Mod Component Requests Thread

<UnitCombatMods>
Just place UNITCOMBAT_MELEE there, with the bonus.
See the Anti-Tank Infantry to see it.
AT_INFANTRY.
 
What I want: +50% attack vs melee units for example

(This is currently not possible without adding all melee unit classes to unitclassattackmods)


...and NOT +50% TOTAL vs melee units (which is currently possible by using <UnitCombatMods>)


I want a split of UnitCombatMods into UnitCombatAttackMods and UnitCombatDefenseMods.

UnitCombatMods should still work as well. Or 50% for both should be listed as one "50% vs..."

This is comparable with UnitClassAttackMods and UnitClassDefenseMods.

+50% Attack vs Knight AND +50% Defense vs Knight is listed as +50% vs Knight

+50% Attack vs Melee Units AND +50% Defense vs Melee Units (which is both not possible atm) should be listed as +50% vs Melee Units.
 
Hi!

"Find City" :
On big maps this feature can be a great help. I can't find this feature in CIV IV - BtS.

"Knwon Cities"
It sould look like the Domestic advisor window at least 3 columns "City name", "Last known owner (Ruler and/or Nationality)", "Coordinates" (some data, clicking on it will jump to the city location),
Extra coulmns cound be :
- "Info date" (The last date when you have valid info about the existence of the city.)
- Other data such as last known size, religions, corporations, etc...

Thanks!
 
recently I have seen a thread putting a mod which can let unit decalre territory on enemy's land,but now I completely forget where it is.
Could anyoner help me to seach??
 
Could anyone be persuaded to modify the converter component by theLopez (http://forums.civfanatics.com/downloads.php?do=file&id=837) to have 2 important changes:

1) To output a "global" resource, available to transport network as if it was, say, produced in a mine (currently it is always available ONLY to the city that builds the building).

2) To limit the number of such buildings one can build and operate by the number of prerequisite resources available (a logical change if above is implemented). Say, if you have two iron and two coal, you can build and operate two steel mills (iron+coal=steel); and if you lost one iron or one coal (say, enemy razed your mine), and you had two steel mills, one would shut down.

Please? :):):)
 
Has anyone made a working, modable and open to acces (not bound to any mod) Mod-Comp that makes the Manhatan Project a national rather than a world project. I don't care if it's a wonder, a project of what ever, as long as it's effects are no longer global. It should also be attachable to other mods without touching the DLL.
I wan't to try and attach it to wolfhanze's mod.
 
I second that- RevDCM has it as a national wonder, but its effects are still global.
I also want it to be non-sdk if possible.
 
How about a Railroad-resource pooling mini-mod?

Criteria: at discovering Railroads, a new mundane building type, the Depot can be built (adds 15% value to all existing trade routes).

Also enables resource pooling in each city that a Depot is built. Each city then has a switchboard accessible in city view/F1 that sets it as: receiving, supplying, and also a hammers and food toggle (to indicate if it's receiving/supplying food/hammers or both food and hammers).

Criteria for the joining the pool is that the city has a depot and is connected by railroads to the capital to another city with a depot.

Cities supplying to the pool and meeting the criteria give 50% of their hammers/food to the pool. The sum of the pools are taken and redivided to the receiving cities on the following turn. Separate pools are kept for food and hammers.

(Breaking a rail connection to the city to the capitol of course eliminates it from the pool, despite having a depot----which creates a strategic bombing situation.)


The idea could be expanded to other eras---I'd suggest Sailing, rivers and coastal trade as the basis. Blockading could prevent or 'tax' (lower the efficiency) of this form of transporation, beyond just trade routes.

Transportation efficiency could also be modded to represent inefficiencies, with ideal efficiency being a 100%, and inefficiencies reducing the amount that the supplying cities actually deposit in the pool (with the 'inefficient' amount either being completely lost, or raided by opposing civs).
'corruption' (represented as some civics being inefficent, lack of Code of Laws, etc..). Victoria-style (paradox's game) transportation pools could be implemented also, with the civ donating vehicles to a transportation pool to increase the efficiency of the supply pooling.
 
I have an idea to a new feature for Civ IV. This idea came to me because I hate to let traitorous dictators and their filthy armies walking across my graceful country just because I want the commercial benefits of the agreement. Besides, a friendly neighbour who wants those same benefits, is obligated to let them pass to attack me, and I have few arguments to stop this. So, what I'm politely asking here is for you guys who know Python, SDK, C++, ancient greek and stuff, to make this mod. Obviously, if you like the idea and want it in your games. I would greatly appreciate it!:)
My initial idea was like that:

Open Borders Division:
- Civil Open Borders (Scouts, Workers, Merchants)
- Commercial Open Borders - Trade Routes
- Military Open Borders
The differents levels of these would change the anger caused by spies getting caught.

A guy agreed with me but he proposed some slight changes. Like this:

Cross-Border Trade (my "Civil" combined with my "Commercial") -> Open Borders (my "Military") -> Defensive Pact -> Permanent Alliance
Each stage would require the others to be complete.

So, anyone who know programming and is interested in this, feel free to modify our ideas. But, please, please, take out Mansa Musa and Genghis Khan of my land! :crazyeye:
 
I really really hate the corporations in this game....
can someone make me different ones?
I was thinking of these seven:
McDonalds (+1 bread per consumed) Cow, Pig, Wheat, Fish
Coca Cola (+.5 bread, +2 culture per consumed) Sugar, Spices, Aluminum
Oil Barons Incorporated (+3 gold per consumed) Oil (want something to represent the power of oil today, not sure on this
Civilized Jewelers can stay as is
Mining Co. (+1 Hammer) Only coal, iron, copper
Sid's Sushi (+.5 bread, +2 culture) Fish, Crabs, Clams, Rice
Clothing Co. (+1 gold, +5 culture) Dye, Sheep, Fur, Silk
 
An idea of improving the rule for amphibious landing

I suppose one thing that troubles us a lot in CIV is the impossibility to protect an island from amphibious attack if the island is closer that say a few tiles away from opponent's island, even if you have a superior naval force. The game allows the opponent to safely send transports for landing units in your land without any escorts and send back to home within one turn. This makes naval units hopeless in defending.

I have recently came up with a good/simple modification that could possibly ratify the amphibious problem. My idea is simple: When ever a ship that carries land units has moved, the movement ability of those land units on the ship will be set to 0. This will enforce the transporting ship to stop on the opponent coast for at least 1 turn.

Consider the extreme case, like the British Channel in GEM 1940 scenario. The gap between Britain and Europe is only one sea tile wide. When the suggested mod, if German wants to send units across the channel, it can only has two method: (1) 'load' units in a German city and move it to the British coast. Then the next turn move the land units from the ship to the British soil. (2) move units directly to the transport ship. Then the next turn move them to the British soil. Both of these methods will take at least two turns and there will always be a turn when the units stay in the transport on open water for the defender to counter attack. Note that the old trick of first loading units to a transport and stay within the city, then the next turn move to the British coast and land at the same turn will not work with the new rule.

Note that this change will not affect peaceful transportation that much. For transporting between a sea of less than 6-7 tiles (the movement a transport can take in one turn), the no. of turns will not increase. For transporting between a sea of more than 6-7 tiles, it will probably increase by 0-1 turn (units can be unloaded in a city to the opposite coast in the same number of turns as before; it just cannot move straight away).

Now, the problem is, how to make this rule to function. I've done a bit of search in the forum to see if there are any similar idea exist. To my surprise, I can't find anyone has come up with this idea before!

Since I think I cannot make this change in the XML level, I wish to see if anyone know how and willing to help to make this modification.
 
I'm looking for a modcomp that would allow multiple civs to have the same city on their lists with different names, as often happened throughout history when a city changed hands, but so that multiple copies of the same city won't occur - that is, France could found Cologne or Germany could found Köln but not both; same with New Amsterdam/NYC for Netherlands/USA, and &#321;ód&#378;/Litzmannstadt (hypothetically) for Poland/Germany. I might be able to do it myself, but I'm not entirely certain where to start; I figure you could use a scheme similar to locality tags and rig up some way for each civ to pick theirs (maybe even extend it to use other civs' names if it runs out instead of using "New ______"), but beyond that..?
 
I really really hate the corporations in this game....
can someone make me different ones?
I was thinking of these seven:
Several of the standard BtS mods (Age of Ice for one) include Res/Fonts for a different set of corporations. (See attached) If you reconfigure your request for Volkswagon, McDonalds, Dole, GE, McCormicks, Tony Hilfiger, and Coca Cola I could do it pretty quick, but you should learn to do it yourself. Its just XML.
On the other hand, somebody has already done it: http://forums.civfanatics.com/showthread.php?t=312514

An idea of improving the rule for amphibious landingThe game allows the opponent to safely send transports for landing units in your land without any escorts and send back to home within one turn. This makes naval units hopeless in defending.
It just takes more of them. The transport is not a caravel. If it has to go through a ship to get to the landing site, the transport will get into a fight. Put a ship in each squares and the path will be blocked. Fail to do so and the blockade is not tight enough and a ship slips through.

I'm looking for a modcomp that would allow multiple civs to have the same city on their lists with different names
You can do that right now, just put it in there. In my Future mod I have 4 Americas, and all 4 have the same cities, but in different order. America1 founds Richmond before America2, then America2 cannot use that name because it is taken, so when it founds its fourth city (Richmond on its list) that name is skipped and it goes to the next one, so the city is named Nashville. Or something.

I, on the other hand, am looking for a ModComp that makes a building work like Airports used to in Civ 3 in that it connects cities to all other cities with airports, even if they are not connected by sea or land. Thus, if you have Iron in City A, and City B is inland on another continent, but both cities have Airports, then City B has Iron.
 

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I, on the other hand, am looking for a ModComp that makes a building work like Airports used to in Civ 3 in that it connects cities to all other cities with airports, even if they are not connected by sea or land. Thus, if you have Iron in City A, and City B is inland on another continent, but both cities have Airports, then City B has Iron. I need it for my Future mod so that Earth nations can gain some benefit from colonizing other planets--by building a spaceport on the moon they can get He3 and such so they can build better Fusion reactors on Earth.
 
I, on the other hand, am looking for a ModComp that makes a building work like Airports used to in Civ 3 in that it connects cities to all other cities with airports, even if they are not connected by sea or land. Thus, if you have Iron in City A, and City B is inland on another continent, but both cities have Airports, then City B has Iron. I need it for my Future mod so that Earth nations can gain some benefit from colonizing other planets--by building a spaceport on the moon they can get He3 and such so they can build better Fusion reactors on Earth.
Did the connecting to capital code not work?

Edit: Ah, I just read your edits in the relevant thread. Ask for help in the SDK/Python forum, you're almost there, no sense in requesting a comp you are 3/4 of the way through finishing yourself.
 
You can do that right now, just put it in there. In my Future mod I have 4 Americas, and all 4 have the same cities, but in different order. America1 founds Richmond before America2, then America2 cannot use that name because it is taken, so when it founds its fourth city (Richmond on its list) that name is skipped and it goes to the next one, so the city is named Nashville. Or something.

No, no, you've missed a critical point in what I want: Using your example, USA 1 would found Richmond, then USA 2 wouldn't be able to found Nashville because Richmond and Nashville are two different names for the same city. They're not, obviously, but that's the idea I'm going for.

Hrm...anyone know where the routine is that picks city-names?
 
I am not sure if this has been asked before, but is there a Unique Resource Mod out there or how would I be able to set it up so that only 1 or a limited number of a specific resource will appear on a Map?

ANy help is appreciated.

Thank-you.
 
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