Mod Component Request Thread

Hi, I was trying to make a mod for myself, been reading Kael's guide, and using Mod Buddy, it all seems pretty straightforward.

However, I thought I'd try one small thing, a simple test mod to just create a mod.

I wanted to remove the Barbarian Experience cap for units. It seems it should be a simple change of BARBARIAN_MAX_XP_VALUE in GlobalDefines.xml, but I can't seem to make it work.

I was hoping someone else would give it a look or point me to a mod that does this so I can look at it. I've used the Forums' Search feature to try and find this, but no luck.

This sounded like a good example for me to get my modding feet wet too, so I fired up Kael's guide and tried it. You have the right approach; must just have an error somewhere with the implementation. Here is what I did which seems to work in very limited testing:

1. Create a new Mod in ModBuddy and then go to Project -> Add New Item... then choose "Game Rules (XML)"

2. Edit the provided XML to look something like this:
PHP:
<?xml version="1.0" encoding="utf-8"?>
<!-- Created by ModBuddy on 11/18/2010 2:24:20 AM -->
<GameData>
  <Defines>
	 <Update>
		<Set Value="999"/>
		<Where Name="BARBARIAN_MAX_XP_VALUE"/>
	 </Update> 
  </Defines>
</GameData>

3. In the Mod Properties, go to Mod Info tab and uncheck "Affects Saves"

4. Still in Mod Properties, go to the Action tab and add a new action. Set should be OnModActivated ; type should be UpdateDatabase ; filename should be whatever you called the XML file you made.

5. Build the solution and go fire up civ.

A good way to test it if you don't have a save already prepared is to do a Renaissance start with minimal civs and raging barbs; you have enough culture for 3 SPs so you can get the double xp Honor policy meaning 4 barb kills is all it will take to verify that the cap has been increased.
 
Things that should be changed in civ 5
Policies
More policies
Policies more specific instead of having all the policies one might want for a specific victory all over the place
Make all policies cost less and make more full policies for cultural victory
Military
Change ranged unit Civ 5 is not a tactical game (Done)
Add Black Ops unit that is invisible unless within one tile of it
Add new future units
Civs more expansive
In future add virus missile that changes with different techs activated by a project like the Manhattan project they then do something similar to the Black Death in Rhyse and Fall and add the centers for disease control which makes the builder invincible to it
Add satellites
Add spaceships of some sort
Let you switch unit spots like a swap
Make archers range one but let it move after firing or let it stack with another unit
Diplomacy
What the F*ck do pacts of cooperation even mean and no one really actually does things during pacts of secrecy
Be able to talk to more than one leader at a time like in a conference
Make leaders more tolerable of expansion and being friendly to city states. I mean if you’re an ally of Korea and I am an ally of Korea shouldn’t that bring us closer together not farther apart and for expansion I am building cities like 15 tiles from their cities when they are just as close to mine and scream at me about it but then they settle right in my face talk about hypocritical.
UU
Two unique units
Make the units more powerful a lot of unique units are barely better than the ones they replace or are quickly trumped by a new unit that they are not worth investing in
Technology
Expand the tech tree so it goes to about 3000 A.D.
Time frame
Expand the game to 3000 A.D.
City states
More types like industrial, wealth, resource
Make them harder to gain but harder to lose
Gain them as friends through things like quests not just buying them off
Make it so if a city state is your ally they will not be allies with your enemies
Maritime city states give less of a bonus
Unique abilities
Should be like 5 times more powerful so every civ has to play a very different game and you have to change strategies based on the civ you are playing
Improvements
Add back a workshop like improvement
Forts should be able to stack like two or three units
Should get better when techs are researched
Great People
Give them some sort of one time boost as on option
Make there improvements better
Make great scientist be able to research disconnected techs that can only be researched by one civ ex. Enhanced irrigation all farms +1 food
Various
Make resources have better improvements (Done) (Not Working)
Have a unit that can build a fort that collects a resource so if a resource is all the way across the map it can still be yours can be captured like workers by any other civ
Infinite civilian stack
Random events please
Can stack embarked with military ships
Unique improvements like romans get roman roads etc.
Pick tile you culturally expand to
Allow wall tech so you can build a wall improvement anywhere on the map does not take up tile and if contiguous is like cultural borders except cannot build improvements (so you have a nation and not thirty connected city states.
Please tell me any suggestions you have and any ways things could be done or anything you have to add. I would try to mod this myself but unfortunately despite numerous attempts I mod worse than a caveman. So I can’t do this however fell free to copy this or heck fell free to use your time to make this happen. However if anyone ever needs help making something in Photoshop I am pretty good at that. Please post your opinions (If you see any spelling mistakes please don’t post about those).

Ideas by other people that I like
armchair_warrio
Chieftain

Join Date: Sep 2010
Posts: 2
I haven't read other request yet , but here is my request.

terraforming with workers.

the ability to change mountains to hills to plains to lakes(or ocean).

mountain tech.(early game tech)

change mountains so its useful. like given resources. but like sailing into the ocean, you have to research tech before going over the mountain with any units or use the resources by the city.

mega cities tech. (industrial era)

double the size of the radius of cities resources. but a twin city would popout next to your city hex, but you choose the hex to plant the expanded city. also should be able to be razed etc. (i'm sick of running a large empire , i prefer mega cities). if you can have the option of doing like 3 hex max expansion(4 including original hex)

raiders tech. (early game tech)

you get to play barbarian. where you don't have to declare war on anyone by going to war. only draw back is everyone can attack you including barbarians. also each unit killed by other civilizations. they would turn hostile and attack your civ. like a hate meter like the city states have. each unit destroy is like capturing info from your raiders. eventually they'll get the id of who is behind the raiders. also should add a button to turn raider ability on and off the units but button should be only available inside your own civ cities(change uniforms :P).

change how rifles shoot.

rifle guys should be more like bow/crossbow guys. they should be able to shoot in a straight line, even a few hex away just like them, but can't shoot over units or obstecles like them but only in a straight line, unless the target is higher than the obstetrical or unit. example rifle target is two hex away with a rifle in the way. he can't shoot the target, but if the target is on a hill or mountain, he should be able to. the range should be the same as bow/crossbow. also if shooting from say hill or mountain nothing should block the shot. unless you're on a hill and a mountain is in the way to your target. also should shot a hex farther. if you're on a mountain you should be have a adventage of shooting a 2 hex farther. hill get one hex. this would making holding high ground more important.

spy-steath-snipper girl hey they got deathbots why not something like this. (modern era)

basically there should be a button for stealth/invisible. once that button is press you can't shot anything for that turn. next turn you can go around killing but once you fire your weapon, becomes visible again. and everyone can attack you. make it the slightly stronger than the late game mech infantry. (make her hot )

better map options like more trees or alot of waters or mountains or hills etc.. should be in the map selection.

leader's traits should be separated from the civs, get better replay out of it. sick of playing one nation(my favor japan cause of their Bushido lol, second fav is aztecs)

the ability raze capture capitals city as any other city.

all i can think of for now thanks for anyone who makes any of it .
________________________________________
A Diplomacy/Happiness mod. A complaint that's been leveled by some (possibly accurate) is that by making the AI more "human", it diminishes or removes the role-playing element from the game. Others rightly point out that, if the AI can't play to win, it gives the human an unfair advantage. So an obvious compromise is to somewhat constrain the humans actions via the happiness mechanism. So, for example, if a human player has had an alliance with a civilization for several hundred years, then suddenly turns on them & goes to war, then it should lead to a happiness penalty for you. By the same token, going to war with someone that has treated you poorly should lead to a happiness bonus. These happiness modifiers would apply to the AI & human alike, & so might help make diplomacy more rational, but without totally strait-jacketing the players (human or AI).
terraforming artificial rivers . like the grand canal. would have the same effect as normal rivers.
This is extreme request. I strongly doubt anyone will or even can do it due to any of three reasons: 1)accessibility issues (inside .exe), 2) know how, or 3) willingness. But I need to take it off my chest, just in case.

OK,here is what I want: stack back but with one VERY STRONG CHANGE.
Create a new plane for fighting. I mean if you put units in stack and that stack attack another stack, a new popup window come up of a different plane. More detailed background depending on the tile. Then each unit will take turns, then the next big turn, AI do its attack, then big turn my turn to use my units. Until the combat is finished with whoever winning. That way you keep both stack AND 1UPT. Stacks on the world map but 1UPT in a zoomed up fighting plane.

Plus, added benefit, it would almost perfect represent historic battles, because it is weird to see battles for cities or tiles taking hundreds to decades of years! Wars, yes, but not battles!

Like I said above, doubtfully can do but want to toss it out there, just in case.
Hello to the community first of all!

What I really love about civilization is the Diplomacy.Although till now i enjoy the gameplay of the new Civ I think that diplomacy does not play an important role.As I play on lower difficulties I am not aware if diplomacy plays a bigger role in higher difficulties but i will post based on my knowledge.
What I am asking,and i think its very difficult is a Fear factor defining the diplomacy.I often find myself(xDyes in easy mode) dominating other civs and leaving them to exist only because you know i dont want them to cease to exist.I want to toy them around and to feel the power of the great opressor that can greatly influence the once powerfull state of ex.Egypt.As Peter Mollyneux said "its all about powah man" and I agree with that.I dont know about you but for me most of the times Civilization is about fantasizing,like kids do when they play with their toys,I play the GAME and I dont always want to "win via conquest" and earn infinite points.I want it to last and go through a certain relation with each of the competing civs.I mean imagine how it would be after you have confined the once great arab empire to a tiny peninsula,you have them sourounded with your battleships and infantrymen and they still have pikemen,and they keep insulting you via diplomacy screen and they will always deny you the pact of secrescy or cooperation.A fear factor could be defined by cities lost or units or number of tech tree researches you are ahead ar all of the above together.Not only fear but even a Sympathy meter i dont know.A meter that counts how friendly you are to one civ by providing gifts and pacts as to build up a relationship with that civ.I formed 5 pacts with Bismark i gave him money and support in a war and next thing he declares war on me,and I was not in the end phases of the game meaning that I was not the only opponent and i even wasn't nearby of his cities.
Sorry for the huge topic but i really wanted to see what the community has to say about this.
Remember I know that some of you want to play it for total domination but I think many of you get my point.
Cheers
I would love to see a mod that allows cities to gain experience as they attack enemy units.

I was going to look at doing this myself, but have absolutely no idea where to start etc lol

If someone wants to point me in the rough direction I will be happy to look in to making it myself :-)
• Bring back cottages and allow for them to develop into hamlets -> villages -> towns! Currently you have the same horsehockey trade post for 1000 rounds without any development, and no distinction between newly founded cities and ancient cities with 30+ population! And link the development time to the nearest city's population, so that smaller cities need longer to fully reap the rewards (which will balance large empires with a lot of small cities against small empires with a few large cities)! Also this will make pillaging far more useful if the enemy has to slowly build up his towns again!
• Mines: Have them go through a couple of development stages as well and give them a chance to discover a new resource on the plot if the mine is worked!
• Farms: The same as for mines, a small chance per round to discover a food resource that gives additional !
• Luxury resources in quantities like strategic resources. This has been mentioned in the thread already, but I was thinking of a slightly different system: One luxury resource should give +4 happiness, two of the same kind another +2 and a third adds the last bonus of another +1 happiness!
I think the idea of Natural Wonders is incomplete. I think that they should also support city improvements that add culture/happiness/gold/production. If a city has a natural wonder in its limits, there should be some buildings like the following to enhance its value:

Natural Wonder Preservation Society: +5 Happiness for each natural wonder in the limits.
Tourism Bureau: +3 Gold per turn for each natural wonder in the limits
Natural Wonder Research Organization: +3 science, +2 production for each natural wonder in the limits.


Plus, we need more variety in the wonders, and different names for them instead of always finding Mt Fuji, The Barringer Crater, The Great Barrier Reef and so on. I'd like to find multiple peaks with different names like Mt. Whitney, Mt. Kilamanjaro and so on.
I need new option for Building wich reduces the unhappiness from number of population by 50% (or if it would be easier - it gives one for two peoples in the city). (Something similliar to Forbidden Palace, by not the number of cities, byt by half of the population in city)

So for example building world wonder "Sultan Ahmed Mosque" (wich is why I need this option) I could have more people in the city (country) and/or golden age would be quicker.
Pact of coopeerations + Open boarders = Trade routes with other civ.
+1 gold per city

Can add modifiers for harbors and roads that connect to other civ.

Can something like this be modded?
 
OK, I'm not sure how far you can mod the diplomacy mechanics, but I'd like to see something that relies less on the honor system. Specifically, this would change how Pacts are handled.

Pact of Cooperation (between civilizations X and Y):
Allows Pacts of Secrecy (between X and Y against any other civilizations)
Allows Research Agreements (between X and Y)
Allows Defensive Pacts (between X and Y)

Pact of Secrecy (between civilizations X and Y against civilization Z):
Allows joint declarations of War (X and Y declare against Z)
Disables trading of gold, resources, and Open Borders to Z (between X and Z or Y and Z)*

*You may still demand these things from Z.
 
Love Civ5. Best yet! Would like to see...

1) Allow an advanced game startup option to NOT allow defensive pacts. Its frustratring to prepare for war and attack one Civ to then find myself at war with several others because they have defensive pacts.

2) I'm unable to tell how long ago an Advisor suggestion was made. Allow one to clear all advisor entried upon exiting screen, so next time I just see what is new.

3) Cannons from shore cannot fire at embarked enemy units (seems more like a bug)

4) Would like the ability to "Name Units" -- I would use it to name units based on promotions earned
 
I am a new modder and want to make a mod that causes each civ to have a unique improvement and was wondering if an experienced modder could tell me if it is possible to overwrite one improvement over another like you can with unique units thanks
 
Sid Meier was talking about the idea of a random tech tree where which tech comes after the next is not known until you actually discover it. He said in the original game it was an instance where they took it out for a fixed tree because its more fun to be able to plan your science even if its completely unrealistic (although having things like iron working leading to literacy also has issues with realism).

I was wondering if it was possible to have techs with randomized and unknown prereqs (basically divide the tree into levels, assign each tech from level 2 the appropriate number of level 1 prereqs randomly at game start (same for all civs in the game)).

I think this might be interesting because if tech is unpredictable (in real life it is, for example in the 1950's we didn't study computers for the purpose of improving cosmology or biology, but in practice that is among the many side-effects, that were completely unpredictable at the time we discovered the technology).

An interesting idea might be dividing the tree into broad areas, and restricting prereqs to being within an area, although I'm not sure if the Civ V tree is broad enough to do this.
 
Hello,

Could it be possible to make the game diplomacy, economy, and military change depending on civ scores. These rules kick in with the first civ that reaches 600 points prior to this game proceeds as normal.

Superpower status: when player or AI get score greater than the sum of the next 3 civs he gets a 25% combat bonus, His diplomatic requests are more easily accepted, and he gets more city state influence per gold paid and city state relationship decays slower.

Bipolar Status: When the two top civs each have a score which is greater than the next two civs(3rd and 4th) combined but their scores are within 10% of one another. Allied city states accelerate deterioration with the other pole. 25% combat bonus against other pole and his allies. The two poles will be more friendly to other civs in granting requests, the two poles will be on hostile terms to each other, 10% penalty on economy but 20% faster training rate of units. Civs with pacts of cooperation with one of the poles can't have pacts with the other.

Balance of power: top 3 civs or more have scores within 10% of one another but the lowest civ can be no lower than 20% of the highest civ. City states get a 10% gold bonus, city state influence degrades faster than normal for all players, declaring war on one civ will automatically have at least one other civ declare war on you.

Chaos: all players within 10% of each other in scores. When one player gets manhattan project all players are provided with one nuclear bomb. 10% extra gold per turn.
 
^ So basically, the moment someone gets a sizeable lead, he becomes nigh uncatchable. Yeah, that's good for game balance.
 
I would like to implement this because it is based on a systems model in IR theory which makes this a simulation mod and helps me try out some of the projected effects of systems characteristics. It would make the other players struggle to prevent anyone from taking a really big lead. I think with the numbers though that by the time someone reaches superpower status they would already be untouchable. You're right though it's all benefits no detractors, perhaps some financial or production penalties can be added for superpower status or maybe weakness to barbarians.
 
I would be so happy if someone could create a mod that allows me to place signs on the map in a similar way to civ4.

I would also love a economy screen similar to the city screen found in the BUG mod so you can specialise cities more effectivley at a glance.

Thanks!
 
Some of the things I need for the Star Wars mod which would be nice if I don't have to go to the trouble of doing myself. Feel free to attempt any or none:

  • Lua to move units around the map (to revealed tiles)
  • ability for specific units to be completely invisible (and able to stack with enemy units) but visible to units with same ability
  • unit ability which generates a fixed amount of science or happiness while the unit exists
  • unit ability which generates gold based on friendly cities (including city states) within a given range, exponentially increasing with numbers of cities
  • ability to give a player visibility for certain cities (exists already?)
  • ability to irrevokably abandon a city and replace with a settler (requires specific building)
  • ability to destroy a specific building and give free settler
  • additional ability for settler to build a specific building in an existing city (consuming unit)
  • make minimum support value of city states for a given civ based on a ratio of great general points earned by that civ and those earned by another civ
  • make it possible for promos to require a strategic resource for each instance
 
I would like a mod that gives a top-down perspective in city view, and gets rid of the "population tokens" in favor of simply doubling the size of worked tiles' yield icons. Maybe darken unworked tiles' yield icons as well.

Also, a mod that draws borders between cities on both the normal and strategic map view, based on which tiles are under which city's jurisdictions.
 
I would like to see a way to expand cultural borders with military units. I find it annoying that the only way to grab territory from an enemy is to take the city closest to my border. Basically, what I want is to place a unit in a hex adjacent to my border and owned by another civ, and tell my unit to claim that hex. This would, unlike a culture bomb, only be possible if you're at war with the other civ. This way there could be territorial wars without the necessity of a siege.

I've tried to make this possible myself, making absolutely no progress. I hope this is my own inability and not because the idea is impossible to implement. Does anyone know how/if this could be done?
 
I think it feels cheap when a unique unit replaces a unit with a strategic resource requirement and does not itself require a resource. The civilization should instead come with a small handful of the required resource instead. For example, the Egyptian War Chariot requires no horses right now, but it would be better if the Egyptian Civilization simply started with 4 Horses by default.
 
I would like to see a way to expand cultural borders with military units. I find it annoying that the only way to grab territory from an enemy is to take the city closest to my border. Basically, what I want is to place a unit in a hex adjacent to my border and owned by another civ, and tell my unit to claim that hex. This would, unlike a culture bomb, only be possible if you're at war with the other civ. This way there could be territorial wars without the necessity of a siege.

I've tried to make this possible myself, making absolutely no progress. I hope this is my own inability and not because the idea is impossible to implement. Does anyone know how/if this could be done?

Seems like it is something that would be doable. I'd imagine the logic would go something like this:
  1. use pUnit:GetPlot() to get the plot the unit is on
  2. use pPlot:GetOwner() to find out who owns the plot and then verify they meet the proper conditions such as war status
  3. check neighboring plots to make sure player owns one of them; see Checking proximity of plot type for a discussion on finding adjacent plots
  4. if necessary (see below) determine nearest friendly city, possibly by looping over cities and using Map.PlotDistance()
  5. change ownership via pPlot:SetOwner(). I assume you need the city from the previous step because of arguments listed on wiki docs for SetOwner() but if you can just call it with one argument the previous step can be skipped

You'll also need to figure out how to add the unit action but hopefully you can get an idea by looking at some of the worker mods out there such as the forestation mod. You also might want to do something like check pUnit:HasMoved() to only make it available at the start of the unit's turn to ensure that the enemy should have had a chance to kill them before they can claim the tile.
 
While on the topic of culture, can someone make a mod that allows you to pick your culture tile expansions?
 
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