Combined Civilization's Mods and Tweaks (CCMAT)

Great modpack. I was kinda not expecting the added AI aggresiveness (was just cruising along normally) when my neighbor kinda went all out war on me lol.

Thanks!
 
Well I have played the MOD for some time. And I have a question. How is it possible, that AI can field two or three times more units with less cities? I had 4 cities and managed to field 2 archers and 1 spearman. Japan with two cities declared war and fielded 1 horseman, 1 warrior, 3 chaririot archers and one normal archer. No wonder they steamrolled me and captured Hastings. If it was not for my ally Vienna who they aimed for next, I would be dead. I had to switch my remaining cities to produce military units, even buying one. In the end, I won, but at the cost of totaly ruining my economy. I mean I like the challenge, but allowing AI to cheat is not a challenge. The AI is still incredibly stupid :-(
 
will the new patch create problems to the mod ?
 
Maybe it will work, but I'll try to make new version for this patch. Some files need to be updated.

EDIT: It works ;) but maybe I'll try to upload new version of mod in 1-2 next days
 
Jooyo, I really like your modpack and have been using it now for 2 weeks, it's great. My question is, are some of your changes now redundant with the new patch?
 
Yes, for example Unofficial Patch. There is new version in browser compatible with new patch. I don't know what about another mods and changes but I'll correct it and upload new version of modpack as soon as possible :)
 
Does their seem to be a really big discrepency between emperor and immortal to anyone else? Emperor I have no problem fending off 3 AIs at the same time and still teching pretty nicely and making decent money. Immortal I have tended to see runaway AIs quite often that are impossible to beat. I'm not sure if this is a core game mechanic or perhaps the battle AI or something else but I thought I would bring that up.
 
@YellowGorilla:
Well, the HandicapInfos table has the different AI parameters for game difficulty. On Immortal, compared to Emperor, they get an extra starting Worker and Warrior, Workers are another 25% faster, and everything builds 10-15% faster. I guess all these increases accumulate like compound interest to give them a huge lead if you don't do something spectacular early on to keep up (like kill another city very early, and capture worker(s)).

That, and this mod now includes "AI Tweaks - Battle AI", which wasn't always there as I recall. Maybe your Emperor game was before those changes?
 
Yes, for example Unofficial Patch. There is new version in browser compatible with new patch. I don't know what about another mods and changes but I'll correct it and upload new version of modpack as soon as possible :)

Are mod updates save game compatible or would I have to start again?
 
Yes, I was playing a cultural game with your mod V7, with Ghandi.
I have to star another game?
Wht may happen if I use this save with the V8?

Thank you for this amazing mod pack!
 
Are mod updates save game compatible or would I have to start again?
Yes, I was playing a cultural game with your mod V7, with Ghandi.
I have to star another game?
Wht may happen if I use this save with the V8?
In theory all versions should be compatible, but of course it's better to start a new game. Saves from deluxe edition are not compatible with new patch.


Is v7 still available? I updated to v8 and forgot that v7 is required for my save.
Yes, if you want you can download it from HERE
 
You did really great work jooyo with organizing the first post. I like the and symbols, and it is great how you give links to each mod (when possible). I know from experience that takes a lot of work to format things nicely.

I've updated these this weekend, after the new official patch came out:

  • Units
  • Unofficial Patch (only XML changes, no Lua changes)
  • Terrain Improvements
  • Policies
  • City Development (merged Buildings&Wonders and Specialists&GP mods into 1 mod)
 
Btw mod v8 is working great even with the new patch.
 
You did really great work jooyo with organizing the first post. I like the and symbols, and it is great how you give links to each mod (when possible). I know from experience that takes a lot of work to format things nicely.

I've updated these this weekend, after the new official patch came out:

  • Units
  • Unofficial Patch (only XML changes, no Lua changes)
  • Terrain Improvements
  • Policies
  • City Development (merged Buildings&Wonders and Specialists&GP mods into 1 mod)
I have also 2 other icons:
DELETED
NO CHANGES
I don't use this: NO CHANGES because of images limit in post. But maybe you can use it if you want. :)
I downloaded all your updated mods and as always they are great :D THANKS for ALL OF THEM :)

Btw mod v8 is working great even with the new patch.
Yes it works but some files needs to be updated :)
 
Well, Ill keep playing with V7, and finish the game. Then on my other game I use whatever will be the actual CCMAT ^^

Thats the sad part about be a mod early adopter, always updating, and losing saves xD
 
There is a serious bug with puppet states. I have just made two. I can open their screens but cannot change anything, nor get the option to annex them - though they are named as one of my other cities when I do this (for example, Montreal is named Rome in the city screen).

The problem is that I now cannot select production in any of my cities at all, ever. Because a production queue is left empty, I can't end the turn, making the game unplayable.
 
New version available. Changes:

version 9
- 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 4)
- updated ModMod: Balance - Buildings and Wonders (v 3) -> Balance - City Development (v 4)
- updated ModMod: Balance - Units (v 1) -> Balance - Units (v 2)
- 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)

EDIT: I don't know is "AI tweaks - Battle AI" will work with new patch (it doesn't updated yet) so please delete it if you want to try AI changes from patch.
 
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