Mod Component Requests Thread

1/ Know somebody, how I can make bar in techtree screen wider? I need make it wider for more effect/tech buttons in bar. Give advice me, please.
Thanks Hrochland

2/ Can I someways make settings to my new model angle by concrete side always to the coast?
 
Need help or if some wants to do it:

Editing leader and civilization names in game. Just like at the start up screen where you can customize it, I would lik e to be able to customize vassal's name. It can use the same box I don't care. I just would like to customize what colony I split off.

Thanks.
 
Why is there no way to train units during peace-time?

I would like to see someone develop a unit action option (when in a city with a barracks or a new building specifically for the purpose) that would slowly give the unit experience over the years to some max number.

As a balance, units could go down to something like 10% strength while this option is enabled.

This would make upgrading obsolete units much more valid as a long-term strategy.

I would think the hardest part would be getting the AI to use the option but I’m almost sure the AI gets some free unit exp already so bumping the handicap up might balance it out.

Nevermind:
http://forums.civfanatics.com/showthread.php?t=154418
 
third try
1/
:help: :please: I have a big request to someone from pythonist. Can Someone
PLEASE
make update demolition man mod for BtS? If someone will be make it, will be sufficient these functions:
change land square to water (as in Green mod)
and
raze city
:help: :please:

2/ Can I someways make settings to my new model angle by concrete side always to the coast?
 
Is it possible to give cottages names just like cities? I mean by editing some
XML or python stuff? I live in a town in the Netherlands that just isn't big enough to be in the game, but it would be nice to build a cottage and give it that name. So smaller cities can be in the game without changing the original city names.
Maybe it can be used in RFC, although this will be a lot of work.
Thanks:)
 
Can someone please mod vassal states, so that they will become available earlier on, from for instance writing?

I would love to see how a game develops with the possibility of ancient empires with many vassal.

This shouldnt be that hard, though all my own attempts failed.

Thanks in advance.
 
Is it possible for someone to make the seasons change the tile features ex: plains to snow for the winter. In the "BTS" version I saw snow storms and in the FFH2 scenario. I'd like to be able put something like that in my mod. It would have to be setup for a calender system where the turns represent seasons. ex: spring, summer, fall, winter.
I'd like to have player have a disadvantage if attacking in the winter. Terrain tiles would take longer to travel through and storms would randomly hit certain terrain tiles and hurt units within the tiles. Is this possible or worth the effort?
 
fourth try
1/
:help: :please: I have a big request to someone from pythonist. Can Someone
PLEASE
make update demolition man mod for BtS? If someone will be make it, will be sufficient these functions:
change land square to water (as in Green mod)
and
raze city
:help: :please:

2/ Can I someways make settings to my new model angle by concrete side always to the coast?

Halooo, is somebody here?
 
I have no idea how to do mods but I just want a Civ that has its choice of all of the unique buildings and units for BTS, for the Next War mod. So for example, instead of building an Colosseum, I can build an Odeon or a Garden or a Ball Court. In terms of Leader Traits any combination of Spiritual, Creative, Charismatic, Industrious, or Philosophical is good. Thanks.
 
I don't want culture to be a cumulative value, but a static sum.

ie: Library does not give +2 culture/per turn, but rather, +500 culture when built and -500 culture when destroyed, period.
 
I would like new XML tags that allow the research cost of a technology to be modified by existing resources.

ie: feudalism half cost with stone.

---------------------------update---------------------------------

Just found this one. Many thanks to TheLopez.
 
I doubt this is a realistic request, but...

I would like to declare a set of technology results within a single tech that only gives the player one result from the set when that technology is researched.

ie: Agriculture includes farms, pastures, and winery. Once researched, the player receives either farms, pastures, or winery, but not all three.

addendum: ideally, which result from the set the player receives could be weighted according to available resources, other tech, etc. Additionally, results not received at time of research completion would eventually fill in on their own as the player continues up the research tree.
 
I want to do two specific things. One I want to give Beserkers a first strike, and also for the viking unique harbor to give an extra 10 or maybe 15% bonus to production. I realize this isn't going to be a mod or anything, but I didn't know where else to ask. Thx
 
Can someone please mod vassal states, so that they will become available earlier on, from for instance writing?

I would love to see how a game develops with the possibility of ancient empires with many vassal.

This shouldnt be that hard, though all my own attempts failed.

Thanks in advance.

Go into: sid meirs civilization 4\beyond the sword\assests\xml\technologies

scroll down to fuedalism (vassal trading) which i believe is line 701 in the xml file

change the value from a "1" to a "0"

next scroll down or up to whichever tech you wish to allow vassals and replace the "0" with a "1"

writing is on line 2304

i would recomend maybe using monarchy as the starting point of vassals (however, if you took actual human history into account monarchy should be dicovered during agriculture)

good luck

now help me find someone who will create a mod that allows a civilization to break away from a church and start their own sect of the original religion (kinda like what england did).
 
I want to do two specific things. One I want to give Beserkers a first strike, and also for the viking unique harbor to give an extra 10 or maybe 15% bonus to production. I realize this isn't going to be a mod or anything, but I didn't know where else to ask. Thx

Do you mean the viking lighthouse? The quickest way to prob do this is go into file: civilization 4\beyond the sword\assets\xml\buildings (line 3787) and copy the yeild modifiers from the forge (line 5003) building and paste them into the vikings lighthouse.

For the Beserker open file: civilization 4\beyond the sword\assests\xml\units

then go to line 6579

highlight and copy lines 6579 thru 6581

goto line 6702 press enter once

paste the copied data (6579-6581)

save both files

Happy cheating!! LOL!!
 
I want a mod component that let you define a second terrain for global warming in the GlobalDefines.xml file. In this way, a terrain will have 50% chance to turn to desert and 50% chance to turn to water.
 
fourth try
:help: :please: I have a big request to someone from pythonist. Can Someone
PLEASE
make update demolition man from GreenMod for BtS?
If someone will be make it, will be sufficient these functions:
change land square to water (as in Green mod)
and
raze city
and
change water square to land function for workboat
:help: :please:
 
fourth try
:help: :please: I have a big request to someone from pythonist. Can Someone
PLEASE
make update demolition man from GreenMod for BtS?
If someone will be make it, will be sufficient these functions:
change land square to water (as in Green mod)
and
raze city
and
change water square to land function for workboat
:help: :please:

Seeing how I use many of your buildings in my mod I'll take a look. I just started playing with python myself so I'm not promising anything. I did manage to get an inquisitor unit working though. Cross your fingers. ;)
 
Could someone please create a mod that allows you to "Refuse to talk" or auto answers the AI for Trade requests. It's damn annoying when at the start of every turn you get 3-6 requests for chat from the AI leaders and you know that you're going to give them the same response as the previous turn.
 
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