Integrating Mods - Incorporating / Exploring Ideas from other mods.

This looks like a great idea, and looks like a good opportunity to try out the SVN branch idea. ;)

One thing I have on my list of things to do is to do with cultures. If you have a vassal you should get some access to their base culture. Not sure about the rest.
 
This looks like a great idea, and looks like a good opportunity to try out the SVN branch idea. ;)
Good idea. I need to get comfy with using that anyhow.
 
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.

Could you please provide links to these mods
 
@anunknownman

resource stokpiling mod - awesome idea - the real economy power depends how much resources or goods you can produce not how many money you earn. This idea will bring entire new concept of managing of you civilization - wars for resources will be mor common part of the game and this will force player to built also good economy not only a strong army.
 

thanks for the links
:crazyeye:

we have something like the resource stockpiling mod already where there is a chance every turn for the resource to disappear but i like this one alot better.

Also i like the food supplies mod
 
What do you think about combat system from Realism Invictus?
I like it very much - aid support system is superb and military doctrines and tradions from great generals?

Can you ad it to C2C ???
 
At some point I hope that people will work together to find all these great ideas, and start experimenting to learn how to help the ModTeam get them in.
They can only do so much as a team, That is why I started to prioritize the ideas from other mods in this thread.
Some of the Mods deserve full integration still, and it will only take someone who wants to do it.

For those who can't mod (yet), try describing in some detail, what you like about the mod, and its features that should be included, and help everybody here to sort the ideas into the best priority list.
This will keep attention on them, and allow people to discuss working them.
The more you talk about it here, the more they will get considered.

For those who don't already know, a list of somewhat updated and prioritized ideas will be in the first post of this thread. Only you can help improve it by talking about them, trying to figure out how to integrate them, and/or helping us to keep them prioritized.

Integrating The navigable rivers mod (as discussed in this thread and it's own), and making it in the center of the tile, is perhaps the most promising idea that I've seen yet.
Only you can help get that bridge built.

(I am planning on updating the list very soon. You can help by detailing and reordering the list yourself by posting your thoughts here!) :)
 
^ You can claim territory with military units, but they'll need to stay on that tile if you want to keep it, too. ;)
 
Forts outside your territory give you the 3X3 square as your culture (depending on normal culture stuff). However you need to either have claimed the plot or move a unit into the fort to claim the plot. If you leave the fort empty any enemy can move in there and take control of the 9 plots.
 
Many of those ideas are already going in with my Combat Mod (or something like them). He has some neat concepts, albeit perhaps a bit superfluous at times, that could easily be included as well but I'll be looking to get our unit structure updated to what I've got set up before looking to expand into some of those.

I do like the barbarian tribes and everything he did there and some of the ai. Is that ALL done in python??? So yeah, he's got a lot of good ideas that may be groundwork for potential inclusion in C2C I think.
 
I don't yet... but when I introduce the dll coding changes to the svn I was going to open up a thread for it specifically. I may want some XML coding help and some discussion on how to best implement certain features. And of course I'll want to declare what I've done, explain the functions in full, what my vision and intentions are with them etc...
 
Not my realm. Not yet anyhow. Some issues along those lines would be a matter for DH and I haven't forgotten about the other vassal types either which could be sort of along those lines.
 
Not my realm. Not yet anyhow. Some issues along those lines would be a matter for DH and I haven't forgotten about the other vassal types either which could be sort of along those lines.

I think Stolenrays meant that when barbarians are about to capture your city they may ask for a ransom instead. If you pay they go away (for awy while).
 
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