Mod Component Requests Thread

Mercenaries can be built with a certain building lets say a government center. Mercenaries are produced fast (maybe 2 or more per turn) and cost 2 or more gold per turn. For every 5 (?) mercenaries inside your cultural borders you get 1 unhappy in all cities – and for every mercenary outside your borders it cost +1 gold - so if you build them you need to use them or your economy will suffer. Mercenary building expires in every age and new one is available in each age.
 
We’ve all seen it where the AI’s economy is ruined by being at war or it poprushes its cities to nothing when it doesn’t necessarily have to.

In the early game this is no big deal. But later on it effectively kills that civilizations chances of being competitive.

My idea is a “Marshall Law” civic will be automatically imposed when a civs war weariness reaches a certain level of x or if it uses unit poprush x times.
 
I'd like a modcomp that acts like the Air Forces Module, but for naval units. Ethnic styled ships, new classes, etc.
 
Hello, I just need a small mod that changes the IND leaderhead trait to something more like +1 hammer on tiles with 2 hammers on them, like FIN does for coins. IND is just way too powerful especially in multiplayer as it stands with 50% bonus wonder production.


Can I do this myself with XML editing? I looked in Civ4TraitInfos.XML and don't see all the information..
 
I just had a thought for module:

An option for stronger Computer opponents UU’s

When starting a custom game you choose:

UU’s stronger 5%
UU’s stronger 10%
UU’s stronger 15%

Probably way to much code needs to be done rewriting the xml file at the start of a game, but if this was built into the game from the start it would be pretty simple to do.
 
:help: :please: I have a big request to someone from pythonist. Can Someone
PLEASE
make update demolition man mod for BtS? If someone will be make it, will be sufficient these functions:
change land square to water (as in Green mod)
raze city
:help: :please:
 
Would it be possible to make a mod in which turn length varied depending on whether someone was at war?

Basically, the idea would be to allow civs who are at war to move their units multiple times during each normal turn.

Civs at war could get 10 or 20 or more turns (with production, growth, and research scaled down appropriately) to fight their wars within each "regular" turn.

That way it wouldn't take hundreds of years to fight a war.
 
Could some create transformers where an innocent looking car sneaks into another civ and turns into a giant robot to create mayham and random destruction :assimilate:
 
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)

Yes, the diplomacy can be devenlop more, with options!
 
It´s an old post of CIV3 maybe works in Civ4...

Saw a request for this on the Tech Support forum so here goes:

Diplomacy.txt is what drives the text displayed in diplomacy dialogs. It's a plain text file, no formatting. Comments are denoted by semicolons.

The file is broken into sections which correspond to specific game conditions. Each section begins with a #LABEL which denotes the game condition we're describing. Generally the labels are self-explanatory, but if you come across one you're not sure about, let me know and I'll try to find out what it's for.

This label is followed by four control lines, each starting with a # sign, which tell the game how to parse the section. The order of these lines is important as well, because it determines how the strings are organized / sorted.

I'll explain each control line in order:

#civ (0 or 1) - if true (1), this means the strings are grouped by and correspond to each civ in the game. If this is true you should multiply the total number of strings you need to create by sixteen. The order corresponds to the position of the civ in the BIC file (see the editor to figure this out). If this is false (0), the value of the #random control line (see below) should be set to true (1).

#power (0 or 1) - if true (1), the strings are next grouped by relative civ power. There are three possible values (in order): more powerful, equal power, and less powerful. This will triple the number of required strings. If you are sorting by civ, this means you'll need three power-based strings per civ.

#mood (0 or 1) - if true (1), the strings are next grouped by the speaking civ's mood (attititude) towards the other civ. There are three possible values (in order): happy with, indifferent, and angry with. This will triple the number of required strings. If you are sorting by civ, this means you'll need three mood-based strings per civ. If you are also sorting by power, you'd need three mood strings per power string, and three power strings per civ.

#random (1 - ??) - perhaps this value is better thought of as "numchoices" because that's what it really determines: how many choices the computer can pick from, per civ, power, and/or mood.

A quick formula to determine how many choices you're going to use is like this:

total number of lines = (16 * #civ) * (3 if #power == true) * (3 if #mood == true)* #random

And as mentioned before, the order of those control lines is important, because they're hierarchical starting from the top, i.e.:

<PRE>

_
_ | random 1
| mood + | random 2
| |_ random 3
| _
_ | | random 1'
C | power >| mood ~ | random 2'
i | | |_ random 3'
v | | _
i | | | random 1"
l | |_ mood - | random 2"
i | |_ random 3"
z | _
a | _ | random 1
t | | mood + | random 2
i | | |_ random 3
o | | _
n | | | random 1'
| power =| mood ~ | random 2'
1 | | |_ random 3'
| | _
| | | random 1"
| |_mood - | random 2"
| |_ random 3"
|
|
|
|
| power < ...
|
|_

_
C |
i |
v |
|
2 |
. |
. |
. |_

</PRE>

<P>
Replacement Strings are variables denoted by a dollar sign
(e.g., $LEADER0) which can be used in your strings. Each block of text should have a commented out list of recognized strings that you can use. DO NOT TRY TO USE DIFFERENT REPLACEMENT STRINGS in other text blocks as they will not work and could crash the game.

So let's look at an example:

#USERGIFT
#civ 0
#power 0
#mood 1
#random 1
"Please accept this gift as a token of friendship and goodwill."
"I offer you this gift as a token of goodwill."
"Accept this gift as a token of goodwill."

#USERGIFT denotes that this is a new block, and we can surmise that it's called on when the user decides to give a gift to the AI.

#civ 0 tells us not to worry about sorting by civ.

#power 0 tells us not to worry about sorting by power.

#mood 1 tells us we are sorting by mood, which means we will have 3 choices times the number of random choices.

#random 1 tells us there is only one random choice per player mood.

So, we end up with three choices, one if the human player has good relations with the AI it's gifting to, the next if it's somewhat indifferent, and the last if it doesn't have such a good friendly relationship.

Hopefully this helps explain it, the best way to really see what I've explained is to pop open diplomacy.txt and give it a whirl.

Dan

In civ call to power exits a "Global Diplomacy" if you declare war your Points diminish in relation a all others civs... I d´like of this if you blow up a atomic bomb.
 
Can somebody work up transport system from FinalFrontier as transport system to the BtS on the water tiles only, please? (for land units of course)
 
:help: :please: I have a big request to someone from pythonist. Can Someone
PLEASE
make update demolition man mod for BtS? If someone will be make it, will be sufficient these functions:
change land square to water (as in Green mod)
and
raze city
:help: :please:
 
Ok,
So I've noticed that there aren't many religion mods for Vanilla 1.61
Could someone either link to a modcomp that has extra religions for vanilla, or make on for all those vanilla players that want more religions, but don't want to buy an expansion pack. The ModComp would only have to be about 20 Religions, and It would make some of us reaaally happy.
 
Here’s what I think we desperately still need for Civ4 combat system to be more realistic and tactically enjoyable. If we had these in the game, combat would be not only more realistic, but infinitely more interesting and varied. I know NO programming and I have no idea how this can be done. I think it’s going to take one of you programming gods to tackle. Hope someone’s up to it!!

Zones of Control:
Real World: a) Units rarely fight to the death of the last man in place, as is the norm in Civ4. They retreat when they have a clear path and are being overrun. When they can’t retreat, they are then killed or captured. B) If units are being fired upon from multiple directions, their chances of survival are much slimmer than from one direction only.
Civ4 World: a) Only units with flanking promotion can withdraw from combat, and no built in system for captures.
b) Being attacked from one tile is no different than being totally surrounded.
Wish List: a) All units given flanking promotion, and chance of withdrawal determined by combination of how mobile and strong they are. Unable to retreat (killed or turned into slave unit) to a tile however if the tile is in an enemy zone of control that is not also a friendly zone of contol.
b) Defender gets a (-15%) combat penaltyfor each adjacent tile attacked from beyond 1, and a (-50%) combat penalty when attacked from opposite sides (truly surrounded/flanked)

True “Simultaneous” Combat
Real World: When 5 units attack 1 unit of the same kind (without other modifiers), they do so simultaneously, and the one unit almost always dies if unable to retreat.
Civ4 World: Though you can move an entire stack at once, combat is still resolved consecutively – one unit at a time. In addition, if defender survives first unit’s attack (usually does if same type of unit) it gets promoted instantly (instead of for next turn) and so significantly increases its odds on subsequent phases of the one attack. Result: One regular spearman in the open can often kill 4-5 or even more regular spearman in the open. Real life this would be rare.
Wish List: Total combat odds computed of all units attacking into a tile from all directions, then all defending units. Dale’s combat mod did an excellent job of automating the order of battle, with ranged and air combat occurring first, but Dales’ does not alter that combat is still one unit at a time.

Supply Lines:
Real World: Without food and ammunition, troops cannot fight. The Eastern Front in WW2 is the perfect example of this. When surrounded by the Germans on several different occassions, the Soviet Army recognized the futility of continuing and millions surrendered more than once, because they knew they could not get resupplied. Similarly in the same war, when Hitler didn’t give his troops attacking Moscow proper clothing, many literally froze in their tracks (clothing instead of food being not supplied in this case).
Civ4 World: Ammunition and food not accounted for in any way so far. No path to friendly city or supply depot needed. Ability to heal in field is a first stab at this, but far from sufficient, and units costing extra when in enemy territory factors in economic cost of supply, but doesn’t affect combat in any way.
Wish List: Units that cannot trace a line of supply free of enemy zones of control to a friendly city or a supply depot (like a fort, or perhaps a moveable unit) should have a decrease in strength each turn.

Limits to Number of Units in a Tile:
Real World: In reality, there’s a limit to how many troops you can put in one place, even in large cities. And there’s a direct correlation to the amount of casualties you sustain if attacked when troops are in high density – the higher the density, the greater the losses.
Civ4 World: You can put 100 tank, infantry, etc… divisions or anything else in 1 tile, no matter what geographical size the tile represents. Happily, number of air units in a city now has a limit.
Wish List: Create some way of having an XML value for number of units in a tile. Ideally, this would be variable by the class of unit and by the type of terrain. Mod makers could thus vary how many units allowed based on the historical period and scale of their map. You would also thus be able to allow more artillery than infantry, as infantry take up far more space and resources, etc….

Weather:
Real World: Changing weather has affected combat forever, Hannibal, Napolean, and Hitler being some of the most world-changing examples.
Civ4 World: In unmodded Civ4 weather is not a feature. Kael and his Fall from Heaven Age of Ice http://forums.civfanatics.com/showthread.php?t=227297 team has now managed to create a weather system.
Wish List: Using Fall from Heaven Ice Age's system, or something like it as a mod component so we can easily have the seasons effect movement and combat in mods/games would be invaluable for greater historical accuracy.

Ranged Combat System to work better:
Dale’s Ranged Combat Mod went a long way in the right direction, and Fanatic Demon’s Ultimate Ranged Combat Mod (built on Dale’s) http://forums.civfanatics.com/showthread.php?t=242791 will likely do the trick.

Anyone up to these challenges?
 
Limits to Number of Units in a Tile:
Real World: In reality, there’s a limit to how many troops you can put in one place, even in large cities. And there’s a direct correlation to the amount of casualties you sustain if attacked when troops are in high density – the higher the density, the greater the losses.
Civ4 World: You can put 100 tank, infantry, etc… divisions or anything else in 1 tile, no matter what geographical size the tile represents. Happily, number of air units in a city now has a limit.
Wish List: Create some way of having an XML value for number of units in a tile. Ideally, this would be variable by the class of unit and by the type of terrain. Mod makers could thus vary how many units allowed based on the historical period and scale of their map. You would also thus be able to allow more artillery than infantry, as infantry take up far more space and resources, etc….

I just did that. Check this thread. :)
 
Thanks Jeckel-

This looks like exactly what I am talking about.
You seem to really know what you're doing (I checked out your My Mod Thread Library) so maybe you can help me with another question.

Is there any way to combine mod components such as yours and several other great ones, without knowing any programming? I don't have any idea how to use Python or the SDK or create new XML tags. At the moment, I can just change XML values. Oh yeah, and is there any file you know of that explains "all" the XML value settings. Many if not most I can figure out, but many others I still don't know what they do.

Any thoughts or threads on helping me learn more would be greatly appreciated.

Thanks.
 
I request a mod where specialists can provide happiness, and preferrably health too. I would be very grateful for such a mod.
 
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