Mod Component Requests Thread

Anyone know what this component is, and if there is a version for normal resources?

manas.png
 
It is from one of FfH2 modmods, it is also present in vanilla FfH2. IIRC the mana window it is hacked directly in one of the Screen python windows. It should not be difficult to isolate the different parts of the window and take them. The resources to show are in a list in that same file, so it should be possible to change which ones are shown.
 
That particular version is actually from my modmod of FfH2. Basic FfH2 versiononly has 18 of the 21 spheres of mana implemented, and it shows them in 2 columns instead of one.

There is no reason why it has to be limited to mana resources. You could make it include all resources if you like, although that might end up too long to display in one column.

I believe that all of the relevant code is found in Assets\python\Screens\CvMainInterface.py. The list manaTypes1 (and manaTypes2 in basic FfH2) control what resources are shown and in what order. The code that actually displays them is under def updateManaStrings( self ):. The code that controls the button that lets you hide or show the mana bar is somewhat more spread out, but it should be easy enough to find if you search for RawManaButton.
 
I think many people already thought of a component that gives civilizations unique era soundtracks depending on their artstyle.
I would like to request such a mod component
 
i was wondering if anyone knows where to find that mod that adds a 5% adjustment button set to the spending options in the upper left. If anyones knows where in the code i have to go to change the amount those buttons modify the % by that would be equally useful.
 
I nedd KGB Wonder to play world war II 1939 mod for Civilization 4 - Beyond the Sword please for I a
link mediafre:lol:
 
Would it be possible (like in Civ5) to make sure that when you destroy a civilization,the leader of the civilization contacts you for the last time to congratulate you on your victory?
If it is possible,I would like to request a mod component for that.

Not really possible, because you cannot influence the text of the leader screens.

FfH2 has a popup with a custom text and leader art when a civ is desroyed, and I think this could be done for the normal game too.
Sadly my computer is still not really functional :sad: (and will probably not within the next month), else I'd try it.

mmhh...I think something similar to the dawn of man screen could be done, so that the ingame leader graphics appears on the popup.

Any suggestions for possible text?

I have a new graphics card, so I could give it a try.
 
mmhh...I think something similar to the dawn of man screen could be done, so that the ingame leader graphics appears on the popup.

Any suggestions for possible text?

I have a new graphics card, so I could give it a try.
Yes,maybe it can depend on the leader?
So Elizabeth would say "You have triumphed over us.The day is yours."
But Ramesses II would say "Strike me down and my soul will torment yours forever - You have won nothing."
 
Leader dependent would not be a problem, besides the actual text, because I really don't think that I'd have enough ideas to write a few lines for 53 people.
A generic fallback text in case there's no specific text could also be done.
But would be a bit lame to release it without any specific text.
 
i could really use some help getting this mod component I'm making off the ground. i need to add some tags to CIV4BonusInfos.xml and CIV4UnitInfos.xml and to be honest the scheme file confuses me greatly.

i need to add the following to the BonusInfos
Code:
<iProductionPriority></iProductionPriority>
<iStockpileGrowth></iStockpileGrowth>

and the following to the UnitInfos
Code:
<StockpileOrPreReqs>
	<StockpilePreReq>
		<BonusType></BonusType>
		<iAmount></iAmount>
	</StockpilePreReq>
</StockpileOrPreReqs>
<StockpileAndPreReqs>
	<StockpilePreReq>
		<BonusType></BonusType>
		<iAmount></iAmount>
	</StockpilePreReq>
</StockpileAndPreReqs>

if someone could help out with adding these tags their help would be greatly appreciated. i can handle the SDK modification btw, i just cant figure these schema files out
 
Hi guys, my attempts at modding the .dll to add new modcomps to my mod has yielded nothing but a headache! (After a month or 2 of faffing!)

I am just trying my luck here to see if I can find an SDK modder who would be interested in assisting me with my Fallout mod. You can check the thread in my sig for some details.

If you are a fan of Fallout(even if you aren't and you just like modding SDKs) and can make SDK stuff work (it just keeps blowing up in one way or another despite my best efforts)

PLEASE talk to me, your help would be hugely appreciated as there are SO many great modcomps I would like to take advantage of!

Cheers guys!
 
hello ducklings - i need advice!

i am toying with a new event that in essence creates entertaining revolutionary stuff in civs that adopt civics like slavery and also have technologies like liberalism or democracy. i did a really simple one that reduces city culture, but it occured to me that if a city has, say, 249 culture and loses 250 culture will it throw the game into a huge wobbler? if not, it's really quite easy

i think yes, probably.

because i can't think of anything that actually reduces culture in BTS. if so, could anyone write a trigger that operates when a city has x or more culture? (or x or less culture, or detects the level of border expansion). i tried, using a bit of code from the vanilla game, but it was a total pig's ear.
 
I am not sure if there was a request like mine, but I really crave to see some modern economics modcomp. Something complex, like stability in RFC mods, but devoted to main parameters of modern economics. I mean the following features:

-- Corporations issue stocks and Civs can buy them and sell them. Prices can depend on many factors, including potentially available resources in the countries with OB agreements, availability of relevant buildings and infrastructure in the mother country, peace and war, etc...

-- Civ can issue and sell national Bonds to their own people, price and interest may vary according to different factors.

-- Loaning and borrowing money to foreign powers, possibility to mortgage vital infrastructure

-- Possibility to print money and more realistic inflation model

-- Concept of unemployment, which depends on relative ratio between population and "job producing" buildings plus number of Army units

... and so forth!
 
Is it posible to program tile improvements to produce resources.

Ex when windmill stand in a plot with access to trade route where is a wheat (from trade route) than it will produce flour resource.

I need something like that in WoC/BUG style.
 
Leader dependent would not be a problem, besides the actual text, because I really don't think that I'd have enough ideas to write a few lines for 53 people.
A generic fallback text in case there's no specific text could also be done.
But would be a bit lame to release it without any specific text.

J I would say release it with a generic text setup, because modding text and xml is a much easier modding job than the rest of it, so if someone sees that there is this modcomp and all it needs is a bit of imagination and copy/paste coding, you will probably see a bunch of people excited to take up the challenge, also makers from other mods might like to use the code too. I say it would be worth throwing out there with a brief instruction/tutorial on adding custom speeches.
 
Hi everyone, I remember the days of Civilization II where if you captured the opponent's capital of a large empire, there would be a Civil War and the empire would split in two. I remember playing and I captured the Chinese Capital and the civil war created Japan.

I was wondering if there could be Civil Wars that could happen here? Conditions could be:

1. War Exhaustion - if a Civilisation's war exhaustion reaches a certain limit, then there is a 10% chance every turn that the cities furthest from the enemy's capital (the one who has the most points) will rebel by declaring independence for themselves. The nation would be called the same thing and would run with a different leaderhead. So if you were the English as Elizabeth, and a Civil War started, Victoria appears taking control of the cities connected to it, up to 50% of your cities. The only way to stop the Civil War is by taking Victoria's capital. There is a 5% chance that there will be more than one rebellion group. This can happen only once until the war exhaustion limit recedes back below the limit.

2. Religious Civil War - If one of your cities solely containing a religion other than the state religion is very unhappy, there is a chance that it will attempt to secede from your empire, claiming all the cities within ten tiles from it that also have that religion. Founding leader will be one with that religion as his favourite, in the same culture group if possible. For example, if you are the Christian Koreans, a Taoist City rebels with four surrounding cities and calls itself China. The only way to achieve peace is a new diplomatic function, "Recognize independence" (-5 unhappiness points to all civilizations with your state religion).

3. Taking the State Capital. - When your city capital is taken, a new nation is founded as in (1) and you lose up to 50% of your cities. This time, the nation divides from the point of the capital.

4. Abolition - If you have the civic Slavery, and your civilisation changes civic to Emancipation, there is a 50% chance that up to 50% of your cities will revolt beginning with a city that produces sugar or cotton and all those adjacent to it. The new nation will revert back to slavery for the rest of the game.

In all of these, you begin at war with the new nation. This would mimic real-life scenarios like (1) the Russian Revolution, (2) Yugoslavia, (4) the American Civil War, and (3) like Civilization II!
 
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