Requested Mods

I find it really hard to believe that no one has mentioned a tech era limit mod? :D

I'd like a tech era limit mod, I hate post-medieval warfare, if anyone knows how to do this I'd appreciate any pointers (although I'm not much of a modder at all)... Or if someone made it into a mod that would be great...
 
OK i will try and put some idea's in to the modding community hopefully, ones that are not about balance but about game play. mods that will truely make this game amazing.

The likers of civ 5 tend to back it up with good moddability and inter connected complexity. Now if this is true lets start with one of my old time favorites the great and wonderful Sid Meier's Colonization 1994 by Microprose. This game i beleive had that addictive game play i my self seem to miss in civ 5. If anyone modder out there could copy the exact workings of this orginal game (not Civ4Col) and build a mod for civ 5 i would be very impressed with the developers and the code they have produced.

However maybe that is a bit of over excitement there.... bringing back a basic a hughly missed feature of civ4... the health of your cities and make it worth while building an aqueduct.

As i am a programmer i could do it myself but having the time to do it is the reason why i dont. I will help assist anyone.

One last idea for the modders out there, if by any chance you are reading... remeber Civilization: Call to Power its been some time since i played it but i was sure you could have space ladders and send space ships up and stuff??

Just a thought anyway... main thing is i am not a fan of civ5.... however from some of the posts it seems people are underestimating the ability of civ 5 and it base code. If this is so true and these mods i have mentioned are doable it would wipe the floor clean of my poor judgement of this product so far. :) LONG LIVE CIV!

 
Fix the wealth building option to something like 30% hammers -> gold so it is in line with building and disbanding workers. When you have 10 cities that can build a worker every 2-3 turns it gets really tedious.

Make having a REALLY unhappy empire matter. Right now you get the first penalty at -1 and the final penalty at -10. Which allows for the ignore happiness strategy. There should be additional penalties at -20. Something like 50% production and combat effectiveness, and at -30 your units should refuse your orders completely.
 
Someone please fix the horrible loop-the-loop road intersections.
 
Bajillions of great ideas will be modded in, I have no doubts. What I really want are the modpack gods to move onto Civ5 and create the modpacks which combine the best of the best mods balanced with their own ideas. I loved RoM2 in Civ4 which really included many of the best mods and UI improvements in my opinion
 
okay i have several ideas:

-cultural borders (the should no longer be static, except for city states)

-religions (we all know they have been taken out for the sake of finishing the game in time)

-more buildings (maybe not as much as in ROM but i really miss some of them)

-more ressources (clay, chopper, fur, pick whatever you want)

-more and weakend (!) wonders! (seriously the wonders are way to strong)

-a kinda revolution component, civilizations can break apart, (revolution) seek independence (founding a new city state)

-tech diffusion (city states have only little research but they will gain research through the other civs)

-(an alternative way for wonders, city states can build them too, and you will gain the adventages of the wonder by being their friend and ally)

-a specialist which produces food (and buildings for this person)

-buildings which will make building wealth more efficient
 
okay i have several ideas:

-cultural borders (the should no longer be static, except for city states)

-religions (we all know they have been taken out for the sake of finishing the game in time)

-more buildings (maybe not as much as in ROM but i really miss some of them)

-more ressources (clay, chopper, fur, pick whatever you want)

-more and weakend (!) wonders! (seriously the wonders are way to strong)

-a kinda revolution component, civilizations can break apart, (revolution) seek independence (founding a new city state)

-tech diffusion (city states have only little research but they will gain research through the other civs)

-(an alternative way for wonders, city states can build them too, and you will gain the adventages of the wonder by being their friend and ally)

-a specialist which produces food (and buildings for this person)

-buildings which will make building wealth more efficient

Your comment on religions is blatantly false. :p

They were removed very early on, because religions in civ4 suck. They really do. It's only in the mods that they became important.
 
Of course I would like to see a Warhammer mod!!! :D

as good as the CIV III one .. I played that too much. I'm willing to contribute. I'm very well known in the warhammer lore, got many literature lying around and I'm also willing to learn some modding, if teachers are there :king:
 
@valkrionn (or whatever) mh i am not much of a modder of for that matter anything which includes IT but there are several links to religions in the game...
 
@valkrionn (or whatever) mh i am not much of a modder of for that matter anything which includes IT but there are several links to religions in the game...

Yes, because the game is built off of civ4 files. There are several obsolete files which will be cleaned out of the game in patches.

That does not change the fact that religion was removed very early on in development, not simply to release on time. ;)
 
something of the order or magnitude like rhes of civilization and fall from heaven and double your pleasure or any other total conversion
 
I don't know that that will happen.

Let's put it this way: Games Workshop is very sensitive about it's IPs. Given that the mod would be distributed in the game, I find it HIGHLY probable that they would send a Cease and Desist notice to the author.

there was a warhammer for civ 3 total conversion i dont think they got a cease and desist
 
Yes, because the game is built off of civ4 files. There are several obsolete files which will be cleaned out of the game in patches.

That does not change the fact that religion was removed very early on in development, not simply to release on time. ;)

Trust me, as someone who has done a *lot* of work with religion in Civ4, I can assure you that some of the files in Civ5 were *never* in Civ4. That means they clearly had some plan to add religion to the game-but scrapped it at some point early in development. I also don't believe that they'll remove those files in patches, because I believe it would be against their philosophy of increasing flexibility for the modding community.

Aussie.
 
Would someone please put out a mod that cuts promotions in half? Currently its too easy to abuse this vs AI and leads to having 1-2 armies filled with super units that the AI just gets meat grinded attacking it.

I know how to change the values in the unitpromotions.xlm or whatever, but when i do that they dont seem to change value ingame on the tooltips etc. So either they are having no effect or i also need to update tooltips and such and i dont know how to do that.
 
Trust me, as someone who has done a *lot* of work with religion in Civ4, I can assure you that some of the files in Civ5 were *never* in Civ4. That means they clearly had some plan to add religion to the game-but scrapped it at some point early in development. I also don't believe that they'll remove those files in patches, because I believe it would be against their philosophy of increasing flexibility for the modding community.

Aussie.

You realize I was one of the testers? What files specifically are you talking about? Social Policies? Converted from Civics. Other files will have the same thing.

If there ever was a plan for religion, it was scrapped so early in development that I was not yet a tester. I have never heard of even plans for religion, nor seen it in the beta forum. It was removed at the very beginning of development.

And if the files do absolutely nothing, and have nothing using them in the DLL, why not remove them? An example would be CultureLevels... Culture functions entirely differently in Civ5, it's not particularly useful.

Better, of course, would be cleaning up tags that have no effect, such as the aforementioned religion tags in SocialPolicies.
 
You realize I was one of the testers? What files specifically are you talking about? Social Policies? Converted from Civics. Other files will have the same thing.

If there ever was a plan for religion, it was scrapped so early in development that I was not yet a tester. I have never heard of even plans for religion, nor seen it in the beta forum. It was removed at the very beginning of development.

And if the files do absolutely nothing, and have nothing using them in the DLL, why not remove them? An example would be CultureLevels... Culture functions entirely differently in Civ5, it's not particularly useful.

Better, of course, would be cleaning up tags that have no effect, such as the aforementioned religion tags in SocialPolicies.

Just because they have no role to play in the conventional game, they can be a *very* useful tool for modders-because it represents functionality that doesn't need to be created by modders from whole cloth in the SDK. A great example of that is the <FoundsReligion> tag in Civ5Buildings (a tag that didn't exist in Civ4). As someone who'd like to eventually port his True Prophets Mod to Civ5, that is *good* to know, & I'd be mega pissed if they removed it.

Aussie.
 
Just because they have no role to play in the conventional game, they can be a *very* useful tool for modders-because it represents functionality that doesn't need to be created by modders from whole cloth in the SDK. A great example of that is the <FoundsReligion> tag in Civ5Buildings (a tag that didn't exist in Civ4). As someone who'd like to eventually port his True Prophets Mod to Civ5, that is *good* to know, & I'd be mega pissed if they removed it.

Aussie.

Meh. Tags like that are incredibly simple to implement; They have no code behind them (or at least shouldn't, given that religion is not in the game whatsoever), so it's what, 5 minutes of C++ to recreate? I'd far rather have tags of that nature removed, along with whatever memory upkeep they require. Sure, it may be minor... But if there are enough such tags, it may well have an effect on performance.

I guess my point is: Tags like what you mention take next to no effort to add, and have a memory cost. If they are not used in the base game, I see no reason for it to pay that memory cost.

I also think porting religions to Civ5 in the same form is fallacy. I have my own plans for religions, but it uses existing game mechanics and does NOT recreate the old version, along with the issues associated with it.
 
What I miss the most from Civ 4, actually, is privateers. Being able to attack without declaring war, blockade seaports, etc, was great fun. I'd always put off the tech that made them obselete as long as possible, and have a fleet of them I'd save in reserve and never upgrade, just for that ability.

So yeah, some kind of new unit with privateer abilities. Hopefully that doesn't only last for one limited era. Pirates still exist in modern times! They just have automatic weapons and RPG's now.
 
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