Mod Component Requests Thread

i see...

well, basically, Rhye told me that i need to edit the python to fiddle with the pre-determined naming of tiles in RFC. personally i've already done some modding that allows for cities to be built right next to each other in Metropolis type fashion, and i've changed some tiles on the map to allow for Viking expansion into Greenland.
this last part requires the naming, which i am stuck on.
 
sounds interesting. and I have less skill than you have. There are python forums on this site mabey ask there. I'd say that this might not be the best thread for your question.
 
ok. thank you for your tiume
 
ok. thank you for your tiume

i am new to modding as well. one thing you could do is script it the way you think it might work, then load and play. if it works, fine. if not, try something else.
 
lol. well, i wouldn't know where to start, or what program to use
 
It'll appear in a CIV Gold BTS 4.0 add-on plus in Rhye's update of Earth 1000 AD and the Medieval Age.;)
 
Sorry, I'm just up to speed with things... you should check with the makers: Rhye and CIV Gold team.;)
 
I want to spend even more time in the ancient, classical, medieval and renaissance.

I don't like the pace of the game, techs are developed way too fast and I can't never play as many time as I'd like in the ancient, classical and medieval times.

I would appreciate any suggestions or mods for this.

In Civ2 and Civ3 I used to increase the cost for most technologies to insane levels and it was OK, but it has never been perfect. In Civ4 it's even worse because there's a big leap from Medieval to Industrial Era.
 
@eddie_verdde
You might wish to introduce a new gamespeed which suites your needs. In case you need help with this / have questions about this, just send me a PM. Yes, although I am somewhat of a bloody amateur, THIS I can do :P

@topic
Currently, I am fiddling around (and failing utterly) with the try to implement a new Terraforming ability for workers: Prolonging existing rivers (i.e. digging new sidearms). Sadly, I am NOT able to figure out how to make it working. I assume this to be only a minor thing for an expert, but for me it is undoable ... help please :cry:
 
New (old) civics options:

Ability to modify worker build times, but for specific improvements. Like +100% railroad build time. -50% mine build time.

Ability to place specific specialists. Instead of +1 free specialist, make it +1 free priest or +1 free scientist.
 
I got one. Add a <FeatureYieldModifiers> tag to the technologyinfo.xml and the schema and make it work with the SDK or python.

pretty please with sugar on top
 
Blind Research has been discussed before (here for example: http://forums.civfanatics.com/showthread.php?t=225556) but I would like to officially request this Mod.:please: Either a completely random research method (you just get what you randomly get) or a pick a category method (Science, Military, Art) would work for me. I think it would make for some interesting games (good or bad!).
 
"Holy Wars"

There is a modcomp for adding Crusader units but I thought it would be totally cool to have a new game mechanic built around "Holy Wars".

It would create a new Civic or option called "Holy War"... that is if a Civ took over a city of yours that had your religion or if you founded that religion you could declare a "Holy War" and receive units faster for a period of time in order to hopefully recapture you "Holy City" back. Much like the actually Crusades themselves in History.

In the xml there could be options to edit that determine when you are capable of declaring "Holy War" like:

-Number of Cities with your state religion
-must have founded the Religion
-must have built the Religious shrine
-must have never converted to another religion
-researched a certain tech
 
I'll bump my earlier request:

Is there a simple modification that would make the game pick city names at random from the list when a city is founded? (instead of starting from the beginning of the list and going down... There are city names that are too far down the list to ever be in the game, hehe).
 
Railroads should be for transportation, not production. Rather than messy up the map, I had rather build a railroad depot and, once built, it would add +1 hammer for every worked square with a mine. Naturally this would only occur once RR had been researched and coal was available. Similarly, once a sawmill (building, not worker) was built every worked square with trees would get a +1 hammer. Actually I wouldn't mind if the code for the RR's was left as is for the AI, just added to so I wouldn't have the clutter in my cities. Maybe the best idea would be to gain the benefit of the RR until the building was built. At the at point the game would ignore the RR benefit. With pillage I could always destroy the RR.

I only recently tried doing anything myself but was able to combine my fav mods (Route Pillage Mod and 3 square radius) into a new CvGameCoreDLL.dll So maybe I could take a stab at this if someone pointed me in the right direction unless a similar mod already exists.
 
Hello. I launch a call to all the specialists in the programming. It would be possible to make a MOD or one can sell the military units which one created.
Example: If I build a tank, I could sell it or exchange it in the diplomatic menu.
Do not hesitate to answer has my request here so that one can discuss it. :)
 
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