Mod Component Requests Thread

I don't know if this should be here, but i didn't see a thread like this in the mod's forums but i was thinking if it was possible to do a mod where theres' the palace just like in civ 1 and 2 (i don't know about 3). I have bts 3.17
 
A mod or edit fix that easily allows switching on and off, an era of choosing

Basically i want to be able to play an era as long as i want, before allowing anyone to advance further.

Hopefully there would be a way to do this without a mod
i already run Blue Marble and VarietasDelectat4.01, and with no modding knowledge, I wouldnt know how to get 2 mods to run at once very well
 
A Mod that gives each civ its own currency. It would replace gold and reward players with strong economies. The game would calculate the strength of your economy based on how many financial improvements you have in your cities, and that number would act as a multiplier for gold. If the Americans have an Economic Strength of 6 (still not sure entirely how that would be calculated) and the Germans have an Economic Strength of 2, 1 Dollar=6 Gold=3 Marks. A high economic strength would also slow down inflation for your civilization
 
an easy way to add resources?
* Farm Food: Potatoes, Soy or Beans in general, Nuts (which could just be on a plantation instead)
* Animal Food: Poultry (Chicken, Turkey, Duck, Goose)
* Seafood: Cephalopods, Sharks, "Kelp" (maybe)
* Luxury Food: Tea, Cocoa/Chocolate, Coffee, Honey, Fruit (Apples)...?


Cotton and Tobacco/Hemp as non food items. im just naming these based upon an atlas that i have in front of me, which shows trade routes and items. most are luxury and food. however, there are some metals.

i know that some of these are already floating around the forums. so if someone could point me in the right direction to collect them all... i could try to do it myself.

many of these already exist. so it wouldn't be too hard to copy the coding for many of them. but i wonder if its possible for these to be made? pretty please
 
Navigable Rivers.

I don't know if its do-able but it would be nice to have a land terrain tile that represents a wide river that certain sea units could travel through. You could make a series of units to take special advantage of this and better represent important historical events (coastal and riverine transports that could move units along rivers faster than by land, the Mississippi campaign during the American Civil War, 19th century gunboat diplomacy, the brown water ops in Vietnam, etc.)

You would be able to improve these tiles with farms but roads would be restricted until quite late (Steel perhaps) and they would have a movement cost of 2 for ground units (fording).
 
Hey can some one help make a mod comp that when you kill a city defender you have a slight chance of a pop up appearing allowing you to take control of a building. each building will offer you a boost to your units inside the city. the city will replace the building with a captured version basicaly a building with no benefit just looks like the old one but with loads of team color for the attacker to remind the other player to get it back. the unit that captured the building is moved to the city plot and the city defenders and the unit cant attack eachother due to you not moving into eachothers square. nearby units can then inject themself into the city by using a button like bombard or attack as normal still with a chance of capturing another building. for the defenders to get rid of units in the city they would have to move units out and back in to attack them or get fresh units from another city they cannot capture buildings back unless all attackers are out of the city then the buildings are awarded back - wheew hope u get where im coming from hard to explain.

EDIT: im a fool the whole point to this is that the defenders cant produce units/buildings and lose the ability of the buildings that are captured.

if youd like to have a go at this please PM me about it would like to no as id love to have this! have some good plans oh and dont worry bout any GFX ill make any you need. My aim is for this to be clean and solid looking as if it was ment to be in - Marty
 
Simple Mercenaries

The primary purpose of mercenaries is to allow a larger army to be raised quickly and/or to allow a larger army than the civ to could normally support. Therefore I suggest that military units be able to be bought (like with Universal Suffrage). This should be limited to Mercantilism and Free Market civics because a developed cash based economy is needed for mercenaries on a large scale.

This is only a start for my ideas on Mercenaries. I'm aware of The Lopez's Mercenaries mod but I'm playing on a Mac and I find his mod more complex than I want.

Additionally, if someone here could tell me how to change the code I'd be willing to do it myself.

Thanks,
Merc

P.S. My only coding experience is with HTML
 
Majority of Victories Victory
All victory types remain possible, even after one is won. Total victory is only calculated once all victory types (except conquest, which is always total victory) have been won by some civ. Then the civ winning the most victory types is the winner, with points AT THAT TIME breaking any ties.

So, for instance, you are building the spaceship because you know you are second on points but some nobody wins the cultural victory out of nowhere (should have been watching the victory screen and headed it off). Now, instead of playing on "one more turn" but spaceship is now disabled, as is that UN that is tied up with everybody mad at everybody, you can go on and finish your spaceship, then in 2050 lose the points game, then go aggressive and get a domination and meanwhile eliminate some civs, but now everybody is mad at you so your main rival puts together a diplomatic victory. At this point all victory types other than Conquest have been won, and points at this time will break the tie.
 
Majority of Victories Victory
All victory types remain possible, even after one is won. Total victory is only calculated once all victory types (except conquest, which is always total victory) have been won by some civ. Then the civ winning the most victory types is the winner, with points AT THAT TIME breaking any ties.

So, for instance, you are building the spaceship because you know you are second on points but some nobody wins the cultural victory out of nowhere (should have been watching the victory screen and headed it off). Now, instead of playing on "one more turn" but spaceship is now disabled, as is that UN that is tied up with everybody mad at everybody, you can go on and finish your spaceship, then in 2050 lose the points game, then go aggressive and get a domination and meanwhile eliminate some civs, but now everybody is mad at you so your main rival puts together a diplomatic victory. At this point all victory types other than Conquest have been won, and points at this time will break the tie.

I like that idea, although I am pretty sure you can continue playing after someone gets a victory and still achieve the other victories. But I guess what you are saying is a little more involved than that.
 
...and may have been implemented elsewhere; I haven't been looking at the modding universe for very long at all, admittedly.


Air power
-----------
WoC say goes a fair bit in the direction of mission-targeted promotions w/ appropriate trade-offs, but doesn't appear to adjust certain eccentricities in the rules, e.g.

- air power cannot kill anything; this makes sense for large infantry formations, but not so much regarding capital ships and the like (and, accordingly, makes carrier warfare extremely odd)

- stealth fighters are oddly poor at neutralizing defending aircraft, because they don't get intercepted, and don't prioritize enemy air power, and there's no 'escort' option

- HARM promotion versus units with specific anti-aircraft bonuses might make sense


Artillery
---------
- A 'counterbattery fire' promotion offering a bonus against enemy artillery might make sense.


Resources
-----------
If all access to oil and/or uranium has been lost, units which use them should probably suffer reduced effectiveness and mobility. Reserves would be rationed.


Nukes
-------
In the default game, the no-nukes treaty doesn't seem to add much of a penalty to the actual use of nukes built prior to passage. That seems a bit goofy.


Diplomacy
-----------
It's not clear why 'bribing others to go to war' is always public (specifically, that who did the bribing is public). Secret treaties should also be a possibility. And 'bribes to go to war' should include as possible bribes, cities of the proposed victim...

'Open borders to trade, but not to military units' seems like an obvious omission.



Espionage
-----------
- 'false flag' operations or provocations
- missions to disrupt or copy communications
- 'change civics' seems like it should be much more difficult... and also not restricted by the player's own civics


Merchants of Death (tm)
---------------------------
- Selling units would seem handy. For this, it would be best if one could still make 'obsolete' units for export...

- Seems there'd be some way to incorporate limited access to 'military advisers' providing a bit more experience to client states, but *shrug*


Religion
---------
Doesn't look like the game has units or methods for suppressing already-extant religions. Something that would suppress religious influence (adding unrest in the process) would go well with the 'Secularist' religious civic in one of the WoC mods.


Corporations
--------------
Ditto for Corporations and suppression.


Stealth ships
---------------
...should probably de-stealth and defend unstealthed ships if they are the best defenders in the square under attack.
 
Corporations

It's a shame (at least I think so) that this so called feature can not be desactivated in the game option screen.

Does someone know how the Corporations can be desactivated?
 
I ahve searched the forum and I have looked for what I am asking. And no, none of the threads contained the answer I was looking for.

I need a short Pyton snipet that allows me to have nukes destroy cities and anything else in a tile. But I need the actual code. Not a link to one of the threads as they are overfilled with useles extras and I was unable to locate and extract the exact pieces of code that I need from them.
 
I really need a settler religion mod for BTS (basically a mod where settlers bring religions with them), unless there is already one that's compatable with the latest patch. Anyone know of one?
And to Auberon: I think you can easily remove them in XML.
 
I need a short Pyton snipet that allows me to have nukes destroy cities and anything else in a tile. But I need the actual code. Not a link to one of the threads as they are overfilled with useles extras and I was unable to locate and extract the exact pieces of code that I need from them.

Override the standard onNukeExplosion event either in CvEventManager.py (easier but make sure you have a backup) or a Custom Event Manager (plays more nicely with other mods). This worked in minimal testing and should be modifiable for your needs. Note that this does not honor "NukeImmune" units and will probably also be triggered by a Meltdown; you should consider how you want to handle both things and make appropriate changes.

Spoiler :
Code:
	def onNukeExplosion(self, argsList):
		'Nuke Explosion'
		pPlot, pNukeUnit = argsList
		eOwner = pNukeUnit.getOwner()
		pOwner = gc.getPlayer(eOwner)
		CvUtil.pyPrint('Nuke launched by %s explodes at %d, %d' %(pOwner.getName(), pPlot.getX(), pPlot.getY()))
		# Destroy any city
		pCity = pPlot.getPlotCity()
		if not pCity.isNone():
			pCity.kill()
		# Destroy any improvment except City Ruins
		eImprovement = pPlot.getImprovementType()
		eRuins = gc.getInfoTypeForString("IMPROVEMENT_CITY_RUINS")
		if eImprovement != ImprovementTypes.NO_IMPROVEMENT and eImprovement != eRuins:
			pPlot.setImprovementType(ImprovementTypes.NO_IMPROVEMENT)
		# Destroy any road/railroad
		eRoute = pPlot.getRouteType()
		if eRoute != RouteTypes.NO_ROUTE:
			pPlot.setRouteType(RouteTypes.NO_ROUTE)
		# Destroy any feature except fallout
		eFeature = pPlot.getFeatureType()
		eFallout = gc.getInfoTypeForString("FEATURE_FALLOUT")
		if eFeature != FeatureTypes.NO_FEATURE and eFeature != eFallout:
			pPlot.setFeatureType(FeatureTypes.NO_FEATURE,0)
		# Try 10 times to destroy all units
		for iPass in range(10):
			iNumUnits = pPlot.getNumUnits()
			if iNumUnits == 0:
				break
			for i in range(iNumUnits):
				pUnit = pPlot.getUnit(i)
				if not pUnit.isNone() and not pUnit.isDead():
					pUnit.kill(False, eOwner)
 
Override the standard onNukeExplosion event either in CvEventManager.py (easier but make sure you have a backup) or a Custom Event Manager (plays more nicely with other mods). This worked in minimal testing and should be modifiable for your needs. Note that this does not honor "NukeImmune" units and will probably also be triggered by a Meltdown; you should consider how you want to handle both things and make appropriate changes.

Spoiler :
Code:
	def onNukeExplosion(self, argsList):
		'Nuke Explosion'
		pPlot, pNukeUnit = argsList
		eOwner = pNukeUnit.getOwner()
		pOwner = gc.getPlayer(eOwner)
		CvUtil.pyPrint('Nuke launched by %s explodes at %d, %d' %(pOwner.getName(), pPlot.getX(), pPlot.getY()))
		# Destroy any city
		pCity = pPlot.getPlotCity()
		if not pCity.isNone():
			pCity.kill()
		# Destroy any improvment except City Ruins
		eImprovement = pPlot.getImprovementType()
		eRuins = gc.getInfoTypeForString("IMPROVEMENT_CITY_RUINS")
		if eImprovement != ImprovementTypes.NO_IMPROVEMENT and eImprovement != eRuins:
			pPlot.setImprovementType(ImprovementTypes.NO_IMPROVEMENT)
		# Destroy any road/railroad
		eRoute = pPlot.getRouteType()
		if eRoute != RouteTypes.NO_ROUTE:
			pPlot.setRouteType(RouteTypes.NO_ROUTE)
		# Destroy any feature except fallout
		eFeature = pPlot.getFeatureType()
		eFallout = gc.getInfoTypeForString("FEATURE_FALLOUT")
		if eFeature != FeatureTypes.NO_FEATURE and eFeature != eFallout:
			pPlot.setFeatureType(FeatureTypes.NO_FEATURE,0)
		# Try 10 times to destroy all units
		for iPass in range(10):
			iNumUnits = pPlot.getNumUnits()
			if iNumUnits == 0:
				break
			for i in range(iNumUnits):
				pUnit = pPlot.getUnit(i)
				if not pUnit.isNone() and not pUnit.isDead():
					pUnit.kill(False, eOwner)

Thanks a milion. That did the trick.
 
I really need a settler religion mod for BTS (basically a mod where settlers bring religions with them), unless there is already one that's compatable with the latest patch. Anyone know of one?
This was part of TheLopez's Immigration Mod and Jeckel's JUnitReligion Mod but I don't know if either can be easily converted to BTS. Depending on your needs it might be a fairly simple thing to do. The big question is determining if a religion is always brought and which religion would be brought if the home city had more than one.
 
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