Mod Component Request Thread

TheLopez

Deity
Joined
Jan 16, 2006
Messages
2,525
Location
Oregon
Please post all mod component requests in this thread please.

Thanks
 

Olleus

Deity
Joined
Oct 30, 2005
Messages
6,478
Location
Beyond the Veil
Starting early this time round then, eh?
 
Joined
Nov 23, 2006
Messages
3,396
How about starting by adding health on a per city basis :

First, it will follow the same pattern as happiness with three different states (healthy, unhealthy and very unhealthy)
- healthy will work toward a counter that will trigger a "WLTKD" effect. I'm not set if it should stack with or extend time duration of the already existing WLTKD.
- unhealthy will work against the aforementioned counter and, in addition, could reduce growth, science and culture by a small percentage.
- very unhealthy will start at -10 and will multiply the effects of the unhealthy status as well as reducing the great person birth rate.

I think it will require some tweaks in other aspect such as resources, buildings, specialists ... etc ... but this is a general idea and a good starting point. If someone wants to dig further, I will be glad to discuss with him and design the health module this game desserve.
 

Blue Monkey

Archon Without Portfolio
Joined
Jul 31, 2005
Messages
11,316
Location
Timeless Isle
Edit: Moderator Action:
Blue Monkey said:
TheLopez said:
Why did you move the thread (http://forums.civfanatics.com/showthread.php?t=380631) ? We are trying to mirror what we had in the mod comp forum in Civ4...
Could you please move it back (http://forums.civfanatics.com/forumdisplay.php?f=396)?


Thanks
My mistake. I did it because that's the way it is done in the C3 forum, where I also moderate. The_J informed me you do it differently. I'll move it back. Server demand this morning sometimes delays things, so be patient.
I have no problem adjusting myself to the way you prefer things. I hope everyone will be comfortable Pming me to set me straight. Be patient with me & I'll be patient with you. I try to be an easy-going moderator - but I'm strict on rule breakers.
 

Baleur

Prince
Joined
Jul 9, 2010
Messages
526
Location
Qingdao, China
Mod to remove civ abilities =P
For the times when you just want to pick the civ who's look and music (and units) you like, regardless if you wish to play in the preferred way.
 

Netsurfer733

Warlord
Joined
Dec 4, 2005
Messages
115
A plea from all those in this thread: http://forums.2kgames.com/forums/showthread.php?p=1139488&posted=1#post1139488

We beg of you, oh great and powerful modders...PLEASE enable animations for us in multiplayer! It would be a blessing from up above to not have to wait for a patch for this!!!

(my girlfriend has been telling me to get a refund for it unless something like this surfaces, on top of it all--she refuses to play it like this!)

/beg :(
 

happyturtle

Mrs GrumpyOldCivver
Joined
Dec 7, 2009
Messages
860
Some BUG style requests:

* Scouts on auto-explore should not trespass City-State borders.
* Let us see unit hit points on the map hover.
* A collection of static leaderheads to go with each City-State? Just generic people, like the advisors, would be nice to give a bit of a mental picture to go with your dealings with them.
 

Beardy Dan

Warlord
Joined
Aug 4, 2009
Messages
150
* Scouts on auto-explore should not trespass City-State borders.
* Art for the red/yellow triangle unit promotions, nothing fancy I just want to look at them & know what they are.
* The Civopedia, who can take what promos to start with.
 

allypower

Warlord
Joined
May 26, 2010
Messages
161
I mean would someone please add in transport units that carry land units to the sea and take away the self embarkation system.
 

allenciox

Chieftain
Joined
Jan 21, 2010
Messages
5
Location
Cary, NC
I would love to see a mod to group units together (via shift-click or control-click on individual units) then give a command to "move" somewhere and have them travel there (preferably maintaining their current formation whereever possible). A real oversight not to put this in the game to begin with.
 

Quetz

The Tallest Lilliputian
Joined
Aug 21, 2006
Messages
663
Location
Heavensent
Request: Small modcomp that doubles research costs and reduces production times to allow some time to actually build a unit before you're in the next age ^ ^
 

PawelS

Ancient Druid
Joined
Dec 11, 2003
Messages
2,809
Location
Poland
I'd like a modcomp that, when a city is founded, picks a name for it randomly from the civ's city names list instead of always using the same sequence (with an option to randomize the capital name or not).
 

Myre

Chieftain
Joined
Feb 19, 2006
Messages
52
FFH3 enough said..........
 

Quetz

The Tallest Lilliputian
Joined
Aug 21, 2006
Messages
663
Location
Heavensent

Grave

1 Goat = 400 Horses
Joined
May 5, 2002
Messages
1,530
Location
Louisiana
One thing I noticed after playing thru the Ancient Era is that the names of the Great People are not specific to the civ who births them (the Ben Franklin born in India effect).

I had Sun Tzu born in Rome? C'mon now...

How about a Civ-Specific Great Person mod, like we did in Civ4?
 

Duke Togo

Golgo 13
Joined
Jan 26, 2004
Messages
508
Location
Electric Yankee Land
Diplomacy, pathing issues, horrid AI... I am not sure how much can be fixed with mods (if any of that at all). Personally, I'd like to be able to see more numbers. Of all varieties.
 
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