Mod Component Request Thread

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

  1. LzPrst

    LzPrst Chieftain

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    Here is a suggestion. This mod necessitates a prerequisite: Terrain types must be clumped together in large batches. (if anyone is familiar with the independently made Tectonics map type from civ4 then you have an idea of what I thinking of).

    Here is the main idea: In the early stages of the game most terrain produces things much as they do, grassland gives two food, plains give a food an a hammer etc. The idea in this case is to give a civ the opportunity to specialize in their local terrain. Here is an example, a civilization located in a very hilly area would choose to go the "hill" tech path, which provides increased production/food to hills tiles, certain special units that gain bonuses in hills, cheaper purchases of new tiles if they are hills, and similar. A plains or desert-based civ would get different bonuses, a maritime tech path would also exist. This would exist in conjunction with the Nights Mod's cultural policies tree so that the effects can be cumulative.

    The core of the idea is that the tech tree would be created in a way that in the early stages of the game forces the player either to choose a given path that gives specific bonuses, or spread its efforts if it dominates many different terrain types. This would give smaller civs in the peripheral areas (deserts or similar) a competing chance in the early game and also make for interesting early choices: Should I expand from my small hill civ down to the grasslands requiring me to tech to make that area productive, or should I stay on high and keep specializing?

    At a certain point in the tech tree the branches (which can somewhat intermix slightly) merge together in the "early industrial" tech that changes the societies means of production, in effect nullifying the differences, creating the possibility for large imperialist nations of the industrial age.
     
  2. Whys

    Whys Between the Lines

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    This thread serves as a perfect example of exactly why Civ5 failed.

    TheLopez created this thread on Sep 20, 2010. He has since added 3 additional posts with the last one on Sep 29, 2010. It is now Apr 28, 2012 and he has produced exactly ZERO civ5 mod components. Yet this thread remains sticky! Why?

    Simple, TheLopez rocksaur civIV. He's probably still there like everyone else. The current CivFanantics home page is debuting Fallen Enchantress. The next great thing from Kael. No complaints there. Kael is awesome! Oh but wait... where's the open code? Where's the modding community? Kael ain't here, and I don't blame him.

    The development team always has and continues to give preference and priority to civIV and the preestablished civIV modding community. All at the great expense of the great civV community that could have been but now never will be. If only the developers hadn't so brazenly allowed civIV to kill civV before it ever hatched.

    Entrenched vested interests are to blame. They are the reason civV was never given any support. They are the reason civV was undermined by its own development team. They are the reason this thread ridiculously remains sticky.

    I'll say it again. This thread has been here for a year and half. TheLopez has not spoken in it for a year and a half. Zero componants produced. Yet this thread remains sticky.

    Get real. So sad.
     
  3. Core Xii

    Core Xii Chieftain

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    Someone needs to fix the social policies so they can actually be modded. Currently all the branches are hard-coded into the game so you can't add, modify or delete branches.
     
  4. rogerdude

    rogerdude Chieftain

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    Is there a way to increase the limit of 22 players in game?
    With Gods and Kings I think there are over 30 civs available.
     
  5. Ghonasiflaids

    Ghonasiflaids Warlord

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    I have a request. Could someone make UI mod, somewhat similar to infoaddict, that shows a civs attitude towards you, by numerical values? The AI currently bases its attitude towards you by a number, effected by different 'hits', so this should be easy.
     
  6. daviiadams

    daviiadams Prince

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    I think this has been done, but whether it was a 3rd party analysis creating the info and not the core game, I've no idea. It is something that I've been thinking about - on the basis of a tooltip that indicated the effect of your chosen response in leader diplomacy screens.
     
  7. wuTz

    wuTz Warlord

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    I know there was a mod out there, but cant't find it anymore.

    Is there a mod for GaK that shows cultural border expansion next to city growth over the city?!

    Thanks for your help...
     
  8. GenjiKhan

    GenjiKhan Emperor

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    Hi . I'd like to know if it's possible to create a mod that makes Missionaries gives faith when spreading a religion to a foreign city?
     
  9. HippyHoo

    HippyHoo Chieftain

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    Hey guys, I have a radical idea that might really add flavor to combat to civ 5. What I'm thinking about is a supply/provision route for army. As supply line play a huge strategic role in real-life combat, I think this would be a superb addition to civ 5.

    I don't know if this is too much to ask for or not but the idea of sending only 1 unit maneuvering behind enemy lines to cut off their supply and severely decrease your opponent's main army effectiveness sounds really fun. Maybe then we can have great battles or bombing campaigns over supply routes for army like the US army did to the Ho Chi Minh Trail in the Vietnam war. What do you guys think?
     
  10. isnorden

    isnorden Amnesiac Modder

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    I second that request; since I typically play as Denmark, it gets unnerving to see great Scandinavian scientists with not one Scandinavian name. In a modern American civilization, the mix-and-match selection is OK--nation of immigrants and all that--but a homogenous culture in an earlier era should get localized names for its great people.
     
  11. isnorden

    isnorden Amnesiac Modder

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    Since I tend to play as either Denmark or Sweden in my "real" games (not playtesting some other civ with a mod) I'd like to see a mod (or collection of mods) to help enhance the cultural theme.

    1. Get the Norwegian city names out of Denmark's list, and the Finnish city names out of Sweden's. Seeing the King of Sweden build Helsinki feels just plain wrong; the Norwegian/Finnish places could always be saved for city-states or (better yet) separate civ packs.
    2. Start the Scandinavian civs in terrain that feels more like home; jungles and deserts are no place to learn about crafting a longship. I've tried and liked the "boreal" map setting; the animal/resource mix isn't half bad, but there's barely any navigable seacoast. (Maybe a "northern lite" mapscript could tweak that a bit?) :viking:
    3. Add or change a few resources in the Nordic area. The real-world Danes do grow sugar (from beets, not cane)--but elephants and bananas? Those belong with the Songhai, not the Swedes!
    4. Add more wonders (natural and man-made) associated with that part of the world. I loved seeing the Kronborg mod on Steam Workshop :goodjob:; but there are many more impressive sites in Scandinavia that haven't been written up yet.
    Moderator Action: Merged with appropriate thread as requested.
    Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
     
  12. isnorden

    isnorden Amnesiac Modder

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    First, two potential ingredients for luxury resources that would also work as :c5food: Food items--

    • Barley would have stats similar to wheat, and might take the place of bananas in the granary. Barley is also a necessary ingredient for beer, which should become a luxury resource like wine (in the real world, people can pay top dollar at the liquor store for a case of some imported brew).
    • Honey should become a plantation crop (think "beekeeping"), usable to create a third luxury beverage--mead.

    Second, a Brewery building for producing the new drinks. It would require fresh running water (yes, a river) plus whichever second ingredient was needed for the new drinks. A Brewery would generate cash and raise happiness. It should be available from the Ancient Era onward, as soon as the player learns Bronze Working (all those metal containers and tools).

    Any modders out there willing to give this a shot? I'd love to playtest this when it's available--thanks!
    Moderator Action: Merged with appropriate thread as requested.
    Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
     
  13. isnorden

    isnorden Amnesiac Modder

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    How many of you don't mind barbarian attacks too badly in the early stages of a game. but hate them in the final turns? When there are multiple AI players and city-states, someone who's passed the Medieval Era doesn't have time to find and destroy new encampments. There's not as much unclaimed space for barbarians to camp in by then, either; late-game battles should involve other players and/or city-states.

    So--how do you compromise between the default setting and "no barbarians"? There ought to be a UI mod that allows normal barbarian generation early on, but decreases the probability for each new era after Classical. More known/civilzed world=fewer unidentified strangers out on pillaging sprees. A few outlaw bands or terrorist cells might still appear at the player's current stage, but the odds should lessen over time.
     
  14. mattpilot

    mattpilot Warlord

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    How about this - a FORT built on a HILL increased the output of all surrounding tiles by 1 gold

    Would simulate the 'protection' forts/castles provide and enhance commerce. In gameplay terms this means we get more forts scattered around the map plus its a strategic choice between improving the hill tile with an efficient improvement or opting to boost the tiles around it.

    I would limit it to hill tiles so that it doesnt get to powerful and that its more situational.
     
  15. eromrab

    eromrab Naked Pirate

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    Or, probably easier, troops fortified in forts have no/reduced maintenance costs? This would make sense in that troops stationed "in the field" are harder to resupply than troops stationed in established forts.

    This probably wouldn't provide as much money as the above method, but probably a lot easier to implement?
     
  16. eromrab

    eromrab Naked Pirate

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    So, I could be totally wrong in this... but my computer is barely able to keep up with Civ5. Yeah, it's old. But I don't want to buy a new one. Is there any way a "low graphics" mod could simplify the terrain and such and make it feel much speedier? Whenever the game pans from one unit to another, I will often see "blank spots" where the computer has to "redraw" and fill in... which causes it to lag a bit. I was thinking, if there were much more simple graphics (and yes, my graphics are already on the lowest setting) then maybe that wouldn't happen and it'd feel much smoother...?
     
  17. Androrc the Orc

    Androrc the Orc Emperor

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    Have you tried playing in "Strategic View"?
     
  18. eromrab

    eromrab Naked Pirate

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    Yeah, it's much faster but sucks haha. A little "too simple."
     
  19. Nutty

    Nutty Deity

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    "Single Unit Graphics" helps a bit. Unfortunately, the current version isn't compatible with the latest patches. I'll be putting out a public beta of the new version soon.
     
  20. eromrab

    eromrab Naked Pirate

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    Awesome, thanks!

    Do you know of any terrain mods that replace the "complex" terrains with simpler graphics? Thought that might help some too.
     

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