Ideas and Suggestions

I think I've asked this before, but are there any plans to add the Giant YNAEMP 180x94 earth map? Also ive noticed that natural wonders arn't spawning on maps
 
it is a fresh install and it did it on the other install too. it will always say runtime error dx11 has requested it to terminate.
 
After some time of playing CCTP with whowards69 "DLL Various Compoments".
I would like to suggest to implent some, or maybe all of the Dll changes.
The new canal improvement works well also the other functions are a really nice addition.
 
What I definitely like to see is CCTP being compatible with (or even including) Cultural Diffusion/Revolutions.. I must admit, I've not tried it yet, so it may be already compatible. Has someone tried Revolutions with CCTP?
 
What I definitely like to see is CCTP being compatible with (or even including) Cultural Diffusion/Revolutions.. I must admit, I've not tried it yet, so it may be already compatible. Has someone tried Revolutions with CCTP?

I did with an earlier version, they're not compatible yet. I would really love to see it permanently implemented though.
 
What I definitely like to see is CCTP being compatible with (or even including) Cultural Diffusion/Revolutions.. I must admit, I've not tried it yet, so it may be already compatible. Has someone tried Revolutions with CCTP?

I'm working on such a modmod, and will resume work once Fires/chrome return for the Christmas holidays. And it will be more complex than those mods, involving multiple factors. There is a whole thread on this, in fact.
 
I'm working on such a modmod, and will resume work once Fires/chrome return for the Christmas holidays. And it will be more complex than those mods, involving multiple factors. There is a whole thread on this, in fact.

Well, I know that thread and I'm really looking forward to it. :)

But that's a whole new level of gameplay or at least it sounds like it. I'd really like to see Revolutions with CCTP anyway or maybe even because of your upcoming mod's complexity. :)
 
Well, I know that thread and I'm really looking forward to it. :)

But that's a whole new level of gameplay or at least it sounds like it. I'd really like to see Revolutions with CCTP anyway or maybe even because of your upcoming mod's complexity. :)

Revolutions, IIRC, takes only happiness and distance to determine stability. I aim to add stuff like population, production, etc. to make it more realistic.
 
to be complete: relative happiness between culture groups (based on diplomatic status and % of culture group in population), distance from capital and type of separation (land route, coastal route, oceanic route, road route, rails route, and finally "air" route when completely cut from the capital like middle of another civ territory without right of passage)
 
to be complete: relative happiness between culture groups (based on diplomatic status and % of culture group in population), distance from capital and type of separation (land route, coastal route, oceanic route, road route, rails route, and finally "air" route when completely cut from the capital like middle of another civ territory without right of passage)

I was thinking that you should take into account other factors, like wealth, population, percentage of immigrants (if you play with the Emigrations mod, and an assimilation factor is determined), culture, science, modifiers based on certain buildings, etc. The same should be done for Cultural Diffusion, I did it but because I am on a Mac I couldn't play what I had made.
 
Sorry for my english.

I think that you need to add PRODUCTION of resources (as city buildings, i presume).

Such as:
Potter's quarter that's producing Ceramics/Porcelain.
Chem plant that's producing for example rubber, furs or dyes.

Also you may add buildings which allow to trade local goods.

Such as:
Cheese-maker allow to trade livestock.
Cannery allow to trade fish/pigs or smth else.
 
Sorry fo the bumping,but i don't want to star a new thread.i have play some plays for now,and althroutgh is great ,i think there are some things that will make the mod better.
1wild animals,just like civ4-i think there was a mod that did these.animals have been from ancient times a great source of food.the animals will appear at the star of the game,and has civ expand,they will star dissapering.i think that it could be an interesting feature ,that when you kill an animal ,there is a small chance that the plot recieve a +1 food.also need abilities will be helpfull(pack hunter for wolves,that make then stronger in groups)

2 an option to make the game faster(not like vanilla civilization,but faster than others speeds)maybe only adding 500 or 250 extra turns

3new units for all the eras before moderm:i think that,counting that you need to stay in all eras many turns,there is a need of more units.here are my suggestions:
Ancient:
-hunter:strength 6 range attack 4 range 1.this unit will be usefull for hunting animals ,reciving a bonus of 50 against then.i think that the uu of mayans(atlalatist?) animations could be used here.unlock with trapping
Classic:
-skirmisher: the next unit in the line of the hunter.it has a strength of 8,range attack is improved to 7 .recieve a bonus against cavalary (25%)range is still one.when attacked,it has a 50% chance of retreating to an empty title(similar to the uu of the incan empire)
-macemen:has a strength of 12,And requiered one of iron.althrougth it may appear weaker than the swordsman,it recieve a 25% bonus when attacking,making it better for attacking
Middle ages:
-armed peasants: only have 13 strength,but they are extremely cheap to made and cost very little money to make.great when an enemy attack by surprised and you need some cannon fodder to stop then
-siege tower:11 strength,range attack 14range 1.these unit is desing for attacking cities.it recieved a 100 % bonus when attacking then.it also recieved less damaged from range attacks.
Renaissance:
Militia: strentgh 20 .is like the armed peasants .a cheap,expendable unit
Courasier:strentgh 23 .armor cavalary armed with pistols that recieve a bonus against cavalary
The lancer Should get bonus against infantery ,not against cavalary.the lances were used because they could attack infantery without getting massacred by the bayonets.in a cavalary figth,the lance was very difficult to use.
Industrial:
Sharpshooter:strength 26 range attack 32 range 2.i don't like that in the industrial era the only unit with a range attack is the artillery.the sharpshooter also mave througth all terrain using 1 mp
Modern :
Special ops-strength 75,can move after attacking ,can paradrop.requires globalization.it has a national limit of 2 .great for surprised attacks.

These is alll
 
I would like to see canals and suspension bridges

The canals would reduce the movement of passing naval units to one and would allow units to pass through continents. Workers would make this tile improvement much like how roads and railroads are made. The canal shouldn't be able to be built on hills.

The suspension bridges would be able to span over one or two water hexes and act as a road. I am unsure of what unit would build this because workers can't improve tiles in water hexes.

Both of these improvements would be available in the modern era and would improve the game play for me at least.

What do you guys think?
 
This was very likely already suggested, but seeing R.E.D. integrated in this mod would just make my day. As it stands, they mods are separate and their compatibility is indeterminate. Since graphical variety in units (especially the futuristic units, those need to be developed ASAP) is certainly something I would concern myself with in mod developement, I figured that since R.E.D. is such a great comprehensive mod, it could be incorporated to achieve that end.
 
it's not just your mod it's any mod i use i can't use saved games it always crashes and I don't know why.

I might have a fix:
If you load the game from:
Main menu >> Single Player >> Load game
it crashes for me too

But, if you instead go:
Mods >> (select the mods your save uses) >> Next >> Singleplayer >> Load game

And it doesn't crash... Perhaps the MM>SP route doesn't load some resources which causes some kind of null pointer exception.

Note: I registered to help out w. this, was really annoying me too!
 
i found a fix a while ago i just start a new game with the same mods and load the saved game from that game and it works.
 
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