Combined Civilization's Mods and Tweaks (CCMAT)

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?
All this issues and problems are related to old civ5 version. Patching Civ to new version - 621, will fix all of them. I can't make any fixes to this problems because I can't support 2 versions of modpack at a time - it takes a lot of time and I can't do tests for previous version.


How are the chances of including the economy mod and better civ state diplomacy?

Your mod is awesome and I'll stick to it !
I like this CS diplomacy mod: City state diplomacy mod by Gazebo

I can use it with CCMAT, but perhaps it catches jooyo's attention :)
Civ state diplomacy it's a great mod but I don't have plan to include it for now. It's works great without integration :)
Full Economy mod will never be integrated. It's make a lot of UI and gameplay changes so this isn't compatible. If you want to play with CCMAT and Economy mod you need to delete from CCMAT ModMods all balance mods and UP, and from Economy mod whole UI folder. After that you can play with both mods :)
 
My unit Control Panel Missing after installing this MOD. :confused:



I have read two threads refered this issue on the forum, but no one got an answer.

My Civ 5 version is v.1.0017
 
My unit Control Panel Missing after installing this MOD. :confused:

I have read two threads refered this issue on the forum, but no one got an answer.

My Civ 5 version is v.1.0017
To fix:
1. update Civ5 to newest version (1.00621) or
2. delete "UnitPanel.lua" from mod
 
A couple new things (in v10) that are odd and I can't find documented:
- scout ruin upgrades do not keep "ignore terrain cost" promotion
- all defensive buildings have double defense values (ie, walls +10, castle +24, etc.)
Bugs?
 
A couple new things (in v10) that are odd and I can't find documented:
- scout ruin upgrades do not keep "ignore terrain cost" promotion
- all defensive buildings have double defense values (ie, walls +10, castle +24, etc.)
Bugs?
1. check obsolete promotions mod. It removes promotions after upgrade.
2. No it's not a bug. See Balance - Units. It also increases city HP to 30. I will try to make modular tweaks, which will negate this changes.
 
1. check obsolete promotions mod. It removes promotions after upgrade.

I dont think this is fair. In some cases I would rather a scout with ignore movement cost then an archer without because I only want to explore. Unit upgrades from ruins should only be positive, or we should have a choice if we want the upgrade.
 
1. check obsolete promotions mod. It removes promotions after upgrade.
2. No it's not a bug. See Balance - Units. It also increases city HP to 30. I will try to make modular tweaks, which will negate this changes.

1. Oops, didn't read the description for that one:blush:. Confused it with the other promotions mod from v9 that upgraded scouts to horsies, I guess.
2. Whoa, I would never have thought to look at any mod related to units for this!:p
Thanks for the response! I'll have to think about adjusting these after playing some more...
 
No matter what I do this mod will not install. All other mods install fine but this one just leaves a blank mod folder. It's weird!
 
No matter what I do this mod will not install. All other mods install fine but this one just leaves a blank mod folder. It's weird!

I had the same problem: the solution is to open the CIV5MOD file with winzip or similar and it should work.
 
- all defensive buildings have double defense values (ie, walls +10, castle +24, etc.)
Bugs?

This *is* a serious new mod conflict, in that the latest Balance - Units is not compatible with Active City Defense anymore! Balance - Units v.9 now doubles city defense, which are already being raised by ACD. The combined effect is not intended - read discussion here: http://forums.civfanatics.com/showthread.php?p=9849638, post 65-66. The fix in that version is to delete the first two lines in Balance - Units.

Note that the latest Balance - Units v.11, which is not yet in CCMAT, the existing city defense values are tripled, not doubled, so this will get really out of hand if it's not being properly combined. In v.11, the fix for using it with ACD or other defense raising mods is to delete the now separated file BU - City Defenses.sql. That way you are just using ACD. Alternately, delete ACD in its entirety, and keep the tripled defenses.
 
This *is* a serious new mod conflict, in that the latest Balance - Units is not compatible with Active City Defense anymore! Balance - Units v.9 now doubles city defense, which are already being raised by ACD. The combined effect is not intended - read discussion starting here: http://forums.civfanatics.com/showpost.php?p=9849638&postcount=65. The fix in that version is to delete the first two lines in Balance - Units.

Note that the latest Balance - Units v.11, which is not yet in CCMAT, the existing city defense values are tripled, not doubled, so this will get really out of hand if it's not being properly combined. In v.11, the fix for using it with ACD or other defense raising mods is to delete the now separated file BU - City Defenses.sql. That way you are just using ACD. Alternately, delete ACD in its entirety, and keep the tripled defenses.
Yes, I have today noted it too and make fix for new version. I disabled modified defenses from ACD and left those from Balance - Units.
Also UP - Harbor.xml needs to be deleted from Unnoficial Patch Mod.

So far new version will have: (I don't know release date yet, but maybe it will be released to end of a week)
Spoiler :
version 11, release date: XX-11-2010
=======================================================================
Mods:
- updated ModMod: Balance - Units (v 9) -> Balance - Units (v 11)
- 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 work as it should (needs enabling "CMAT - ModularTweaks Support" in Mods Browser)
- 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)

Any ideas for Modular Tweaks will be great :) They're optional so can be everything :)
 
This *is* a serious new mod conflict, in that the latest Balance - Units is not compatible with Active City Defense anymore! Balance - Units v.9 now doubles city defense, which are already being raised by ACD. The combined effect is not intended - read discussion here: http://forums.civfanatics.com/showthread.php?p=9849638, post 65-66. The fix in that version is to delete the first two lines in Balance - Units.

Note that the latest Balance - Units v.11, which is not yet in CCMAT, the existing city defense values are tripled, not doubled, so this will get really out of hand if it's not being properly combined. In v.11, the fix for using it with ACD or other defense raising mods is to delete the now separated file BU - City Defenses.sql. That way you are just using ACD. Alternately, delete ACD in its entirety, and keep the tripled defenses.

Yeah, it seemed a little insane (57 defense cities in 1200ad are no joke!) so I changed the BU defense building modifier to 1.5 instead of 2. Doesn't seem to be affecting my save game, unfortunately, but whatever.
 
- deleted ModMod: Obsolete Promotions (it's included in "Balance - Units")

After checking the details on those two mods I came to the same conclusion and deleted obsolete promotions. It seems a little heavy handed, I think Thal has a better handle on balance.
 
Yeah, it seemed a little insane (57 defense cities in 1200ad are no joke!) so I changed the BU defense building modifier to 1.5 instead of 2. Doesn't seem to be affecting my save game, unfortunately, but whatever.

The increased castle/base defense values from ACD are really hard to get rid of for some reason - they're apparently embedded in the save file. I again just tried disabling it and loading my last save, but I still get the combined effect of both mods. Be very careful if/how you are using these two mods in combination!
 
The increased castle/base defense values from ACD are really hard to get rid of for some reason - they're apparently embedded in the save file. I again just tried disabling it and loading my last save, but I still get the combined effect of both mods. Be very careful if/how you are using these two mods in combination!
Maybe try to set AffectsSavedGames to 0 in "CCMAT - Combined Civilization's Mods and Tweaks (v 10).modinfo" and reload the save.
 
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