like BuildQueue is already integrated (in config.lua you can enable queue), but I'll maybe expand this functions much more
 
The culture bar for cities from "Copasetic UI Tweaks" doesn't appear to be working in your pack.
 
No problem! I'll let you know if I find anything else. Really loving this mod pack so far by the way. :)
 
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