Integrating Mods - Incorporating / Exploring Ideas from other mods.

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.
 
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.

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.
 
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?

Thanks for the encouragement. I really appreciate it. I don't see why we couldn't help each other. Right now I'm working on my Super Workers Mod that adds promotions to workers over in the Realism Forum. My other ideas were to create the Sack city mod, naval war only, air war only, and netural territory war only.
 
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.)
 
@stolenrays

How do the workers get XP? As I recall having workers fight causes crashes and stuff, which is why say War Elephants and Work Elephants are separate units.

FAll from heaven base, has workers that can fight, the dwarves with the golems if I remember right, their golem workers can defend themselves.
 
Now that I think about it, the 'workers' were odd in other ways too, such as I don't belive they used food to build, I dunno if it used a custom classification or something but it may have something to do with it.
But also, what kind of promos do you want workers able to get? if they effect the building process they should only get xp from doing work rather then combat imo. But combat related promos should come from combat on that note.
 
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 have seen a lot of mod incorporation lately, I'm going to try to make some time on my next day off to go through all C2C threads and organize all recent mod incorporation ideas here.

I have a great idea for anyone who has time on your hands,
if you are just a C2C player or forum lurker, take time to go through recent and older mod threads for ideas, new technologies, units, discussions, or concepts that could be integrated in C2C. Even if you can't mod or help the C2C modders, you can list the idea here to discuss or integrate later (don't forget a link to the thread they were found in)

Here are a few good places to look through:

All the C2C threads
http://forums.civfanatics.com/forumdisplay.php?f=449
http://forums.civfanatics.com/showthread.php?t=377892
I know this is obvious to some, but look through the older threads, some ideas may have been forgotten or overlooked in time, it is good to bring them back up, especially now that the Transhuman and Galactic Eras are about to receive some new love. With thousands of posts, something good has been missed! You may be the person who helps great ideas get remembered when needed.

Civ4 - Project & Mod Development -main thread
http://forums.civfanatics.com/forumdisplay.php?f=215
maybe one of the older mods has a great idea, unit or technology that has been missed or an idea discussed. There are probably a million threads here. If you have time, search for an interesting one. A good idea may save the C2C time if already developed, or it could be a big inspiration.

Here are the threads where discussion that eventually led to C2C came from:
RevolutionDCM for BTS
http://forums.civfanatics.com/showthread.php?t=262937
Civ4 - Revolution Modpack
http://forums.civfanatics.com/forumdisplay.php?f=261
Rise of Mankind - A New Dawn
http://forums.civfanatics.com/showthread.php?t=372884
Rise of Mankind: A New Dawn project forum
http://forums.civfanatics.com/forumdisplay.php?f=369
[BtS] Rise of Mankind 2
http://forums.civfanatics.com/showthread.php?t=273373
Civ4 - Rise of Mankind project forum
http://forums.civfanatics.com/forumdisplay.php?f=269
bet there are a thousand things here for people to rediscover or discuss.
A lot of these threads still have conversation and bug fixes going on.
Happy idea mining!

Civ4 - Creation & Customization
http://forums.civfanatics.com/forumdisplay.php?f=158
Scroll to the bottom (not just the organized top threads) for a lot of mods ideas discussed and new mods being proposed.
I bet some great ideas or half developed concepts are forgotten in these newer and older creation threads.
Here are some of the most promising:

World History Mod development thread
http://forums.civfanatics.com/showthread.php?t=262780
Accurate Earth Map in development
http://forums.civfanatics.com/showthread.php?t=233586

CIVILIZATION TACTICAL COMBAT
http://forums.civfanatics.com/showthread.php?t=441280

A Vision of the Future: A Sci-Fi mod Work-In-Progress
http://forums.civfanatics.com/showthread.php?t=452934

and if you have some time I would spotlight:
[BtS] "Extra"
http://forums.civfanatics.com/showthread.php?t=234906

Extra is 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.
I'm not sure all this material has yet made it into C2C.
My favorite part is the early tech tree, I like it better than ROM's.
Please show some love for integrating the ideas of the Extra mod.

I would also spotlight looking at the mods using the final frontier map, as they are being considered for the Galactic Era.
A Babylon 5 Mod for the Final Frontier Mod
http://forums.civfanatics.com/showthread.php?t=261551
MOO2Civ
http://forums.civfanatics.com/showthread.php?t=267295
The Star Trek Mod
http://forums.civfanatics.com/showthread.php?t=233074
Star Wars mod, etc.

Anyone who has spare time, please note these ideas here (or appropriate threads) for discussion and eventual integration.
The C2C Modders only have some much time on their hands, and I for one am trying to make any time I can to help. If you love C2C and Civilization please join the discussion!! :)
 
Excellent discussion.
Is there any idea there that you haven't explored yet that stands out to you?

I would like to bring in some more science fiction ideas. I will have to make time.
 
Excellent discussion.
Is there any idea there that you haven't explored yet that stands out to you?

Post-Apocalypse stuff. Where if you get nuked so bad and loose resources all you can build are more primitive units, but with a modern twist. There are plenty of units available for Post-Apocalypse. Its just a matter of making existing units (at least modern ones) fully dependent upon infrastructure so that if it gets taken out they cannot make proper units.

In addition game triggers would be nice to unlock such units. But this really need its own topic I think.
 
I bet post-apocalyse should be an alternate era as well, since it could be avoided.

It could be started by a nuclear, biologic (zombie possibility), resource scarcity (peak oil), meteor, economic depression, dustbowl, volcanic, or technological event and have slightly different outcomes. There are lost of great alternate end-of the world/armageddon scenarios and ideas.
I like the idea of all sorts of what-if twists or options that could be checkable or random.

Here are some mods I've found:

[Beyond the Sword] Necro Cristi
http://forums.civfanatics.com/showthread.php?t=237238

and possibly
[BTS] Dune Wars
http://forums.civfanatics.com/showthread.php?t=335213
which has some great graphics btw. Could be used for Future Eras as well.

Civ4 - Fury Road Modpack (Mad Max)
http://forums.civfanatics.com/forumdisplay.php?f=301

[BTS] Nextwar Apocalypse!
http://forums.civfanatics.com/showthread.php?t=382418

Moderator Action: These Fractured States of America
http://forums.civfanatics.com/showthread.php?t=348417

[BTS] Petrol Future total mod!
http://forums.civfanatics.com/showthread.php?t=368198
has some oil refinery graphics - not sure if useful

[BTS] PetroMod: Oil Wars!
http://forums.civfanatics.com/showthread.php?t=277776

White Lies.Black Ops
http://forums.civfanatics.com/showthread.php?t=299922
this had some promising modern time ideas

Zombie Apocalypse (Civ V)
http://forums.civfanatics.com/showthread.php?t=418952

http://apolyton.net/showthread.php/38286-Post-Apocalyptic-Mod
http://www.weplayciv.com/forums/downloads.php?do=file&id=370

as far as some inspirational fiction that I like
(i will update this later)
the road
nature's end


http://en.wikipedia.org/wiki/Fallout_(series)
of course
http://en.wikipedia.org/wiki/Half-Life_(series)

http://rpgcharacters.wordpress.com/2009/05/25/5-truly-worthy-post-apocalyptic-rpgs/
http://forum.rpg.net/showthread.php?566159-Best-Post-Apocalyptic-RPG

http://www.imdb.com/list/2WCgJcXeSEQ/
http://shareranks.com/535,Top-20-Post-Apocalyptic-Movies
http://en.wikipedia.org/wiki/Zombie_apocalypse
http://brainz.org/10-greatest-apocalyptic-novels-all-time/
http://scifi.dead-donkey.com/viewtopic.php?t=2209
http://www.mactonnies.com/atma.html
http://forum.paradoxplaza.com/forum/showthread.php?537039-AlterVicky-Apocalypse-1836
http://forums.taleworlds.com/index.php?topic=140604.0
http://www.gameguru.in/features/2012/28/best-post-apocalyptic-games/#
http://www.gunsandammo.com/2011/11/15/the-8-best-guns-for-zombie-killing/
http://www.ridelust.com/10-vehicles-for-the-coming-zombie-apocalypse/
http://magdalena-healey.suite101.com/top-10-sciencefiction-books-for-nonfans-a99614

Hope it is inspirational
What do you all think of a post-apocalyptic alternate timeline era?

Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
 
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....
 
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