Mod Component Request Thread

Been playing CiV BNW, and there are two things which are disliked in general (not just by me)

1. Lack of early game military action.
2. End game Diplo victory/world congress is slightly broken.

I have an idea to try to solve these issues, but I need someone with better knowladge of modding to help to fix them.

Solution to issue 1.
Early warfare was rarely an issue of conquest, but rather an issue of border disputes and raiding. I propose that an new promotion line be developed, called 'Raiders' - raider units would suffer a slight combat penalty, but would be able to enter foreign lands without causing war, just a diplo penalty as long as the raiders are there. Fuurther promotions could grant free pillaging and gold/culture/faith ect. per turn in foreign lands.

I hope that this would encourage the ai to pick fights for the sake of a quick profit, as opposed to 'Oh I need a huge military advantage over my foe in order to conquer a single city'. Essentially creating a system of war for fun and profit.

Solution to issue 2.

CS votes. There needs to be other ways of obtaining them. One that springs to mind is the tribute system; literally threatening CSs to vote in your favour or else. CS allies, would then have to provide further security near the CS to win back their vote. Also if a civ is going to win the diplo victory (or any victory) there needs to be an international effort to prevent their victory, ie. an alliance. For example (from a military pov) when the 'Freedom' nations of USA, GB, France, Poland ect. and the 'Order' nations of USSR and China put aside their differences to defeat the 'Autocracy' nations of Germany and Japan.

I would try to implement these myself, but I'm not very sure of modding yet, and I figure that these ideas of mine should undergo critical analysis and testing, asap.

Sorry that Its such a long post.
 
Still in BNW the AI loves to spam settlers and sends them off, unescorted to wander and eventually settle in your back yard, typically: those that are not captured by barbarians, that is.

This settler spam is annoying and as far as that goes, the barbarians are probably doing a beginner/intermediate human player a big favor with these captures.

The other side of the coin is that many times players perceive the situation as being one of "the AI does not expand" when in fact the AI is trying to, just in a clumsy and inefficient way, since there is no mechanism that I know of to escort settlers.

The alternative would be a mod that gives AI settlers a defensive bonus so they can resist at least the first or second capture attempts by lower rank barbs. If we implemented this, the AI would successfully settle more cities and this might be more of a challenge, particularly for those players who chronically complain that the AI is too passive about expanding in the early game.

Any modders care to share their thoughts about this and take it on if they find it a good idea?
 
there is, and the AI use it in my games.

I must have missed it...you have a mod that does that, Gedemon? Because I still see the AI sending out solo settlers. At least part of the time, anyway. Possibly the escorts were stripped off? But how did the settler survive on its own, then?
 
I must have missed it...you have a mod that does that, Gedemon? Because I still see the AI sending out solo settlers. At least part of the time, anyway. Possibly the escorts were stripped off? But how did the settler survive on its own, then?

That's from the base game, I don't use any mod modifying the AI yet and I rarely see un-escorted settlers.
 

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Hey Falcon you are good modding-man :) Sorrry do you know any mod that change this when some civilization choose religion this religion is still available to choose, In my opinion this is very stupid when some civ choose example a catholicisim then I cannot choose it beacouse some civ is already have it, plzzzzz help
 
I'd be really happy if someone could work up Rice and Potato resources for me. Need them to be fully map placeable and graphically represented. This would be for my massive overhaul for Corporations for BNW.

Thanks,
Envoy
 
I tried making it myself, but i just hit a brick wall. my progress is posted below which includes the icons required so only a fix on my coding is needed. If you somewhat think this is a great idea that will bring more fun into the game, please help! cuz i'm stuck D:

Objectives:
-I was thinking of making a new resource, Titanium (looks the same as gold, silver, etc with the mine and all but the color is light purple). Titanium can be found on plains, tundra, snow on any land terrain (except mountains of course, just cause we can't improve that tile). Titanium is currently used for advanced stealth flight and technologies. There is a current problem with the landmark graphics - so this mod will take over GEMS' landmark graphics and removing it from the game, since there's a lot of luxury resources already anyway.

-Past Strategic Resources will have an important role in the late game by adding it as requirements for future units (except for horses & coal).

-Make Scientific Victory a teeny bit complicated.

-Make Military Dominance a lot more strategic resource focus but its advantages will be well noticed in game (as it is and should be anyway)

Ideas:
-Amount of iron resources triples at "Replaceable Parts" Tech
-Amount of oil resources doubles at "Ecology" Tech
-Reveals titanium on the map at "Radar" Tech
-Unit changes:
--Ironclad - slight increase in damage and defense, requires oil and iron
--Destroyer - requires iron (or no requirements to help players unable to acquire iron in the beginning of the game)
--Battleship - requires oil and iron
--Submarine - very slight damage increase, +1 sight, requires oil and iron
--Carrier - slight defense increase, requires oil and iron
--Mechanized Infantry - requires iron (or no requirements to help players unable to acquire iron in the beginning of the game)
--Nuclear Missile - requires 2 uranium and titanium
--Nuclear Submarine - damage, defense and evasion increase, +2 sight, +1 cargo, +2 movement, requires uranium, titanium and iron
--Missile Cruiser - requires titanium, oil and 3 iron
--Stealth Bomber - requires oil, aluminium and titanium
--Giant Death Robot - requires uranium and titanium
--Space Ship Parts - cockpit requires titanium and oil, others require only aluminium and oil


----------------------------------------------------------------
If you're interested in this, please add me as a friend on steam! : http://steamcommunity.com/id/justinlawrencesy/home
or email me at justinlawrencesy@yahoo.com

The file I uploaded is here: http://forums.civfanatics.com/showthread.php?t=502890
 
-I was thinking of making a new resource, Titanium (looks the same as gold, silver, etc with the mine and all but the color is light purple). Titanium can be found on plains, tundra, snow on any land terrain (except mountains of course, just cause we can't improve that tile). Titanium is currently used for advanced stealth flight and technologies. There is a current problem with the landmark graphics - so this mod will take over GEMS' landmark graphics and removing it from the game, since there's a lot of luxury resources already anyway.

Titanium is in the "Beyond the Future" modpack that ArbogLi developed. You might want to play a game with his mod first.
 
Any takers for a strategic map filter that shows only archeological sites? It would really help the end-game rush for them.
 
Is it possible to add minor techs that get distributed randomly? Perhaps certain policies could affect your chances at getting certain ones. I think it could be a neat way to diversify each player's advantages throughout a match. Nothing too overpowering, maybe "all of your archers carry X promotion" or slightly upgraded versions of buildings.

Another idea could be to make them less common, but provide alternate history style content.
 
How easy would it be the mod earlier ideologies? For example changing the threshold for an ideology from three factories down to one, or even making entry into the industrial era enough to trigger an ideology, as opposed to entry into the modern?
 
How easy would it be the mod earlier ideologies? For example changing the threshold for an ideology from three factories down to one, or even making entry into the industrial era enough to trigger an ideology, as opposed to entry into the modern?

I tried some XML edits and Lua using Player:CanAdoptPolicy, but didn't get it to work. However, the IngameEditor mod allows you to unlock ideologies, so I imagine you could do a custom notification window when players have 1 factory or enter the industrial era and let them choose an ideology through that.
I'll try looking some more since this interests me as well, but that's all I got so far.

Edit: Found a way!

I didn't find a way to alter the era requirement yet, but I had a look at the Factory. I didn't think they would do it that way, but they did. There's a new table for buildings which controls Ideology unlocks.

Code:
<XBuiltTriggersIdeologyChoice>3</XBuiltTriggersIdeologyChoice>

So I made a quick XML to update the Palace.

Code:
<GameData>
	<Buildings>
		<Update>
			<Set XBuiltTriggersIdeologyChoice="1"/>
			<Where Type="BUILDING_PALACE"/>
		</Update>
	</Buildings>
</GameData>

And I got the choice to adopt Ideologies on turn 2 (the turn after I founded my city). See attached screenshot for proof.
 

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I hope it is decent topic for my request :-(
"Where can i change social policies desription" TEXT.
(how i can change how it works i figured out, the text is a problem)
 
I hope this is the appropriate place to ask.

Has anyone made, or does anybody know of, a mod for changing India's UA (and perhaps city art, building etc as a bonus)? I can't find anything in the forums and I think it's surprising considering how unpopular India's current set up seems to be.
 
A mod that balances Universities by giving only 1 science for each jungle. Otherwise starting in jungle is OP.
 
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