Mod Component Requests Thread

I think the trade route system could use a major overhaul. IRL some of the greatest cities and civilizations relied on trade, but in Civ it's pretty much an afterthought; besides juggling resources, all you get is a free +1:commerce:, +2:commerce:, or maybe +3:commerce: that doesn't really do anything. We have players using Specialist Economies and Cottage Economies, but a Trade Route Economy? I don't know if it's even possible, let alone an effective strategy.

Here's my idea:
  • Rename trade route commerce to "capacity". Each turn, any unused capacity would be turned into commerce, so unless you actively change something, trade routes would work just like they do now (although possibly with more of a yield).
  • With trade routes between two of your own cities, you can have one city take excess food or production from the other (limited, of course, by the route's capacity). Sort of like a streamlined version of Civ2's caravans. That way you can have cities surrounded by hills or flatlands without worrying about them starving to death or being unable to produce anything.
  • Foreign trade routes could also provide food, production, and commerce based on the trade deals you have with the other civ. Essentially, the cities that receive the resource also get a small bonus, so cities with lots of trade routes are slightly more prosperous than those that are more secluded. For example, if I gave you Iron, all of your cities that are directly connected to my cities would get +1 :hammers:. If you gave me wheat, all of my cities which are connected to yours would get +1 :food:, and so on. Again, this would be limited by the route's capacity.
  • Because commerce (or "capacity") is now so important, let's increase it to, say, double what it is in regular civ.
    Then, instead of percentage yield increases, you could have Techs, Civics, and Wonders flatly increase the capacity of each trade route, in addition to giving more routes (which the game already allows).
  • For instance, Mercantilism would still block off all foreign trade routes, but increase the capacity of local trade routes by 1. Free Trade would reduce the capacity of trade routes but give you more of them in each city (quantity vs. quality). This could make these civics a bit more interesting and less of a road-block on the way to State Property or Environmentalism.
 
Can anyone make (or does anyone know of) a mod which gives you a random technology when you conquer a city that they had and you didn't, and all of what they had that you didn't when you conquor the whole country, for BTS (3.13 or 3.17 - something like this should work for either right?). Anything that works like that it also fine, but I just want something like that.

I'm trying to figure out a way I can win on deity playing as Rome on the Civ4 World Map. I've been able to do it on Immortal with allowing technology brokering, and disallowing Vassals, but I simply can't do it on Diety, I get behind in technology, and the 2 or 3 other big countries (usaually some combination of Persia, Russia, Mongolia, or China) team up and I get slaughtered.
 
Hi !

Everyone can creat a new mod with Landcruiser Ratte P-1000, Landcruiser Monster P-1500, Panzer E-100 and Panzer VII Löwe and a new civilization NOD Brotherhood (with leaderhead kane and QG Temple Prime) ?.

I need this mod for a reason : I have a new emperor in my Empire : Franz Schlieben.

Web site of Nod Brotherhood :
http://wiki.gamer.free.fr/nod.html
http://images3.wikia.nocookie.net/cnc/images/thumb/9/96/Temple_Prime.jpg/200px-Temple_Prime.jpg

web site of Landcruiser :

http://fhsw.or.tp/html/army/vehicle/g7.jpg
http://img65.imageshack.us/img65/2458/rattemk2byflyingdebriswd1.jpg
http://img76.imageshack.us/img76/5165/monster03ih3.gif

Panzer Löwe and E-100
http://ww2armor.jexiste.fr/Mythicpa...03-HeavyTanks/E100/Photos/Photo-03.dragon.jpg
http://www.panzerplatte.de/Lowe1.jpg

Have you understand my request ?. If yes it's the most and biggest request i have wrote here.

Ps : This mod is for Civillization IV Vanilla with patch and Warlords with patch compatibility.
:lol:
 
i have an idea for a fairly simple mod that adds a build option or two to the Work boat. one, that it can build Cottages inside cultural borders on water tiles. and another that it can turn a water tile into a land tile after 10 turns after you research the tech that allows levees.(idk which that one is)

thoughts?
 
Hi everyone.

Cant seem to figure this out.

I was attemting to add a screen to the CivoPedia. I would like the screen to display "Wonder Units" What I mean by these is units that are only able to be built once per game.

I noticed FFH2 has a screen called "Heros", which is exactly what I am looking for, I just cant seem to figure out how to import the code from FFH into a standard game.
 
I think the trade route system could use a major overhaul. IRL some of the greatest cities and civilizations relied on trade, but in Civ it's pretty much an afterthought; besides juggling resources, all you get is a free +1:commerce:, +2:commerce:, or maybe +3:commerce: that doesn't really do anything. We have players using Specialist Economies and Cottage Economies, but a Trade Route Economy? I don't know if it's even possible, let alone an effective strategy.

A trade route mod has been done, see my sig.
 
I would like to see a model of seiges.
I suggest a simple alteration of the benefit being in a city provides to the heal rate of a unit. ie. a growing or stagnant city provides the current heal bonus (i think 10%) but for each unit of food a city is starving by add -5% to the heal rate of the unit. so if the basic city heal bonus is +10% then a city producing -2 food would give no bonus. a unit in a city losing 4 food a turn wouldnt heal (unless in sack with medic bonus) and beyond that the unit starts to lose health each turn.
I think this is a more realistic representation of cutting off defenders and means that attacking a city before catapults doesn't require throwing 10's of units at the defenders.
 
Ok, I took a crack at this one myself, but I haven't quite learned the SDK completely enough to manage it just yet. Seems simple, till I started to look at precise functions and fields required.


"All" I would like is to add a field to Assets/Civilizations/CIV4UnitArtStyleTypeInfos.xml which allows you to define a new <Description> tag for the Unit which is using the ArtStyle. Thus you could have mods like Diversica using not only Civ-Specific appearances, but also appropriate names for every Civ's version of a Bomber.

Modification to the displayed name via Promotion was cakewalk, but unfortunately the ArtStyles never make it out of the CvInfos.cpp, and there are a few variables which I fail to see precisely how and where they are defined (eStyle for starters). Though the main error I ran into was simply adding a new field to the XML itself. Typically with other work I have done you can add something to the XML quite easily without touching the SDK (it will of course not do anything), but in this case I am dealing with creating a child tag, so I assume adding something in messed up the whole XML load process (as the error appeared for a file I hadn't touched).



Anyway, I really think this would be a nice addition, just can't quite manage it myself :)
 
I would like to request a specific mod. In this mod, I would like to see the empire and leader head selection overhauled. You shouldn't really be able to select where you'd be French, since they didn't exist in 4,000 BC; I would like to see it more as the ability to select "where" your empire would start, so you could select France if you wanted to have your civilization start where France was (this would obviously require some kind of Earth map). I would also like to see the leader heads removed and replaced with something else that's universal or a symbol of some sorts to represent your empire; it's quit unrealistic to have Napoleon leader your nation for thousands of years. Leader attributes should be changed too; I think they should be eliminated somehow for more choice to set up a convenient game play for yourself. It could be that everyone would share the same leader attributes or you could choose them somehow or just not have them at all.

If someone could create a mod like this or knows of one like this, I would be extremely grateful. If anyone would be interested in constructing a mod like this, please private message me or somehow let me know that you'd be interested in this mod idea or if they could explain to me how to construct a mod like this.
 
I would like to request a specific mod. In this mod, I would like to see the empire and leader head selection overhauled. You shouldn't really be able to select where you'd be French, since they didn't exist in 4,000 BC; I would like to see it more as the ability to select "where" your empire would start, so you could select France if you wanted to have your civilization start where France was (this would obviously require some kind of Earth map). I would also like to see the leader heads removed and replaced with something else that's universal or a symbol of some sorts to represent your empire; it's quit unrealistic to have Napoleon leader your nation for thousands of years. Leader attributes should be changed too; I think they should be eliminated somehow for more choice to set up a convenient game play for yourself. It could be that everyone would share the same leader attributes or you could choose them somehow or just not have them at all.

If someone could create a mod like this or knows of one like this, I would be extremely grateful. If anyone would be interested in constructing a mod like this, please private message me or somehow let me know that you'd be interested in this mod idea or if they could explain to me how to construct a mod like this.
Its been done. Rhye's and Fall of Civilization. its essentially what you asked for
 
Does anyone have a MOD out there that allows you to somehow build another nations unique unit?

For example: If I am at war with England and I capture a couple of their cities, I could then build Red Coats out of those cities.

or

You could maybe steal the design plans via active espionage missions to then build another nations unique unit.

Let me know what you guys think or send me the link to the MOD that
 
Yes, Kael released his Assimiliation mod that does just this. It adds a game option that (when activated) makes cities keep the build orders based on who built them instead of who controls them. That means that these cities can build different UUs and UBs, but are unable to build your UUs and UBs.


I believe there is also an older mod that added a wonder tat lets you build other UUs, but I forget what it is called.
 
Here's a challenge for the modders out there. Rather than selecting a specific tech to research, I'd like it if you had to instead assign resources to "Fields of Research"-like Industrial, Humanities (Cultural and Philosophical techs), Agricultural, Military, Health and Transport/Communication-just as some examples. Each Tech on the tech tree would fit one or more of the above categories, and the % of your Science budget you allocate would impact the speed at which you got each tech in the tree. Does that sound do-able?

Aussie.
 
Sounds to me like you would break the Tech Slider up into a "Flavor Slider" and enable AI control of your Tech selection (which is already heavily based on Flavors). Set it up to happen as a loop over all of the flavors during the time Tech Points are normally allocated, and only allocate a percentage based off your slider settings.

Slightly easier would be to simply have the setting of the Sliders determine your personal "Tech AI's" Flavor values for normal AI Tech selection, but since you wanted to have the speed of gaining a tech be affected I figured the loop over the sliders and investment in pure Flavor choices would be the best bet.


I would also set it up so that if there was no currently researchable tech matching one of the Flavors the points assigned to that Flavor roll into the next category, or are assigned to a random researchable tech.
 
Hello, i was wondering if it was posible for somebody to do an airbase where you can land airunits outside of cities in airbases, which workers can build, i have the graphics for it but not the .xml.
 
Heres the graphics:)
Credits goto asioasioasio
 

Attachments

  • Airbase.zip
    36.6 KB · Views: 62
Top Bottom