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Mod Component Request Thread

Discussion in 'Civ5 - Mod Components' started by TheLopez, Sep 20, 2010.

  1. TheLopez

    TheLopez Deity

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

    Thanks
     
  2. Olleus

    Olleus Deity

    Joined:
    Oct 30, 2005
    Messages:
    6,478
    Location:
    England
    Starting early this time round then, eh?
     
  3. croxis

    croxis Chat room op

    Joined:
    Dec 17, 2001
    Messages:
    3,277
    Location:
    Portland, OR, US
    City State --> Minor Civ conversion. Gameplay mostly the same but the city states will do some settling, build wonders, etc.
     
  4. snipperrabbit!!

    snipperrabbit!! Deity

    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.
     
  5. Blue Monkey

    Blue Monkey Archon Without Portfolio

    Joined:
    Jul 31, 2005
    Messages:
    11,058
    Location:
    Timeless Isle
    Edit: Moderator Action:
    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.
     
  6. Baleur

    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.
     
  7. Netsurfer733

    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 :(
     
  8. happyturtle

    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.
     
  9. Beardy Dan

    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.
     
  10. allypower

    allypower Warlord

    Joined:
    May 26, 2010
    Messages:
    161
    * Would someone please mod back the sea transport sytem.
     
  11. TheLopez

    TheLopez Deity

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    Location:
    Oregon
    What do you mean?
     
  12. allypower

    allypower Warlord

    Joined:
    May 26, 2010
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    161
    I mean would someone please add in transport units that carry land units to the sea and take away the self embarkation system.
     
  13. Erik_3E

    Erik_3E Warlord

    Joined:
    Sep 2, 2007
    Messages:
    128
    Location:
    Jönköping,Sweden
    I second that, building wonders might be a bitt to mutch butt build settelers and expanding wold be cool.
     
  14. allenciox

    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.
     
  15. Quetz

    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 ^ ^
     
  16. PawelS

    PawelS Ancient Druid

    Joined:
    Dec 11, 2003
    Messages:
    2,803
    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).
     
  17. Myre

    Myre Chieftain

    Joined:
    Feb 19, 2006
    Messages:
    52
    FFH3 enough said..........
     
  18. Quetz

    Quetz The Tallest Lilliputian

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    Location:
    Heavensent
    That would be a mod, not a modcomp(onent) :)
     
  19. Grave

    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?
     
  20. Duke Togo

    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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