Combined Civilization's Mods and Tweaks (CCMAT)

Heya jooyo, how do you merge mods into a modpack? Is there an easy way, or do you have to take all the files, include them in the growing pack, and individually add them in properties>> actions?
I merging only interface files (LUA and xml), because they aren't modable (most of them aren't). Mods like "Balance" I never merging (it's easier to update), but files from this mods needs manully be added to actions. (I do this with notepad++, because I don't have patience to adding through properties->actions ;))
 
I've downloaded and installed this mod succesfully, but when I start a game, each unit's UI doesn't show up. I'm referring to the panel on the bottom left that allows you to found a city, issue a promotion, tell a unit to fortify etc...

This mod seems great, but I'm running into an error somewhere. Anyone have any ideas?
 
I have downloaded and installed the Mod along with City State Diplomacy but neither mods appears to be working in game. I can see them both in the Installed lists and tick them to become active before going to setup a game, it then loads for a little while like it it is modifying something.

However in the lists of Leaders the Celts arent there and then in the game none of the changes are present.

Any ideas?

Edit: I am using version 621, and I can confirm that the City State Diplomacy Mod appears to work by itself

-Dono
 
Hello,

New version is available through download link below. There is no browser version cause this is only beta. I don't tested it much, but as far I know it's stable.

Download version 12 Beta: http://www.sendspace.com/file/d9q1xc

Changelog:
Code:
version 12, release date: 22-11-2010
=======================================================================
- updated Integrated: Compatibility - InGame.xml (v 5) -> Compatibility - InGame.xml (v 7)
	+ added support for Balance - Combat

- updated ModMod: Balance - Diplomacy (v 2) -> Balance - Diplomacy (v 4)
	+ A recent patch un-solved the exploitative nature of direct GOLD payments again, so I fixed it again in this mod.
	+ Neutral, maritime and cultural city-states are less likely to request killing their neighbors.
	+ Influence from completing quests significantly increased.

- updated ModMod: Balance - Terrain Improvements (v 12) -> Balance - Terrain Improvements (v 14)
	+ -1 PROD on mined luxury resources.
	+ Removed +1 PROD Quarry bonus from Engineering.
	+ Fixed some issues with GP improvements. These should now always give a specific increase over the improvement they replace. In other words, building a Manufactory on a hex with a Mine should give +4 (post-engineering), regardless of if the hex is a resource or not.

- updated ModMod: Balance - City Development (v 6) -> Balance - City Development (v 9)
	+ Building tooltips now indicate what specialists they provide.
	+ Moved 1 Scientist Specialist from Library to the University.
	+ Moved 1HAPPY from Colosseum to Stadium.
	+ -15% PROD Courthouse.
	+ Trade route income changed to favor highly populated cities a little more.
	+ Adjusted golden age durations (happiness 150%, great people 75%).
	+ +1FOOD for Fish with the Smokehouse
	+ 2SCIENCE Scientists.
	+ Science specialist moved from University to Research Lab (2›1 and 1›2 respectively)
	+ Buff to city defense maintenance moved to Unofficial Patch mod (part of next official patch).
	+ City-states will no longer build the new national wonders.
	NEW BUILDINGS:
	+ Aqueduct building for early food storage.
	+ National wonders:  Agra Fort (defense and merchants), Baths of Trajan (happiness), and Medici Bank (gold and merchants).

- updated ModMod: Balance - Civilizations (v 6) -> Balance - Leaders (v 7)
	+ Ghandi: +66% UNHAPPINESS from number of cities (was +100%).
	+ Washington: -33% tile purchase cost (was -25%)
	+ Alexander: Now befriends city-states instead of conquering them, to utilize his unique ability.
	+ Lawmaker changed to 33%.
	+ Scientific changed to 50%.
	+ Bazaar gives 35% gold.
	+ Mod renamed to Balance – Leaders.

- updated ModMod: Balance - Units (v 13) -> Balance - Combat (v 16)
	+ Paratroopers are now Recon class, can be upgraded from Scouts, and have double drop range.
	+ Medic promotion is available after Survivalism/Scouting I for land units.
	+ Bombard promotions replaced with Survivalism for Submarines.
	+ Fixed a bug preventing promotion swapping from occurring.
	+ Slightly altered Castles and Military Bases to alleviate a conflict with city-states and the Agra Fort.
	+ Paratroopers ignore terrain cost.
	+ Added two more promotion swaps: Mobility - Range, and Charge - Volley.
	+ Removed Rocket Artillery from the -20% siege nerf, as it's already significantly weaker than Modern Armor.
	+ Melee mounted units have a penalty attacking cities.
	+ Partisans mechanic added.
	+ City-state capture mechanic added.

- updated ModMod: Balance - Policy (v 6) -> Balance - Policy (v 8)
	+ Removed buff to Humanism.
	+ Buffed Sovereignty.
	+ Reduced power of Planned Economy for infinite city sprawl (ICS).
	+ 1 free policy at each era, Utopia requires one additional tree.
	+ Swapped positions of Legalism and Oligarchy.

- updated ModMod: Gradual Research (v 4) -> Balance - Research (v 5)
	+ Increased late-game research times
	+ Increased research pact wait time.
	+ Updated readme and renamed mod.


- updated ModMod: Unofficial Patch (v 27) -> Unofficial Patch (v 29)
	+ Helicopter-specific “Ambush” promotion now works properly (it had no effect).
	+ Helicopters no longer have a penalty attacking across rivers or from sea.
	+ Cities heal more quickly (part of next official patch).
	+ Buff to city defense maintenance moved here from City Development (part of next official patch).
	+ Moved all user interface fixes to Attila's Mods.

- updated Integrated: InfoAddict (v 6) -> InfoAddict (v 7)
	+ Fixed bug in global relations that caused tooltips and highlights to break when a defensive pact is present.
	+ Added Thal's logger utility (http://forums.civfanatics.com/showthread.php?t=398227)
	+ Added Whys's SaveUtils library (http://forums.civfanatics.com/showthread.php?t=392958)
	+ All text is now localized. If you would like to add translations, use XML/InfoAddictText.xml as a template and send me your additions via PM on the civfanatics message board.
	+ Technologies and net happiness have their own rankings in the world factbook empire views.
	+ Games are identified by a time string kept in the save file instead of counting up resources. This makes saved data somewhat more efficent and, more importantly, makes Info Addict fully compatible with resource modification mods and static maps. If Info Addict is upgraded and an old saved game started, the data will be converted to the new format, ensuring backward compatibility. For games that are well on their way (500+ turns), this conversion process, while only happening the first time the saved game is started, may take anywhere from 20 seconds to a minute to complete.

- added Integrated: Attila's mods (v 9)
- added Integrated: TechOveflow (v 1.01)
- added MUI v.1 Fixes by Perkus
- fixed problem with capturing cities
- fixed ModularTweak "Units - No Maintenance"
 
I have downloaded and installed the Mod along with City State Diplomacy but neither mods appears to be working in game. I can see them both in the Installed lists and tick them to become active before going to setup a game, it then loads for a little while like it it is modifying something.

However in the lists of Leaders the Celts arent there and then in the game none of the changes are present.

Any ideas?

Edit: I am using version 621, and I can confirm that the City State Diplomacy Mod appears to work by itself

-Dono
Both mods should be compatible. Make sure that CCMAT was unpacked correctly if not try extract it manually
 
Hi, I have an issue with the CCMAT, I think it started with v10 or v11. I can't seem to specialize or see any of the buildings on my city.


Does anyone know what specific mod or lua affects this? I tried out v12 and its the same.

Also, how do I capture a screenshot of my game?

Thanks!
 
I seem to be having a problem with this mod, in that some components are working, whilst some aren't... Most obviously the R.E.D. mod because of the unscaled units, but also active city defense, random events etc. amongst other things. However, infoaddict is still there, as is the unoffical patch. Generally there seems to be more mods absent than present but some still are nonetheless. I haven't altered anything, only just downloaded the latest version, and all the modmods are present in their folder. Any suggestions for me?
 
I'm trying out v12 at the moment and all looks good!

When you install the mod there's a zip folder that needs to be unzipped and then activated in the ingame browser called Modular Tweaks Support.....maybe that's causing your problem?

The Random Events mod can be activated in the config.lua file by changing false to true next to the entry.
 
Does anyone who uses this mod run into problems where the happiness dramatically changes when you load a game that you quit before?
 
Does anyone who uses this mod run into problems where the happiness dramatically changes when you load a game that you quit before?

yes, i do... hm, I guess the "dramatically changed" on is the correct, btw...
(which is much more less happiness)

...so I guess sg. is not OK... :(
 
Does anyone who uses this mod run into problems where the happiness dramatically changes when you load a game that you quit before?

V11 had that problem, if you have the situation where it auto-annexes cities when you capture them then it doesnt apply the happiness penalty. On reload it checks the status of all cities and recalculates happiness resulting in the correct (although drastically different) happiness value. Theres a solution a page or two back (look for my name because he gave some very helpful advice on where the file you need to delete is located.)

Or, barring that I am guessing that v12 fixes the problem.
 
Thanks Fizpez2 but after deleting that file the problem is still there with my saved game. Unhappiness is still at -68 :(.

I suppose saves with v11 aren't compatible with v12?
 
The problem in v11 wasn't only the auto annexing!
In my experience: when loading a game all cities witch are currently being razed are counting as normal cities.
FIX for me was:
- go to each City-screen
- stop razing
- begin razing again

But "Unhappiness at -68" may be a little high for that problem (except you are razing a lot of cities ) so perhaps its something else.

The biggest problem i am getting (cant say if CCMAT related):
is that at some point saving starts to take at least 3times of the time in the last round. From there on saving AND loading stays that long forever.

The 2nd biggest problem (forum searches telling me its not CCMAT related):
loading always crashes EXCEPT if I'm doing a fresh civV start.
Had the problem in CCMAT v10 about round 300 and in v11 in round 73

(cant tell about normal civV course I'm only playing civV + CCMAT)
 
Hi, I have an issue with the CCMAT, I think it started with v10 or v11. I can't seem to specialize or see any of the buildings on my city.


Does anyone know what specific mod or lua affects this? I tried out v12 and its the same.

Also, how do I capture a screenshot of my game?

Thanks!

managed to solve this. Just deleted the folder Cityview
 
Okay I just DL'd the mod from the modmanager and now every city I conquer gets annexed without giving me a choice to pick what I want.
Is there a mod in this pack that would cause that to happen?
 
Okay I just DL'd the mod from the modmanager and now every city I conquer gets annexed without giving me a choice to pick what I want.
Is there a mod in this pack that would cause that to happen?

There is a fix. Delete from modpack file: ' Assets\UI\InGame\PopupsGeneric\PuppetCityPopup.lua '

Or try v12 (download link on page 20). Auto-annex is fixed in v12
 
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