Mod Component Requests Thread

Has anyone thought about how it might be possible to introduce arms sales into the game instead of just gifting a unit?
 
I haven't read this entire thread, so I'm not sure if this has been requested before or not...

The one thing I miss from civ3 is the "automate worker - specific action" buttons, like "automate-clear jungle" and "automate-clear fallout" options. Also useful would be such functions as "Build lumbermills", etc.

Yes I know I'm lazy and don't want to spend hours micromanaging workers. That's me. ;)

If some kind modder would be willing to put this together, I'd be very grateful. :D

It would also be nice to have the "Join City" function back, allowing you to build settler, move them to another city, and join them in. Moving population around should be within your control as supreme leader, right?
 
I am seeking for a mod that supports replays in most advanced forms: unit moves, promotions etc. By clicking some key, replay is stopped. Was something like that made before?
If not, tell me how much work it would cost, to make such mod. Any volunteers?

edit: I am interested in estimation of code growth. How many new lines?
 
In Civ 4 there is a screen for religion and other for corporations. They look very similar to each other. So now Im looking for a third screen, for ideologies. I can put them with the religions, but it will become overcrowded in the same screen. This third screen will need a button to be put in the main interface, alongside the religion and corporation buttons.
 
Since no one noticed or responded to my thread in the main creation forum, I'll try posting this here:

Outlaws & Lawmen

I want to do an advanced Outlaw & Lawman system. Outlaws will spawn randomly (event driven) and will be actual units that will roam the map. They will have hidden nationality but they'll also be invisible. When they pass through a city they rob it (subtract money from target player's treasury). This will also be event driven. The "bank robbery" will be seen as an event. Maybe we could use events to guide the unit's movement. I do want it to be an actual unit though.

The only unit that can see the outlaws are lawmen. Anyone can build a lawman, but there can only be like three around at a time (or maybe one per civ, this might need some tweaking/balancing). They can move inside other civ's borders and (for the human at least, lord knows how someone will figure out how to script it for the AI) will use previous bank robbery events to figure out the location of the outlaw currently. Then they track them down and capture them.

But wait, there's more! Then the player gets a choice as to what to do with the outlaw. Turn him in to local authorities or accept a bribe to set him free. Turning him in gets you a modest reward and a +1 relations boost with the civ you turn him in to (you may get a choice if the outlaw robbed from multiple civ's cities). If you accept the bribe you get more money, but suffer a -1 relations penalty with all the civs he robbed. Plus if you turn him in, you get to keep your lawman unit. If you set him free, you lose your unit and he becomes a new outlaw unit beyond your control.
 
I will make an Eastern-European medieval Warlords-scenario, it is really only a map, can you teel me how can I put in this scenario religions like orthodoxy or protestantism? I am sure, this elements are already done, I want only use them.
 
NO modder helps here i belive :(
Not entirely true. I like reading through the requests for ideas however when you have suggestions from people that don't know how to impliment their ideas themselves they typically post ideas that are far more involved than a mere mod component, most are also well beyond the capabilities of most modders out here.

My suggestion for those of you who have ideas that you'd like to see implimented is to do a little bit of research into what would be involved. Try to break up your 'big idea' into small pieces that can be done independantly of each other so you can at least get something, even if not everyhting it's still a lot more than nothing. It won't hurt to 'sell' your idea more at the same time, if you can't convince me that it's a good idea there is little reason for me to invest my time in it.

Of course there is always the fact that while I, and many other modders, do enjoy modding the game we also enjoy playing the game even if only to see our changes in action. If your suggestion/request isn't something that I'd be interested in seeing in the game myself I probably wouldn't enjoy implimenting it and without that enjoyment I have no incentive to even try. Sorry if that sounds selfish but it's the truth (for me anyway), and in the end it's no more selfish than expecting somebody else to do the work for you.

If you're not getting the type of response to your suggestion that you'd like you can try to find a mod or mod component that is similar and get involved in a discussion with the creator(s). Even a little bit of help with testing and feedback may be enough to get their attention so they'll pay closer attention to your suggestions. If that fails or isn't possible you can always try to do it yourself, you're more likely to get help with your attempts to impliment it than you are to get somebody to do everything for you.
 
CSA mod
Jeff Davis - Protective/Imperialistic (static)
UU- Stonewall Brigade (quueg)-but change to stats to WoodsmanI
UB-Cotton Exchange (quueg) (wirklichkeit)
Cotten as a resource
and a P-40 Flying Tiger to replace the fighter for flavor.
 
Can someone create a mod that creates a single tech for BTS religion discovery? Each player to discover this one tech will found a different religion. So the list of available religions pops up and the player will select only 1 religion. The capability to found a religion on all other techs should be eliminated. Place this new standard religion discovery tech between Mysticism and Polytheism/Meditation. That's all I need for now.

Orion Veteran :cool:
 
I´m so sorry if anyone has asked this before, but it is a very long thread.
Here goes:
What I would like is, that you can choose one of the traits when choosing a random leader i.e. if you felt like playing a war-game, then you could choose random agg. and thus make the computer assign you a random agg. leader.
Would it be possible to make such a mod, or has it perhaps even been done? (In which case: :blush: )
 
Hi

I'm not sure if this is the right place to post this, but here goes:

I'm a total noob with regard modding and after reading some tutorials on it seem a little more baffled than before I read them, so I'm wondering if anyone could create a unique Unit for me please?

I'm after an SAS unit and want it to be a unique British unit and to be a combination of the US Navy Seal and the regular paratrooper unit available to all. The unit would only become available upon meeting the normal prerequisite techs to build Paratroopers and Seals. If possible can it look like the Seal unit rather than the paratrooper please?


Also, as an aside, does anyone know how to get rid of global warming please, as it seems very unbalancing that an AI can launch one nuke at an enemy and suddenly the whole world heats up.
 
Does anyone have a mod that would cut off the tech tree at some point so that no technology could be researched beyond that point? For example, no research past the classical era? I'm sick of time passing too quickly while building an army so that when I finally have sufficient forces to risk taking on another civilization, they're technology makes my old army obsolete so each game is just a rush to reach the most advanced units.

Before anyone points me to The Ancient Meditarranean mod, I've already found it (and love it) but it crashes very soon after any nation goes to war with me.

I'm a newbie, so my apologies in advance if this has already been done, but I didn't find it anywhere.
 
I 2nd the request for an extra resources mod
perhaps already done?
looked but couldn't find
thx
 
I was wondering if someone who has SDK experience would be willing to update the following mod to BTS 3.13 ([BTS] and [BTS] Larger City Radius and Open Borders Tech Trading http://forums.civfanatics.com/showthread.php?t=241976) or create a similar one? If so could you add the source files to it to give me an idea of what I was doing wrong in trying to convert it to BTS 3.13 I would be very appreciative.

EDIT: by the way the author hasn't been active in the forums since Oct 25, 2007 and I've tried to get a-hold of him for this problem.
 
I have a request that shouldn't be too hard (I think?)

I would like to be able to assign yields to peaks and have it work. Currently I can assign values in TerrainInfos but it has no effect, likewise the peaks are set to passable but they are not. I'd like the tags in terraininfos to work for peaks so I can set them passable or impassable and assign yields.

In Rhys of Civilization the Incas have a unique power which allows them (and them alone) to get yields from mountains. Something like that would be even better.
 
Has anyone thought about how it might be possible to introduce arms sales into the game instead of just gifting a unit?
That would be fun and make it more real

And the same for resource to trade them on some exchange instead of the current system that it goes to the highest bider and other players would not get mad for me trading with there enemy's :king:
 
Maybe it already exists, but...

how about a pirate/barbarian event?

"A band of barbarians have been sighted loitering at our borders. They demand a parley."
A) I will not negotiate with filthy ruffians! (get attacked)
B) Bribe them to leave us alone. (Pay total_barb.units_value*0.5 gold to postpone attack.)
C) Maybe we can come to a mutually profitable arrangement... (Pay total_barb.units_value*1 gold to have them attack a neighbour instead.)
 
Back
Top Bottom