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Mod Component Requests Thread

Discussion in 'Civ4 - Mod Components' started by Thunderfall, Jun 15, 2006.

  1. 50caliber

    50caliber Warlord

    Joined:
    Nov 15, 2006
    Messages:
    118

    You can probably just go back into that file, copy and paste one of the game speed's infos, place it in order (im assuming underneath quick, since you want a fast game) and rename it what ever u want i.e. "superquick" or whatever, and then change all of the values that you want to change.
     
  2. sinitahr

    sinitahr Chieftain

    Joined:
    Apr 15, 2007
    Messages:
    49
    thanks again

    if u play TR mod, can u tell me why the new game speed i made makes every city start with legendary culture?
    all i did was copy the quick speed from the regular game

    how can i make a mod for it? cus whenever i go multiplayer it says im in a mod
     
  3. kevinman4404

    kevinman4404 Lightning Warrior

    Joined:
    Mar 31, 2007
    Messages:
    837
    Location:
    Ontario
    A huge request:

    A civics screen that is BOTH scrollable left/right, so you can have as many categories of civics as you want, as well as having the lists scrollable up/down, which would allow unlimited civics per category. This would really open up people and modders to adding their own civics (however many they want).

    Visa successfully added the left/right, noone as far as I know has done the list up/down. If I'm wrong, please correct me.

    Lol I had made 110 NEW civics based on government, land styles and political views (if anyone has played prime minister forever (Canada), both versions, I'm thinking of categories similar to those on the "adjust your party's views" screen. This could make for a really solid addition to some mod).

    I hope someone can either look into this or point me int he right direction

    thxx
     
  4. Vrenir

    Vrenir King

    Joined:
    Oct 11, 2006
    Messages:
    860
    Location:
    Maryland
    Great People are wonderful, but if you're like me, there comes a point in almost every game when your cities start producing Great Prophets. The first one is very nice, because he lets you build a shrine and rake in money for your state religion. If you had multiple religions, the others might be helpful too. But eventually you run out of shrines that you can build and you end up with more Great Prophets who can only be used to create specialists who will create even more Great Prophets. Sure they can discover technologies, but unlike Great Scientists and others, the eligible techs run out fairly soon and you're left hoping that another type of Great Person will show up so that you can at least start a Golden Age. I think that this is a problem.

    Look at the other great people; they all have a couple of inexhaustable abilities. There's the tech gains, the merchant caravans, the culture bombs, and the military experience points. We need something more for the Prophet.

    In the general forum, a thread called Real Religions put forth a lot of ideas. Whether most were doable or not was never answered and the person who posted it hasn't been around for a while. But among the suggestions was a Pilgrimage ability for the Great Prophet.

    What is the Pilgrimage ability? If a Great Prophet is in a Holy City, you can perform the Pilgrimage to generate instant commerce and culture (less than the Great Artist culture bomb for balance's sake). This could be done an infinite amount of times. Suddenly, those Great Prophets would have a purpose in life, and wouldn't we all appreciate that?

    I assume that this would need to be in SDK, and I have no abilities there at all. I'm just trying to learn how to change things in XML right now. If somebody could program this though, I'm sure that I and many others here would be most grateful. Thanks.
     
  5. snipperrabbit!!

    snipperrabbit!! Deity

    Joined:
    Nov 23, 2006
    Messages:
    3,396
    TWO hammers and FIVE gold
    TWO hammers and FIVE gold
    TWO hammers and FIVE gold
    ...
    I think the great prophet is as solid as others. Perhaps, you think differently and want to modify but it is common here wanting to tweak things.
     
  6. T.rex

    T.rex Chieftain

    Joined:
    Apr 10, 2007
    Messages:
    82
    Location:
    Montreal, Canada
    I love great prophets and I think they're amoung the best GP units in the game.
     
  7. Purest Warrior

    Purest Warrior Warlord

    Joined:
    Apr 7, 2002
    Messages:
    128
    Hi all
    Can someone point me to a place where I can pick up some some mod to facilitate tech trading? I'm getting sick of the four-click routine with every leader each turn.

    Ta, PW
     
  8. TheQ84

    TheQ84 Chieftain

    Joined:
    May 13, 2007
    Messages:
    1
    Is there an easy possibility to just stop techs at a certain age? For instance if a want to continue to play in the medieval era and don't want to advance? I tried to delete the techs and units and so on from the XML in a mod but then a lot of errors appear telling me I have to delete or change a lot more. But frankly this is too much for me and I wondered if someone has allready provided something to spare me the work
     
  9. snipperrabbit!!

    snipperrabbit!! Deity

    Joined:
    Nov 23, 2006
    Messages:
    3,396
    Already done TheQ, just use the research function of civfanatics with the word era in it.
     
  10. The M'Hael

    The M'Hael Chieftain

    Joined:
    Jan 4, 2007
    Messages:
    86
    Is there a mod that allows you to examine a city before deciding to keep/raze it? If not, it could be very useful. No more razing those wonder-filled cities :D
     
  11. FK2006

    FK2006 Warlord

    Joined:
    Mar 9, 2006
    Messages:
    168
    Hello
    Ultimate request: Python coding for the diplomat from Civ3 2, the one who bought ennemy units....thanks
     
  12. Tahuti

    Tahuti Writing Deity

    Joined:
    Nov 17, 2005
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    9,492
    Gender:
    Male
    A mechanic that makes it possible that civics require 'religion'! :goodjob:
     
  13. snipperrabbit!!

    snipperrabbit!! Deity

    Joined:
    Nov 23, 2006
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    Maybe SotM : Rebirth will do that Kaiserguard !
     
  14. Watiggi

    Watiggi Deity

    Joined:
    Feb 27, 2006
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    2,107
    My raze city mod (in my sig) does this as a side effect of the razing system, you have to capture the city first in order to raze it. During this time, you can look at what wonders are in the city.
     
  15. Tahuti

    Tahuti Writing Deity

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    Thx for the tip! I'll salute you! :goodjob:
     
  16. Elkad

    Elkad Emperor

    Joined:
    Mar 26, 2007
    Messages:
    1,005
    Any way to make GPs (and GP generation points) global?

    So all cities combine to generate GP points. When a GP is born, its location (and thus owning civ) is randomly determined, weighted by how many GPPs each city/civ contributed.

    Would make farming a specific GP nearly impossible, and even a few GP points might cause you to get lucky and land a GP.

    In the early game, GPs would spawn almost every turn.
     
  17. ripple01

    ripple01 Emperor

    Joined:
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    Location:
    New York City
    Elkad,

    There is a modcomp by The Lopez (I believe) that does exactly what you are asking. Do a search on the forums and it should pop up.

    Cheers,
    ripple01
     
  18. Wolfofwar

    Wolfofwar Chieftain

    Joined:
    May 15, 2007
    Messages:
    4
    This is a really small and pointless mod idea. It would be awesome if in the text explaining each civic you research, who made it really (i.e. Albert Einstein, Ben Franklin, etc) and when it was made. That way, you can kindof judge how fast or how slow your doing compared to the real world. Be kindof cool.
     
  19. Elkad

    Elkad Emperor

    Joined:
    Mar 26, 2007
    Messages:
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    ripple01

    found his tricklemod, which appears to just alter your GP type by your traits. Didn't see anything else.

    in case I was misunderstood. Arbitary numbers example.
    Game starts. First GP takes 100 gpps to generate. All civs add to that total, instead of each pursuing their own GP.

    So 5 civs each generate 20 gpps. thats 100 total, so a GP is generated. Type is determined by the global total of each point type, and then randomly assigned to one of the 5 civs. so only 1 civ would get a GP. Odds of you getting it should be weighted towards the percentage of points you contributed. Doesn't matter if civA made his 20gps in 1 city, and civB made 1gp in 20 different cities, they'd both have an equal chance of getting it.

    GPs would appear a lot faster, but there would be no guarantee your civ is the one getting them, or that you could control the type if you did. Would make lightbulbing a lot more unpredictable, but it would also eliminate the GPfarm, since all your cities (and everyone elses too) would contribute to the total. Running specialists would still influence the type generated, and would boost your odds to get the GP instead of another civ, but there would be no guarantees.
     
  20. Bastian-Bux

    Bastian-Bux King

    Joined:
    Mar 29, 2006
    Messages:
    795
    I'm looking for a python script that improves the usability of the world builder.

    REQUEST: add three buttons to the world builder resource placement menu.

    Button #1 toggles between "normal" behaviour (placing one resource at a time) and "new" behaviour (placing the selected resource randomly en masse on the map following the standard resource rules plus density).

    Button #2 allows to set the density of the resource to be placed to low.

    Button #3 allows to set the density of the resource to be placed to high.

    So basically this allows a user to use each of the resource buttons for four different actions:

    #1 place one resource on the point clicked in the map (the three new buttons are not selected)

    #2 place a standard amount of that resource on the map following the standard rules (Button#1 is toggled)

    #3 place a low amount of that resource on the map following the standard rules (Button#1 and Button #2 are toggled)

    #4 place an high amount of that resource on the map following the standard rules (Button#1 and Button #2 are toggled)

    ALTERNATIVE #1 (maybe easier to code): add a complete new "menu" to the world builder menu, which has three options, which are basically looking the same as the current resource placement. Then toggling one of the resource icons will place a low/standard/high amount of that resource on the map.

    If this modcomp would be possible in Python, that would be great. Yes, its slower and such, but it allows easier integration into mods made by users without C++ knowledge.

    ALTERNATIVE #2: a python script similar to regenerate map that can be called while in the game, which does only redistribute resources, but leaves everything else as is.

    Idea behind this: being a map maker I often have to to place a larger amount of resources at once. And not all of them have incredible strategic importance (lets say fish in the oceans frex). But placing them is a pain. This modcomp would be an incredible help to add new resources to already existing maps.
     

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