Mod Component Requests Thread

And another request:

I'm searching for a modcomp that allows for global great people point calculation. Yes, I used the search function, but to no avail.

REQUEST:

a) disable generic great people spawn per city but not per city counting!

b) count the GPP globally for all great people, and trigger a spawn once one of those variables hits the current civwide GPP threshold. Then reduce that variable by the threshold

c) spawn that GPerson according to a random function, calling all corresponding city counts. Then either set the spawning city's GPP for this kind of GP back to zero. Or (if negative values are possible) even substract the whole treshold amount.

Example:

You've got two cities. City#1 generates 3 GPP scientist (specialist), city#2 1GPP scientist (wonder) and 3 GPP merchant (specialist). Treshold is 100.

OLD: City#2 would hit the treshold after 25 turns, and produce either a great merchant (75%) or a great scientist (25%). City#2 is reset back to 0. Treshold increases to 150. At turn 50 turns city#1 will spawn a GS.

NEW: The global science GPP hits the treshold after 25 turns. The GS spawns with 75% chance in city#1 or with 25% chance in city#2. The science GPP of that city is either reduced to 0, or if possible by 100. Treshold increases to 150. At turn 50 city#2 spawns a GM.


The overall amount of GP isn't increased by much. Only the losses due to "GPP in unimportant cities" are reduced a bit. But more importantly, even those GPersons that you are not focussing on will show up. They might "loose out" treshold after treshold against your science GPP farm driving that global science GPP variable up. But those great artist points from your odd wonder here and there will add up over time, and at one time there will be enough of them to hit treshold first.

This in my opinion reflects reality a bit better then the current system.
 
I wanted to make it so that cities have to be spaced further apart, creating more strategy during wars, by having to navigate more terrain to reach each city. I made a simple change to the xml/globaldefines file

<Define>
<DefineName>MIN_CITY_RANGE</DefineName>
<iDefineIntVal>2</iDefineIntVal>
</Define>

I changed the value from 2 to 4. This worked great on land, however, it doesnt work in for islands out in the ocean. This creates problems when there are a lot of islands. I was wondering why this doesnt apply to islands in the ocean, and how can i fix it. i tried using the borders over ocean mod but it doesnt help for this particular problem...
 
Is it possible to create a mod which allows shared vision for allies? Right now it's only available through team play, but that gives shared tech and other things as well.

So what I'm looking for is a mod that will either:

1) Reduce team functionality to shared vision only - no shared tech
2) Add shared vision between human players.
 
Is it possible to make modcomp that makes this:

Improvments add health or unhealthiness.

So for example if i build workshop it gives 0,3 unhealthiness to the city.
 
why can i not give my vassals cities? even as terms of capitulation, we are not allowed to trade, its only a one way deal. if i have 15 cities and my vassal has two, i should be able to give him some cities, or at least give him back his own, and then he can help me with science (making sure he doesnt reach the 50% threshold on size and pop of course). does anyone know where i can make this change in the files, vassals are almost worthless through capitulation, the way things are now....
 
I was wondering if it were possible for someone to edit the schema to add a XML tag that the AI could recognize. I have been trying to make a Charismatic trait for vanilla civ, but there is no <iHappiness> tag.

Thanks
 
Greetings

Can anyone put together a mod comp to stockpile unused resources. It only starts stockpiling a resource if there is a spare resource, and it would keep stockpiling for up to 10 game turns-worth of the spare resources. Should I totally run out of resources, I can use these stockpiled resources. Sounds pretty simple. I hope the coding isn't too complicated. I'm not sure how/where to keep track of stockpiled resources though.

Thanks!
 
I am looking for a mod comp that adds the ability to disable a civic for one civ. I guess it has been done somewhere already, but I can't find it. So if anyone knows where it is, please tell me, otherwise I can try to do it myself and release it ;)
 
I am looking for a mod comp that adds the ability to disable a civic for one civ. I guess it has been done somewhere already, but I can't find it. So if anyone knows where it is, please tell me, otherwise I can try to do it myself and release it ;)
So the only criteria would be the civ? If so I'll have it before the week is up.
 
Despite the many options available to set various calendar formats to scenarios, I ended up in a bind with mine.

My scenario presently runs from 1640 to about 1900. Its current calendar setting is SEASONS, which therefore yields about 1000 turns. That's twice what I need or want. Unfortunately, the next available calendar option is YEARLY, which cuts the game down to 260 turns, which is too short...

Is it possible come up with a mod comp that would fix this? Either skip Spring & Fall, or just some other calendar option (preferably showing just Summer & Winter). The latter detail is important because if I managed to ever include weather effects, I'd need a way to identify Winter months.

Cheers
 
Despite the many options available to set various calendar formats to scenarios, I ended up in a bind with mine.

My scenario presently runs from 1640 to about 1900. Its current calendar setting is SEASONS, which therefore yields about 1000 turns. That's twice what I need or want. Unfortunately, the next available calendar option is YEARLY, which cuts the game down to 260 turns, which is too short...

Is it possible come up with a mod comp that would fix this? Either skip Spring & Fall, or just some other calendar option (preferably showing just Summer & Winter). The latter detail is important because if I managed to ever include weather effects, I'd need a way to identify Winter months.

Cheers

Eureka!

I found out how to do just that... if anyone is interested.

All I did was to go into the mod's BasicInfos.xml file, and delete the Spring & Fall references there. Voila! As a result, the computer thinks that there are only two seasons making up the Seasonal calendar. Well duh... :rolleyes:

Moving right along... Please ignore my request.
 
I imagine there's a lot of questions on this, but the information is so scattered I can't really find a straight answer...

What's the maximum number of Civilizations allowed in the game? Is there a way to mod in no limit?
 
I imagine there's a lot of questions on this, but the information is so scattered I can't really find a straight answer...

What's the maximum number of Civilizations allowed in the game? Is there a way to mod in no limit?

No problem -- read this thread. ;)
 
Here's another request.

This is for a mod comp that is purely cosmetic in nature. The mod prompts the player on whether to rename a city when the player's Civ conquers it. If the player clicks Yes, the system renames the conquered city, using the next available city name for the player's Civ. That's it. Any takers? :scan:
 
Sorry if this has already been posted, but i have a super bad migraine and can't stare at this screen anymore. I really really really want the ability to enter into a "Confederation" with other countries. Basically, it'd be a lot like the permanent alliance, except that each nation would give up a city to the confederation (have to find a way of making sure it's an "acceptable sized city") and also have a tax. basically it'd be like creating another computer player called "the confederation" that would have the duties of protecting themselves, and the member nations with their own military. they would get their money from their cities and taxes on the member nations (i'm thinking like a 10&#37; tax or some crap or an amount voted on or something).

anyways, just thought that would be fun :-)
 
Hello! i don't know if someone has already asked for this, but i'd like two modcomps that takes TheLopez' mercenaries mod and makes mercenary hiring go by cultural group. this is how the two different ways would work, for example:

Modcomp 1:
- China had hire a Samurai mercenary, because it is Asian, but it can't hire a Jaguar Warrior

Modcomp 2:
- China can hire a "Zhou" Chariot mercenary, but it can't hire a "Bantu" Chariot mercenary (this would mean changing the random name generator of the base mercenary mod to the name of the barbarians, like in Rhye's)
 
How about a pop-up list, popping in the corner of the screen, showing what buildings have been built, barbarians approaching, religions speading, etc., instead of those silly buttons always appearing behind the tech/culture sliders or the score board.
I know that I could just use control-tab to get the log out, but it clutters the screen and conflicts with other windows being opened.

I do not know if it is even possible to make, but it would be sweet.

Cheers, PW
 
hello,

I want to edit the XML-Files so that the SDI (you know that satellite defense system against ICBM's) is only available for one country (for instance Russia).

Where can I find the file of the SDI ??? I've looked all over for it and I cant find it...

Can anybody please mail my about this (about how and where to edit this) ??!! at philip98188@hotmail.com
 
Can you, or do you know of someone that can create a new unit? The Suicide Bomber, this unit would have great movement capabilities that would be destroyed upon entering an enemy city but would also destroy 1 or 2 buildings and/or population. and most importantly the AI be able to use this ability.
If you, or you don't know of anyone, could you point me in a direction for which I can learn to do this,
Thanks
Ray
 
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