Combined Civilization's Mods and Tweaks (CCMAT)

Dear Jooyo,
I was wondering if you have any plan to integrate Puppet City Visibility mod to your modpack.

In real world, even if it is on self rule (here we have puppet rule), there are guidelines to be follow from the Central Government. No hand free.

What do you think ;)
Maybe in next version, but I must think about this.

I love your mod pack, thank for all you fine work.

I am running just your mod pack and DiploWillard (v4) mod pack. I'm running a Gigantic game on Prince difficulty.

When I capture a city I can raze the city then stop razing. I have complete control of the city and no happiness loss. This can be resolved by saving and reloading the game.
Maybe this is Civ bug... but will check it out :)



Anyway new version available ;)
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"
 
Thanks so much for putting this together, my current game (large continents, marathon +production, 15 players, no city states) with v9 is playing great so far. I'm really having a lot of fun with Civ 5 now thanks to all these mods.

Any idea if it will ever be possible to get certain mods "certified" to unlock steam achievements? It would be a nice touch to be able to knock off all those tasks but I will only ever play with mods such as this one...
 
Um... Jooyo, v10 is not working for me. Tried dling it from here and the mod browser. I hit the "install" button, but it does not show up afterward. *?* I looked in the folder and it is empty!
 
Thanks so much for putting this together, my current game (large continents, marathon +production, 15 players, no city states) with v9 is playing great so far. I'm really having a lot of fun with Civ 5 now thanks to all these mods.

Any idea if it will ever be possible to get certain mods "certified" to unlock steam achievements? It would be a nice touch to be able to knock off all those tasks but I will only ever play with mods such as this one...
There is a reason why this don't work. Modded game can be easy "cheated". For example I saw a mod for Fallout New Vegas where you can easily get all achievements on beginning of the game. Is it possible to unclock this in civ? Maybe in future, when we can get a dll's SDK.

Um... Jooyo, v10 is not working for me. Tried dling it from here and the mod browser. I hit the "install" button, but it does not show up afterward. *?* I looked in the folder and it is empty!
Are Any other mods works? Maybe it's another civV issue...
 
Are Any other mods works? Maybe it's another civV issue...

Yes, other mods work fine. (I recently had an issue with the city-state diplo mod, but AFAIK that wasn't an issue on my end, and that has been resolved.) The mod file downloaded from the sendspace link on page one or the mod browser is only 314 KB, which seems really small. Is that correct? Most other mods are significantly bigger.

Has anyone else had this problem?
 
Yes, other mods work fine. (I recently had an issue with the city-state diplo mod, but AFAIK that wasn't an issue on my end, and that has been resolved.) The mod file downloaded from the sendspace link on page one or the mod browser is only 314 KB, which seems really small. Is that correct? Most other mods are significantly bigger.

Has anyone else had this problem?
Yes it's correct, maybe try extract it manually. Civ5mod is renamed 7zip archive :)
 
Yes it's correct, maybe try extract it manually. Civ5mod is renamed 7zip archive :)

Yes! That worked perfectly, thank you.:D
Maybe I am having issues with the the game's file extractor - the problem with the other mod was related to file extraction as well.. I will look into it. Thanks again, fantastic modpack!:king:
 
To all those that are having problems with the unit actions not appearing on their bottom left screen: Delete the Unit.lua at the WorldUI folder of the CCMAT, it seems that its conflicting with something, (most probably the one in the Asset folder)
 
It's not working from the ingame mod browser. I downloaded the mod, clicked on "install", then when the install is finished the mod is not listed in the installed modules and I can't re-download it because it's already downloaded.

edit:
I manually extracted the file with winzip and put all files in the "Combined Civilization's Mods and Tweaks (CCMAT) (v 10)" folder, it did the trick
 
It's not working from the ingame mod browser.

I downloaded the mod, clicked on "install", then when the install is finished the mod is not listed in the installed modules and I can't re-download it because it's already downloaded.
It works fine for me. Try download it from 1 post and extract it manually with 7zip, winrar or another extractor.
 
It works fine for me. Try download it from 1 post and extract it manually with 7zip, winrar or another extractor.

Yes if I extract manually with WinRar it works.

Also, a personal opinion: the FlagPromotions mod is very annoying and breaks visual immersion, and there is no way to disable it.
 
Yes if I extract manually with WinRar it works.

Also, a personal opinion: the FlagPromotions mod is very annoying and breaks visual immersion, and there is no way to disable it.
It's in default disabled :) It can be enabled through popup next to minimap (where checkbox for Hex Grids, Hide unit icons etc.)
 
It's in default disabled :) It can be enabled through popup next to minimap (where checkbox for Hex Grids, Hide unit icons etc.)

Default is enabled, but it's good that can be disabled :)
 
It works fine for me. Try download it from 1 post and extract it manually with 7zip, winrar or another extractor.

Something is wrong with the modbrowser and the modpacks created by modbuddy in general. Not sure what, but I've been having problems since Friday (inexplicably).

Might be related to the hotfix, but I'm not quite positive. We'll see what el-Shafer has to say in the next few weeks.

G
 
This mod seems to be just what I'm after. I haven't been feeling the out of the box version of Civ V.

I've fixed the issue with the unit info (bottom left), but seem to be missing the city tile allocation controls (for allocation of individual tiles and the priorities/specialist allocations lists on the right).

Anyone else had this problem and found a fix?
 
It seems like people are fixing problems themselves about this mod. Sorry if I seem lazy but should I go back and read how to fix these or will they be in the next update?
 
How are the chances of including the economy mod and better civ state diplomacy?

Your mod is awesome and I'll stick to it !
 
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