Mod Component Requests Thread

Here are 2 Requests concerning leaderheads:
1. Leaderheads should change with the eras (this would probably be easier to accomplish using static heads than animated 3D ones).
2. When the player clicks on the name of a civ's leader, both the player's leaderhead and the AI's leaderhead should be shown in the diplomacy screen. This may give the impression of a "dialogue" between the two civ leaders.
 
Can anyone tell me if I go into warlords/assets/xml/gameinfo/civ4world info, and change the <iTargetNumCities>4</iTargetNumCities> to a higher number, would that make the AI bulid more cities?

Thanks,
50cal
 
Greetings.
I am making an Axis & Allies scenario on my Earthmap. Cities on my map represent the territories of the Board game Axis & Allies, and starting units allocated the same. Cities cannot be razed or built. I would like to disable slavery, as it overpowers some of the smaller cities.
I would also like to be able to specify manually exactly how big a size a city can grow.
I would also like to disallow building of settlers.

Thanks,
Bigben34
 
I want to request a mod component that would make designated ships escort other ships. These escorts would have good AAW(anti air warfare) and ASW(anit submarine warfare) capabilities. These escort ships would also take the first hits from a bombardment and possibly have a modifier that would work against an enemy's bombardment.
 
I wanna lower the inflation rate, can someone explain to me how

<iInflationPercent>10</iInflationPercent>

<iInflationOffset>-200</iInflationOffset>

works, and what the ratio means, its located in the

Xml/game info/CIV4GameSpeedInfo folder.

Thanks
 
Could someone tell me where to find the files for these expenses, and tell me how to adjust the expenses to make them lower?

1. Unit Cost
2. Unit Supply Cost
3. City Maintenance
4. Civic Upkeep (can you go lower than low)
 
I have a few ideas of my own (sorry if some of this or all of it has aready been mentioned).

Resources

Titanium: Used to make advanced military units mainly tanks and aircraft.

Nickel: Used in several industrial possesses sinse the late 19th/early 20th centuries. Also required for WWI and WWII era units as well as batteries for electricy.

Zinc: Needed to make brass with copper. Again used in several industrial processes. Also for music (instraments), coinage, churches (toll bells) and shells for tanks, artillary as well as munitions in general. Also used in some early gunpower units.

The following food resources would add some "colour".

garlic (good for health), dates, figs, apples, cherries/berries, pinnaples, coconuts, tea, game birds (grouse, turkey, pheasent etc..), bison/buffalo.

Units:

Ancient Units: slinger, javilan thrower (peltest, scirmisher etc..)

Classical units: light and heavy calvery, hoplite.

Middles Ages Units: foot knights (does not require the "horse" resource), heavy crossbowman, two-handed swordsmen, halberdtier, bombard (early gunpowder seige weapon)

Renniasance Units: Hand gunner (primitive gunpower (pistol) unit)

Industrial Units: gattling gun, morter.

Modern Units (WWI/WWII): WWI tank, WWII tank, mobile artillary (looks like tank except no turret - gun is fixed to fire forward only), WWI bi-plane/tri-plane, dive bomber, jeep, half-track, torpedo bomber, deisal powered sub (as opposed to modern nuclear powered sub), cruiser, radar base (another building perhaps?)

Modern Units (present) SAM missile base, armoured hummer, "nuke" silo (might be a building), scud launcher, tacitcal missile base or "nuke".

Also, railroads should also be aloud if player civ has access to oil or electricty.

What about telephone and television techs. Both had a huge impact on modern civilization.

What about more than one special unique unit per CIV?

Leaders: Vercingetorix (Celts) Was warchief who united quarraling celtic tribes to fight a Roman invasion led by Julius Cesaer. Gallic wars occured in the mid 1st century BC.

Anyhow that's all my ideas for know. I hope you find them of at least some use. Thanks.
 
Railroads were constructed without oil or electricity.

I know, but in the game you couldn't unless you had access to the coal resource. Which does not make sense once you have the oil resource or a means to generate electricity.

You can find many of what you talk about around here. There's a search function in CFC !

The number of posts and threads is so high I felt a little overwhelmed, that and lacking time at the moment. At any rate, I thought this thread seemed oppropriate at the time. Anyhow, as I don't know what "CFC" is, can you give me a link? Did you like my suggestions?
 
Hi everyone,

I was wondering if someone could make, or tell me how to make an SDK change, allowing for a player to make multiple permanent alliances.

This is for my Imperialism mod, I want permanent alliances to be used as a means for expanding an empire without conquest, i.e. German unification.

A post in this thread or a PM would be nice.

thanks,
cotdamn


I know, but in the game you couldn't unless you had access to the coal resource. Which does not make sense once you have the oil resource or a means to generate electricity.

That's because coal is necessary for making steel, which is used to make railroads.
 
Could someone tell me how I could:

1. Make it so each city founded, for the player, as well as the AI, starts with the maximum amount of culture (legendary).

2. Forts can be built inside or outside of cultural borders, as well as overtop of other improvements.
 
i have something to ask, but its probebly very compicated:

can u make a mod, that it it u have VERY long research (like in marathon speed for insteces) but keep the production costs the same a quick or normal speed? that would make cool era games
 
Sinitahr,

1. Open your
FiraxisGames/Sid Meier's Civilization 4/Warlords/Assets/XML/GameInfo/
folder.

2. RIGHT click on CIV4GameSpeedInfo, and open it with notepad or word pad.

3. Scroll down to <Type>GAMESPEED_QUICK</Type>

4. Underneath it you’ll see <iResearchPercent>#</iResearchPercent>

5. Change that value to whatever number you want, it is 300 for marathon.

6. Play the game on quick game speed, and have marathon research.
 
Sinitahr,

1. Open your
FiraxisGames/Sid Meier's Civilization 4/Warlords/Assets/XML/GameInfo/
folder.

2. RIGHT click on CIV4GameSpeedInfo, and open it with notepad or word pad.

3. Scroll down to <Type>GAMESPEED_QUICK</Type>

4. Underneath it you’ll see <iResearchPercent>#</iResearchPercent>

5. Change that value to whatever number you want, it is 300 for marathon.

6. Play the game on quick game speed, and have marathon research.


thx man!
can i creat a new game spped for it and keep quick as it is?
 
Sinitahr,

1. Open your
FiraxisGames/Sid Meier's Civilization 4/Warlords/Assets/XML/GameInfo/
folder.

2. RIGHT click on CIV4GameSpeedInfo, and open it with notepad or word pad.

3. Scroll down to <Type>GAMESPEED_QUICK</Type>

4. Underneath it you’ll see <iResearchPercent>#</iResearchPercent>

5. Change that value to whatever number you want, it is 300 for marathon.

6. Play the game on quick game speed, and have marathon research.

thanks man, not so compicated after all i c ^^
 
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