Mod Component Requests Thread

hi, I'm new here and I dont know anything about modding.

In the dipolmatic screen, is it possible that when an AI is at war with someone else, can you get something from him like a tech in exchange for joining his side? It is kind of unfair that the AI requires a tech/gold from you if you want him to join your war, while he requests you to go to war with him for nothing. You can do this back in Civ 3 and I'm not sure why Civ 4 omits this part.

I dislike the idea of unique unit for each civilization, but rather a unique unit for each civilization leader. Ex: Catherine and Stalin should not have the same unit Cossack, but rather Stalin should get a modern unique unit.

Is it possible to create invisible land mines that destroys itself when attacked? Perhaps they can be built by modern workers or the city itself and carry by some other units.

I miss the stealth attack ability from civ 3 where you can target injured units in a stack and finish him off. Perhaps this can be the special ability for unique units. Yet I dont know if the AI will be smart enough to use this.

Also, the return of transport helicopter would be nice since the effect of railroads has been reduced

For civics such as nationalism, i think you should be able to build propagandist in your city to reduce war weariness (maybe a one time use). Also, the propagandist should be able to make unhappiness in rival nations or make them like you more. In addition, if a rival city is losing or under siege for some time, if the propagandist is stationed in that sieged city, there should a chance that the sieged city will join your city. Of course, this unit must be invisible and can only be seen by spy.

Last, is there a way to combat the accumlation of inflation? Inflation is a natural process, but you should be able to decrease its rate or readjust it. Perhaps building a comerical building such as bank in each city will instantly reduce the inflation rate by 1-5% or reduce the expense for inflation by 2-5 gold.

I'm not sure if someone has already suggested these points
 
In the dipolmatic screen, is it possible that when an AI is at war with someone else, can you get something from him like a tech in exchange for joining his side? It is kind of unfair that the AI requires a tech/gold from you if you want him to join your war, while he requests you to go to war with him for nothing. You can do this back in Civ 3 and I'm not sure why Civ 4 omits this part.
The usual: this was exploited. Civ4 takes out many features that the AI could not be programmed for very well in previous versions of Civ.
 
An idea - better unique units!

The idea of unique units is quite nice, but game after game you rush to the tech required to build your unique one. In my opinion better result would be that your special unit changes in every game, because it would add some variation to the game. No more beelining to machinery for samurais, for example.

I suggest that civilization which is first to complete certain amount of new units, say seven Axemen, gets an permanent bonus for all Axemen ever built. For example, unique Axemen could receive a free city raider promotion, extra strength or two first strikes. There should be some variation, so you never knew which one of possible bonuses you would receive. This new rule would apply to all units (except perhaps scouts, warriors and archers), hence it would be possible to have many unique units in a same game. This way game would be more interesting, as every military tech would be an opportunity.

Comments?
 
I'm thinking about new temples-wonders. When civilization as a first changes state religion to the new one in capital should appear special building (i.e. Al-Masjid al-Nabawi for Islam, St. Peter's Basilica for Christianity) with some bonuses (maybe MUCH better relationship with all nations with same state religion and gold?).
 
Be able to trade units with allies or sell them to other nations like in the in real defense industry cud sell of old or new fighter´s and tanks and ships.
_________________________________________________________________
And be able to do tactical strikes against enemies with fighters or bombers or special force like a preemptive strike with out declare war.
_______________________________________________________________-
And in coalition war one nation would handle the logistics like ships and planes
to make the war more fun like US troops would be able to get in a uk transport or the opposite way
 
I'm clueless as far as how to combine mods goes, and I'd like to run two mods together: the Ranged Bombardment mod and the Flying Mod (so aircraft can get promotions).

Anyone that can either create a single mod that combines these two or walk me through doing it myself would be appreciated.

Thanks all!
 
Just what I was thinking Arithegreat! Being able to trade units would add alot more.. depths to the game. ;D

Also maybe a mod for warlords so buildings don't get 'lost' when a city is captured? Doesn't make sense that all the building in a city go away when you capture it...
 
An idea - better unique units!

The idea of unique units is quite nice, but game after game you rush to the tech required to build your unique one. In my opinion better result would be that your special unit changes in every game, because it would add some variation to the game. No more beelining to machinery for samurais, for example.

I suggest that civilization which is first to complete certain amount of new units, say seven Axemen, gets an permanent bonus for all Axemen ever built. For example, unique Axemen could receive a free city raider promotion, extra strength or two first strikes. There should be some variation, so you never knew which one of possible bonuses you would receive. This new rule would apply to all units (except perhaps scouts, warriors and archers), hence it would be possible to have many unique units in a same game. This way game would be more interesting, as every military tech would be an opportunity.
I always liked the idea of geographic or resourse based UU's

The War Elephant is an example of what im talkign about. Obviously a Civ that didnt have access to Elephants (England, Russia, Vikings), wouldnt use them in battle, but those that do, would. One could set the resources by region, making it so only certain areas get certain resources (more realistic anyway), and thus use them for their UU.

The same could be said for terrain. If you have a civilization that has alot of ice/tundra terrain, wouldnt it make sense that if the civlilization were to endure, they would use this climate to their advantage in war. The same could be said for a civilization with excessive water/little lands, would utelize naval warfare.

Anyway thats what I always liked.
 
Superhighways:

by the modern time, it seems ridiculous for any unit to take couple turns to walk across your own territory. Perhaps, maybe after the discovery of plastics, you can build "superhighways" on top of railroads where there is no more movement cost, like infinite movement back in civ 3 for railroads.
 
I'm clueless as far as how to combine mods goes, and I'd like to run two mods together: the Ranged Bombardment mod and the Flying Mod (so aircraft can get promotions).

Anyone that can either create a single mod that combines these two or walk me through doing it myself would be appreciated.

Thanks all!

Well, several days after I posted my request for help: new thread posts, but no reply (not even a troll).

(shrugs)
(gives up)
 
Looking for a mod that make it possible to exclude moden units, or so it is possible to set a ending era under custemise game. Or if one exit plz point to it have been looking for ages now and know zero about how to mod :)
 
I'd like to see an SDK mod component to add XML code in the specialists file to require a minimum city population size before a specific specialist type can be added; also, having a building or wonder as a pre-req would be nice: for example, have a powerful specialist type called the Financier, giving +1 hammer and +5 gold, but only allowable in cities with population 20+ and with the Bank and Harbor improvements.
 
I don't think the pop requirement is that hard to do, the building bit though if you want it to actually be && logic (both are required so neither on their own adds a "slot") that would be trickier. I have localized specialist boosting effect in CCCP so for example harbor could give +1 gold to merchants and it would affect only merchants in that city rather then globally like a wonder so the 'normal' specialist could essentially be turned into the uber ones in well developed cities. Theirs also a similar (but global) option for Techs.
 
i have a mod request and/or a refernce to a tutorial or completed mod, which disables the city maintience cost tryed to do it myself but i don't understand a single line of c++
 
Top Bottom