Integrating Mods - Incorporating / Exploring Ideas from other mods.

It would be helpful to at least give a quick synopsis on what the link entails... I don't have the greatest internet connection so I'm reluctant to click unless I know I'm going to be interested.
 
It would be helpful to at least give a quick synopsis on what the link entails... I don't have the greatest internet connection so I'm reluctant to click unless I know I'm going to be interested.

In addition, one can edit their posts and add the links rather than keep adding posts every 10 minutes. Some of those links are already included in the game as well.
 
It would be helpful to at least give a quick synopsis on what the link entails... I don't have the greatest internet connection so I'm reluctant to click unless I know I'm going to be interested.

In addition, one can edit their posts and add the links rather than keep adding posts every 10 minutes. Some of those links are already included in the game as well.

Yes, I agree.

Thank you all for showing your enthusiasm for getting ideas from mods into C2C.
Please be somewhat descriptive with the mods links. Name of mod, link, official desc of the mod (just a few lines from their first thread) , and a list of high features if possible, and what you like.
Too much or little doesn't highlight what you like.

You can always edit your posts a little and add to them.

here are two examples from the thread of what helps people:

Example 1.

So it's a new space but this one is based on planets and it will have more storyline that FF. I've got a new system in this mod that actually allows you to found cities on more than one type of feature which will be planets. I will try to upload screenshots soon. Also this is for BtS v3.19 but I assume that's a standard.

and include your own personal comment ' I like this' below the desc.

Simple Comment 1.
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 :)

or

Simple Comment 2
http://maxriga.civfanatics.ru/Units.htm
or

Better Comment 1.
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.

or

Better Comment 2.
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.)



Example 2.
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.

or this one

3. Just needed the name

Unit Allegiance Mod - The Lopez

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)

It makes it easier to check out the what's and why's of a mod and to inspire people to post their own ideas. You don't have to write a story, just name, link,
a desc of what makes it special and personal suggestion of what you like.

Thank you all for continuing to help this process out!

I look forward to these good ideas becoming part of C2C! Let's find more :)
 
It would be helpful to at least give a quick synopsis on what the link entails... I don't have the greatest internet connection so I'm reluctant to click unless I know I'm going to be interested.
Ok I will do next time. Sorry

In addition, one can edit their posts and add the links rather than keep adding posts every 10 minutes. Some of those links are already included in the game as well.

Ok will do that to
 
Just updated my previous posts also...

Here is a list of the top 3 mods i would like to see incorparated in the game. I will be updating this when these are added to the game or i find cooler mods.

1.Peace and Love mod(besides the units) - http://forums.civfanatics.com/showthread.php?t=361575

2.Ethically Diverse Mod(I also support any other mods that add ethically diverse things) - http://forums.civfanatics.com/showthread.php?t=190990

3.worker mania(add 5 new worker types) - http://forums.civfanatics.com/downlo...o=file&id=8118

I know these aren't the biggest mods. But i think all add a cool component to the game.
 
Some more mods...
Settlers! - adds three more types of settlers to the game - http://forums.civfanatics.com/showthread.php?t=237208
Specialist Stacker - Allows for more specialists types makes specialists span two rows(wasn't someone working on this?) - http://forums.civfanatics.com/showthread.php?t=156185

Specialist Stacker is partially included in C2C (from RoM and RoM:AND). The second column is not working, I did get about 74% there on my last try but lost my code.
 
ok so rightfuture asked me to write what mods i think should be a first priority to enter the mod in the next version so here is mine:

1. civ 4 total war- iv'e talked about this one a milion times but because of all the cool content it brings i think this is just fantastic

2.age of civilizations-add a ton of content in all areas of civ which this one a worthy contestent, plus it adds land ships!!!!!!! now that is just awesome!!!!

3. the resource stokpiling mod- many people have requested it in c2c and i am too !!!!:mischief: pretty cool concept and will give resources alot more uses than they currently have.

hope that these mods to find there way into the mod.
 
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