Combined Civilization's Mods and Tweaks (CCMAT)

Hi. I've downloaded the mod from the browser and also from the download link. When I click "install mod" it does all the usual stuff, but then when it is finished the mod does not appear in the list of installed mods.

Any suggestions?

Edit, figured it out, I have Steam on the D drive. So, I extracted the files and put them in the MODS folder manually. Now, the mod displays as installed and says it is enabled, but I can't figure out how to actually use it. I started games from the MODS menu and also from the regular menu, but the mod doesn't appear to be active. The Custom Game menu doesn't appear. How do I actually use the mod?
 
Is v12 officially released already? It's been quiet in this topic for a few days.
 
I have idea about game paces with faster production.
Could you cut units mantiance - by 33% or so? The only use of faster production, when you could not afford for big army, is to build masses and crush them on strong enemy.
 
I have idea about game paces with faster production.
Could you cut units mantiance - by 33% or so? The only use of faster production, when you could not afford for big army, is to build masses and crush them on strong enemy.
But... when you cannot maintain masses of troops why build them?
 
Mostly becouse there is no other option - especialy at the beginning of the game.
Lets say, I have built as much cities as I whant (I whant to win by culture) and I have built every building in my capital and 2nd maybe 3rd city (even if I do not have any reason to build walls or something) - until I have currency/education, I have to build army (or workers). If I have to many soilders, I could declare war and lose some troops or simply delete some army/buildings - but what if I do not whant either? It does not feel right for me.
It is not a big deal on epic with faster prod - I will wait those 10 turns for new building or wonder - but on legend it is a problem.
I know, I could teching to have many buildings or straight to currency, but where is flexibility and freedom of choice, if there is only one right techpath?
 
Could you please modify this mod so that a Giant Death Robot appears a a large single unit, as oppose to 4 or 6 smaller units?
 
Hi, I have a question (again) or rather a problem, Im useing the v12 version and for some reason I cant build courthouses, there not even a option, I took over the capital of japan and it says that I cant get rid of the unhappieness til I build a couthouse, and Im way past the tech that allows one? Is anyone else having this problem? Also are the info adict buttons supposed to do nothing?

Also a suggestion, theres too much stuff at the top bar of the screen, the resourse icons are blending way into the menu stuff on the right so none of its readable, mabey is there a way to make a second bar below the top one where the resources are listed and there amounts?
 
Could you please modify this mod so that a Giant Death Robot appears a a large single unit, as oppose to 4 or 6 smaller units?

If I had to guess Id say you have to modify this part in the unitformations.xml :

Code:
	<Formation>
		<Name>AssaultMech</Name>
		<SpacingX>25</SpacingX>
		<SpacingY>19</SpacingY>
		<SpacingMultiplier>1</SpacingMultiplier>
		<PerRowInc>0</PerRowInc>
		<YOffsetInc>1</YOffsetInc>
		<YOffsetCurved>1</YOffsetCurved>
		<Stagger>1</Stagger>
		<UnitRandomness>0.2</UnitRandomness>
		<BlockRandomness>0.2</BlockRandomness>
		<TotalWidth>2</TotalWidth>
		<XBlockSize>0</XBlockSize>
		<XBlockSpacingCount>0</XBlockSpacingCount>
		<YBlockSize>0</YBlockSize>
		<YBlockSpacingCount>0</YBlockSpacingCount>
		<CenterWidth>0</CenterWidth>
	</Formation>

Its in the modmods/RED Modpack folder but I could be wrong.
 
When I install this mod in the CIV5 mod browser is it then installed and ready to use? Or do I have to do anything else to activate it?

I just dont want to start a new game, play 10 hours, only to find out I had not activated it correctly.
 
When I install this mod in the CIV5 mod browser is it then installed and ready to use? Or do I have to do anything else to activate it?

I just dont want to start a new game, play 10 hours, only to find out I had not activated it correctly.

1. Make sure it is checked
2. Make sure when you start a game it is from the single player screen in the mods menu, not the main menu.
3. To make sure it's on just check for a simple thing right away like info addict or something that comes with the mod
 
thank you, it is working :)
 
Hmm nobody seems to want to answer any of my questions :(

well I guess heres one more:

1. How do we make it so you can gift settlers like military units? I'll ask this in the request mod thread as well in case nobody answers here.
 
Great job on this Mod-pack - I pretty much enjoy it right now, gave me a new breath of fresh air after some disappointments.

However, one question:
Is there any way to make a puppet city ? In my game with this mod, by default you keep it, you can raze it going inside the city on the turn you conquer it, but I haven't seen a thing about puppet city.

I am sorry if it may have been answered already, I'm short on online time nowadays and couldn't go through the entire thread to read it.
I appreciate your time and effort with this Mod.
 
Ok I'll look is there something wrong with annexing.

EDIT: Ok, maybe I know what goes wrong...
Delete from my modpack file: ' Assets\UI\InGame\PopupsGeneric\PuppetCityPopup.lua '

Just putting this at the end of the thread for anyone who didn't see it:)
 
Whatever happened to the mod author btw?
 
Great mod. The one and only I run. I was sick of trying to maintain 10+ mods myself.
 
Would anyone be able to upload a zip file of the CMAT folder as it doesn't install for me. Using either the one from this site or the browser. Thanks guys.
 
Whatever happened to the mod author btw?

Probably not very interested in updating his modpack before the patch comes out. Might be loads of work for only a few days, then everything has to be reconsidered.

You might try the dev version of balance-combined, it's offered somewhere in the thread for download. It does not contain everything CCMAT offers, but it's more recent (and not only Thal's mods, but everything he uses).
 
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