Integrating Mods - Incorporating / Exploring Ideas from other mods.

rightfuture

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Integrating Mods - Incorporating / Exploring Ideas from other mods.

This thread is a place to discuss and list ideas from other mods, to be eventually included into C2C.
We could use your input to keep this updated and prioritized.

Top list of ideas from other mods - to be eventually included in C2C.

List 1 - A brief ongoing prioritized list of everyone's ideas. (first from this thread) Let the best be voted to the top!
(currently being updated 7/12/13)

1. Final Frontier Plus : The current future milestone for C2C - completing Multi-maps, fleshing out the Galactic Era, and including the Final Frontier expanding C2C into the Cosmos as a complete 4x game like Master of Orion.
Much could be included from other space mods built on Final frontier, like MOO2, The Star Trek mod, The Babylon 5 mod, and others.

2. Mine Warfare mod - by OV

3. Receding Ice / glaciers from Fall from Heaven 2.


4.Sevo's Faces of God by Sevo of course - Part of a religion overhaul including other mod's
Dancing Hoskuld.

5. Strategic Rivers
http://forums.civfanatics.com/showthread.php?t=468148
found by GodEmperor


6. Investment Slider Concept - to take focus off science investment- From the dynamic city development mod:

http://forums.civfanatics.com/showthread.php?t=335145

Thunderbrd,
anunknownman

7. Alien Fungus - terrain for Alien invasion event - From PlanetFall (the Alpha Centauri Mod by Maniac). X votes - Status -to be included, priority (galactic era -eventually), Team - Hydromancerx. Votes - 2.
Receding Ice Feature - to simulate weather and mini ice age start - From Fall From Heaven mods. Status-Idea by me, Priority -(none-just idea), Team - no-one yet(could be you). Votes - 1.

8.

9.

10.


If you don't know how to mod, this is a good place to help out with improving C2C. We could always use some well developed ideas, that could potentially end up in C2C.
Here are a few places for inspiration.

Civ4 - Modpacks - hundreds of listed mods for Civ IV - As you have time go through all the threads for ideas, and check all the pages.
http://forums.civfanatics.com/forumdisplay.php?f=171

Civ4 - Project & Mod Development - ongoing project forum for many bigger mods.
http://forums.civfanatics.com/forumdisplay.php?f=215

Civ4 - Creation & Customization - If you scroll to the bottom there are threads where many mods were born (and still are)
http://forums.civfanatics.com/forumdisplay.php?f=158
(major new ones started there - like the Babylon 5 mod)

In your free time, please go through the threads. I guarantee there are some interesting ideas buried within (treasure!)

We need your help to spot ideas from mods you want to see in C2C.
This is the best place so they won't get forgotten or lost in a thread.
Please post them here.
 
Dude... you need to edit that first post to make it more legible. :crazyeye:

Maybe even break it up into more than one post.
 
Primary Mod List (last edited 6-18-12)
(prev comment -EldrinFal- addressed) Previous list was too long for a single comment.

List 2.
Mod List: All Mods that have been discussed for potential inclusion of ideas (prioritized for amount of content within that could possibly be used).

1. Legends of Revolutions

I would really like if the medieval ships from Legends of Revolutions could be included in C2C. I feel there is a big gap between the early ships (Galley/War Galley/Trireme) and the Age of Sail ships (Galleon/Frigate/Ship of the Line), with the Caravel/Fluyt/Sloop feeling like just "scout" ships. There are two ships I'm looking at:

The Cog is a medieval transport requiring Compass and Machinery, Strength 3 (Galley = 2, Galleon = 5 in LoR), Move 2, cargo space 3, can't enter ocean before Astronomy.

The Galleass is a medieval war galley requiring Compass and Guilds, Strength 4 (+50% vs. Galleon/Frigate/Sailing Ship), Move 2, no cargo space and never can enter ocean.


Some good ideas. I like the Cog and Galleass as intermediary units. Now we will have to try to find a spot on the tree for them.

Since no one else has said they are doing this, I am.

2. Fall from Heaven series of mods - (popular Fantasy mod - with a good bit of potentially usable programming ideas)
http://forums.civfanatics.com/forumdisplay.php?f=190
http://forums.civfanatics.com/showthread.php?t=171398
some terrain from FF2 in C2C now!

3. PlanetFall mod- By Maniac - (very thorough port of Sid Meier's 4x (civ in space) game Alpha Centauri and Alien Crossfire Expansion)
http://forums.civfanatics.com/showthread.php?t=252829

In smacx your probe teams (espionage units) could bribe enemy units, so long as a) they were alone in the tile, and b) there was not an enemy probe team on the square aswell.

Something like this could be nice, it helped if you wanted to concentrate on a more of a builder approach because you had defensive probe teams and a cash pile to subvert enemy troops.


The cost of bribing the unit would be determined by a few things, the exp the unit has, the number of ep points the player has on you, maybe deciever could get a discount. And later in the game spy buildings could give units added +50% to cost or a discount for your spies etc.

Just a thought anyway

I already have alien fungus of various types working. Although they do suffer the same fate as kelp in that they sometimes randomly disappear. I think I have three different versions, two for land and one for sea.


4. Dune Wars mod - Based on the books and movie
http://forums.civfanatics.com/showthread.php?t=338329
some ideas are in C2C - there is ongoing discussion.
some terrain has already been included in C2C. (will provide link soon)


5. MarsNow! - The_J - based on the colonization of Mars.
http://forums.civfanatics.com/showthread.php?t=312246
some of the ideas have been explored -(will look for links)


6. Orion Veteran's mods - 'We have been actively looting Orion Veteran's mods although some have turned out to not work well with the C2C model even after conversion.' -Dancing Hoskuld.
(I would love to see if one of the ModTeam would contact him, to see if he would be interested in working on new ideas with us. It could end up helping both efforts.)

7. Vincentz mods-


8.
I have looked at this and many of the other space mods such as Star Wars, Dune, Star Trek and so on. While there ill still be unit on the planet in the galactic era I would like to keep the spaceships in "space" which means off screen.

However there are plenty of other stuff I wan to "loot" from thee mods once things get in order more.

I would like to work on stuff in following order ...

1. Culture Civs
2. Galactic Era
3. Alternate Timelines

I already started on 1 and have some techs for 2 and a few units for 3 in the game. However each of these are a project within themselves. So who know how long it will take to do.

9.


(my next order of business will to go through other threads to see what ideas from mods have made it in. This will take a long while.
Any of the Modteam, Please post in this thread and I will link the forum and discussion. That way ideas will not come up 2x).

This will be a great place to mine for ideas that were missed or not yet implemented.

I will shorten this listen and post a direct link to discussion.
 
(edited 6-18-12)
List 3 - List of all potentially useful mods and locations - by vote and priority
(not in any particular order)

Please remember to post a list of your favorite mods, so they can be re-ordered.

1.

2.
here is the thomas war mod just in case u havent found it yet:

http://forums.civfanatics.com/showthread.php?t=281603

3.
Have you all heard of this "Spanish Mod" that they are possibly going to be using for the MTDG (intersite) for pitboss war turns and a few other things?

4.
another interesing mod i found you might bring to c2c:

the dynamic city development mod:
http://forums.civfanatics.com/showthread.php?t=335145

5.
some great mods i found to give you ideas....feel free to take content from them

civ:total war:adds a ton of features and improvements such as: better un mechanics, a senate, new civics\buildings\units and more!!
http://www.civilization-totalwar.com/index.php

age of civilizations: allows you to build your own civ, with a ton of techs, units and events!!!!
http://forums.civfanatics.com/showthread.php?t=266631

civ:inoc(really cool one you shuld check out!!):adds alot of depth to the game including the resource stokpiling mod from thelopez!!!!!!!!!!!!!!!
http://forums.civfanatics.com/showthread.php?p=11241818#post11241818

6.
i have found an interesting modcomp you might use, it was made by the lopez and allows you to pillage trade routes from the enemy

http://forums.civfanatics.com/archive/index.php/t-234908.html

7.
You might want to look at Rise from Erebus if i remember correctly workers gain fractional xp each turn they contribute to an improvement and gain promotion (more work speed, withdrawal chance, movement and at one time they had promotion that gave defensive strength. It didn't bug but they removed it because worker with defensive strength didn't flee from enemies when in auto mode.)

8.
if you really want to loot mods look at don pedro's and orion's mods, they truly make civ 4 better in so many ways....

9. Realism Invictus (RI) -
One thing I quite liked in RI was the bureaucratic units, which could establish various offices and trade tariff "buildings". I'd like to see a similar one for C2C (with appropriate construction bonuses for more centralized civics), where you can sent out a unit that can sacrifice itself to construct the "Hall" line of buildings (Village->Town->City->Metropolitan->Capital), as well as other buildings than represent such administrative functions of some sort (most buildings with "Office" in their name, most espionage and public order buildings, and some more depending on your civics (educational, scientific and athletic institutions, for example).

That reminds me, a bit OT, but I think it would be rather neat to have a "counterespionage" unit that functions something like a combination of an Inquisitor (but for foreign espionage points) and a fast-moving hidden unit detector. Think of the US Marshals, the Royal Canadian Mounted Police, the metsuke of feudal Japan or the commissioners of Qing China. When the crime function is implemented, they could also launch an inquisitorial purge of crime in the city, though at the cost of :) and with detrimental/destructive effects to certain buildings (Brothels and Thieves Guilds, for instance). Similarly, trade officers could boost income from existing trade routes while customs-and-excise ships could detect hidden sea units and smugglers.
(I will shorten this to distill ideas to keep this section small)

10.
http://maxriga.civfanatics.ru/Units.htm

Alot of ww1 to modern time units

I'm working on integrating the units from MaxRiga to C2C... you're right! There are tons of tons of units!

Great idea!

11.
I have done modding in Civ4 for just my own wants, nothing posted. I have done modding for Mount & Blade, but want to learn what I can for Civ4. I have notepad ++ for xml, Gimp for graphics and want to learn how to transfer units, promotions, buttons and such from one mod to another.

12.
Neoteric world also adds in more WWI thru jet age units. Biplane bombers, F15, Harriers, Mig15, a carrier in between early carrier and modern carrier.

13.
I've released Puppet States as a separate mod so it should be easy to integrate. I've also isolated yield from combat, but haven't released it. I was working on releasing the Barbarian Mod, but itproved a little difficult. The problem with Conquerer's Delight is that the .cpp code is not commented thoroughly and consistently or updated to 3.19.

14.
Some good ideas in there : http://forums.civfanatics.com/showthread.php?t=281306 (Conqueror's Delight)

Promotions.... -There are now dozens of new promotion abilities & prerequisites:
Strength change, Invisible, See Invisible,
Gold Cost, Prerequisite Building, Required Battle Count, Required Victory Count, Terrain First Strikes,Terrain Withdrawal, Feature First Strikes,
Feature Withdrawal - units get additional withdrawal when attacking into or from this terrain, Hill First Strikes, Hill Withdrawal, City First Strikes, Cargo Heal Rate, Same Tile Interception, Same Tile Air Range, Air Bomb Rate Change, Foreign Plot Modifier, Foreign City Modifier, Unit Stack Modifier, Home City Unit Stack Modifier, Promotion Capture Chance Modifier, Pillage Commerce Modifier, Kill Commerce Modifier , Storm Damage Modifier, Supply Range Change, Unit Class Modifier, Unit Combat Withdrawal, Unit Combat First Strikes, Anti-Promotion, [and prob some new ones.]

Promotions can now be set to be hidden from other teams. So if one a unit has a particularly promotion, it can be kept secret from an enemy player with units that are in viewing distance.

and other features:
Capture Promotions,
Invisibility,
Yields from Killed Units and Pillaged Improvements,
Naval,
Puppet States,
Barbarian Tribes!,A full list of tribes now included provided here, Barbarians Ransom Cities
( edited for space)
Check out the great spoiler-ed list in post#46 of this thread!

15.
This should also be looked at.

http://forums.civfanatics.com/showthread.php?t=169738

«Description:
Whenever a living human land-based unit is defeated by another land-based unit,
there is a chance that the unit about to be defeated switches allegiance and
joins the victors. They keep all promotions, exp, and levels, lose 1/2 hp, and
can't be moved until next turn.»



I think some units should not be able to switch allegiance like some religious unit or national unit, but I don't imagine an entire nation with all soldiers loyal to death (especially when playing with rev on)

16. [UNIT] Some Modern Units ( Infantries and Riflemen )

17. Legends of Revolutions

I would really like if the medieval ships from Legends of Revolutions could be included in C2C. I feel there is a big gap between the early ships (Galley/War Galley/Trireme) and the Age of Sail ships (Galleon/Frigate/Ship of the Line), with the Caravel/Fluyt/Sloop feeling like just "scout" ships. There are two ships I'm looking at:

The Cog is a medieval transport requiring Compass and Machinery, Strength 3 (Galley = 2, Galleon = 5 in LoR), Move 2, cargo space 3, can't enter ocean before Astronomy.

The Galleass is a medieval war galley requiring Compass and Guilds, Strength 4 (+50% vs. Galleon/Frigate/Sailing Ship), Move 2, no cargo space and never can enter ocean.

Since no one else has said they are doing this, I am.

18. vincentz mods
C2C and Vincents (VIP) are children of RoM/AND which used RevDCM/BUG/WoC as their base.

We recycle from anywhere but sometimes it takes a bit longer for one than another. For example, I would really like to include some of the stuff in the WLBO mod but it is not just a port. First I need to get the specialist stacker fully integrated so we can have more specialists. The lack of a doctor specialist due to room means that when I incorporated and extended (slightly) Orion Veteran's Health Care mod some functionality was lost. I may have had a break through on the specialist stacker, it is half working, I just need to move the active doctor icons to where they belong.


Not entirely true

VIP doesnt use RevDCM/BUG/WoC, and only the tech tree is remnant from ROM. (except ofcourse my own personal ROM mods)

19. Moderator Action: Militia Promotions (minor mod)
I had forgotten about this modmod, I believe it was once integrated into AND, and would love to see it again.

This is a very simple mod whose purpose is to add a little bit of flavor to the basic troops via semi-random, terrain-based promotions. In short, there is a small chance that a newly built unit will gain an extra, free promotion on creation based on the type of terrain around the building city.[\QUOTE]
http://forums.civfanatics.com/showthread.php?t=335901

20.
I'm not Russian or anything but how about this mod.
http://forums.civfanatics.com/showthread.php?t=149898&highlight=Civilizations
Don't take all the leaders but there are a couple good ones in there

21.

22.
Again a lot of cool civs and leaders. The new great people is nice but not necessary. The religions are pretty cool office anybody wants to add themhttp://forums.civfanatics.com/showthread.php?t=365157&highlight=Civilizations

23.
Good leaders(again ) some but not all traits are in c2c ( I think)
http://forums.civfanatics.com/showthread.php?t=347443&highlight=Civilizations
Good art leaders look amazing also I like how they renamed native American tribe. I think we should do that in c2c since we already have some native American tribes.
http://forums.civfanatics.com/showthread.php?t=360286&highlight=Civilizations
More good civs. I should probably start looking for mods that don't just add civs or leaders
http://forums.civfanatics.com/showthread.php?t=433240
But before I stop for the night just one more extra civ/leader pack
http://forums.civfanatics.com/showthread.php?t=251995

24. Realism Invictus - (link and credits soon)

One thing I quite liked in RI was the bureaucratic units, which could establish various offices and trade tariff "buildings". I'd like to see a similar one for C2C (with appropriate construction bonuses for more centralized civics), where you can sent out a unit that can sacrifice itself to construct the "Hall" line of buildings (Village->Town->City->Metropolitan->Capital), as well as other buildings than represent such administrative functions of some sort (most buildings with "Office" in their name, most espionage and public order buildings, and some more depending on your civics (educational, scientific and athletic institutions, for example).

That reminds me, a bit OT, but I think it would be rather neat to have a "counterespionage" unit that functions something like a combination of an Inquisitor (but for foreign espionage points) and a fast-moving hidden unit detector. Think of the US Marshals, the Royal Canadian Mounted Police, the metsuke of feudal Japan or the commissioners of Qing China. When the crime function is implemented, they could also launch an inquisitorial purge of crime in the city, though at the cost of and with detrimental/destructive effects to certain buildings (Brothels and Thieves Guilds, for instance). Similarly, trade officers could boost income from existing trade routes while customs-and-excise ships could detect hidden sea units and smugglers.

25.
Having winter seasons when timeline reaches months, like in Road to War.

26.
Emergent traits like in FFH/MOM or the negative traits that were in IR (I think)?
Passive xp gain?

27.

(list in process- last edit 6-18-12 )
I have a lot of cleaning up to do to get this current. I will be listing the modmaker for each mod next.
I will be adding in my own stuff from this thread next, and any new ones you want.

The next threads will be for accumulated linked discussion on specific mods. Please help me add to that these lists.

Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
 
(slightly edited 6-12-12)
Fall From Heaven -
http://forums.civfanatics.com/forumdisplay.php?f=190
http://forums.civfanatics.com/showthread.php?t=171398

C2C modders are already integrating terrain and winter features
- http://forums.civfanatics.com/showthread.php?t=435063
see thread #5


also check out the other modmods!
Rise from Erebus Modmod
http://forums.civfanatics.com/forumdisplay.php?f=360

the inspired
Master of Mana
http://forums.civfanatics.com/showthread.php?t=404285
heavily developed off-site
http://www.masterofmana.com/

and many more like
Fall Further

Since so many of the mechanics have been altered so radically, even though this are fantasy mods, the ideas could be very useful.
I for one would love a receding Ice Age for the start of C2C, like the one was programmed into the series. (could save some time, if it was ported)
I would encourage others to go through all of these mods threads and the other related mod-mods, look for ideas in your spare time, and mention them here!
 
(edited 6-12-12)
Dune Wars -
http://forums.civfanatics.com/showthread.php?t=338329

Some terrain features are already being integrated into C2C.
http://forums.civfanatics.com/showthread.php?t=435063
More currently being considered.
see thread #11
There is a lot more than can be integrated for different eras, I know someone was trying to import the ornithopter unit.
If you get a chance take a good look. There is a lot more that could be integrated; Some beautiful graphics , terraforming tech, and units at least!

In this same vein - I hope people take a further look at
MarsNow! - The_J -
http://forums.civfanatics.com/showthread.php?t=312246
It is an abandoned mod with some good ideas/units. I know a few ideas were looked at already in C2C and I'm sure more that could be integrated are in the threads.
 
(slightly edited 6-7-12)
Planetfall (Sid Meier's Alpha Centauri 4x game port to Civ IV and Alien Crossfire Expansion) - http://forums.civfanatics.com/showthread.php?t=252829

Perfect start for creating/integrating into the ideas for the Galactic Era-
This well developed mod is a remake of Sid Meier's Alpha Centauri - tech tree and units could an easy inclusion /inspiration for the galactic era. (Sid Meier made Alpha Centauri - could be a good starting place, a lot of work was already done that could be incorporated easily for C2C)

In smacx your probe teams (espionage units) could bribe enemy units, so long as a) they were alone in the tile, and b) there was not an enemy probe team on the square aswell.
Something like this could be nice, it helped if you wanted to concentrate on a more of a builder approach because you had defensive probe teams and a cash pile to subvert enemy troops.
The cost of bribing the unit would be determined by a few things, the exp the unit has, the number of ep points the player has on you, maybe deciever could get a discount. And later in the game spy buildings could give units added +50% to cost or a discount for your spies etc.

- I would also recommend playing ,the modmod and non strict-AC interpretation - Conflict on Chiron - Monaldinio
http://forums.civfanatics.com/showthread.php?t=426026
German Development Forum - http://civforum.de/showthread.php?t=68830
Please be careful of respecting Monaldinio's ideas, I would contact him directly to float the idea of mutually developing them 1st.
 
World History Mod - Kevinman4404 -
http://forums.civfanatics.com/showthread.php?t=262780
My first recommendation of a mod to look at closely.

Slow Development with fast bursts- many undeveloped ideas/ very ambitious.
Parts are 99% complete! Looks like he has made some serious progress that could help C2C. He has this great idea for project development breaking down ideas for future development into phases.
I would love it if someone on the mod team would contact him to share ideas.
I think it would benefit both C2C and his mod. He has so little time, yet makes so much progress when he finds it.
I would love it if people go through his threads and pull out the ideas. I will do it as soon as I have time. Maybe you see something I don't.
I especially like the picture of the huge map he created. Could be a good integration with the GEM - Giant Earth Map mod for a -good huge Earth Map for C2C!
Worth a look!
 
Extra Mod - Chiyu -
http://forums.civfanatics.com/showthread.php?t=234906
- Historically - my favorite mod, right up there with ROM and AND (both precursors to C2C). I played this mod more than any other.
Chiyu took a lot of time searching through scenarios created in the OFFICIAL expansion sets -Warlords, Beyond the Sword, for content and integrated a lot of it.

He descibes it as a
" ... mod that that combines a lot of material from various official Firaxis mods (including Civ4 - Colonization) into one, big playable package. The majority of the content comes from the following mods: Warlords' Chinese Unification, Warlords' Peleponessian War, Warlords' Alexander the Great, BtS' Charlemagne's Wars, BtS' Next War, BtS' Final Frontier, BtS' Road to War and of course Colonization.

Chock full of features I would recommend taking a close look at it. I'm sure some of these ended up in ROM/AND/C2C;I wonder what else was missed?? I love the way the tech tree progresses in the game. Please take a close look at it and it's threads.
I would love to hear what other people think of this mod from here??
 
Genetic Era for Warlords - Dubmetender/PrimemOver -
http://forums.civfanatics.com/showthread.php?t=184182
Okay - I know sea colonies and underwater tunnels have been tried before. But I really want to see them well implemented in C2C. Major vote!!!
Am I alone in this Desire??
I am sure there are tech tree details, units, and undeveloped ideas here that can be well used in C2C.

"This mod is above all a sci fi mod which add a new era to the game: the genetic era. New technologies, new units, new buildings, new wonders, new concepts have been designed to make this era as fascinating as possible.
Many ideas come from Civilization: Call To Power I and II.
Genetic Era will make you rethink the old strategy you used - cvilization development and war will now take advantage of brand new fields of actions. New terrains are awaiting to being conquered. Develop your marine, acquire new technologies and take the command of antigrav units while expanding your civilization over the seas !
Maybe, you do not have the sufficient strength to conduct a conventional war, then just sustain a "Cold war" with the enhanced capabilities of the spies and new non conventional units !"

Could somebody please go over this mod, and cherry picks the ideas/tech tree/units here? This would give C2C lovers/observers something constructive to do to help the C2C modmasters!

Great ideas here for the Future Eras - Tech Tree could be combined Planetfall mod and existing ideas for the Galactic and Future Eras.
 
Realism Invictus mod- Walter Hawkwood -
http://forums.civfanatics.com/showthread.php?t=411799

Probably the best and most updated realism mod. Great idea development here.

Text taken from the mod -
"With more than 5 years of glorious history, Realism mod for Civilization 4 was among the first gameplay mods for the game, and is still going strong today. Realism Invictus is the new name we adopted as we moved to Beyond the Sword expansion (just as we changed the name when moving to Warlords some years ago).

More realistic feel. Original game is in many cases either oversimplifying things, or even plain wrong. A couple of classical examples are Persian “Immortals” (who historically had very little to do with how they are depicted in Civ4) and Roman “Praetorians” (unlike other legionaries, praetorians were never intended for taking part in military campaigns). Our goal was to enhance the historical feel by correcting those oversights. You will notice that many things, up to uniform details, are historically correct (or at least more correct, anyway).

• More diversity equals more fun. A civilization in Civ 4 was characterized by one unique unit and one unique building; basically, that was it – Aztecs were otherwise almost completely identical to, say, French. Moreover, many civilizations were limited to only one leader. We aim to make player’s experience more unique each time, and all civilizations now have a sizeable set of buildings and units unique to them (actually, most units for every particular civilization will have some differences from their default counterparts) – and several leaders for each, in many cases with starkly differing personalities.

• Careful testing for better balance. We have been balancing the added features for literally years to ensure that tons of our added content function smoothly and give a balanced and rewarding gameplay experience both for beginner players (at lower difficulty levels) and for veterans wanting more challenge (at higher difficulty levels). We tried to accommodate for many different possible gameplay strategies and provide an enjoyable experience for each of them.

• A better-looking game is a better game. One of our main priorities when adding new content is ensuring its proper quality. We feel that over years it has resulted in our mod becoming one of the best looking ones out there.

• Community effort. While the mod itself is run by a relatively small team (of no more than 5 people at any given moment), it includes a vast assembly of things created by Civ4 great modding community, from individual art pieces to mod components. Likewise, we always tried to be an active contributor to the community. "

I love realism, and details. That is why I love C2C. I hope people keep a close eye here as well and take the time to create/follow a thread on integrating this material.
 
RevolutionDCM for BTS - glider1-
http://forums.civfanatics.com/showthread.php?t=262937

A core modpack integrating mods which became a major ongoing part of ROM, RAND, and C2C. Slower development here but components and discussion are still being intergrated. Keep a close eye here for developments that could improve C2C.

Text taken from the mod --
"Purpose -
To integrate high quality mods onto the back of the brilliant Revolutions mod that add strategic richness to BTS, compliment Revolutions and yet still make for a compact download size. At all times basic BTS game experience and stability is it's reference guiding development.

Any combination of mods within RevolutionDCM are controllable in a user interface. Any mod can be turned on or off as desired within this interface. In this way, RevolutionDCM can be hypothetically reduced down to a base BTS 3.19 core running Better BTS and BUG. RevolutionDCM uses the Better BTS AI to incorporate these high quality mods:
Revolutions (SDK, Python, XML)
Dales Combat Mod (SDK, XML)
Influence Driven War (SDK, XML)
Revolution Inquisitions (SDK, XML)
Super Spies (SDK, XML)
BUGMod (SDK, Python, XML)
WoC Mod (SDK, Python, XML)
Better BTS AI (SDK, Python)
Better Bug AI (BULL) (SDK, XML)
RevolutionDCM is now capable of recognising and installing WoC modules, so long as they have been converted over to the RevolutionDCM schema and do not conflict with the mods already present in RevolutionDCM."

Still a little development here. I would like to hear what Glider1 thinks of C2C (has revdcm in it deep). There are some updated parts here that still could be included in C2C. Wouldn't he be a good part of the C2C team?
I think that there is an amazing amount of ideas and content here that has yet to be considered in a C2C context. Please look through the threads and ideas and chime in on what you all think.

In this vein, Keep track of the ROM and RAND threads and subforums. Good reading materials and a few million ideas that may not have yet been considered.

ROM - Rise of Mankind -
rom2 - http://forums.civfanatics.com/showthread.php?t=273373
rom forum - http://forums.civfanatics.com/forumdisplay.php?f=269
Massive mod, lots of ideas and discussion here. We miss you Zapppara! Please say hi and drop an idea or two!

RAND or AND - Rise of Mankind - A New Dawn - Afforess
http://forums.civfanatics.com/showthread.php?t=372884
and the AND/RAND Forum
http://forums.civfanatics.com/forumdisplay.php?f=369
All hail AFFORESS !!
Really took customization of ROM and allowed people to explore parts that they liked. It would be really, really nice to see Afforess contribute a few ideas/thoughts to the progression of C2C as he saw fit.

Anyone with a lot of extra free time - look through here for ideas and repost them in C2C forums. I am sure there are great ideas overlooked here.
 
Here is a quick list of some other major mod's to look at:
C2C mod Team - Have any of these been searched over yet??

Rhye's and Fall (and mod mods) - Rhye - http://forums.civfanatics.com/forumdisplay.php?f=204
I'm pretty sure this has been looked at. What ideas have been taken from here? I'm sure the ongoing discussion here could be useful for this forum as well.

Legends of Revolutions - Phungus420 - http://forums.civfanatics.com/showthread.php?t=319235
A major and successful attempt at a unofficial modpack. A lot of these ideas have been incorporated into C2C already I believe.
It would be great if Phungus420 would put his two thousands cents in on C2C.

Wolfhanze mod - Wolfshanze - Wolfhanze 1850-1920 Enhancement Mod v2.0 - http://forums.civfanatics.com/showthread.php?t=249129
Wolfhanze Revolution - Phungus420 -http://forums.civfanatics.com/showthread.php?t=292578
Missing these extremely well made military units would be a travesty. Has anyone looked at these and are they in C2C yet??

Some other active mods with great ideas:

Pie's Ancient Europe - pie at - http://forums.civfanatics.com/showthread.php?t=352646

Vincentz Infinite Projects (VIP Mod) - Vincentz - http://forums.civfanatics.com/showthread.php?t=398499
I saw Vincentz post once in the ideas thread. Please keep it up Vincentz - you have some great ideas and could work both on your own mod and C2C as you see fit. You could contibute to the C2C Community and your own personal vision at the same time, if you want to share your good ideas.

Thomas War - tsentom1 - http://forums.civfanatics.com/showthread.php?t=281603

World War II 1939 - asioasioasio -
http://forums.civfanatics.com/showthread.php?t=207724
http://forums.civfanatics.com/showthread.php?t=181637

WWI Blood and Iron - snafussmith - http://forums.civfanatics.com/showthread.php?t=258879

White Lies Black Ops - ooggbboo - http://forums.civfanatics.com/showthread.php?t=336721

If anyone has the time please go through their threads and repost thoughts and ideas here.

See any mods that I missed? It would be worth it to list a few to keep track of. Please submit them here and post those ideas.
I'm sure you are all aware of them, but here are a few places where they are separately listed
Civ4 - Modpacks (Mod's with working files submitted)
http://forums.civfanatics.com/forumdisplay.php?f=171
Civ4 - Project & Mod Development (Mod's that have been declared worthy of having their own sub-forum)
http://forums.civfanatics.com/forumdisplay.php?f=215
Civ4 - Creation & Customization (some new mod projects thread developing here)
http://forums.civfanatics.com/forumdisplay.php?f=158
These places could easily get overlooked by people looking for mod ideas.

In that vein
I would also look at Civ4 - Mod Components for some developing concepts and mods that could be integrated.
http://forums.civfanatics.com/forumdisplay.php?f=180
I'm sure the C2C mod team has looked at these, but they may not always have time to keep up with them.
That is what we the non-coder C2C forum observers can do to help make C2C better, look for good ideas/pieces and Let everyone know here ! :)
 
Thanks, I was aware of that too, and mentioned it in the above posts on Dune Wars and Fall from Heaven; I was just trying to draw attention to some of these other mods for good material that maybe you could all use.

I was not certain how much you all pulled from other mods or whether you were following their threads for current ideas or material. What other mods have you all looked at?? I wanted to spark some idea disscussion on mods that may have not been included or discovered yet. Maybe give some C2C observers some new ways of helping the mod.

For instance did you all incorporate the all the unique WWII ships and units from the wolfhanze mod? I think there is a good bit of unique material in these mods and you may have only looked at only so much. Very few people have time to keep up with them or have played more than a few.
I have read quite a few threads on the different mods, and some of them have full sets of improved graphic units and new technology implementations. I hope I am encouraging you to take a second look at some of these, when you have time of course.

I hope you are open to these ideas. I really like the momentum that C2C is gaining and wanted to participate, in my own little way:)
 
Thanks, I was aware of that too, and mentioned it in the above posts on Dune Wars and Fall from Heaven; I was just trying to draw attention to some of these other mods for good material that maybe you could all use.

I was not certain how much you all pulled from other mods or whether you were following their threads for current ideas or material. What other mods have you all looked at?? I wanted to spark some idea disscussion on mods that may have not been included or discovered yet. Maybe give some C2C observers some new ways of helping the mod.

For instance did you all incorporate the all the unique WWII ships and units from the wolfhanze mod? I think there is a good bit of unique material in these mods and you may have only looked at only so much. Very few people have time to keep up with them or have played more than a few.
I have read quite a few threads on the different mods, and some of them have full sets of improved graphic units and new technology implementations. I hope I am encouraging you to take a second look at some of these, when you have time of course.

I hope you are open to these ideas. I really like the momentum that C2C is gaining and wanted to participate, in my own little way:)

The more graphics the less I can play :(. My machine just can't handle it and as an "almost old age pensioner" I can no longer afford to upgrade every year or so.

C2C and Vincents (VIP) are children of RoM/AND which used RevDCM/BUG/WoC as their base.

We recycle from anywhere but sometimes it takes a bit longer for one than another. For example, I would really like to include some of the stuff in the WLBO mod but it is not just a port. First I need to get the specialist stacker fully integrated so we can have more specialists. The lack of a doctor specialist due to room means that when I incorporated and extended (slightly) Orion Veteran's Health Care mod some functionality was lost. I may have had a break through on the specialist stacker, it is half working, I just need to move the active doctor icons to where they belong. ;)
 
I know these things take a LOT of time. I have a tiny bit of programming experience and know this is a labor of love for you. I appreciate just having a chance to discuss these concepts a bit.

I also agree with the old machine upgrades, my machine is showing it's age also. I've upgraded ram, and the SSD is like lightning for me. New machine when I can afford it.
I'm all for playability over graphics, if there is a useful graphic that highlights a feature, I'm all for eventually working it in ifit makes sense and doesn't bog down the mod.

I really appreciate you all giving me a chance to cover the territory a little. I just wanted to save you all some time, if someone else explored these ideas already.
Listing these mods were just a way to explore ideas and involve others in the idea process a bit.
I'm big on creating a dream team, and getting these other mod makers in on helping a bit, if they are open to it.

I still think there is a lot of useful material here in these mods. I was just starting the conversation on going through them for useful content and for good ideas.


Thanks for giving me a chance to explore a bit and to try to find a way to help.
 
Legends of Revolutions - Phungus420 - http://forums.civfanatics.com/showthread.php?t=319235
A major and successful attempt at a unofficial modpack. A lot of these ideas have been incorporated into C2C already I believe.
It would be great if Phungus420 would put his two thousands cents in on C2C.

I would really like if the medieval ships from Legends of Revolutions could be included in C2C. I feel there is a big gap between the early ships (Galley/War Galley/Trireme) and the Age of Sail ships (Galleon/Frigate/Ship of the Line), with the Caravel/Fluyt/Sloop feeling like just "scout" ships. There are two ships I'm looking at:

The Cog is a medieval transport requiring Compass and Machinery, Strength 3 (Galley = 2, Galleon = 5 in LoR), Move 2, cargo space 3, can't enter ocean before Astronomy.

The Galleass is a medieval war galley requiring Compass and Guilds, Strength 4 (+50% vs. Galleon/Frigate/Sailing Ship), Move 2, no cargo space and never can enter ocean.
 
This what i'm talking about!
This is a good place to collect these ideas. Eventually the mod team could go through them as they have time.
Maybe it would be best to start each post by tagging the mod that your talking about and then the feature.
Vokarya, I hope you don't mind if i reorganize the information?
For example:

Legends of Revolutions: Phungus420
http://forums.civfanatics.com/showthread.php?t=319235 - Thread
http://forums.civfanatics.com/forumdisplay.php?f=359 - SubForum

Ships - please consider including units
Medieval ships:
- Cog: medieval transport - Strength 3 (Galley = 2, Galleon = 5 in LoR), Move 2, cargo space 3, can't enter ocean before Astronomy. Requiring Compass and Machinery technologies.
- Galleass: medieval war galley - Strength 4 (+50% vs. Galleon/Frigate/Sailing Ship), Move 2, no cargo space and never can enter ocean. Requiring Compass and Guilds

I feel there is a big gap between the early ships (Galley/War Galley/Trireme) and the Age of Sail ships (Galleon/Frigate/Ship of the Line), with the Caravel/Fluyt/Sloop feeling like just "scout" ships.

- As soon as I find time i'm doing the same!!
 
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