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Mod Component Request Thread

I may have just worked it out wrong, but I -think- as it stands now, you can't trade resources that you have gained through trade with someone else. I'd like a mod to enable this... so I can get some spices and make Alexander pay through the nose for them 'cause I just -know- they're the only one he doesn't have :)

EDIT: Also another vote for being able to pick which tiles the city expands to :) And stopping the cap on how far you can extend :) I like the idea of being able to -culturally- control an entire continent with one city (though this would probably mean you couldn't pick the tiles after a certain point)
 
Some other small requests:

- support fire: ranged units can fire during enemy turn to anyone who attack ally in range of 2 maybe 3 hexes (or adjanced unit - so artillery and others wont smash enemies in one hit from far away) as long as it has move points left. Combat odds tool tip should also calculate new odds somehow.

- lesser fire power of ranged units. One shooting units is not fun nor realistic. Maybe add something to address accuracy - the further range unit shoots, the less strength it has.

- I didnt noticed it in my 2 long games, so maybe its not in (and dont know why). Forests are not growing, and workers cant plant them - wish it will be added somehow.

- addidional bonus to every completed social policy (as a reward for completing it - i would even prefer it instead of bonus for unlocking tree)
 
Simple request-ranged units can't destroy non-ranged units. You need non-ranged units to finish them off.

Aussie.
 
just a little question here: like many others i was thinking that armys (=tiles) are too big compared to city spacing, therefore the 1UPT gets very crowded. So i thought out a possible mod:

Make cities reach 4 squares (for production, not bombardment please)

That has many implications:
- city production will increase (and has to be rebalanced) could result in larger armies and additional buildings too.
- city population must increase faster (making classical megalopolies like rome possible) (doable by reducing the amount needed in the granary to get a new citizen (i would not recommend increasing tile yield)
- influence must spread faster (increase culture from buildings, or reduce the increment)
- more specialist slots (with new buildings maybe?) in quantity relative to population increase
- more gold income through more tiles worked (supporting more buildings and larger armies)
- slightly faster (or cheaper) workers
- faster coloring of the continents
- less "damn, that newly revealed ressource is just 1 tile too far up in the damn tundra"
- more maneuvrability in battle, giving mounted units more chance to flank.
- lower population hit on happiness (or add more happiness per ressource/buildings)
- bigger empires without more cities to manage
- modify the AI to prefer founding cities at rivers

I think this would work quite well on big and huge maps and add to the strategic game (especially balance unit maintainance)

not really related but also wanting to get out of my head:

one could add a national wonder which reduces movement cost in ones own cultural borders by 1 on tiles with a built modification (imperial road network: tech Machinery, needs market built in each city). I can stomach that the new roads are big connections and trade routes but my mines and farms DO have road access, my military can use in case it has to defend my territory). The big roads would still be faster, but my units could move through forests and hills and maybe cross streams making invasions more interesting. I don't need to see those roads from orbit.

What do you guys think of it? Is it a good idea? is it even possible to code (i don't know if the 3 tiles limit is hardcoded somehow) Would the AI be able to adapt to the changes?

not really proficient in XML and LUA editing,
3of5
 
Simple request-ranged units can't destroy non-ranged units. You need non-ranged units to finish them off.

Aussie.

Huh??? That doesn't make any sense. Why couldn't archers kill off knights for instance?
 
Interface ModComps:
- Add "net gold" column to economic advisor to show gold minus building maintenance per city
- Add "building maintenance" column to the economic advisor
- Mod the Civ4 relationship web back into the diplomacy advisor or at least some better way of seeing who is doing what to other empires
- Add "estimated maintenance" entry when constructing units to give an idea of how much they will cost
- Shade tiles or darken the range border for "rebase" air unit mission. The current pale blue line at the edge of their range is hard to see
- Add a range border for the "scout target area" (forget the name) mission for air units. There doesn't appear to be any indicator of how far you can go
- Add "small science" info bar: remove the technology icon and progress circle and just show a progress bar with text
- Add option to turn off unit animations during combat (specifically thinking of the unbearably long bomber animations)

Gameplay ModComps
- Add the Civ 4 "scout" mission for aircraft to reveal areas of the map
- Allow more than one non-combat unit per tile (Like Kael's legion mod but just for non-combat)
- Allow player to tell puppet states to stop building buildings (preserves the downside of not being able to pick production, but eliminates situation of out-of-control puppet states building tons of useless, high-maintenance buildings)
 
- turn off notification saying how much gold i got from barb camps. message that is on top of screen is more than enough for this
- add menu to show current wars.
 
Perhaps a simple one, when you open the diplo screens it also shows your score along eith the AI and smaller pop-up screens

and/or

the mods I used to see where in the lower rh corner all the civs were displayed with all the scores and diplo and relationship info so you don't have to click windows to open and close. Concise and always available. Iirc you could choose what you wanted displayed along with the size of the font.
 
My main issues currently are these, I hope some modders will pick some:

- All improvements should function as a road for movement purposes. After all that coal doesn't take years to reach the city, so neither should my units. So you build roads only for trade network, think of it as the roman highways. And railroad is still awesome.

- Mod back academies being city buildings from Civ4, then slap on the same for other GPs too. I guess I'm not the only one finding it stupid that a landmark takes up a hex and prevents farming it for example. Could be a +50% building in the city for the related stuff (like a +50% hammers for engineer, etc.) This obviously needs workshop tile improvement added back, but mods already have that.

- Pretty please, someone make all firearm units direct fire ranged (2 range). It looks so utterly foolish when riflemen storm some swordsmen for a good ol' melee in a battle but only after crossbowmen had a shot above their heads at them. Seriously, WTH. Tanks normally also don't try to ram their target but instead shoot at it. So for a change infantry could actually fight above the "fire zone" while being preferably at defensive locations. Physically attacking the enemy's location is an absolute last resort in modern combat.
This would be mostly cosmetic as it seems to me that ranged combat works the exact same way as melee does, except for flanking maybe(?), and the unit won't occupy the target hex.
Alternatively they could have ranged fire and melee both allowed, if that's possible. But the AI would possibly freak out at that.

- To supplement the above ranged combat for modern times, infantries should be able to dig in, much like artilleries can deploy. Dug in infantry could get defense bonuses (above fortifying, which is a pure defensive action) but lower attack strength to prevent it being the jolly joker. For the feel of it, digging in could also auto-pillage the hex. Good for defense but bad for getting rid of the enemy. The main purpose is to slow down or even stop an advance - just like in real life.
For this, AI must be seriously improved though as it already cannot handle you fortifying at good defensive locations and just suicides it's army at yours.

- Also in industrial and above eras cities should have a lot higher strength. It's way too easy to take out even a moderately sized city, a single artillery drops them to their knees in 2-3 turns while their shooting back is negligible, stationary units can even heal it out. Would also remove the shameless way of training by letting being shot at endlessly. :p

- I guess many people wants more techs, but what I really want is more techs that improve the effects of tile improvements. (can be added to existing ones too). Tile output should seriously scale up with technology. Currently the game has almost stone-age outputs at modern times.

- And I would really like to have buildings that reduce local unhappiness from population by a percent, in addition to the ones adding a flat amount of happiness that we have. Obviously late game buildings.
Yes, I want to build huge metropolises, and I want them without crippling my whole empire. :)
 
Huh??? That doesn't make any sense. Why couldn't archers kill off knights for instance?

I guess that I don't want archers & other ranged units to be too overpowered (especially the Longbowman), so it would be nice to have a mod where you need non-ranged units to finish off units wounded by ranged units.

Aussie.
 
Would like someone nerfing the maritime and cultural city states a bit. The food bonus is too big in the early game, also the culture bonus is huge, maybe not broken but pretty darn powerful.
 
Hello to the community first of all!

What I really love about civilization is the Diplomacy.Although till now i enjoy the gameplay of the new Civ I think that diplomacy does not play an important role.As I play on lower difficulties I am not aware if diplomacy plays a bigger role in higher difficulties but i will post based on my knowledge.
What I am asking,and i think its very difficult is a Fear factor defining the diplomacy.I often find myself(xDyes in easy mode) dominating other civs and leaving them to exist only because you know i dont want them to cease to exist.I want to toy them around and to feel the power of the great opressor that can greatly influence the once powerfull state of ex.Egypt.As Peter Mollyneux said "its all about powah man" and I agree with that.I dont know about you but for me most of the times Civilization is about fantasizing,like kids do when they play with their toys,I play the GAME and I dont always want to "win via conquest" and earn infinite points.I want it to last and go through a certain relation with each of the competing civs.I mean imagine how it would be after you have confined the once great arab empire to a tiny peninsula,you have them sourounded with your battleships and infantrymen and they still have pikemen,and they keep insulting you via diplomacy screen and they will always deny you the pact of secrescy or cooperation.A fear factor could be defined by cities lost or units or number of tech tree researches you are ahead ar all of the above together.Not only fear but even a Sympathy meter i dont know.A meter that counts how friendly you are to one civ by providing gifts and pacts as to build up a relationship with that civ.I formed 5 pacts with Bismark i gave him money and support in a war and next thing he declares war on me,and I was not in the end phases of the game meaning that I was not the only opponent and i even wasn't nearby of his cities.
Sorry for the huge topic but i really wanted to see what the community has to say about this.
Remember I know that some of you want to play it for total domination but I think many of you get my point.
Cheers :)
 
I would love to see a mod that allows cities to gain experience as they attack enemy units.

I was going to look at doing this myself, but have absolutely no idea where to start etc lol

If someone wants to point me in the rough direction I will be happy to look in to making it myself :-)
 
Would like someone nerfing the maritime and cultural city states a bit. The food bonus is too big in the early game, also the culture bonus is huge, maybe not broken but pretty darn powerful.

See the "city states" link in my sig. It's just a slight change: Maritime now gives the same :food: to capitals and normal cities. This moderately reduces the effect early game when capitals are important, yet keeps it the same overall in late game with larger empires. I improved Militaristic slightly (+25% spawn rate) instead of reducing Cultural, to bring it up on par with both Maritime and Cultural.

This puts city-state types on equal footing, giving you more interesting decisions when selecting allies early, such as resources, proximity, and friendliness.
 
Would it be possible to request a unit editor like the SSS editor for civ III, it was a great little editor where you could make civ specific units quick and easy and really put some flavor on your game, thank you.
 
On behalf of current and future modders looking into adding and removing resources I request the following though I know it will be no small feat:

A truly generic AssignStartingPlots.LUA that relies wholly on the XML for the definitions of the placement of resources and natural wonders.

As it stands it is an absolute nightmare to add resources or natural wonders to the game without extensive LUA knowledge.
 
Interface ModComps:
- Allow to wake up units from Military Overview screen (cannot now select fortified/sleeping units), double click should centre on chosen unit.
- Add "range" "xp/xp needed for next promotion" columns in Military Overview screen.
- Add separate tab for civilian units.
- Add notification when some civ can sign a new trade deal (new resources appear or amount of some old grows from 1 to more, research agreement can be signed)
- "stop when seeing hostile unit/wait for orders if the current path is blocked" option, especially for naval unit. Now if you are at war, you should move units manually - ordering a destroyer to go through half of the world may lead that it bypass a hostile submarine.
- "patrol option" for naval unit - it moves instantly between two points on the ocean and stops when seeing enemy (or other civ unit).
- as default, units moving try to avoid trespassing city-states. Shift+right click could then mean "find the fastest path (do not bother with trespassing)".

Gameplay ModComps
- the influence you gained when giving units to steady state should depend on the relative (to the strength of city-state units and the units strength of attacher) strength of the unit and if city-state requests units. Now if you give them units you always gain 2IP independently if you give them a warrior or infantry.
- After liberating some civ its leader should be grateful, accept fair trades (ie. one luxury for other) and should not asking stupidly "you have a lot of units at my border"
 
... also should using transport boats be possible much sooner. If not, things like the Illian war, Karthagian War, Greece colonisation... are not possible.
 
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