[MODMOD] Ideas, requests, proposals

What also would be cool is if we could ad a high altitude recon Airplane into the game for the cold war era of the game !

Essentaily a Unit that allows to do sweeps of enemy lands even when no acces is granted .

The SR-71 national units already in the game should already work as you described, especially after latest changes
 
The UN Mission, can you make it into a mission that a Great diplomat can do?

Do you mean to allow G.Diplomat to build the building? That's easy to do.
On my list.
 
The UN Mission, can you make it into a mission that a Great diplomat can do?

This does not seem like it would be a bad thing to incorporate into the main mod. I wouldn't make it exclusive to the Great Diplomat, but it would take only a few lines of code to have the GD as an option to build the Mission. Does anyone else have a problem with this?
 
This does not seem like it would be a bad thing to incorporate into the main mod. I wouldn't make it exclusive to the Great Diplomat, but it would take only a few lines of code to have the GD as an option to build the Mission. Does anyone else have a problem with this?

No, I was actually thinking about it myself. Can you add it to your next update Vokarya?
Thanks.
 
And how exactly does the UN Mission work in the game?
Grants eligibility for UN secretary. There are 4 candidates, usually biggest civs, it's based on population. But if you've got UN Mission, you're eligible even if you're not among those 4.
 
The reason behind my request was, UN mission should not be a building, but is something a diplomat should be able to do, after UN have been founded. Kinda like the great artists making great work or a spy infiltrates a city.
If you would make the suggestion in the normal game, it would be great :)
 
The reason behind my request was, UN mission should not be a building, but is something a diplomat should be able to do, after UN have been founded. Kinda like the great artists making great work or a spy infiltrates a city.
If you would make the suggestion in the normal game, it would be great :)
I don't think we'll do it, except GD being able to create UN Mission building. I don't see the point in changing it.
 
UN mission gives you Eligibility to receive votes in a UN election.

1. The builder or Owner of the city with the UN built in it is always on voting card.
2. 3 others, can build a UN mission, to gain access to UN voting, or say a form of security council. (A better wording for the building)
3. Mission is a project, so can't be captured or lost, only when civ is eliminated, then not rebuilt??
 
Can other civic options be available for the UN? Like Atheism, Federation, Unmanned Warfare, Post Scarcity, etc? Seems silly that more advanced Civics aren't options
 
An other idea I have in mind for a long time and wanna know if players would like to have such a module:

Fictional Civivilizations

Like MCP it would contain extra civs but not from real history but fiction. I'd like to add civs of the "future" or alternate realities:
Nod and Yuri from C&C universe
Houses from Dune universe
etc.
 
A few fictional Civivilizations for you

Syldavia: Balkan monarchy
Fe'ausi: South Pacific island
Wakanda: African nation
San Theodoros: South American nation
Rohan
Atlantis
 
A few fictional Civivilizations for you

Syldavia: Balkan monarchy
Fe'ausi: South Pacific island
Wakanda: African nation
San Theodoros: South American nation
Rohan
Atlantis

THX :goodjob:

For Fe'ausi I haven't found anything. Do you have a link?

I also thought about Rohan and Gondor. Though they are fantasy civs, epic enough to consider.

Atlantis? Which one? :)
 
I want a Music Manager, like in a window for BUG.

Each era will have up to 3 options:
-Original music from Civ4
-Music added by ROM:AND
-Music loaded from custom folders, one for each era

The playlist for each era is built from each of the options you've selected for that era.

I know how to add music replacing files and adding xml code, but it would be nice to just be able to dump some files in a few folders and check a few boxes for how I want each era's music set up. For instance, personally I would keep all the original music for the Renaissance era with some additions, while the music from both Civ4 and ROM:AND in the modern/future era is, IMO, awful and would be replaced by an entirely new soundtrack. I personally love the industrial era, but I've seen other people say they hate it and they would likely replace it with their own version. Honestly this is how the custom soundtrack built into Civ4 should have been.
 
I want a Music Manager, like in a window for BUG.

Each era will have up to 3 options:
-Original music from Civ4
-Music added by ROM:AND
-Music loaded from custom folders, one for each era

The playlist for each era is built from each of the options you've selected for that era.
Good luck with it :)
I doubt that anyone will ever bother with doing it since it means more than just a little XML work. Maybe it would even require to rewrite the EXE, which is...

But we already have the ingame music player, though that is not era specific of course.
I know how to add music replacing files and adding xml code, but it would be nice to just be able to dump some files in a few folders and check a few boxes for how I want each era's music set up. For instance, personally I would keep all the original music for the Renaissance era with some additions, while the music from both Civ4 and ROM:AND in the modern/future era is, IMO, awful and would be replaced by an entirely new soundtrack. I personally love the industrial era, but I've seen other people say they hate it and they would likely replace it with their own version. Honestly this is how the custom soundtrack built into Civ4 should have been.

Have you tried my More Music module?
FYI:
Spoiler :

I have added a simple "Add your own music" mechanic, by adding blank, placeholder files and lines to the right xml files. This allows players to add their own era related music choises to the mod.
To do so you must do the following:
1. Rename your files to XX.mp3 where XX can be a number from 01 to 20.
2. Go to your Rise of Mankind - A New Dawn\Assets\Sounds\NEW folder.
3. Choose one of the 7 era labeled folders and copy yourmusic files into it overwriting the blank music files. Files 01.mp3 to 20.mp3 are all of 0sec length, they have no real use until you replace them with some real music.
4. Run the game and enjoy
 
I'd like to see the ability to specify that a building consumes one instance of a resource. (Produces -1?). I would use this e.g. for a modern factory, which would consume one iron, or steel or something; a nuclear power plant would consume one uranium and a coal plant one coal; and there are certain to be a whole host of military-related resource/building combinations which would make sense.

I feel that this would require thinking about where to build things a bit more, rather than just building (almost) everything everywhere. You'd be somewhat limited in e.g. the number of cities which could build unit X (where unit X requires a certain building to build).
 
Idea I've always wanted: empire-wide supply chains.
That's surprising to me. I think I'd really enjoy being able to send food and/or production around.

In particular, I'd love to be able to build a little village in a location where lots of food was available but was otherwise not very interesting/useful; farm the area, and then send food to the capital at the rivermouth nearby. If city maintenance cost was largely determined by population (and possibly the buildings in them) rather than city count, we could end up with a much more realistic situation where you have just a few large cities (with lots of buildings in them), and many more small towns scattered through your empire. The towns just gather nearby resources and have only the basic services (buildings). You should be able to build little towns without fear of collapsing your economy, and should not expect all settlements to become enormous powerhouses as is the case now.

I can see it now, my lovely empire... Lots of farming villages in the plains around the lake and over near the sea where the grass is green. A major industrial city lies where the river leaves the hills; this city is most productive because it contains several Factory buildings, which provide specialist slots for Workers, who provide production in the form of "Shields" (which are no longer principally sourced from working mines). This industrial city is currently the only city in my empire with the expensive Tank Factory, allowing it to build tanks. It imports lots of food from the nearby farms to feed the factory workers. Further down the river, at the sea, is my capital, which has Universities, Libraries, music and culture, religious temples, trade buildings, and all the grand administrative buildings which the capital of a major Empire should have. Up in a mountain valley, an old mining town has been slowly growing, and has just built a steel mill, to refine the ore it mines nearby. It'll probably develop further industry of its own, eventually. On an island offshore, I've built a thriving fishing industry (buildings which increase food such as the fishermans' huts); this town also sends food home to the capital. Recently a village was founded in a valley leading to a strategically important mountain pass: a rival civilisation might be tempted to send an army through that pass, so this new town is being developed with defensive structures and military support infrastructure such as a military airfield.

Too hard? I think it'd be awesome!

Unfortunately ...
But I really doubt it is doable as a modmod. I guess it would require dll work.
 
An idea I would like to steal from Civ 6: Eureka moments.

I love the idea that if I build a few harbors or boats that I get a research bonus on the next seafaring-related technology. Or building lots of units requiring iron gives me a big research bonus in that field. E.g. when I build a fifth stable, I receive a free X beakers towards the next horse-riding tech', proportional to the required effort in some way. Perhaps even building a certain number of roads or farms or mines would also give Eureka moments (of appropriate magnitude). You could have tooltips or 'pedia entries - "Speeds research towards ____ (5 required)".

There are so many possibilities here that they are endless! I am so excited! I love the idea that if I'm focussing on a particular area in my general day to day empire management (e.g. an obsession with building stables in every village in my realm), that my Civ will naturally become more advanced in that field. Perhaps the standard research rates would need to be slowed a little to account for the extra available beakers from Eureka moments.

;-)

Thinking about this further, I believe that this would provide extra flexibility in the shape of ones empire. Perhaps I've found lots of grassland for cottages and can do normal research and manage fine, albeit with little production capacity. But on the other hand, if I've landed amongst a whole heap of hills and have heaps of production and relatively little science, then I'd best build things, have Eureka moments, and make discoveries in that way. Or if I'm warmongering and building mostly units, and no libraries etc..., I can still make some discoveries, which will of course be those related to my warmongering activities because that's what my subjects have been doing. So tall, wide, flat, oblong, or parabolic, the shape of your empire would hopefully matter less than how you use it.

Perhaps this could be done with events or something, I don't know, but I'd love to see this complementing the standard approach to research.
 
Top Bottom