Mod Component Requests Thread

Just an idea to "fix" worker management..

Purpose
Manual worker management gets tedious after a while and automatic workers suck. This mod would mix best of both worlds allowing you to order workers improve terrain as you wish.

How to use
1. Press ctrl+??? to enter planning mode (similar to dot map in BUG mod).
2. While in planning mode, you can draw where to build farms, where towns and mines etc. Works like simple paint tool with different colored tiles. For example farm could be yellow, mine could be grey, town could be brown etc.
3. Automate workers
4. ????
5. Profit

Simply put this "plan" would mask workable tiles for workers. Commands like build trade network, improve nearest city etc should work just fine. I don't really know the innards of the game, but as an idea this seems simple enough.

Some open questions
  • How should workers react for new resources in planned areas? For example, a new resource is found on a farm tile upon researching tech.
  • Are workers allowed to improve unplanned tiles?
  • Priorization list? This may or may not be necessary with functional "build trade network" order.

And no, I'm not competent enough to mod this myself nor I have the time ;) Just thought if anyone is bored enough and likes the idea.
 
I see what you mean but i would like som drastic increases and changes to this.
For example you could put a +3 cost per turn on archers, a +15 cost per turn on knights and maby +50 on tanks. Now keep in mind that income would also have been increase to make modest armys possible.

:yup: It's called Advanced Support and is a part mod of CCV. All unit types have individual gold support and people support costs. You will get one free pop point for each pop point of your cities. For each missing pop point you will have to pay additional gold.
 
Just an idea to "fix" worker management..

Purpose
Manual worker management gets tedious after a while and automatic workers suck. This mod would mix best of both worlds allowing you to order workers improve terrain as you wish.

How to use
....

Hello, do you know that this is already implemented somehow in the game ?

You can queue orders to workers by using SHIFT, so you can i.e. click shift + click road + click on a new tile + click on farm + click road etc.

You can very quickly set up orders for the following 10 turns, Competitive MP players do that all the time. You may want to review your order cycle every 10 turns, it's already a very long time without readapting your micro.
 
I have a fairly simple Python request that I'm hoping someone could fulfill. You would earn my eternal thanks. :)

I have a trait, Enlightened, that I am adding and I would like it to grant +1 beaker to all Libraries and Universities. (There are a couple of other effects as well but I already have code for those)

Many thanks!

EDIT: HOLY CRAP! With my very limited Python knowledge, I was able to figure this out!!! I've posted the code below for anyone else who is interested. (Note, I am using the BUG Event Manager so this would be slightly different if pasted directly into CvEventManager.)

Code:
def onBuildingBuilt(argsList):
		'Building Completed'
		pCity, iBuildingType = argsList
		game = gc.getGame()
		
## Enlightened Trait Begin ##

		pPlayer = gc.getPlayer(pCity.plot().getOwner())
		iTrait = gc.getInfoTypeForString('TRAIT_ENLIGHTENED')
	
		if (pPlayer.hasTrait(iTrait)):
			if iBuildingType == gc.getInfoTypeForString( 'BUILDING_LIBRARY' ):
				pCity.setBuildingCommerceChange (27,1,1)
			if iBuildingType == gc.getInfoTypeForString( 'BUILDING_UNIVERSITY' ):
				pCity.setBuildingCommerceChange (28,1,1)

## Enlightened Trait End ##
 
I would like to raise a request about a component that would very likely be too difficult for me to make (I'm just able to do some stuff with the SDK / C++, but not that fancy).


I would like to add a new function / button for all the Great people (the ones that allow lightbulbing, so Priest, Merchant, Scientist, Artist, Engineer; not General).
The extra button would be a 'Lightbulb tech2' button offering the player to lightbulb the tech which comes 2nd in the research order list for lightbulbing.

Example : I've researched math, CoL, etc. and got myself a merchant. Normally, the merchant offers Metal Casting, and if I research MC the merchant offers to lightbulb Civil Service.
With this feature, with the 2nd Lightbulb button you should be able to instantenously research the 2nd possibility tech, which, in this example, should be Civil Service.



Any help on this is welcome, I don't really know where to start the search for this,

Thx, Penny
 
Anyone know if there are Modular Custom Unit Packs? I'm looking for complete units for my mod.
 
Hi, could someone please make a BtS compatable Raze City Mod similar to the Civ4 TotalRealism Mod by 12monkys? it slowed the razing to a custom rate per turn- great job, be happy to send a few bucks your way, thanks!
 
Could anybody update the Dynamic Civ Names mod to 3.19? If somebody does that, could you please make it able to be integrated into other mods/the actual game?
 
Hi i'm wondering what the name is for the component that adds new auto features, like auto patrol borders and similar.
 
Does anybody know a stand-alone "make jungle" - mod? Something like tree-nursery for jungles?
 
Hey people, I was wondering if some mod components are already available, actually I'm more interested in the ideas:

- Some kind of random and passive improvement being made, or other ideas for passive improvement placing.
- Ideas also on improvement balancing and overhaul.
- Passive expansion, such as passive settler production or city placement, something that slows expansion on earlier eras.
- Some kind of reworked terrain types, much like terrain in Planetfall.

Actually I remember Civ5 has some kind of limited expansion as earlier in the game, but I forgot how.
So if you know about some similar ideas or mod components already produced, please tell me where. Thanks ;)
 
Here is a detailed description of a mod I'd love to have but don't know how to make, if it already exists, or if it is even possible.

Combat Summary Report
Motivation:
When an AI attacks me, all I see is an instantaneous change in our stacks/cities and the tell-tale combat sounds "doooo ddeeeee" or "owwwwww". When it is my turn again, I have no idea what happened, who won, how many units each of us lost, etc. I have to survey the field manually, and even then I can't get a fully picture of what happened on the AI side. Of course I could turn on combat animations, or go through the combat log, but dear Odin would that take forever.

One sentence summary:
This mod would, at the beginning of each war-time turn, display a summary of combat that occurred during the AI turns, including a list of units and cities lost on each side as well as a summary of non-loss combat actions like bombardments or air raids.

Example report:
As a first, bad, version of what such a Combat Summary Report could contain:
-----------------------------
Montezuma's Turn:
Killed 18 units, lost 13, razed Boston.

Washington (you):
Lost: 10 infantry, 5 anti-tanks, 3 SAM infantry, the city of Boston (razed).
Wounded: none.
Bombardment: Boston bombarded by 3 artillery down to 0% defense.
Collateral damage: From 10 artillery attacks.
Aerial attacks: From 4 bombers.
Total unit HP lost: 175 hp.
Total power lost: 185.

Montezuma:
Lost: 8 artillery, 5 tanks.
Wounded: 3 artillery, 8 tanks.
Total unit hp lost: 208 hp.
Total power lost: 104.
-----------------------------

Clarification: total power lost would just be the combat losses multiplied by their respective power points, meaning it would not account for new production and always be a positive number.

Extensions:
1) A similar report after the player's turn.
2) A similar report after peace is declared summarizing the total units/cities lost by each side. This report would probably not need to include the details about bombardment/air raids that led to unit/city losses.

Implementation:
I have only made very very basic .xml file mods (e.g. change tech requirements for building a Knight). I have neither the skill nor the time to acquire the skill to implement this mod.

However, I have a suspicion it is possible to make this given that all the necessary info is in the combat log, it just needs to be summarized and displayed in a much better way.

Conclusion:
Please feel free to comment, ask questions, suggest changes, point me towards something that already exists, tell me it's impossible, or make the mod ;)
 
I would like to make it impossible to pillage roads. Does anyone know of a mod that does this?

Thanks
 
I don't know a mod that does this but making roads impossible to pillage is really simple. It does require a new dll though.


Code:
[I]bool CvUnit::canPillage(const CvPlot* pPlot) const[/I]

	if (pPlot->getImprovementType() == NO_IMPROVEMENT)
	{
		[s]if (!(pPlot->isRoute()))[/s]
		[s]{[/s]
			return false;
		[s]}[/s]
	}
Though that makes railroads impossible to pillage too. If you want to differentiate between route types it would take a few more and different changes but would still be simple.
 
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