View Full Version : Optional Modules Request Thread


Sephi
Apr 20, 2010, 11:58 AM
Please post Optional Modules requests in this thread.

An Optional Module is a small modification that either adds,modifies or removes a game element. An Optional Module should be made true modular. That way it has to be done only once and never needs an update to work with a later Wildmana Patch. Most XML works true modular, for python often workarounds are necessary ;).

Examples:
- A module that adds a Spell
- A module that modifies the tech prereq of a Unit
- A module that removes a Spell from the game by setting its Prereqtech to TECH_NEVER (not everyone likes Stasis :lol:)

Multiplayer:
- Everyone needs the same Optional Modules installed

Keep in mind, the Requests are "to the community", so unless your requested module is very quick to do or you find someone who also likes the idea you might have to code it yourself. (XML is pretty easy though, don't worry)

Sephi
Apr 20, 2010, 11:58 AM
How to install:
download the Optional Modules (http://forums.civfanatics.com/downloads.php?do=file&id=14682)zip file and move the Folders of the Modules you want to use into FFH Wildmana\Modules\Optionalmodules folder.

List of Current Modules:

Add Stuff:

make hidden GameOption No Inflation visible (author Sephi)
make hidden GameOption No WarWeariness visible (author Sephi)


Modify Stuff:

CreationMana - makes Creation Mana buildable on raw mana nodes like other mana (author Sephi)
ForceMana - makes Force Mana buildable on raw mana nodes like other mana (author Sephi)
IceMana - makes Ice Mana buildable on raw mana nodes like other mana (author Sephi)

Remove Stuff:

NoAustrin - set the Civ to not playable (author Sephi)
NoFaeries - set the Civ to not playable (author Sephi)
NoIllians - set the Civ to not playable (author Sephi)
NoJotnar - set the Civ to not playable (author Sephi)
NoMazatl - set the Civ to not playable (author Sephi)
NoScions - set the Civ to not playable (author Sephi)
NoStasis - removes the Worldspell from the Game (author Sephi)

Sephi
Apr 20, 2010, 11:59 AM
reserved 2

Shasarak
Apr 20, 2010, 08:17 PM
If you are taking requests then I would love to be allowed to block the Illians, then maybe I can use World spells again :)

so put down one request for:


NoIllians - set the Civ to not playable

Sephi
Apr 22, 2010, 02:43 AM
you want no Illians or no Stasis?

[to_xp]Gekko
Apr 22, 2010, 04:47 AM
do you think those mana modules could cause balance issues or is it just a preference?

Hellsau
Apr 22, 2010, 02:13 PM
I'd like a module similar to the Improvements Without Techs option, but only for Mana Nodes. I like to get my raw mana set up before researching Divination or whatever, rather than keep a bunch of adepts waiting around the nodes. The mana isn't connected until the requisite tech is researched, and that's fine. The IWT option kind of kills the AI, since all their workers just build a bunch of windmills and wither away.

Shasarak
Apr 22, 2010, 02:44 PM
you want no Illians or no Stasis?

No Illians.

I thought that I just hate Statis, but it turns out that I also hate their uber ice tera-forming as well.

At the moment I just go to the WB to delete them, but having the option to just not allow them from the start would be great.

[to_xp]Gekko
Apr 23, 2010, 01:35 AM
does anyone else share Hellsau's opinion that improvements without techs kill the AI? I remember it used to in FF, but I haven't seen issues in WM and I like the option. I don't wanna handicap the AI though. thoughts?

Jabie
Apr 24, 2010, 02:11 AM
No inflation was a hidden option in FfH. I haven't checked in Wildmana, but I can see very little reason why that option shouldn't be exposed, letting players choose whether or not they have inflation in the game or not, rather than having to change the XML to do so.

The capacity for using Espionage Points was removed somewher in the .3x cycle, as it was blocked in the .dll. I'm guessing that was done as an efficiency thing (why bother running a bunch of checks for a facility you're never going to use) but in doing so, it removed the capacity to hack the xml and re-add passive espionage. Any chance for that block is to be removed, so passive espionage I can re-employ passive espionage.

[to_xp]Gekko
Apr 24, 2010, 05:55 AM
another nice gameoption that's hidden is the one that makes it so that buildings don't get destroyed on city capture. could also be a nice unique trait for a civ or a leader.

tesb
Apr 24, 2010, 07:00 AM
since wildmana focuses much more on barbarians/animals i would like to see an optional module which removes the experience hard cap (100) from barbarians/animals.

Honor
Apr 25, 2010, 03:31 AM
Can NormalModules be modified through Optionalmodules? I would like to make an optional module that makes some changes to the Protector, Destroyer and Omnipotence promotions of Arcane Mastery.

Honor
Apr 25, 2010, 03:42 AM
Gekko;9127098']another nice gameoption that's hidden is the one that makes it so that buildings don't get destroyed on city capture. could also be a nice unique trait for a civ or a leader.

Hmm I looked for that one to enable it for myself, but it is not there (CIV4GameOptionInfos.xml).

Johnar
Apr 25, 2010, 04:59 AM
If you are taking requests then I would love to be allowed to block the Illians, then maybe I can use World spells again :)

so put down one request for:


NoIllians - set the Civ to not playable


If you don't like the Illians, all you have to do is select "Custom game" and avoid them when you choose your opponents. And for the world spell: it is only for 20 turns in a 660 turn (normal) game that you cannot use your world spell due to Stasis, which is about 3% of the length of the game (in turns). They turn tiles into snow, yes, but that's nothing a few adepts with access to fire and some druids, or arch mages, or the Genesis can't fix. the Malakim turns tiles into desert and then you have hell terrain from the Hyborem. The Illians are not the only ones ruining the environment. The Illlians don't deserve their bad reputation :)

[to_xp]Gekko
Apr 25, 2010, 06:34 AM
Hmm I looked for that one to enable it for myself, but it is not there (CIV4GameOptionInfos.xml).

yeah, for some reason it was removed a while ago but I'm sure it used to be there. :(

Sephi
Apr 25, 2010, 07:41 AM
added noIllians, noStasis and two Modules that make Hidden scenario gameoptions visible.

Gekko that Gameoption never existed (or if it did it was broken as hell). What you could do is to make a module that sets the capture probability of all non civ specific buildings to 100 if you really want that.

since wildmana focuses much more on barbarians/animals i would like to see an optional module which removes the experience hard cap (100) from barbarians/animals.
you can modify that number in the globaldefinesalt.xml (see modmodding thread)

Can NormalModules be modified through Optionalmodules? I would like to make an optional module that makes some changes to the Protector, Destroyer and Omnipotence promotions of Arcane Mastery.
Optionalmodules should be loaded after normalmodules and be able to modify Normalmodules.

Sephi
Apr 25, 2010, 07:42 AM
I'd like a module similar to the Improvements Without Techs option, but only for Mana Nodes. I like to get my raw mana set up before researching Divination or whatever, rather than keep a bunch of adepts waiting around the nodes. The mana isn't connected until the requisite tech is researched, and that's fine. The IWT option kind of kills the AI, since all their workers just build a bunch of windmills and wither away.

I guess this can be done modular. Just needs to give all mana build orders a different techprereq.

Shasarak
Apr 25, 2010, 03:20 PM
If you don't like the Illians, all you have to do is select "Custom game" and avoid them when you choose your opponents.

Yes that is true, but I dont mind any of the other civs and it would be a shame to have to manually pick all your opponents all the time.

And for the world spell: it is only for 20 turns in a 660 turn (normal) game that you cannot use your world spell due to Stasis, which is about 3% of the length of the game (in turns).

If you like to sit and press enter for 20 turns while not being able to research or build anything then that is not my experience.

They turn tiles into snow, yes, but that's nothing a few adepts with access to fire and some druids, or arch mages, or the Genesis can't fix.

Great. One game I had a literal army of mages, archmages and liches running aroung teraforming my entire empire because the deepening had converted a large amount to either ice or tundra and the Genesis ritual does nothing.

Then I realised that I could have been using that army to actually conquer someone instead :lol:

the Malakim turns tiles into desert and then you have hell terrain from the Hyborem. The Illians are not the only ones ruining the environment. The Illlians don't deserve their bad reputation :)

The Malakim only convert their own terrain not everyone elses.
The Hyborem have their own issues, especially if you have converted to the Cult of Esus, but their hell terrain also does not spread into your empire unless the AC is high enough.
The Illians are the only ones with a worldwide ritual to change your terrain to crap and there is nothing you can do about it.

They definitely deserve their reputation.

julko
Apr 26, 2010, 05:10 AM
Suggestion to module: "Nerfing Cottage spam strategy"
I really dont like cottage spam strategy, also landscape looks weird with towns on every spot(in fantasy mod). Is it possible to create limit for cottage placement like for fishing villages?
Limit for cottage placement should be like this:
cottage cannot be build in first circle of BFC and cottage cannot be placed next to each other.
Using this formula landscape looks more cool(fantasy) with town here and there, rather than ugly crowded areas.

Johnar
Apr 26, 2010, 01:46 PM
This might seem a bit misplaced, but I put it here anyway instead of making a new thread.

In the previous version of WM (version 7, or possibly 7.5) there was a beautiful piano piece on the intro menu (which now has been replaced). Does anyone know what's the name of that piece?`It would have been great to have in-game as background music. Hopefully as a replacement for some of those way-below-adequate BeyondTheSword tunes of which I think no good of that are still in game.

Jabie
Apr 26, 2010, 02:05 PM
I'm probably mistaken, but wasn't the piano piece Tifa's theme from FF7? And the new themse sounds like one of the Castlevania series.

tesb
Apr 26, 2010, 02:19 PM
you can always use you own music, just rename the files to their corresponding ingame files and override those.
i currently use http://www.youtube.com/watch?v=r3WayEBr9-M
as my opening theme

jacktannery
May 17, 2010, 09:14 AM
Can you make an additional module for 'No map trading'? I don't allow myself to trade maps, but since the AI always tacks their maps onto every other trade with me, I accidently get it every now and then and have to quickly close my eyes and reload.

JujZe
May 17, 2010, 10:58 AM
I like the reformed liches in rife, would be überfun if someone makes it compatible with wildmana :)

Valkrionn
May 17, 2010, 01:03 PM
I like the reformed liches in rife, would be überfun if someone makes it compatible with wildmana :)

To be fair, it's not in RifE. It's a modmod for both FF and RifE. ;)

SilentVoice
Jun 04, 2010, 12:56 PM
I hope to add the Hidden Nationality units can destroy the city option.
HN units can't capture the city, I think right.
but...
HN units attacks the city, then no army in city.
What they wants?
They wants to stand next the city, and wait the new enemy?
I think they wants to pillage.

Please add the option.

DonQuigleone
Jun 04, 2010, 01:53 PM
"Archenemy"

Makes one AI Civ substantially more powerful then the rest, gives them a good starting position and puts the Civ in a location that's not too close to the player, the civ can be chosen based on flavour (where possible) too e.g. if you're playing svartalfar the archenemy is the ljosalfar, if you're Bannor or Elohim it's the Sheaim etc. etc. Furthermore they never get on well with you and will always look for an opportunity to stomp you.

Sometimes I make a game desiring a great good vs. evil clash and I'm dissapointed to find the great enemy to be some weak collection of size 10 cities with large numbers of warriors and axeman, when I was looking to fight demons from hell...

I think as an option is would make things more "interesting".

Fafnir13
Jun 05, 2010, 01:28 AM
Module Request: Gimme back my Hyborem loading screen!!1!
It's not the same without it. :cry:

odalrick
Jun 06, 2010, 06:08 AM
I like the reformed liches in rife, would be überfun if someone makes it compatible with wildmana :)

Is it incompatible? If Wildmana uses the same modular loading as Fall Further, I don't see why it would be.

If it is, please submit it as a bug in the Reformed Liches thread.

Folket
Jun 14, 2010, 07:46 AM
I have no problems with Stasis. Last two games the Illians cast it I declared war one or two turns later knowing that my opponent would not be able to replenish his/her units.

Phoenix204
Jun 20, 2010, 12:40 AM
I'd like an optional module to stop the barbarians and wild animals from automatically fighting each other.

A Combat 5, Commando, Drill IV, Shock Goblin Wolf Rider destroyed me 10 minutes into a game with Tamed Wilderness on. Next game after that I find a regular gobbie in the wild (turn 38) with Combat 5, Commando, and Drill 2.

While these are extreme cases, I'd rather be able to avoid barbarian versions of Lucian Cold Iron completely.

Folket
Jun 23, 2010, 09:43 AM
It would be good with an option to disable dragons.

(Perhaps the option could be called disable features that are known to cause OOS, and would disable range warfare as well. )

wapamingo
Jun 23, 2010, 03:50 PM
It would be good with an option to disable dragons.

(Perhaps the option could be called disable features that are known to cause OOS, and would disable range warfare as well. )

seconded

Azga
Jun 24, 2010, 12:58 AM
Thirded the option for being able to disable dragons and other things that are known to cause OOS errors.

captainmission
Jun 24, 2010, 05:04 AM
i'd like to see an option to stop lairs and dugeons popping religion founding displine units. Always found it annoying when the AI beats me to order or empy due to luck.

[to_xp]Gekko
Jun 24, 2010, 07:06 AM
seconded! imho it would be even better if it was default behaviour and not an option as it's a feature that often ruins the flavour of the game.

Folket
Jun 24, 2010, 07:20 AM
Really? That is something I enjoy must of all. I love to role play a sudden change of the outlook of a civilization from some prophet.

Also if it happens I would like to see the AI to adjust to their new religion. Perhaps an ewasy way to implement it would be that the AI will always prefer an religion that they have founded (not conquered the holy city) and if they have founded their preferred religion they no longer seek to get more religions.

Never really understood why the AI seems to get all the religious techs.

captainmission
Jun 24, 2010, 08:06 AM
it can add a bit of a wildcard flavour and there is a perverse pleasure seeing a av following bannor, but alot of the time it just feels wrong. Especially with alignment changes- i often find if a civ central on the map founds RoK it ends up making all evil civs neutral. Maybe an option to stop civs adopting lore inappropriate religions?

Azga
Jun 24, 2010, 03:23 PM
I had a bit more thought last night regarding the dragons and while it would be a larger change, similar to the way that there is a seperate pirate barbarians I think it would be nice to add a Legendary Monsters (or perhaps a magical creatures) barbarian faction so that beasts and animals can be restored to just animials. This would make it much easier to turn on or off the drakes and dragons without impacting the spawn of wild animals.

seizer
Jun 24, 2010, 07:58 PM
A more mana option without the extra palace mana would be nice, for those mana-starved maps (tectonics - lakes).

Shasarak
Jul 01, 2010, 05:45 PM
Any chance to have an option to turn back on Mana Trading?

I just loves me some of that sweet sweet Vassal Mana!

:D

ThiagoMC
Aug 23, 2010, 02:13 PM
Maybe you could add some more diplomacy options:
- lend money like in Alpha Centaury, where you can lend money and the Civilization will pay with some extras turn by turn.
- can ask for votes for somethings (propositions/leader choose) in the councils.

Villanelo
Aug 30, 2010, 03:58 PM
I would like to see Fort Commanders in Wildmana too...
It is something small, but I really miss them when I play this modmod instead of other ones...
And with them you have another thing to search for when you are exploring in the early game.
And even better, with the culture control they give you, you dont have to spawn cities just to control a resource...

JujZe
Aug 31, 2010, 01:42 PM
A little cosmetic module which changes hell terrain farms to look like in ordinary (FfH) AV farms.
Those green farms just dont fit in hell terrain.

Singularity
Sep 03, 2010, 08:13 PM
Don't know if you've thought about it, but I think it would be nice to have the option of disabling the new resource/improvement system planned for 9.0.

Gaminic
Sep 05, 2010, 05:26 AM
Think that's going to take a lot of work, considering that a lot of Techs and Civics will also be adjusted to the new improvement system. Wouldn't mind it either though.

Little note: when I check the "Compacted world" or something option (disallow Mercurians & Infernals), I always get Hyborem's "Sup you guys, someone summoned me so I'll be destroying stuff 'n thangz, aight?" message at a quite early point, long before his actual summoning is plausible.

[edit]

And would it be possible to have an option to allow Houses without the city-stealing nonsense? One of my last games was a Doviello game where I had such luck at the start that I simply dominated the game in barely any effort, but I kept losing my 2nd best city to one of the Houses. Every time I reclaimed it, it would be re-converted on the next turn. Of course, I had built a lot of +Support buildings for that (and nearly every other) House, as I assumed this would be a good thing.

[edit]

Woops, just read some info on Houses in another topic. Should load one of the saves and check the Support rating of the city-stealing house. Thought it was high, but I might have been neglecting one. :/
I did get all the "Will you incorporate?" popups in a single turn though, right after capturing a city. What's up with that?