View Full Version : Possible Modcomponents to Add


Gunner
Jul 31, 2006, 07:24 PM
I know that before there was discussion of adding in some modcomps made by the community once we got a 1.00 version running. It seems that that moment is almost upon us so I figured it would be good if we started to brainstorm about it, since thats what most of us here do so well :cool:

I can keep a semi-official list of things that most people agree would be good to add in this post, of course subject to Rhye's approval.

Here are my suggestions after looking around a bit:
- Enhanced Foreign Advisor by TheLopez http://forums.civfanatics.com/showthread.php?t=169548
- Enhanced Military Advisor by TheLopez http://forums.civfanatics.com/showthread.php?t=169549
- Enhanced Culture Decay by TheLopez http://forums.civfanatics.com/showthread.php?t=171745
- Mercenaries Mod by TheLopez http://forums.civfanatics.com/showthread.php?p=3779841
- Tech Window by Roamty http://forums.civfanatics.com/showthread.php?t=158636
- Sevo's Civlopedia http://forums.civfanatics.com/showthread.php?t=148253
- Better Ship Scale by (our very own ;)) Elhoim http://forums.civfanatics.com/showthread.php?t=161368
- Dead Civ Scoreboard by TheLopez http://forums.civfanatics.com/showthread.php?t=167023
- Attitude Icons by Porges http://forums.civfanatics.com/showthread.php?t=167352
- Modified Special Domestic Advisor by 12Monkeys
- Ethnically Diverse Units by Rabbit, White

Prestidigitator
Jul 31, 2006, 07:55 PM
Thanks Gunner, have been thinking about making a thread about this subject myself. I would like to ask though, when will the stage be set for adding flavour units and buildings? there are already several flavour units that shipped with warlords, aswell as the MANY flavour units creatd by White Rabbit and some other talented forum members.

Arkaeyn
Jul 31, 2006, 08:12 PM
I would prefer that we not add much in the way of graphics until we feel like the mod is close to completion. I like the 15 meg downloads!

Elhoim
Aug 01, 2006, 12:52 AM
Better Ship Scale! ;)

Also the removement of dead civs from the score list.

MrThing
Aug 01, 2006, 03:53 AM
I really want to see Dale's combined arms/missle mods in Ryle's mod.

SilverKnight
Aug 01, 2006, 04:02 AM
I personally agree with all of these, they look cool! :cooool: Some of the more complex ones could make up a RFCModPlus version, sort of like expanded, whereas the more cosmetic ones (Sevopedia, enhanced advisors, ship scale) that don't affect gameplay can just be put in. I'm fine with all of them, though. Been wanting to try the Mercenaries mod for a long time now, haven't played vanilla Civ4 in a while.

SilverKnight

V. Soma
Aug 01, 2006, 05:15 AM
I agree to keep the size of the mod as low as possible.
That is, cosmetic mods should be put is as last in order.

I myself would in the future welcome some terrain graphic versatility,
like forests (medterrain, subtropical, etc)...

Prestidigitator
Aug 01, 2006, 06:04 AM
I myself would in the future welcome some terrain graphic versatility,
like forests (medterrain, subtropical, etc)...
... and to be more specific, Palm Trees for some beaches and desert areas :D.

IMO, ALL of these should be in the mod: The Lopez's Creations (http://forums.civfanatics.com/showthread.php?t=172405)!

Barak
Aug 01, 2006, 07:30 AM
While I love the idea of adding some Modcomps that do not affect gameplay, I would like to keep the DL small as it currently is for now.

Elhoim
Aug 01, 2006, 07:48 AM
If Rhye, and everyone else, wants, I can give the file for the single ship scale. It´s 85k only.

Also the dead civ scoreboard removal takes nothing of space. It´s a single line in the mainscreen.py file. I add it every version.

Gunner
Aug 01, 2006, 08:43 AM
I added Dead Civ Scoreboard and Better Ship Scale.

I myself would in the future welcome some terrain graphic versatility,
like forests (medterrain, subtropical, etc)...
I would love that too, but does a mod for it exist? The idea of this thread is for you guys to find already made mods that could be added in without affecting gameplay too much.

SilverKnight
Aug 01, 2006, 10:40 AM
Is there a way to have all the mod-comps in a seperate download? This way you could download all of them at once (or pick and choose) and install them directly into RFC. Can this be done, or will they have to be added individually into the files?[/n00bsp3@k]

SilverKnight

Gunner
Aug 01, 2006, 11:37 AM
Is there a way to have all the mod-comps in a seperate download? This way you could download all of them at once (or pick and choose) and install them directly into RFC. Can this be done, or will they have to be added individually into the files?[/n00bsp3@k]

SilverKnight
I suppose you could have all of them bundled as a separate download which would overwrite some of the default files, but why would you do that? All of the ones I have on the list right now would probably equal 1 MB together.

Elhoim
Aug 01, 2006, 04:58 PM
- Better Ship Scale by (our very own ;) ) Elhoim

:D :D :D :D

Phallus
Aug 02, 2006, 05:08 AM
If you plan to add it, could you please make the Mercenary mod optional? I love the other components but mercernaries just seem to be more trouble than they're worth.

Gunner
Aug 02, 2006, 09:18 AM
If you plan to add it, could you please make the Mercenary mod optional? I love the other components but mercernaries just seem to be more trouble than they're worth.
Rhye has been planning on adding in some type of mercenary feature from the beginning. At first he was going to write it himself, but then TheLopez made his so Rhye decided to just go with it instead.

I personally think its a sweet idea :cool:

Elhoim
Aug 02, 2006, 03:18 PM
A similar feature was implemented in the barbarian scenario for Warlords, right?

Arkaeyn
Aug 02, 2006, 09:33 PM
I want the one with the smiley face next to the Civlist so that you know how they feel about you. That makes diplomacy SO much easier to deal with.

Gunner
Aug 02, 2006, 11:40 PM
You mean this? http://forums.civfanatics.com/showthread.php?t=167352

I'll add it to the list.

Arkaeyn
Aug 03, 2006, 12:01 AM
Not certain - I just know it was in Sevomod and it was what I missed most when I switched to R&F

Elhoim
Aug 03, 2006, 08:24 AM
You mean this? http://forums.civfanatics.com/showthread.php?t=167352

I'll add it to the list.

Hey, I like it! Nice and clean to use! There it is the line to remove the dead civs also, the one that I´m using! :D

MrThing
Aug 03, 2006, 02:23 PM
... and to be more specific, Palm Trees for some beaches and desert areas :D.

IMO, ALL of these should be in the mod: The Lopez's Creations (http://forums.civfanatics.com/showthread.php?t=172405)!



The Building Resource Converter Mod by Lopez sounds like it may have a lot of great potential.
My dream strategy game is really a CIV/Imeralism hybrid.
Maybe it will someday exist?

Aeon221
Aug 08, 2006, 10:21 AM
12 Monkeys Plot List Enhanced! I need to be able to sort my hordes!

Elhoim
Aug 08, 2006, 10:25 AM
I think Warlords have a better plot list built-in...

Gunner
Aug 08, 2006, 10:48 AM
I think Warlords have a better plot list built-in...
Thats what I had been thinking too. Also, 12 Monkey's Plot list mod is pretty big and I think it would be difficult to integrate it with RFC and then update it to Warlords when the time comes for that.

Aeon221
Aug 09, 2006, 10:24 AM
I was just recently given Warlords as a gift by my little brother, and I can tell you that no, it definitely does not have a better plot list mechanism than that one. I can also tell you that the scenarios are worse than what we have on the boards, excluding the barbarian one.

Also, Rhye mentioned on the old thread (back when I asked for it a month or so back) that there were no conflicts that he could see between them. It may no longer be so, but I saw nothing to make me believe it had changed.

And I am sure that 12 Monkey's will handle the update on his own modcomp to Warlords.

captain beaver
Aug 09, 2006, 10:47 PM
A suggestion for mod comps :
JDog5000's Revolution : with barbarianciv, rebellion and AIautoplay
http://forums.civfanatics.com/showthread.php?t=171127
Not finished but a lot of good ideas for a Rise and fall style plus rebellion for both human and AI civs (for religious, happyness, civics ans such reasons).

Rhye
Aug 10, 2006, 06:33 AM
JDog5000's Revolution is not compatible

dh_epic
Aug 10, 2006, 10:31 AM
I'd like to see the attitude icons incorporated somehow:

http://forums.civfanatics.com/showthread.php?t=167352

Gunner
Aug 10, 2006, 10:47 AM
I'd like to see the attitude icons incorporated somehow:

http://forums.civfanatics.com/showthread.php?t=167352
Was already on the list ;)

dh_epic
Aug 10, 2006, 03:53 PM
I know :D I just wanted to know if anything was ever being done with it.

Gunner
Aug 10, 2006, 03:59 PM
I think what Rhye had said before was that once most of the main features have been implemented then he would look into adding some popular mods from the community. So I'm compiling a list of what people seem to agree on for when the project gets to that point.

dh_epic
Aug 10, 2006, 04:51 PM
Ahh, I definitely understand now. Sorry to be a pest. :)

EDOM
Aug 13, 2006, 12:30 PM
I used to play HOF a lot bofore I discovered RFC and there were some additions which I found very useful and which I would really like to keep when playing:

- Exotic Foreign Advisor by Requies
- Modified Special Domestic Advisor by 12Monkeys
- Civ4lerts by Dr Elmer Jiggle

You may whip me if my question is too dumb: Is it already possible to use some of those additions with RFC or do I have to suggest, beg and wait for implementation in the full RFC package?

Rhye
Aug 13, 2006, 03:43 PM
I know I'm ignorant....what's HOF?

EDOM
Aug 13, 2006, 04:25 PM
I know I'm ignorant....what's HOF?

http://forums.civfanatics.com/forumdisplay.php?f=166

The extension of the options screen in the HOF mod could be a great example for future RFC versions. I strongly suggest that all interface-modifications should not be "hardcoded" into RFC. Instead they need to be selectable from within the options screen.

Elhoim
Aug 13, 2006, 04:56 PM
That´s what I was saying... Here is the mod:

http://hof.civfanatics.net/civ4/mod.php

This is what I meant when I said to talk to HOF team of how to make this. I´m pretty sure they will help you.

Prestidigitator
Aug 14, 2006, 06:30 PM
I'm not sure if it has been proposed yet, but I truly believe that 'Dale's Combat Mod' deserves to be in.

Spartan117
Aug 21, 2006, 12:46 AM
I'm not sure if it has been proposed yet, but I truly believe that 'Dale's Combat Mod' deserves to be in.

this thread was only 2 pages long:mischief:

i think rabbit whites ethnic units, or any other type of ethnic units should be added. i know it doesnt add anything to gameplay, but for me always makes the game im playing have a more real feel to it.:)

Arkaeyn
Aug 21, 2006, 01:08 AM
The ethnic units in Warlords are easy to work into the regular game - check out the New Balance mod.

Prestidigitator
Oct 01, 2006, 09:55 AM
Let's bump this thread up, it's been a month and a half since I last visited it ;).

Anyway, what do you guys think about this mod component?
Eusebius Live Animals (http://forums.civfanatics.com/showthread.php?t=187161)

It truely is, a piece of art.

Blasphemous
Oct 01, 2006, 10:47 AM
Let's bump this thread up, it's been a month and a half since I last visited it ;).

Anyway, what do you guys think about this mod component?
Eusebius Live Animals (http://forums.civfanatics.com/showthread.php?t=187161)

It truely is, a piece of art.
It's easy to see why you like this modcomp so much, but I have to say I think it really really shouldn't be included. There are a few layers to my reasoning:
1. This modcomp is mainly important in the very early game
2. The addition of any modcomp slows the game down
3. The mod has few turns in the era this modcomp would be important in
4. The scale of the timeline in the relevant era is far larger than the scale of what the modcomp represents - it would be appropriate in a mod where the turns in that era are one year each, but as they represent much more than that, it's completely nonsensical for food to come and go (this doesn't happen once a decade, it happens every year or two)
I hope my reasoning is clear.

Prestidigitator
Oct 01, 2006, 11:01 AM
Yeah, it'd mess up gameplay big time :undecide:.

SadoMacho
Oct 02, 2006, 05:49 AM
3-square radius cities mod by RogerBacon

http://forums.civfanatics.com/downloads.php?do=file&id=2756

I don't like having tiles in my borders that are being worked on by any city.
This would be a booster for Japan and England, giving them more sea tiles to work on, giving them a stonger economy and bigger cities.

holy king
Oct 02, 2006, 06:05 AM
their economy is strong enough, really not that difficult to be number one in 1500 with japan, and englands hv is one of the easyest (you dont even have to win the american independence war)

also: stronger economies lead to more units lead to slower gameplay

Rhye
Oct 02, 2006, 07:08 AM
3-square radius cities mod by RogerBacon

http://forums.civfanatics.com/downloads.php?do=file&id=2756



no, this is at the opposite of what we're doing. I spent a lot of time to make AI place cities closer to each other.

SadoMacho
Oct 02, 2006, 02:36 PM
Look at Japan :
There are many cities close to each other. With 3-square radius these cities would get extra food and gold in the late game. This makes it just right for civs with cities close to each other

kairob
Oct 03, 2006, 10:28 AM
It would encourage cities to be futher away, trust me.

dc82
Oct 03, 2006, 01:43 PM
Yeah, Rhye's def. correct on city placement - having a 3 square radius will result in larger, but fewer cities - but for this game we def. want certain cities up (that would otherwise not exist with this mod component)

SadoMacho
Oct 04, 2006, 10:36 AM
OK! got it!

this could be a nice one

http://forums.civfanatics.com/downloads.php?do=file&id=137
Enhanced Culture Conques by TheLopez

Others have been asking for this one.

McA123
Oct 04, 2006, 01:13 PM
That sounds like an improvement, ESPECIALLY when you lose cities to ressurections and take them back only to have them envelopped by nearby civs culture. That happened to me with Rome playing as France and I just quit. There was no point in taking the cities back, even though they were some of my best and had several wonders in them because the German culture was too strong and they would have been worthless and would've just flipped anyways.

Prestidigitator
Oct 04, 2006, 06:58 PM
I have requested it before, but I don't think anyone noticed or gave it some interest:

Dale's Combat Mod, such a great mod that I really miss it while playing RFC, I would certainly like to see it in 'RFC: Warlords' if not in the vanilla version.
It improves gameplay in the modern age aswell as in teh ancient age.
Any ideas?

Riker
Oct 11, 2006, 07:13 PM
http://forums.civfanatics.com/showthread.php?t=183340

The winamp mod is simply definitive. And an icq/msn would be the end of our life...

explorer2
Oct 13, 2006, 11:08 PM
I agree with Prestidigitator. Dale's Combat Mod significantly helps the realism of the (in this old war gamer's opinion) terrible combat engine of Civ4. Adding Dale's Combat mod would make me feel like the great historical/geographical accuracy Rhye has created is no longer compromised by Civ's unrealistic combat engine. (Hoping, Hoping, Hoping)

SadoMacho
Oct 14, 2006, 05:58 AM
Not a mod but a nice unit to add : Kogge
http://forums.civfanatics.com/downloads.php?do=file&id=2878

Now we go from the brons age galley to the renacance galleon. It could be a midieval transport, not able to enter ocean.

strenght 2, move 4, transport 2, cost 60 upgrade to galleon.

Venice and Genua had galleys during the untill teh 1400's but they could only be used on the Mediterranian sea, not the North Sea. Portugal used the kogge for there first explorations.

Nekkerbee
Oct 14, 2006, 11:18 AM
Since Rhye's mod tries in many ways to capture historical accuracy, might I recommend TheLopez's Favorite Religions modcomp? Most world leaders are given a favorite faith, so you don't wind up with a Buddhist America and an Jewish China. Something to look into.

http://forums.civfanatics.com/showthread.php?t=187622

And a question: Rhye's mod is incompatible with the JDog5000's Revolution modcomp; does Rhye have any mechanism for rebellions and revolutions in his mod? Does he plan on ever pursuing one?

Phallus
Oct 14, 2006, 02:34 PM
Most world leaders are given a favorite faith, so you don't wind up with a Buddhist America and an Jewish China.

Rhye's mod is more than a big world map. Religions tend to be accurate (though Alexander and Hatshepsut will inevitably go for Judaism) and revolution is already in place.

MrThing
Oct 14, 2006, 10:07 PM
I agree with Prestidigitator. Dale's Combat Mod significantly helps the realism of the (in this old war gamer's opinion) terrible combat engine of Civ4. Adding Dale's Combat mod would make me feel like the great historical/geographical accuracy Rhye has created is no longer compromised by Civ's unrealistic combat engine. (Hoping, Hoping, Hoping)


I vote for Dale's Combat Mod being added too.

Vishaing
Oct 15, 2006, 09:53 AM
Well, its time to come out and say stuff.

I have been looking over the code and have started merging mod components into RFC. In a few days I should have the first version (Which I have been affectionately calling RFC++) ready for testing. I've started with TheLopez's MAD nukes mod because its something I've always wanted to try, and TheLopez's mods are so impressively well documented its almost a cake walk, plus it uses all of hte types of assets, SDK, Python, and XML, so should be a good 'tutorial'. After this I'm mostly going to work on python and XML mod Comps so I can take a look at Dale's Code, and see if it can be merged because i too wish to see Dale's Combat mod in the mod. I will tell you now however, I only intend to merge the Combined Arms Stack Attack in right now, because I never use cruise missiles, and I'm getting the MAD nukes mod from TheLopez. If a ton of people want the Cruise missile mod, I doubt its very big compared to either of the other ones.

One side note of Dale’s combat mod, I’ve heard rumors of it being both buggy and no longer supported, but have not had the time to test it out myself. I want YOU (Uncle Sam Poster) to go, and test the Combat mod, by itself, for bugs. I won’t start merging it until I’m sure its bug free, because I have neither the technical know how to fix those bugs, nor the desire to half merge what is likely the largest single SDK mod component ever, only to have to stop and DE-merge it.

Also, when I release RFC++ I'll start a new thread so I can reserve the first 4 posts or so, but until that time please keep suggesting mod components, however I have a few requests for your.

The mod component must be (here 'must be' means i would really like it to be but might be able to work with Python and XML mods that aren't)

1:Stable
2:Complete
3:Well Documented (TheLopez is king in this arena, no need to even check him. :) )
4: Both a Warlords and Vanilla version should exist.

Like I said, Python files ae generally small and few enough that if it doesn't have documentation I can generally cross reference between two files to find what I'm looking for, but SDK files are out of the question, as they are can be 10000 lines+.

Currently I’ve downloaded and intend to merge the following mod comps:

Air Forces Mod
Cultural Influences
Dead civ Scoreboard
Enhanced Tech Conquest
Enhanced Foreign Advisor
Ice Breaker (Sounds nifty, and should make a few Russian cities not so useless in the late game)
Influence Driven War *been waiting for this for a while, search for it, its cool.
Inquisition mod (No One Expects the Spanish Inquisition!!)
MAD Nukes Mod (After playing the game Defcon, I have to try it in cIV)
Pirates Mod (But why is the Rum gone?)
Plot List Enhancement (In a separate file because I know a fair number of people don’t like it.)
Route Pillage Mod
Snaitf’s Show attitude mod
Specialist Stacker

And possibly;
Dales Combat mod
Unit Allegiance

TheGreatOne
Oct 15, 2006, 01:18 PM
Cant wait for the influence driven war. Sounds great!

MrThing
Oct 17, 2006, 12:58 AM
That sounds great Vishaing, I hope that all goes well with Dales' Combat Mod.

kairob
Oct 17, 2006, 01:45 PM
I am really looking forward to this, purly for the inquasition and the culture mods :).

Surtur
Nov 04, 2006, 01:02 PM
It would be nice if we could merge Blake's better AI patch (http://forums.civfanatics.com/showthread.php?t=191685) (Warlords version only) with this mod.

Especially this Workers are now less fearful of enemy units, they should only run away if they are in actual danger of dying. sounds very promising.

Phallus
Nov 04, 2006, 02:25 PM
Edit: sorry, wrong thread.

(Surtur's suggestion looks good though)

V. Soma
Nov 07, 2006, 03:53 AM
I also would suggest including Blake's AI.

Blake already has a 11-07 version of it and keeps gonig! :goodjob:

explorer2
Jan 21, 2007, 10:00 PM
I've used RFC++, but didn't notice Ranged Bombardment (part of Dales Combat Mod) in it.
Vishaing, Dale has separated this component out of the larger one. It's pretty small and very stable from what I can tell. I've added it in to Warlords 2.08 and used it no problems at all, but am not competent to deal with the one dll mod needed.
Any chance you could add this component to RFC++?

Find it at http://forums.civfanatics.com/downloads.php?do=file&id=3863

Sure would make warfare far more realistic.

Thanks.

Talkie_Toaster
Jan 24, 2007, 03:07 PM
ActualQuotes (http://forums.civfanatics.com/showthread.php?t=181857)? It is a realistic mod after all...