Mod Component Request Thread

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.
 
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.
 
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.
 
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.
 
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.

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.
 
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...
 
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?
 
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?
 
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?

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.
 
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
 
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
 
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.
 
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.
 
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.


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?
 
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...?
 
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...?

Have you tried playing in "Strategic View"?
 
Yeah, it's much faster but sucks haha. A little "too simple."

"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.
 
"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.

Awesome, thanks!

Do you know of any terrain mods that replace the "complex" terrains with simpler graphics? Thought that might help some too.
 
I'm not certain if anyone actually responds to this thread... but I'll give it a try:

In my mod, I wish to have positive and negative diplomatic modifiers that are inherent between civilizations. For example, I want Denmark and Sweden to always be a little friendly with each other... perhaps "We share a similar culture" would be the text for this. Similarly, I wish some civilizations to always be a little against each other... for instance, the Celts and Denmark may always be a little against each other, as in "This is our island, stay out!".

I've seen the following lua function that would serve:

GetScenarioDiploModifier1(ePlayer1, ePlayer2)

As of now, the coding is beyond me... I'll learn, and I've looked in the game files, but nothing there quite does what I want. I really need a very good template and I can take it from there. All I need is something that would say (+ 25) diplomacy (or so) between players no. 0 and 15 (which are the id numbers for Denmark and Sweden in my mod... and this would stay throughout the game.

Similarly, I want to have such values between some minor civilizations and playable civs. I not certain if the above function will work for minors as well.

So if someone were able to make a template that I could follow and adjust to my specific civs in my mod, I would appreciate it. I have a feeling it is only a moments work for someone familiar with lua while it is likely at least a week of frustration for me.

Thank-you in advance.
 
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