Mod Component Request Thread

Ton of posts here -

Is there a mod (preferably LUA) that lets a unit spawn barbarians?

I'd like to have a privateer spawn pirate ships (the act itself kills your own). So i can harass other players.

Likewise something similar for a ground unit (SpecOps) that can train guerrillas in enemy territory.

And I need the AI to know how to use it too.

Thanks.

No takers? I'll offer a trade, I'll make a unit for you if you can do this code ;)
 
(preferably LUA)
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And I need the AI to know how to use it too.
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a lot more than one single unit ! :D


Let's see if this is possible:

you want a unit to spawn some barbarian units, we may be able link the action to the disband button when outside your territory, that's ok.

but what should be the exact logic for the AI ? (when should it trigger the action)
 
+

=
a lot more than one single unit ! :D


Let's see if this is possible:

you want a unit to spawn some barbarian units, we may be able link the action to the disband button when outside your territory, that's ok.

but what should be the exact logic for the AI ? (when should it trigger the action)

If we used the Great Merchant mission code but have it give no money, then the AI might use it. But it'll only be for CS

if we use the missionary code it'll target other cities but not sure if it will target foreign and enemy cities
 
If we used the Great Merchant mission code but have it give no money, then the AI might use it. But it'll only be for CS

if we use the missionary code it'll target other cities but not sure if it will target foreign and enemy cities

I mean, when do you want the AI to use that ?

If I understand it's a kind of proxy war that you want, right ?

Do you have a logic in mind (not in term of what we can do using actual units AI, but what you want it to do)

Is it for a total conversion, or does it needs to be compatible with other mods ?
 
I want to have a unit mod for a specialops unit that you can send into another civ or cs terrotory and unleash some barbarians and doing so consumes the unit.

Likewise the same effect would make privateers more interesting. Hidden nationality doesn't really make sense in civ5 but having it create a random number (1 to 6) of barbarian privateers to attack the enemy navy (and when BNW comes their trade routes - if that how it works I'm guessing) would be way better gameplay wise.

So ideally I'd like it be part LUA since that'll be compatible with other mods (like your TSL earth map that I love).

ok, two units ;)
 
I want to have a unit mod for a specialops unit that you can send into another civ or cs terrotory and unleash some barbarians and doing so consumes the unit.
yes, I get that. I wanted to know if you have detailled ideas on how it should work. Ok, I'll propose the mechanism at the end of the post.


Likewise the same effect would make privateers more interesting. Hidden nationality doesn't really make sense in civ5 but having it create a random number (1 to 6) of barbarian privateers to attack the enemy navy (and when BNW comes their trade routes - if that how it works I'm guessing) would be way better gameplay wise.
Yes, your idea is good, that why I've answered (but I will have my unit anyway ;) )

So ideally I'd like it be part LUA since that'll be compatible with other mods (like your TSL earth map that I love).

ok, two units ;)
One unit, but I'll do the conversion, you'll guide me. May take you longer than making 2 units, sorry :D


Now, about your idea, here is a description of what I think doable.

First, a table to set which units have this ability, and what kind of unit they will spawn. There'll be a restriction/check like land spawn land and sea spawn sea.

For the human, no problem, he has a brain, he chose when to use the ability. I'd like an option to give a chance for the target to find out who has targeted him, with diplo hit. And if you spawn the units while in visible range of the target, that's 100% chance of getting caught. Could be an option. Auto-DoW when caught is another possibility. (making you the one declaring war in that case, with the diplo hit)

For the AI, let's keep it simple, define target and limitations:
- Should the AI targets his friends ? (link to the possibility of auto-Dow = you should not target your friends...) or only the civs that have denounced him ? The civs that have a better score, without discrimination ? A combination of all, calculating a score for each possible targeted civ ?
- Ok, we have a targeted civ, now where are we spawning our barbarians ? near a city ? near a civilian unit ? near a worked resource ? near a military unit ?
 
One unit, but I'll do the conversion, you'll guide me. May take you longer than making 2 units, sorry :D

ok, start a thread in creation forum and send me the link. that way I can give instructions and post pictures.

Now, about your idea, here is a description of what I think doable.

First, a table to set which units have this ability, and what kind of unit they will spawn. There'll be a restriction/check like land spawn land and sea spawn sea.

For the human, no problem, he has a brain, he chose when to use the ability. I'd like an option to give a chance for the target to find out who has targeted him, with diplo hit. And if you spawn the units while in visible range of the target, that's 100% chance of getting caught. Could be an option. Auto-DoW when caught is another possibility. (making you the one declaring war in that case, with the diplo hit)

For the AI, let's keep it simple, define target and limitations:
- Should the AI targets his friends ? (link to the possibility of auto-Dow = you should not target your friends...) or only the civs that have denounced him ? The civs that have a better score, without discrimination ? A combination of all, calculating a score for each possible targeted civ ?
- Ok, we have a targeted civ, now where are we spawning our barbarians ? near a city ? near a civilian unit ? near a worked resource ? near a military unit ?

lets go simple first either highest score or denounced

lets target worked resources
 
I want to have a mod that removes the limits imposed on a city on how far it can expand and the distance a hex has to be under to be workable by that city.

I want to have an awesome One City Challenge game where I have just a single city, probably as the Aztecs, and just keep expanding until I have a 10 hex radius around my city and work on every tile in that radius.

Also does anyone know what the limit of population is? I had a feeling it is 255, the mod will probably have to remove the limit due to some extreme cases.
 
I want to have a mod that removes the limits imposed on a city on how far it can expand and the distance a hex has to be under to be workable by that city.
For anyone thinking of trying this, it's a DLL mod as the current 3 hex limit is hard-coded into various places in the C++ code (eg CvDefines.h and CvSiteEvaluationClasses.h)
 
This is a big request, but I'd love a mod to make specialists more interesting than the tile-substitutes they basically are now. The crazy idea I have right now is to make them semi-permanent - i.e. once assigned they can't be removed.

Thematically I like to think of my specialists as elites/nobility/high caste citizens that I've granted special rights. Then it makes perfect sense that I can't just take away those rights on a whim - I can't just send the merchant class away to toil in the mines, they aren't simple peasants anymore!

Gamewise, this turns specialists into a risk:
Am I certain this city will manage with one less citizen working tiles? What'll happen if the farm tiles gets pillaged - am I certain the city is safe enough for that not to happen, or should I hold on until I generate more safe levels of food surplus?
A science boost now is good, but is it a good idea long-term? The terrain around this city is more geared toward production - long-term it might be more efficient to specialise the city into production and found a science city somewhere else.

This could tie in interestingly with social policies - Order could remove the limits on specialist assignments (both symbolising the working class overhtrowing the elites/removing their priviliges, and the greater control Order governments impose on their citizens), and we already have Freedom making them cost less food, making them less economically risky. Autocracy could get the happiness for specialists policy, symbolising the increased priviliges elites would get under such a government.

I realise that making specialists completely permanent could turn out to be very frustrating - alternative ideas would be to have limits on removing specialists (one per turn in your entire empire?) or imposing penalties (-10 happiness for 5 turns for each removed?) which would effectively force a limit but still allow for "Oh ****" moments. Of course, the yields of the specialists might have to be rebalanced, in order to make the risk worthwhile. The point is to make it a *choice* to assign specialists, a choice with consequences more interesting than just affecting the giant yield churn.

I don't know how technically feasible this is - though I expect the biggest issue will be getting the AI to understand this :wallbash:
 
A request I'd like to make -

City-States can declare war on other City-States (but not Major AIs)

I figure it can be a dice roll with a modifier based on the personality (what is personality used for anyways?)

The way I see it playing is that CS's will occassionally fight each other and then try to draw the their patrons into the conflict first by requesting units then asking for you to declare war on the other city-states (after a progression of bully requests etc).

As always I'll convert the civ4 unit of your choice in exchange.

This is a big thread so if interested please PM me.
 
I have a super simple request - a mod for G+K that would allow all great people to be captured. I swear someone must have thought of this before but I can't seem to find it anywhere, and I fiddled with trying to make it myself but didn't really get anywhere :(

Thanks in advance if anyone can help!
 
I have a super simple request - a mod for G+K that would allow all great people to be captured. I swear someone must have thought of this before but I can't seem to find it anywhere, and I fiddled with trying to make it myself but didn't really get anywhere :(

Thanks in advance if anyone can help!

Hey and welcome to the forum. I did this for my own mod so i can help you.
Cant get steam online this day, so i will post it here.
Anyway iam not at home, so i created a small mod but didnt tested it. So if there is any problem, let me know.
 

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Hi Gedemon --

Any chance of a Brave New World update to the Culturally Linked Starting Locations mod? (or will the old one still work with BNW?)
 
hello guys! im searching for mod or component which is adding new game speeds.

3000 turns, etc.

are they here, in database?
 
I miss the feature of having puppet states(not cities) from civ 4 - anyone know if it can be possible to implant in civ 5?
 
is there a way to make AI-only unit abilities? It'd be nice to see if unit buffing handicaps can replace some of their other advantages (or maybe all), and their buffs can be +10/20/30/40% strength to all units. if thats too weak, i guess we can always add more. I just wondering what'd be like if the AI could withstand a player with only just unit buffs, even if they're bad in unit combat.
 
is there a way to make AI-only unit abilities? It'd be nice to see if unit buffing handicaps can replace some of their other advantages (or maybe all), and their buffs can be +10/20/30/40% strength to all units. if thats too weak, i guess we can always add more. I just wondering what'd be like if the AI could withstand a player with only just unit buffs, even if they're bad in unit combat.

you can play fall of rome scenario to see how this turs out
imo higher production etc is better as it doesnt so evident as combat bonuses
and breaks immersion to lesser extent
 
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