Integrating Mods - Incorporating / Exploring Ideas from other mods.

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)
 
World of Legends (Cybrxkhan)
http://forums.civfanatics.com/showthread.php?t=348162 - Thread

I know we already grabbed the Heroes and some Cultures from this mod, but I was looking through the mod and there are four Wonders that haven't yet been included in C2C.

Bamyan Buddha Statues
Raises the cap on missionaries from 3 to 5. There's no missionary limit in C2C, but what if it lowered the maintenance cost from 1 to 0.5?

Great Zimbabwe
Provides a free Herbalist building (+1 Health) in every city. C2C has something similar in Hippocratic Oath. I think having Great Zimbabwe provide a free Stone Huts to any city would be neat.

Nalanda University
+10% Science in all cities with just Mathematics and Scriptures. Scriptures is
a new tech that requires Monotheism + Writing and replaces Monotheism as a prerequisite for Theology.

Scarborough Fair
+2 trade routes and +2 culture from Market and Grocer. I'd make this +4 culture from every building in the Market chain (since you can only have one).

Also, what about the Personality Cult civic? It's a Religion civic that requires Fascism and gives no State Religion, +50% espionage in all cities, and +1 happiness from Jail, Public School, and News Press. Could make it +1 happy from all media-related buildings.
 
That is, for all intents and purposes, Divine Cult.

That's true, but Divine Cult still has a state religion and a happiness bonus for the religion, where I see Personality Cult as halfway between Divine Cult and Atheism.
 
Some really good ideas. I hope this thread become a good parking place for ideas from other mods. Even if they are not included now, this is a good place to dump content we see in other mods for the future when it could be looked at by the modders. I see ideas or overlooked in other mods all the time.

Great place to discuss improving upon another mod's ideas as well.

Mod ideas get lost or forgotten in other threads as they get bigger or unattended to.
And this gives all of us lookers/players an easy way to contribute; reference what we like in other mods, (or ideas we have seen discussed in the threads of other mods) and it will more likely get adopted when the c2c modders have time or like it!! One stop shop for incorporating other mod ideas.
A way to vote for what we like :)
 
Some good ideas in there : http://forums.civfanatics.com/showthread.php?t=281306 (Conqueror's Delight)

Promotions
Spoiler :
There are now dozens of new promotion abilities & prerequisites:

Strength change - provides a base change in strength points that will appear on the unit’s interface (unlike the strength modifiers which do not and are based on percentage).
Invisible - gives the unit that invisible type. Units can now have multiple invisible types.
See Invisible - will be able to see all units with that Invisible Type. Units can see multiple Invisible Types.
Gold Cost - substracts the specified amount directly from the treasury when the unit is given this promotion. If there is not enough gold in the treasury, the unit cannot get the promotion.
Prerequisite Building- requires the player to have built at least one of this building class.
Required Battle Count - requires that the unit has to have fought a particular number of battles (battles ending in withdrawal count).
Required Victory Count - requires that the unit actually win a particular number of battles.
Terrain First Strikes - units get additional first strikes when attacking into or from this terrain
Terrain Withdrawal - units get additional withdrawal when attacking into or from this terrain
Feature First Strikes - units get additional first strikes when attacking into or from this feature
Feature Withdrawal - units get additional withdrawal when attacking into or from this terrain
Hill First Strikes - unit gets additional first strikes when attacking into or from Hills
Hill Withdrawal - unit gets additional withdrawal chance when attacking into or from Hills
City First Strikes - unit gets additional first strikes chance when defending in cities
Cargo Heal Rate - increases the rate at which other units in this unit's cargo will heal
Same Tile Interception - increases the interception rate of all units on the tile (intercepting units will only take the highest interception boost)
Same Tile Air Range - increases the air range of all units on the tile (air units will only take the best air range boost)
Air Bomb Rate Change - changes the air bomb rate
Foreign Plot Modifier - changes the combat strength of a unit when fighting a foreign enemy plot
Foreign City Modifier - changes the combat strength of a unit when fighting in a captured city with more than a certain percentage of enemy culture
Unit Stack Modifier - changes the combat strength of a unit when fighting with a certain number of units above a set threshold on the particular tile
Home City Unit Stack Modifier - changes the combat strength of a unit when fighting with units from different cities on the same tile
Promotion Capture Chance Modifier - changes the probability of the unit capturing a promotion from another unit
Pillage Commerce Modifier - changes the amount of commerce given from pillaging a tile
Kill Commerce Modifier - changes the amount of commerce given from killing a unit
Storm Damage Modifier - changes the damage a storm can inflict on a unit
Supply Range Change - changes the supply range of the unit
Unit Class Modifier - increases the combat strength against particular unit classes
Unit Combat Withdrawal - changes the chance for withdrawal against a unit with a particular Unit Combat Type
Unit Combat First Strikes - changes the first strikes given against a unit with a particular Unit Combat Type
Anti-Promotion - changes the combat strength against units with this promotion (taken from FFH code)

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.


Capture Promotions
Spoiler :

Specified promotions can be captured by other units. This allows for specific promotions to act essentially as items being swapped between different units.


Invisibility
Spoiler :
Units with particular invisibility types can be made invisible on particular terrains.

For example, you could make it so that Scouts will be invisible only on Forests, Jungles and Hills but visible on any other terrain. You can also make it so that other units will be able to see those Scouts by allowing them to see that invisible type.



Yields from Killed Units and Pillaged Improvements


Naval
Spoiler :
Barbarian pirates have been greatly increased.
Barbarian pirates can now spawn land units in their cargo hold to attack coastal tiles. Barbarian land units spawned in pirate ships get any promotion that gives amphibious landing.
Barbarian pirates only spawn on coastal tiles around continents that currently have at least one player on them. This increases their spawn rate since the game will not be waiting for someone to kill pirates floating around unexplored continents before spawning more.
Ships now have supply lines. Ships can either be flagged for coastal supply or given a maximum supply range. Ships with coastal supply must end their turn next to a land tile or else suffer "Supply Damage". Ships with a supply range have to be within range of a friendly city (this includes vassals) at the end of their turn or they will suffer supply damage. If ships with a supply range are flagged as requiring a certain resource, they must be within that maximum range of a friendly city that also has that resource.
Ships can now be hit by storms. Storms occur randomly, and ships that survive storms will gain XP. Ships can be hit by storms anywhere including in cities. The only cities that are immune from storms are ones that have Harbors.
Harbors have been modified. The game now places Natural Harbors on the map that will flag a city as having a harbor immediately, and the Harbor and Cothon Buildings will flag a city as having a harbor when and if they're constructed. Cities that have natural harbors do not require the Harbor building and will not be able to construct it although they get the same bonuses the Harbor building provides. Carthiginian cities will be able to still construct the Cothon in cities with natural harbors at reduced cost.
Certain units now will require harbors (either natural or constructed) to be trained or even enter the city. Larger ships will require a harbor if they wish to dock at the city.
An Unload Turn Penalty has been added to require one turn within enemy territory to allow the disembarkation of units inside water transports. Units with the Amphibious promotion are exempt from this penalty, and units flagged as requiring a Beachhead need another unit with movement points left on the tile they are trying to unload to.
AI Sea Patrol code added so that the AI will make use of it more frequently.
Sea Patrol's function extended to include automatically intercepting ships that bombard cities and blockade.
Alerts have been added for when a ship has been automatically intercepted by a unit set to Sea Patrol and for what reason.
Sea unit movement rate is now dependent on the size of the map.


Puppet States
Spoiler :
You can now carve puppet states out of enemy territory. This creates a new vassal player. You cannot create multiple puppet states from the same enemy and you cannot form puppet states in cities that can be returned to an ally.


Barbarian Tribes!
Spoiler :
Tribes are now spawned at the start of the game and will spread to fill the entire map. Tribes provide Barbarians spawned on their tiles cultural unit art, favorite units, and varying unit behavior. Of course, this is all customizable in the XML for modders to add or remove tribes as they please.

A full list of tribes now included provided here.


Barbarians Ransom Cities
Spoiler :
Barbarians will now demand ransom for cities they capture if the player can possibly meet their demands. The popup will also display different information depending on the Tribe if the capturing Barbarian unit has a tribal association.
 
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.
 
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.
 
Looks like some very good stuff.
I'm going to do some looking through my favorite older mods, and mod threads for ideas asap.
Modders -see anything you want to add for v19?
 
I am a beginning modder and learning how to do this in Civ 4. I like the promotions and units from Neoteric world, Biplane bombers, F16, Mig 15 and Harrier jets, and more promotions for air and naval units.
Also Max Riga has lots of units from WWI on to the current year, more diversity.
If I knew how to transfer promotions and units, art and sounds and all that, I could do a Mod Mod and post it somewhere for the developers of C2C to look at.

Check out Gods of Old for some other religion specific promotions for all those new religions that do not have one yet, Christian has Crusader, Tao has Martial arts and so on.
 
We might need to list the units for the modders to notice quicker.
I recommend taking screen shot or if the mod has civilopedia entries then post those.
 
I am a beginning modder and learning how to do this in Civ 4. I like the promotions and units from Neoteric world, Biplane bombers, F16, Mig 15 and Harrier jets, and more promotions for air and naval units.
Also Max Riga has lots of units from WWI on to the current year, more diversity.
If I knew how to transfer promotions and units, art and sounds and all that, I could do a Mod Mod and post it somewhere for the developers of C2C to look at.

Check out Gods of Old for some other religion specific promotions for all those new religions that do not have one yet, Christian has Crusader, Tao has Martial arts and so on.

@ charlesb96


Are you working on that mod mod with that units? That would be great! I'd love to see more unit/promotion varities in C2C! More, more, more... that's all about! :D

And of course if you need help modding that all... just let me know.
 
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.
 
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.

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

Great idea! :)
 
@mcookie83

I am looking forward to seeing those units from the MaxRiga mod.
I haven't played it. What do you like best about it?
I recommend you post pics or the names of the units here so we can discuss them.
If you need any help please let everyone know.
 
I am a beginning modder and learning how to do this in Civ 4. I like the promotions and units from Neoteric world, Biplane bombers, F16, Mig 15 and Harrier jets, and more promotions for air and naval units.
Also Max Riga has lots of units from WWI on to the current year, more diversity.
If I knew how to transfer promotions and units, art and sounds and all that, I could do a Mod Mod and post it somewhere for the developers of C2C to look at.

Check out Gods of Old for some other religion specific promotions for all those new religions that do not have one yet, Christian has Crusader, Tao has Martial arts and so on.

@Chalesb96
Please list the units and attach pics if you can so that the modders can consider them.
Listing will give the modders a better chance to know which content you recommend as they have little time to view all the mods themselves.
The are definitely open to mod mods. Maybe some of us can offer to team up and help the modders.
Once people start listing more ideas and units to consider, I am sure the modders will respond. Anyone else want to chime in on these mods?
 
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.

Did any of the modders want to help stolenrays on this mod?
Maybe other viewers here can help him.
Please keep it up, stolenrays. I am setting aside weekly time to learn how to mod. I know a little programming. Maybe we can help each other?
 
Some good ideas in there : http://forums.civfanatics.com/showthread.php?t=281306 (Conqueror's Delight)

Promotions
Spoiler :
There are now dozens of new promotion abilities & prerequisites:

Strength change - provides a base change in strength points that will appear on the unit’s interface (unlike the strength modifiers which do not and are based on percentage).
Invisible - gives the unit that invisible type. Units can now have multiple invisible types.
See Invisible - will be able to see all units with that Invisible Type. Units can see multiple Invisible Types.
Gold Cost - substracts the specified amount directly from the treasury when the unit is given this promotion. If there is not enough gold in the treasury, the unit cannot get the promotion.
Prerequisite Building- requires the player to have built at least one of this building class.
Required Battle Count - requires that the unit has to have fought a particular number of battles (battles ending in withdrawal count).
Required Victory Count - requires that the unit actually win a particular number of battles.
Terrain First Strikes - units get additional first strikes when attacking into or from this terrain
Terrain Withdrawal - units get additional withdrawal when attacking into or from this terrain
Feature First Strikes - units get additional first strikes when attacking into or from this feature
Feature Withdrawal - units get additional withdrawal when attacking into or from this terrain
Hill First Strikes - unit gets additional first strikes when attacking into or from Hills
Hill Withdrawal - unit gets additional withdrawal chance when attacking into or from Hills
City First Strikes - unit gets additional first strikes chance when defending in cities
Cargo Heal Rate - increases the rate at which other units in this unit's cargo will heal
Same Tile Interception - increases the interception rate of all units on the tile (intercepting units will only take the highest interception boost)
Same Tile Air Range - increases the air range of all units on the tile (air units will only take the best air range boost)
Air Bomb Rate Change - changes the air bomb rate
Foreign Plot Modifier - changes the combat strength of a unit when fighting a foreign enemy plot
Foreign City Modifier - changes the combat strength of a unit when fighting in a captured city with more than a certain percentage of enemy culture
Unit Stack Modifier - changes the combat strength of a unit when fighting with a certain number of units above a set threshold on the particular tile
Home City Unit Stack Modifier - changes the combat strength of a unit when fighting with units from different cities on the same tile
Promotion Capture Chance Modifier - changes the probability of the unit capturing a promotion from another unit
Pillage Commerce Modifier - changes the amount of commerce given from pillaging a tile
Kill Commerce Modifier - changes the amount of commerce given from killing a unit
Storm Damage Modifier - changes the damage a storm can inflict on a unit
Supply Range Change - changes the supply range of the unit
Unit Class Modifier - increases the combat strength against particular unit classes
Unit Combat Withdrawal - changes the chance for withdrawal against a unit with a particular Unit Combat Type
Unit Combat First Strikes - changes the first strikes given against a unit with a particular Unit Combat Type
Anti-Promotion - changes the combat strength against units with this promotion (taken from FFH code)

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.


Capture Promotions
Spoiler :

Specified promotions can be captured by other units. This allows for specific promotions to act essentially as items being swapped between different units.


Invisibility
Spoiler :
Units with particular invisibility types can be made invisible on particular terrains.

For example, you could make it so that Scouts will be invisible only on Forests, Jungles and Hills but visible on any other terrain. You can also make it so that other units will be able to see those Scouts by allowing them to see that invisible type.



Yields from Killed Units and Pillaged Improvements


Naval
Spoiler :
Barbarian pirates have been greatly increased.
Barbarian pirates can now spawn land units in their cargo hold to attack coastal tiles. Barbarian land units spawned in pirate ships get any promotion that gives amphibious landing.
Barbarian pirates only spawn on coastal tiles around continents that currently have at least one player on them. This increases their spawn rate since the game will not be waiting for someone to kill pirates floating around unexplored continents before spawning more.
Ships now have supply lines. Ships can either be flagged for coastal supply or given a maximum supply range. Ships with coastal supply must end their turn next to a land tile or else suffer "Supply Damage". Ships with a supply range have to be within range of a friendly city (this includes vassals) at the end of their turn or they will suffer supply damage. If ships with a supply range are flagged as requiring a certain resource, they must be within that maximum range of a friendly city that also has that resource.
Ships can now be hit by storms. Storms occur randomly, and ships that survive storms will gain XP. Ships can be hit by storms anywhere including in cities. The only cities that are immune from storms are ones that have Harbors.
Harbors have been modified. The game now places Natural Harbors on the map that will flag a city as having a harbor immediately, and the Harbor and Cothon Buildings will flag a city as having a harbor when and if they're constructed. Cities that have natural harbors do not require the Harbor building and will not be able to construct it although they get the same bonuses the Harbor building provides. Carthiginian cities will be able to still construct the Cothon in cities with natural harbors at reduced cost.
Certain units now will require harbors (either natural or constructed) to be trained or even enter the city. Larger ships will require a harbor if they wish to dock at the city.
An Unload Turn Penalty has been added to require one turn within enemy territory to allow the disembarkation of units inside water transports. Units with the Amphibious promotion are exempt from this penalty, and units flagged as requiring a Beachhead need another unit with movement points left on the tile they are trying to unload to.
AI Sea Patrol code added so that the AI will make use of it more frequently.
Sea Patrol's function extended to include automatically intercepting ships that bombard cities and blockade.
Alerts have been added for when a ship has been automatically intercepted by a unit set to Sea Patrol and for what reason.
Sea unit movement rate is now dependent on the size of the map.


Puppet States
Spoiler :
You can now carve puppet states out of enemy territory. This creates a new vassal player. You cannot create multiple puppet states from the same enemy and you cannot form puppet states in cities that can be returned to an ally.


Barbarian Tribes!
Spoiler :
Tribes are now spawned at the start of the game and will spread to fill the entire map. Tribes provide Barbarians spawned on their tiles cultural unit art, favorite units, and varying unit behavior. Of course, this is all customizable in the XML for modders to add or remove tribes as they please.

A full list of tribes now included provided here.


Barbarians Ransom Cities
Spoiler :
Barbarians will now demand ransom for cities they capture if the player can possibly meet their demands. The popup will also display different information depending on the Tribe if the capturing Barbarian unit has a tribal association.

MODTEAM , did you have a chance to look at these ideas? I can go through them and try to organize them if you like.
 
For the New Year, if everyone gets a chance,
Can you look at the screenshots and ideas on the

Conflict on Chiron mod
http://forums.civfanatics.com/showthread.php?t=426026

and tell me what you think?
It is a fork and new active development off of the Planetfall Mod, itself a CIV IV reinterpretation of Alpha Centauri, Sid's Meier's space version of Civilization.

I haven't played it yet, but the ships in the screenshots look amazing.
Maybe they can be incorporated into the Galactic Era.

Some of the technologies might fit into the Transhuman era or the Cybertech/punk alternate timeline one.

MODTEAM, please take a moment to look at it and let me know if you think it has any promise?
I know you have discussed integrating the Alien Fungus from Planetfall in some way.
I would just like to know your thoughts on this one.
 
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