1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

Mod Component Requests Thread

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

  1. snipperrabbit!!

    snipperrabbit!! Deity

    Joined:
    Nov 23, 2006
    Messages:
    3,396
    best will be twelve each, but I can live with eleven.
     
  2. Mylon

    Mylon Amateur Game Designer

    Joined:
    Nov 4, 2005
    Messages:
    1,013
    Well, I made an attempt but I'm not sure where I went wrong. I tried adding a second row to the corporation screen but it doesn't look any different. And as far as I can tell, the XML file where I doubled all of the corporations isn't working as intended either.
     
  3. george585

    george585 Warlord

    Joined:
    Nov 25, 2005
    Messages:
    100
    DIPLOMACY IMPROVEMENTS:
    1. There shouldn't be any red items on diplomacy screen when you are talking with your vassal. Instead, you may request anything, however they may disagree, in which case it means war!
    2. Another diplomacy option: you can ask other civ to give something (resource, money, etc) to the third civ.
    3. Suppose Civ A captures city of Civ B. Then suppose you (Civ C) capture and raze that city. Then you should get a negative penalty ("you razed one of our cities") not only for Civ A but also for Civ B (the original owner, and founder of the razed city). Or in this case you could go a bit more advanced and invent another penalty (either "You decided not to return a city previously owned by us to us, and instead kept it for yourself" = -1 OR "You decided not to return a city previously owned by us to us, and instead RAZED it" = -2)
     
  4. Mylon

    Mylon Amateur Game Designer

    Joined:
    Nov 4, 2005
    Messages:
    1,013
    Actually, is what I would really like to see done with Diplomacy is the modifiers used to apply bonuses and drawbacks to a civ directly. You're a peace with someone that hates your guts because of diplomacy modifiers? Well, their cities are going to be suffering. Likewise, if your people hate their guts and you're at peace...

    Likewise, if you have a number of diplomatic bonuses with another civ and you're at war, war weariness might be higher than usual.

    The basic idea behind this is that diplomatic modifiers would matter even for human players. It would be like... "Hey man, I respect you and all, but you did cut off deals with us to appease some silly AI, you are trading with that player which we hate, and you're using a different religion. My people are craving war and the riots are wrecking my economy. So I gotta do this." *marches in some armies*
     
  5. george585

    george585 Warlord

    Joined:
    Nov 25, 2005
    Messages:
    100
    Another nice idea! I would like to add to it though:
    If Civ A hates Civ B and is at peace/trading with Civ B, then the amount of DISCONTENT in the cities of Civ A (as a result of too much tolearnce for Civ B (in the form of peace and/or even trade)) should correspond to cities' culture! So that Civ A's City 1 with 90%/10% (90 Civ A's culture, 10 Civ B's culture) would have MUCH MORE unhappines then Civ A's City 2 with say 50%/50% culture. It only makes sense. But the effect should probably be limited.... say no more than 10-15 unhappy faces in total, becaus otherwise if a lot of the civs hate you, your citizens will be way too ungry.
     
  6. sourboy

    sourboy Awakening...

    Joined:
    Nov 25, 2001
    Messages:
    5,560
    Location:
    Minnesota
    BTS request:

    Unit limit per stack/tile.

    Thanks, and if it's already made -- sorry, link pls!
     
  7. Jeckel

    Jeckel Great Reverend

    Joined:
    Nov 16, 2005
    Messages:
    1,637
    Location:
    Peoria, IL
    I would like to see a Diplomacy mod that lets you set your opinion of other human players. My game opinion of the other humans never seems to match my acual ingame actions.
     
  8. Jeckel

    Jeckel Great Reverend

    Joined:
    Nov 16, 2005
    Messages:
    1,637
    Location:
    Peoria, IL
    I've been meaning to make this mod as it will be really easy in BtS.. I may see what I can do if I get time today. :)
     
  9. sourboy

    sourboy Awakening...

    Joined:
    Nov 25, 2001
    Messages:
    5,560
    Location:
    Minnesota

    you're my hero if you do!:goodjob:

    I used to be a big Civ3 modder... I miss the lack of an editor and simple text file changes. I just don't know code enough to write my own. :(
     
  10. Jeckel

    Jeckel Great Reverend

    Joined:
    Nov 16, 2005
    Messages:
    1,637
    Location:
    Peoria, IL
    Well, here you go, you can set the max number of units in a tile and you can also set an addition number of units that can be in a city tile and an additional number of units that can be in a fort tile. :)
     
  11. snipperrabbit!!

    snipperrabbit!! Deity

    Joined:
    Nov 23, 2006
    Messages:
    3,396
    Does it prevent allies or foreign units with open border agreement to enter tiles where max limt is reached ?
     
  12. sourboy

    sourboy Awakening...

    Joined:
    Nov 25, 2001
    Messages:
    5,560
    Location:
    Minnesota
    Request:

    "culturally linked starting locations" (a la Civ3)

    Essentially, like in Civ3, Asian civs were most likely to start together, Euro together, American together, etc.

    I'm requesting the equivalent, or if you're ambitious, such a way where Civs on a given continent are of the same cultural background only (or since maps are usually split into 2 continents, shared with 2 cultures, though separated within). In other words, half of a continent would be asian, the other half euro... and the other continent half arab, half american, etc...
     
  13. Jeckel

    Jeckel Great Reverend

    Joined:
    Nov 16, 2005
    Messages:
    1,637
    Location:
    Peoria, IL
    ... umm, durrr, I should have thought of that.. :crazyeye:

    Yea, at the moment you wouldn't be able to attack enemies if the tile they are in has the max amount, but I will fix that right now and upload a repaired version. :)
     
  14. Mylon

    Mylon Amateur Game Designer

    Joined:
    Nov 4, 2005
    Messages:
    1,013
    It turns out one of the scenarios/mods that comes with the game has support for more corporations. It advertises a whopping 10. I'll have a look at that to see how it fits more corporations onto the screen.
     
  15. snipperrabbit!!

    snipperrabbit!! Deity

    Joined:
    Nov 23, 2006
    Messages:
    3,396
    You're on the right track, I believe. I checked Crossroads and it has 10 corps showing up by reducing intervals ( I think reaching twelve is possible ). I've also come up with solution like using :gp: instead of "need great people" in whole letter. Just a mouse over text will add sufficient info and it will earn some space in the corp advisor screen. I'm sure actual gamefonts can be used to represent date of founding, etc ...
     
  16. OzzyKP

    OzzyKP Emperor

    Joined:
    Dec 16, 2000
    Messages:
    1,682
    Location:
    Washington, DC USA
    Ok, this is my idea for a diplomacy system I need for my new mod, These Fractured States of America.

    Although I'm thinking now that I'd like to keep the regular Great People instead of replacing them. Is it possible to have two separate pools for GPP?

    Can anyone help with this?
     
  17. george585

    george585 Warlord

    Joined:
    Nov 25, 2005
    Messages:
    100
    Another Specialist:

    Entertainer:
    - +2 (or may be 3) happy faces, +5 culture, +2 money
    - should be limited in number (say no more than 4 per city), the limit should depend on city size and availability of other speciualist. If there is no such limit, then it would be possible for a city of any size to have zero unhappy citizens, which is unrealistic.

    Great Entertainer
    - +4 (or may be 5) happy faces, +10 or +15 culture, +5 money
    - can construct some happines building that reduces the amount of unhappy citizens by half
    - can make ALL citizens happy in a city for X turns
    - can start a golden age (just as other GP)
    - can entertain citizens of other civs in a city so that some population from that city will join your city (the amoiunt depends on the distance between your and other civ's city, as well as the other city's size)
     
  18. Mylon

    Mylon Amateur Game Designer

    Joined:
    Nov 4, 2005
    Messages:
    1,013
    Using population to add happy faces should not add anything else: The city gets the benefit of using one extra citizen, which can produce a lot of food or commerce, depending on the situation.
     
  19. LuKo

    LuKo The Royal Guard

    Joined:
    Aug 28, 2006
    Messages:
    1,501
    Location:
    Poland
    You trade food and health into happiness. It should give +2 :) and 1-2 :culture:
     
  20. Purest Warrior

    Purest Warrior Warlord

    Joined:
    Apr 7, 2002
    Messages:
    128
    IIRC, that option is in the custom game setup screen.
     

Share This Page