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Mod Component Request Thread

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

  1. JFD

    JFD Kathigitarkh

    Joined:
    Oct 19, 2010
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    9,122
    Location:
    The Kingdom of New Zealand
    Because there's no organised Native American religion in the game.
     
  2. Ekmek

    Ekmek on steam: ekmek_e

    Joined:
    Aug 7, 2002
    Messages:
    6,055
    Location:
    San Diego, California
    I miss the top 5 cities screen from civ4. Is it possible to port it to civ5? Can anyone do that?
     
  3. lockstep

    lockstep Prince

    Joined:
    Jan 15, 2004
    Messages:
    399
    Location:
    Vienna, Austria
    Already done: UI - Enhanced Demographics by whoward.
     
  4. GeneralSecura

    GeneralSecura Chieftain

    Joined:
    Mar 27, 2014
    Messages:
    89
    Location:
    The Netherlands
    I've been using Gedemon's 60 civ DLL for some time now and it's really awesome. I was just hoping that someone would be able to expand on it a little more and turn it into a 63 civ DLL, which seems to be the maximum amount of civs you can put on one map.
     
  5. Mr. Dictator

    Mr. Dictator A Chain-Smoking Fox

    Joined:
    Jul 27, 2003
    Messages:
    9,094
    Location:
    Murfreesboro, TN
    What about a planning layer, with a little button near the strategic view toggle that let's you draw arrows, shade regions, and mark tiles for later?

    It'd be neat to have in multiplayer if you could also send those plans to teammates if you have a city connection, but with a risk of having them intercepted if the connection goes through a rival's cities.
     
  6. Nutty

    Nutty Deity

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    Location:
    Orange County, California, U.S.A.
    UI - Map Pins
     
  7. GeneralSecura

    GeneralSecura Chieftain

    Joined:
    Mar 27, 2014
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    89
    Location:
    The Netherlands
    I don't know if it's possible or not, but how awesome would it be if someone was able to create a natural disaster mod? Have stuff like earthquakes, tsunami's, volcanic eruptions and tornadoes occur on a random basis that damage cities and disable tile improvements. And you can get a civ that's been hit by a natural disaster to like you more by providing aid in their time of need.
     
  8. Nutty

    Nutty Deity

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    Orange County, California, U.S.A.
    There were a few event mods that built upon one another, Random Events --> veyDer's User Events --> Hipfot's veyDer's User Events --> JHW Random Events --> which eventually led to the Opportunities/Stories in the Communitas expansion. JHW was the last incarnation outside of a larger expansion like Communitas or CCTP that I'm aware of, but it's pretty old, so it may need some updating.
     
  9. Risewild

    Risewild Chieftain

    Joined:
    Jan 13, 2014
    Messages:
    9
    I have been searching for a mod for a while, but I never found any that would do what I want with the Great Wall, could someone tell me if there is any mod that allows the Great Wall to continuously follow the growing borders of the city it is built and then follow borders of other cities that join borders with the one who built the Great Wall and so on? So it truly becomes a Great Wall displayed on the map.

    Now a couple of questions about mods that add some features:
    -Is there any mod that allows civilizations to share maps using diplomacy like in old Civ games?
    -And any mod that give military units an option to automatically explore the map by themselves even after the fog is gone and engage automatically in battle with barbarian or enemy units?

    Thank you for your time :c5happy:
     
  10. GeneralSecura

    GeneralSecura Chieftain

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    Mar 27, 2014
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    89
    Location:
    The Netherlands
    Anyone know what files I have to dig around in to decrease the required minimum amount of spaces between cities?
     
  11. Risewild

    Risewild Chieftain

    Joined:
    Jan 13, 2014
    Messages:
    9
    You can check this thread, maybe it will help.
    http://forums.civfanatics.com/showthread.php?t=458637
    There is also a mod on Steam Workshop called Civ 5 City+ which allows a player to increase or decrease the minimum hexes for city building.
    Hope this helps :) .
     
  12. Spheniscine

    Spheniscine Chieftain

    Joined:
    Mar 30, 2011
    Messages:
    83
    Is there a mod that reveals resources under cities? Right now the resource icon disappears if a city is founded on top of it. (I just found that out. I now wonder how many strategic resource shortages I might have solved by conquering a city or two. The AI loves founding cities on top of stuff.) You can see the resource by hovering over the city, but that is time consuming.

    The Ingame Editor mod does that when you open its menu, however, it also reveals the resources you haven't discovered the tech for yet, and the IGE menu blocks off much of the screen.
     
  13. Skaz881

    Skaz881 History Major

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    Location:
    Crystal Lake, Illinois, USA.
    Mods I'd like to see:

    Something that lets you see what technologies your opponents have researched and something that lets you see what techs they are researching.

    Something that makes the Mongols actually attack island bound city states.
     
  14. isnorden

    isnorden Amnesiac Modder

    Joined:
    Jul 6, 2012
    Messages:
    608
    Location:
    Madison, Wisconsin, USA
    I'd like something that enabled "creative" Great People to build specialized landmarks like the other Greats--


    • Writers build Publishing Houses (+1 each to Culture/Science/Gold).
    • Artists build Galleries (+1 each to Culture/Faith/Gold).
    • Musicians build Concert Halls (+1 each to Culture/Happiness/Gold)

    By themselves, the new landmarks don't raise Tourism; but a city with a Hotel generates +1 Tourism for every two specialist landmarks. I'd include the existing ones in that formula, too: business travelers might raise Tourism in cities with a Hotel, a Customs House, and a Manufactory.
     
  15. abj9562

    abj9562 Warlord

    Joined:
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    Location:
    College Station, TX
    Is it be possible to make a mod that enables or disables all mods at the mod selection panel. I use 142 mods (133 are whoward69's mods) and having to reselect them after playing a game where mods were not used is very tedious. Currently I disable most of them by deselecting his dll.

    Cross posted in the sticky for Sticky: Requested Mods thread.
     
  16. nazguleater

    nazguleater Chieftain

    Joined:
    May 8, 2014
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    I second this, but it might make the great people a little unbalanced. Two things you could do i a) have the gp establish a special building (just like the great work) in a city or b) create a improvement which can store great works (like whoward's airbase improvement? something like that)
     
  17. lockstep

    lockstep Prince

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    Vienna, Austria
    Have a look at ModTools by whoward69.
     
  18. Skaz881

    Skaz881 History Major

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    Location:
    Crystal Lake, Illinois, USA.
    I wouldn't mind seeing a mod that added the classic Civilization 2 music to the music (not replacing it, just adding it in). My brother would play it all the time when we were younger and to this day, over 15 years later pieces of it are still stuck in my head.
     
  19. Risewild

    Risewild Chieftain

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    I managed to do that by ripping the songs from my old Civ 2 CD and then using this amazing tool you can find here:
    http://forums.civfanatics.com/showthread.php?p=12786322

    Hope you can enjoy the Civ 2 classic tunes soon :goodjob:.

    PS: I also use this other mod called Music Changer from steam workshop that allows to change the song that is playing while playing.
     
  20. Gneez

    Gneez Chieftain

    Joined:
    Jun 22, 2014
    Messages:
    6
    Would love to see two mods in particular

    1) a mod to switch off militaristic city states. Their unit-giving spam is really overpowered in my opinion, and I usually end up with a huge army I don't want but also don't want to give away.

    2) a mod to bring back Civ 3's army-group from a great general (being able to stack 3 or 4 units together that move and fight as one unit.
     

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