Mod Component Requests Thread

thanks it works great. railroads don't matter as this is an ancient/medieval mod. that's what prompted the change actually. I tried to picture a bunch of horse archers destroying a road ...
 
Ok, here's a somewhat ambitious idea:
The ability to fix national boundaries with a treaty. Historically, it happens all the time, and when I conquer a city and allow my defeated foe some peace, I don't want him to be able to just engulf it again in a few turns.
 
http://forums.civfanatics.com/showthread.php?t=179993

Could someone pretty please have a look at this modcomponent and fix it.
Its almost working and I think it only needs a minor "repair".
Here is what I can offer in return :
1. Top of the list on my credit page
2. If something is really good, I'll say : Wow! thats {insert your name}
3. I'll put the pictures of your kids/wife/girlfriend/parents/{insert other here} on the loading screen on my mod.
4. I'll do a special dance and name it after you.
5. [you name it, I'll do it]

I really like this modcomponent and it would fit my mod perfectly. Unfortunately it doesnt make the converted resource tradeable nor does it "remove" the original resource when used.

Thanks

Vincentz
 
i want civic (and traits maybe) to have the <Freebuilding> tag found in Buildinginfos (ala Stonge Henge). I've poked about the sources a little (cvinfos.cpp and cvcity.cpp) mainly and I think I'm getting confused between the civilizationinfos freebuildings tag and stuff. Anyway, I have no c++ skill so I'm hoping someone could add these tags. Or maybe the same could be achieved with Python.

I intend to use this to make unique civic set so in effect the freebuildings are like dummy buildings. seems easily then cloning loads of stuff from buildinginfos to civicsinfos... maybe I'm wrong. any help would be great!
 
Quick question, how do I download a mod and add it to the existing CIV files? I use 7zip to extract it and then it's just sitting there, I have no idea what to do at that point.
 
When you've unzipped it, you have a folder there, right? That mod folder has some other stuff in it, an Assets folder, maybe an .ini file, other things.
Take the mod folder, and just put it into C:\Program Files\Firaxis\Civ4\BtS\Mods, then fire up Civ4, and load the mod (under the advanced options).
 
New leader trait-
Strategic-Melee/Archer/Gunpowder units start with Drill 1
Mounted/Helicopter units start with Flanking 1
1/2 EXP needed for Great General emergence
For Alexander the Great, Washington, Julius Caesar, and Churchill(spelling?)
 
2 Requests:

1) Being able to place air units on cities with civs you have open borders with

2) When you declare war with some1 you have open borders with your units dont get kicked out of their land, since thats extremely unrealistic

Im sure these are just 2 quick xml changed no idea were to look tho, any help would be apreciated thanks!
 
I believe those would both require SDK changes, very minor changes but still enough to require compiling a custom DLL. Not being ejected from borders upon declarations of war is a feature of the Council of Esus religion in FfH2, so I know changing one conditional statement so that no ejections if the norm for everyone should be simple.
 
It doesn't work like that... You will need to edit the c++ source files and compile a new DLL.
The DLL is not a file intended to be directly edited.
Do you use the default BTS DLL or do you have a custom one set up?
 
It doesn't work like that... You will need to edit the c++ source files and compile a new DLL.
The DLL is not a file intended to be directly edited.
Do you use the default BTS DLL or do you have a custom one set up?

Custom, its the 50 civs one. Haha and that was ur 1000th post :goodjob:
 
Custom, its the 50 civs one. Haha and that was ur 1000th post :goodjob:

Oh man, 1000 posts... I'm hanging around here too much :p

But in any case...
Woohoo! :crazyeye:
And now I'm going to ruin it by posting the 1001th... :lol:

OK, the 50 civs one is just a very minor code change.

Isn't #1 ("Being able to place air units on cities with civs you have open borders with") already in Civ? Because I clearly remember doing so myself. Or was it cancelled in BTS? I'm still confused with the air units changes they've made...
 
Oh man, 1000 posts... I'm hanging around here too much :p

But in any case...
Woohoo! :crazyeye:
And now I'm going to ruin it by posting the 1001th... :lol:

OK, the 50 civs one is just a very minor code change.

Isn't #1 ("Being able to place air units on cities with civs you have open borders with") already in Civ? Because I clearly remember doing so myself. Or was it cancelled in BTS? I'm still confused with the air units changes they've made...

Oh wow you can already do that, ive been playing civ for like six years and ive always wishedi could do that and i cood have the whole time:blush:

Any idea about if changing the kicked out of the land when you declare war thing? Im pretty sure in one other version of civ you didnt, maybe 3, idk why they put it in 4 since thats extremely unrealistic.

Also jw, if you can change the 50 civ things really easily, is there anyway you can convert mine to 60 or 70? Ik people always say more then 50 is crazy, but for one scenario in my mod i need 51 civs, and another 52. Adding 1 or 2 wont effect the game that much, and idont think adjusting the max will effect speed either.

1 more thing if any1 knows how to do, this might be an xml change, but the min distance between cities. Also hate how they changed this between civ 3 and 4 :/ I want it to be just one plot inbetween instead of 2, since well ik that screws up the plots, and may take away from other cities, but i think that shood be the players decision


thanks if Asaf or any1 else can do even 1 of these, ill be happy with atleast 1 :D
 
Life is full of surprises ;)

The min city distance should be changeable in GlobalDefines.xml. Look for MIN_CITY_RANGE.

Increasing the maximum # of civs affects mainly the memory consumption.

Can you open a new thread in the main C&C forum regarding the 'kick units out' change? Post all your requests there, PM me with the link and let's continue the discussion there. I believe I can find the time to work on it in a few days.
 
Would someone be willing to create a mod with all the additional resources created by the community?
 
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