CCTP compatibility with other mods?

Here is more mods that seem to work well with CCTP:
Emigration
Militia Defense
Revolution
Slave trade
Escort
Cultural diffusion
Custom advanced setup screen
Homesteading
Colonies
Uprising
 
Latest tested mods that seem to work with CCTP:
All promotions descriptions tooltip
CameraRotation
City limits
Consistent Yield Sequence
Diplomacy values
Flags +++ (flags dont show on city banner due to improved city banner)
Global relations
Music changer
Show Move-To
Throne room
UI - city expansion
UI - improved city banner
UI - map pins
UI - Promotion tree (partly conflict with: Promotions - Expansion pack)
UI - unit list enchantments
Unit Path Viewer


Need more testing
Global - Espionage reports
UI - national wonder splash screen
 
Mods that seem to work with CCTP 4.03
Ancient building pack
Ancient building pack 2
Buildings - Aquarium
Buildings - Commerce District
Buildings - Marine Biology Lab
Buildings - Skylift
Buildings - upgrade system
Buildings -- Ancient Era Goldsmith
Casino Building
Cistern and Marina - New Buildings
City Brothel
Classical Building Pack
Justice and Government Buildings Mod
More buildings
Strategic Buildings Pack


Mods that needs tweaking
Palace Additions


Mods that need more testing
Production Buildings
 
Seem to work with CCTP 4.03
City-State Diplomacy Mod (CSD) for Brave New World
City-State Diplomacy Mod (CSD) for Brave New World - no DLL
Movement and Ranged Area
R.E.D. DLL for Brave New World
UI for unit stacking (v. 1)
Amphibious Assault Mod
+1 Range for Post Industrial Ranged Units

Not working
Expanded Naval Immersion
 
Hello Taa.

Thank's you for this work. I use the mods list that seem compatible, but it crash.
 
Hello Taa.

Thank's you for this work. I use the mods list that seem compatible, but it crash.
Hi Amon
Im sry to hear that. I have only tested each mod in the list with CCTP and not all together. So there is a big chance that some of this mods is not compatible withe each other. Sry if this was not clear.

These mods will not work together I think since both use DLL.
City-State Diplomacy Mod (CSD) for Brave New World
R.E.D. DLL for Brave New World

But there is probably more mods that dont work together but Im not sure atm sry. My ambition is to use as many mods as I can so I will test them all together at some point but right now I only test them toward CCTP.
 
Just a side note, even when you think some mods are compatible that listed above, you must consider that some problems bugs only accour under very special circumstances.

Also playing with additional wonders and or buildings would make no sense.
Since CCTP has a level system was is only supporting included wonders and buildings.
 
Just a side note, even when you think some mods are compatible that listed above, you must consider that some problems bugs only accour under very special circumstances.
Absolute true, no guarantee with my simple testing :p

Also playing with additional wonders and or buildings would make no sense.
Since CCTP has a level system was is only supporting included wonders and buildings.
:confused: please tell me more, Im building up a big collection of wonders and extra buildings, just love the diversity and now you say that make no sense :eek: ;)
 
:confused: please tell me more, Im building up a big collection of wonders and extra buildings, just love the diversity and now you say that make no sense :eek: ;)

The production and maintain cost for example, are more expensive then in vanilla.
This count also for policies and technologies.
Also we have Manpower that is related to wonders and building.
The same for count for electricity and other resources.
Dont forget the relations of wonders/buildings/religions and technologies that is all included only into CCTP any other mod need to add this, to be fully game compatible.

But to be honest CCTP 404 has over 360 technologies and more then 200 Wonders and dont ask me for buildings.
 
The production and maintain cost for example, are more expensive then in vanilla.
This count also for policies and technologies.
Also we have Manpower that is related to wonders and building.
The same for count for electricity and other resources.
Dont forget the relations of wonders/buildings/religions and technologies that is all included only into CCTP any other mod need to add this, to be fully game compatible.
Ok, I get the picture :)

But to be honest CCTP 404 has over 360 technologies and more then 200 Wonders and dont ask me for buildings.
hehe omg :D, should be enough wonders for all for a long time. I rest my case, no need for me to focus on wonder mods for sure...hehe
 
hehe omg :D, should be enough wonders for all for a long time. I rest my case, no need for me to focus on wonder mods for sure...hehe

;)This was the plan.
We included so many wonders and buildings from other modders or the crew.
That the ground structure is nearly complete till the modern/digital era.
What will be next will afix for the wonder in general balancing (mean yields and no redundant wonder in the same timeline).
 
more mods that I think an be used with CCTP:
Air and Missile Base/Commanders
Ancient Unitpack - Horse Archer
Ancient UnitPack- Medieval battering ram
Ancient UnitPack- Medieval Ballista
Ancient Unitpack - Heavy Knight
Ancient Unitpack - Switzerland Mercenary
Ancient UnitPack- Composition Army
Ancient UnitPack- Medieval Navy
Ancient UnitPack- Trebuchet Builder
Bottom panel info
CameraRotation and WASD Controls (BNW)
Cog stand alone
Conscription
Construction Troop, Civil Engineer (CCTP have unit called Civil Engineer so maybe change name)
[UNIT] Jet Bomber B-52 Stratfortress
George's Unit Expansion Mod (BNW)
Prospectors (BNW)
RemoteMining
SEAL Team upgrade for Marine
Spy planes! [GnK, BNW, Vanilla UPDATED]
Tactical Nuclear Missile
Tiny Death Robots
Tomahawk Cruise Missile


Dont work
Ancient UnitPack- Javelineer
Ancient UnitPack- Miners
Combat engineer
Combat Medic
 
I have included a list of mods or similar elements that I think is included in CCTP.
 
I noticed that the new version is working with fewer new civilization mods.
V4.03 worked with most new civilization mods. Something changed with version 4.04 and 4.04 v1. Now most new civilization mods start with agroculture complete, instead of language complete. So something changed recently so mods are not starting in the stone age.
I cant call this a bug , because there is no promise that mods will work smoothly together.
 
I noticed that the new version is working with fewer new civilization mods.
V4.03 worked with most new civilization mods. Something changed with version 4.04 and 4.04 v1. Now most new civilization mods start with agroculture complete, instead of language complete. So something changed recently so mods are not starting in the stone age.
I cant call this a bug , because there is no promise that mods will work smoothly together.

This problem is knowm, and a fix (thx whoward) ,for this will be implented with the next release.
 
Hi, would be nice to see Civilization IV Diplomacy Mod to be compatible or to get scripted in. Since games with CCTP are for the long run, I usualy try to get 34+ modded civs included and then advanced diplomacy is a very nice feature.

Even if things went wrong you could get a vasal for a time, till you reshaped your empire. :) So you are able to play the whole time period.
 
Hello!
Sorry to bump this thread, and i don't know if i'm posting in the right one, so sorry if i got it wrong.
Anyway, i wanted to know if this mod is compatible with Civ4 diplomacy using Whoward's DLL various mod comps.
When i try to load them together, it gets stuck on a never-ending loading. I don't know if this is caused by my toaster PC or incompatibility between the mods.

Thanks in advance and tell me if you need more info!
 
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