Mod Component Requests Thread

I have an idea that would be that units could get the poison wepon upgrade and what it would do is that it would reduce one health per turn from the unit that got posioned unless that unit would be in as stack with another unit that has the medic promotion.I was alo thinking that the following units are the only ones that can get posioned.Infantry (all Infantry Including gunpowder infantry of all types) ,Archers and calavry. Tanks and Siege wepons are not affected nor are stacks of units that has a unit with the medic promotion.
 
One more thing could someone make a mod where that you can build cities, and improvements and make it so units could travel on them just like in Civ 3???
 
My bad. Anything you saw in Civ 2 or Civ 3 is definitely possible. Whether that's good enough depends on how much you value the overall improvements that Civilization 4 has made in terms of balanced choices and a challenging AI.

I respect that this thread is probably not the best place for a debate. My bad.
 
Here's one thing I would like. Could someone create a python script that calls up the mod console command "map.generateBonuses" when a scenario is played? When I make/play scenarios, I don't usually place resources, but randomize them using the WBS console command. It would be nice for this to be done automatically when the scenario is begun, though.

Since the console has the code, I don't think creating an event file calling up the command would be difficult for someone who knows python.

Thank-you
 
I've got some requests, most to make SDK stuff moddable in XML.

Great People

Currently the GPP threshold increase is 100 for the first ten, then to 200, 300... Except for the first ten threshold increases, the GPP threshold is unmoddable. So I'm wondering if it would be possible to mod in GlobalDefines.xml:
  • set the increase (or decrease) rate yourself instead of it automtically switching to 200.
  • define after how many GPs the threshold increases changes (instead of the current fixed ten).


Hurrying Production

Currently you can set units to hurry production with < iBaseHurry>0< /iBaseHurry> in Civ4UnitInfos.xml.

However currently you can only hurry building production this way. I'm wondering if it would be possible to make units hurryable.

Also currently production just adds an absolute number of hammers. Would it be possible to let this be affected by production modifiers at the city where you want to hurry?

Eg a supply crawler adds 100 hammers, but you're playing an industrious civ and have a resource which doubles production, so the supply crawler adds 250 hammers. Or the other way around, you have a civic which gives you -20% military unit production, so the crawlers should only give 80 hammers when hurrying military unit production.

As far as I can see there should be some exceptions though to avoid that modifiers are counted twice.
  • Buildings shouldn't add their production modifier. Eg a forge with +25% production shouldn't make the supply crawler give 125 hammers.
  • Other general production modifiers, eg any civic or leader trait that affects ALL production.


    Specialists increasing the unit upkeep limit

    Allow specialist to increase the unit support limit. Useful for eg a Soldier specialist that allows you to support three extra units and give some GP points to get a Great Warlord.

    I guess this could be done in the SDK by adding these tags from Civ4CivicInfos.xml to Civ4SpecialistInfos.xml

    < iBaseFreeUnits>0< /iBaseFreeUnits>
    < iBaseFreeMilitaryUnits>0< /iBaseFreeMilitaryUnits>


    Terrain improvements, specialists and units providing resources

    Or take them way, by giving a negative value. This could allow a quantified resources system. Thus make these tags from Civ4BuildingInfos.xml usable multiple times in Civ4SpecialistInfos.xml and Civ4ImprovementInfos.xml:

    <FreeBonus>NONE</FreeBonus>
    <iNumFreeBonuses>0</iNumFreeBonuses>

    Multiple times so you could have a specialist take away raw resources and convert it into an industrial resource.
 
heres my idea
war fare civic

tribal warfare ;low 50% ag animals

peoples army ;can draft units if an enemy is in your lands

oraganised warfare; extra high same abillitys as police state

trench warfare; med all new units get "trench" promtain

moderen warfare ;med more war anger 50% faster unit productoin
less unit up keep

unque units
base uu and leader uu

eg england .redcoat
elizabeth english longbowmen 7st
victoria english cavalery 15st 25% agiast gun powder

eg france .musketeer
louis crossbow with an abillity ag archery units
napoleon stonger cavalery

eg aztec .jaguar
monty aztecspearthower spearmen with a first strike "even to mounted"

america .navy seal
roossevelt stonger fighters
washington ?

egypt .war choit
hatshut some worker (history used to get corn)

indain .fast worker
asoka some mellee unit (fought agaist the english and lost)
gandi some holy unit gunpowder (during his time there was a war between
india and pakistan even thought he apposed it )

china .cho ku nos
quin shi halerds (pikemen 6 st 50% ag mellee)
 
Make it so if your running free religion a city can contract as many religions as it comes into contact with, without using missionaries.
 
Could someone make something to change the minimap to the civ 3 style minimap (Don showing the sea territory). It´s just something small but i really like to see the minimap as a real political map, and in no map the maritime territory it´s shown so much.
 
1) ability to disband a city at any time.

2) war weariness should be based on how well/poorly you are doing. I dont care how many AI I'm fighting, as long as I'm winning, I doubt the population would be upset especially since I wasnt the one who declared the wars.
 
There's an old saying, "Trade is the lifeblood of empires." Ever since the removal of the caravan from Civ, that's not been true anymore (at least in the civ-world, because it's still true in the real world). I would like to see many mods components that help reinstate this fact of life in the game. There are a few that do so already, but that's not enough. I'd like to see more than just gold flowing over trade routes. I want to see science, culture, GPP's and gold flowing over trade routes. I want to see relations and time affect the amount of flow over these routes. I want the auto established trade routes that every city gets and the ability to add more by building a caravan and sending it out to another city*. Trade should be the most vital essense of an empire, not the amount of land that it owns. The trade routes should act to increase the base production of tiles around cities or maybe the number of trade routes a city has could be a prerequiste to building some infrastructure that grants significant bonuses (of either food, gold or production).

*What I'm talking about here is a national unit (so the number allowed at any one time can be limited, reducing the need for micromanagement of caravans), that you can build an unlimited number of with each one merely adding another trade route to the list of trade routes your city has. It should probably cost in the low end of the range of most national wonders so that trade routes don't get out of hand. It gives no giant gift of gold when reaching it's destination point, it merely adds another trade route to the list, the value of which is normal for any trade route (1-20 or so gpt).

So, in conclusion, this isn't a specific request for a specific mod comp. per se, but rather a general request to finally have a version of civ where a bigger empire isn't always better. Firaxis started it in civ4, but it can be taken much, much further.
 
I don't know about everyone in this forum, but is there just me that don't like the diplomatic pact you can sign in CivIV? I'm not a modder (unfortunatly), but i think the changes that i want to make are not that hard to mod.

Change that i'd like:

Open border: Easiest pact to sign. Only allow no-military unit,every boat (military or not) to go trough your territory even if they have military unit on board. This pact can be one sided

Military acces: Let every unit of a nation go on the territory of an oher. This pact can be one sided

Defensive pact: Does not include military access. Cannot be one sided

Military alliance*: Same as defensive pact BUT the alliance is not canceled if one of the nation that sign goes at war with an other nation. In fact, you must help the nation that attacked. This pact cannot be one sided.

Permanent alliance: No change

*I was wondering. I'm Russia, I have a military alliance with England. England have a military alliance with China. I want to go to war with China, what happen? Is their a way to make England chose for wich side she will fight?
 
This one has been proposed in many forms before, however, as far as I know, this particular proposal is a completely new and original version and any thoughts on improving it are certainly welcome. Each city starts out with a single build queue, but various technologies unlock additional build queues. Using just one queue, it works at 100%. Using two queues, they work at 75% of total hammers produced by the city. Three queues work at 50% and using four queues work at 25% of total production.

I’ll illustrate with an example. Let’s say a city produces 10 hammers per turn. If only a single queue was being used, you’d produce a total of 10 hammers per turn in that queue. Use two queues and you have each producing 7.5, or 8 hammers per turn, for a total of 16 hammers of total production per turn. If you use three queues, each would produce 5 hammers per turn, for a total output of 15 hammers. And if all four queues were being used each would produce 2.5 or 3 hammers per turn, for a total production output of 12. This has the same problem that every other proposed multiple queue system I’ve ever seen proposed has had – total production falls with more queues.

Since production totals drop with each additional queue after the first, the obvious thing to do here is to always use two queues. This is not what should occur. I want to encourage multiple queues being used, so additional bonuses need to be given. With one queue there is no bonus, nor is there one with two queues being used. Once a third queue is used, a +1 is added to each queue, so that you produce 6 hammers per turn, for a total output of 18 hammers – from the example above. Then when a fourth queue is being used, a +2 is added to each queue, so that you produce 5 hammers per turn, for a total output of 20 hammers – from the example above.

This system encourages the use of multiple build queues, since total production continues to increase with each queue used. It also illustrates the fact that total production has increased throughout history, making it more efficient to produce in a large scale.

......EDIT......
Scratch the above...
Techs unlock additional build queues like I suggested before, but your original queue is always at 100%, the second is at 75%, the third at 50% and the fourth at 25%, making it the slowest queue to build in. So for example:

If you have a city with 10 hammers per turn, you'd have these four production amounts in each queue...
1. 10 hammers
2. 7.5 hammers
3. 5 hammers
4. 2.5 hammers
for a total production of 25 hammers per turn.
 
Really sorry to request a mod which I am fairly sure already exists - I cannot find the right thread.

Im after the mod which renames each unit, so your first warrior is called 1st (city) Warrior, second warrior is 2nd (city) warrior etc etc. I just cannot find it!

Could someone point me in the right direction please?
 
I want the capability in XML to make feature impassables affect my own units inside my cultural borders.

For instance, if you make jungle impassable to catapult, it doesn't affect your own catapults inside your own lands, only those out in the wilderness or in enemy lands.
I guess the idea is supposed to be that at home you have the support of the populace for a difficult transportation job, but what if I don't want it that way? Better yet, what if it was dependent on a civic?
 
Jimdigriz said:
Really sorry to request a mod which I am fairly sure already exists - I cannot find the right thread.

Im after the mod which renames each unit, so your first warrior is called 1st (city) Warrior, second warrior is 2nd (city) warrior etc etc. I just cannot find it!

Could someone point me in the right direction please?


Hmm, ya know, I don't think I've seen a naming mod that works like this with the number based on what city the unit is built in. I will see what I can do and will get back to you. :)
 
Well, I have a couple of mod component request:

1) A system where, if a unit finds itself X tiles away from friendly territory (city or fort), or is cut off from said territory by an enemy unit, said unit gets a 'degraded' promotion (-25% Strength)-To represent the unit being 'out of supply'.

2) A system where health acts as Food currently does. i.e. the difference between Healthy and sick determines how quickly a city's population grows or shrinks. In such a system, food would behave in a similar manner to health in the existing method (i.e. a famine will reduce health, wheras a food surplus will increase health). Also, happiness differences would also impact it.

3) I would like a system where the degree of difference in health and happiness effects the 'efficiency' of the city. For instance, if a city has +X happiness, then it has a +(X)*Y bonus to food, commerce and hammers-and/or a similar reduction in city maintainance.

4) Lastly, I would like to see a mod component where the ratio of a resource to number of cities/units determines the maintainance cost of said cities/units. So, if you have 3 deposits of copper, but 6 cities, then your city maintainance costs might increase by +50%. Units would only be effected if the unit required that resource, like swordsmen with iron for instance.

Hope people can come to my rescue :).

Aussie_Lurker.
 
I don't know if this has been done or not, but is it possible to give artillery units and naval units (battleship and destroyer) the ability to bombard any square within a specified range.

Perhaps something similar to an air strike (renamed to artillery strike), except using the artillery animations and reducing the maximum range to 3 or 4 squares (shorter for less advanced artillery such as catapults; like artillery in Civ 3). I don't know if the AI would be able to use this ability, but I think it would drastically increase the value of artillery units.
 
Oh, I have another request, to be combined with the TechLeak SevoMod add-on, if at all possible ;). Is it possible to have 3 levels of Borders-namely Closed, Limited and Open? What I was hoping was that Limited borders might grant a smaller foriegn trade income than Open borders, but also keeps out all units but scouts, explorers, missionaries, settlers and workers. I always just felt that it was silly to go from a situation where NOTHING could get through, to a situation where ANYTHING can get through! By limiting trade income, though, there is still an advantage in having Open over limited borders!

Aussie_Lurker
 
I think this has been asked for and I looked around and I have not seen one made. But if anyone is up to it, I am sure more than I would like to see it.

A earlier version of Civ had a feature that allowed you to build AND COLLECT resources from outside your fat cross that went to your capital. If there is a mod like this please point me in that direction if not would someone like to untake the task of making it? I think in the earlier version it was to build a cottage.

Thanks in advance.
 
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