Mod Component Request Thread

The one thing I miss from my civ 4 mods is a more detailed score board. Would it be possible to add in some extra features into the panel as it exists now? Such as graphical icons for varying CPU civ moods (angry face, happy face). I feel like most or all of diplo willard could be integrated. Such as likable names, number of cities, some representation of the deals you have, maybe an icon to show deals exist and a mouse over drop box for what deals and number of turns left. And maybe an icon listing for luxery resources they're willing to trade with a dropdown similar to attila's top panel mod.

I have no idea how hard or easy this would be, but the scoreboard seems largely untouched for modding.
 
I miss the ability to place signs and the dot map tool from BUG in civ4. Please somebody hear my cries!
 
A tile improvement called "Shipyard" that can only be built along the coast and makes the (even if inland) city that WORKS the tile able to build ships and a harbor and seaport etc. But not wonders. Also has to be connected to the city with a road.
 
Hello everyone,

Could someone please make a "tweak" mod that augments Golden Ages?

Changes I'd like to see:

Duration:
Default Golden Age time decreased to half.
Minimum Golden Age time decreased to 2 turns.

Benefits:
Double Gold, Production, Culture, Science, and Great People Points during a Golden Age.


What I'm looking for is to make Golden Ages rarer but more helpful. At least a small boost to research should of been in vanilla.

Thanks ahead of time,

============================

EDIT: Oh, and hopefully it'll work with version 1.0.0.17 (I don't want to upgrade and deal with the nerfs)
 
A tile improvement called "Shipyard" that can only be built along the coast and makes the (even if inland) city that WORKS the tile able to build ships and a harbor and seaport etc. But not wonders. Also has to be connected to the city with a road.

Great idea! It's very annoying playing a one city challenge without being on the ocean. Perhaps add shipyard creation to Great Engineers, so you can only build one by sacrificing a great person.

I'm not sure if it's feasible within the current game limitations, but you could also require the city to be on a river that flows into the ocean at the shipyard tile.
 
Please make Bigger world work again with 1.0.1.127 someone. Gigant and Gigantic was my favorites.
 
So, there was a ModComponent early on that attempted this, but it was pretty buggy and I haven't seen anything else come along since...

I think we need to mod back in some sort of transport ships to allow land based units to be transported en mass to their destination. Why?

1) Micromanaging an invasion fleet of even 5 land units is a tedious process. Literally, it makes me want to not bother with intercontinental invasions at all.

2) Invasion fleets are far more vulnerable than they should be. The only way to relatively guarantee safety is to completely surround your fleet with combat ships. Not only is it completely unrealistic (not that true realism is the goal here...) but it's bloody annoying as hell.

3) Embarked units cannot stack as they do on land. (ie an embarked great general cannot share a tile with an embarked land based military unit)

4) For a really funny bit, check out the fact that you can only bombard an embarked unit for 4 damage. Unless of course, it's a Songhai unit, which can 'defend' itself. The end result though is that you can blast away and sink it in a single shot, unlike the embarked units of every other nation. Talk about unintended consequences. (Please note that this has been tested under Thal's balance mods, which I don't believe change anything in this respect, but I haven't played the Vanilla game in quite some time, so I'm not certain.)

My proposed solution is:

1) Still allow regular embarked movement if you so choose. No need to require a transport for those quick between island hops.

2) Have age specific transports - a la Civ 4 - A Galley, Galleon, Transport ship etc. Each subsequent age should have more range, capacity and defensive capabilities.

3) Units embark directly into the transport when they board it.

4) Only one unit may disembark onto any given land tile (great generals, workers, etc. would of course be able to stack as they currently can on any other tile.)

Were I to have the time and ability, I'd certainly create this myself. However, I lack the familiarity with Civ5's .xml and database structure as well as Lua and do not have time available to learn these to create this ModComp. I'm not even sure if this is possible without the C++ source code for the .dll file, but I'm hopeful that someone in the community can step up and create it, if it's possible...

Thanks!
 
I'm sure there is a reason why no one has transferred the war trumpets from civ4, that I would know audibly when they declare war on each other.

Can someone please confirm that this is impossible right now?
 
Canals as tile improvements!!

If possible, have a setting to change whether or not you want a length limit or a "size of boat" limit.

Also, I think it should add all the benefits of being "on the ocean" (seaports, etc.).

But there should not be allowed any other tile improvements on that space.

And I'd say to make working that tile only minimal...?
 
The ability to "enslave" a city as an alternative to puppeting or annexing - Generates a "slaves" unit every few turns which can be burned in a friendly city like an engineer (although with a much smaller production bonus), causes unhappiness like an annexed city and it doesn't build anything apart from the slaves.
 
The ability to "enslave" a city as an alternative to puppeting or annexing - Generates a "slaves" unit every few turns which can be burned in a friendly city like an engineer (although with a much smaller production bonus), causes unhappiness like an annexed city and it doesn't build anything apart from the slaves.

haha, I like that idea. I would probably change it somewhat though. I think that they should be made into the equiv. of a city state... they build, improve their land, etc. but they give you tribute in slaves and money or something like that...
 
I download Civilization 5 through a Skidrow torrent. However, I don't have or dont know how to access the Worldbuilder. please provide how to instructions!!
 
Hey guys... I've been scouring through tutorials on how to mod and such so that I could do this on my own... but part of it is beyond me. Any help would be appreciated.

What I'm trying to do is get a tile improvement that looks like a barbarian camp. I want it called something like "makeshift defenses" and I want it buildable in enemy / rival territory. Basically, if you're moving into enemy territory to lay siege, you would send in some workers with your units and they would build this improvement while you fortified your men and prepared to move in catapults.

It could be used in other ways, but that is something I need it to be able to do :-)

The creation of the improvement, the defense bonus for the tile, the image used for it... all that is easy. But for the life of me, I cannot figure out how to let people build in enemy territory. Anyone? If you can point me in the right direction, I would be glad to do it myself!
 
The ability to "enslave" a city as an alternative to puppeting or annexing - Generates a "slaves" unit every few turns which can be burned in a friendly city like an engineer (although with a much smaller production bonus), causes unhappiness like an annexed city and it doesn't build anything apart from the slaves.

So I've been looking into modding and I saw something that should be easy to do. Instead of when you capture a city, whenever you capture a worker or settler, instead of making it a worker, you could make a new unit called "Slave" and then set images for what it would look like, how it would differ from other units. I bet you could even increase unhappiness due to having slaves, at least in the later game when people become "enlightened." I dunno. I'm not sure I like the unhappiness stuff, but maybe it would be worth it if you could "sacrifice" a slave to make it produce something twice as fast...?

And if you went through all that trouble, I could see being able to have slaves appear next to any city you conquered. And maybe have them spawn every so often?
 
add Pollution to game based on number of Industries, number of units based on fuel, nuke explosion, number of cities and warning climate ;)
 
add Pollution to game based on number of Industries, number of units based on fuel, nuke explosion, number of cities and warning climate ;)

I thought that was an annoying part of the game and think that it's better illustrated through the health rating per city. Not only that, but it's more realistic. Pollution wouldn't just affect one tile, it would affect the entire city... health conveys that better. I think more "anti-pollution" buildings would be neat though... things that would bolster the health rating of the city.

Oh, I'm not sure how the mechanics work, but this could be neat: anything that decreases your health rating would have a reason. For example, -2 healthiness due to pollution/disease/crime. Then the buildings could address specific issues... like the hospital would address disease, an EPA building would address pollution, a court/police station would address crime. Eh, seems like it could get too complicated though.
 
Some ideas I have for modcomps (may not be unique to this thread, sorry, I'm not going to go through all 12 pages):
~increased movement of naval units and especially embarked units... especially mid-late game. I'm thinking techs like optics, astronomy, steam power, combustion, and fission could give movement point boosts to both naval and embarked units. My reasoning that it would give movement points to all units is that even sailing ships were retrofitted with the engines of the day once they came out (steam frigates, etc.), and primitive rowing vessels were retrofitted into the first ocean-going sailing vessels, etc. Also, probably with astronomy or optics (can't remember if this already happens ingame, know it does in earlier Civ's) all vessels can venture into open water.

~rivers are trading routes either with sailing or on opening... coasts are trading routes either with sailing or with optics... oceans with astronomy or with optics... all cities connected by trading routes by completing some national wonder (Spirit of St. Louis, etc.) with flight as a prerequisite tech.

~bring back airlifts

~break up unit types so that I can station, say a artillery, ranged, and melee unit on the same tile. Technically what I'm thinking is to break it up even further, sure, artillery, ranged, and melee, but also mounted (or mobile, which would upgrade to tanks and armor), the melee would be "infantry" and would upgrade from early melee to gunpowder units, and ranged would start out as archer units and would upgrade to sniper units or something like that (which is probably another modcomp idea in and of itself, I admit), and then there would of course be helicopter units on their own in the modern era, maybe lancers could be put into a class with them, I don't know.

~some better late game units, especially air and naval units. As it is the air and naval units don't really advance much past the 70s era of units... there's no stealth fighter, drones, supercarriers, amphibious assault vehicles, stealth naval vessels or stealth anything except the stealth bomber and really its not very stealthy. I know its a game, but just having the only very late game/future era unit of note be the GDR is sort of boring to me. Even without going all hyperfuturistic there's plenty of potential units that could be added. I mean, even if, for instance, there's a wonder that comes with the stealth tech that automatically grants all pertinent air and naval vessels the stealth promotions (basically making all your jet fighters stealth jet fighters)... that's another way of putting the same late game twist in, though I still think having the option to build some of these units should be there (like Supercarriers, etc.). Maybe even have all jet fighters and missile cruisers, destroyers built after stealth is discovered automatically get the promotion, too.

~change the minimum damage value on the combat system from 1 to 0. If its as easy as I think it is I would hope that would be added into every mod ever done in Civ5, just for the sake of thoroughness.

~maybe have a tactical nuke unit that is basically an artillery piece and blows up a single tile within three tiles of the gun, with one or two random tiles adjacent to it getting hit with fallout (and any exposed units or cities in those tiles getting some, but not terribly bad damage as well, sort of an incentive for not using the thing right next to you). It's why its a "tactical" nuclear weapon. Though the idea of the thing blasting away one tile with 1UPT makes more sense when you add in the multiple unit types sitting on the same tile thing (as many as four or five units on the same tile as some sort of "army" that gets blasted to oblivion in one shot, not to mention tactical nuke could even be some sort of unit you load onto a regular artillery unit and fire from there, who knows?)

~on that note, why not have missiles, artillery and bombers/jets be conventional for the most part, but you can build and load nuke/wmd packages that they deliver, that way you can use a stealth bomber to nuke someone or use a cruise missile to nuke someone, or even just build conventional ballistic missiles, etc.

I've probably gone through way too much here. By the way, not really saying all of this should be made into one mod but each thing is its own thing together (i.e. mod-comp). Just have a whole lot of ideas.
 
Hello. I would really like two small mod components. First I want a mod to increase the compensation you get if someone else completes a wonder you've been working on. I feel like this makes the game really random sometimes. Instead of the very minor gold compensation you get now I want a lot more. Preferably 75% back in production of what you spent on the failed wonder. If that is not possible I want the gold bonus doubled.

Secondly I want a mod component that balances ancient ruins. I want the barbarian camp position reward removed and the map revealed version's area doubled. I also want it to let you choose from 2 possible rewards every time you find an ancient ruins. If anyone implements one of these it would add a lot to my enjoyment of the game. Thank you.
 
I dont know how hard it would be, but i would love to see a mod that multiplies the research time and build time of technology, buildings and wonders (not units) during each successive age, to elongate the period of play during each successive age, especially since the game really moves faster, even in Marathon, once you reach the end
 
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