Mod Component Requests Thread

Is it at all possible to add new tile improvements? Perhaps not as I haven't seen anyone do it.

I was just thinking that as in the real world its been suggested that giant solar power plants in the world's deserts might one day be a solution to running out of fossil fuels and/or global warming, and given non-hill desert tiles are useless in the game while we already have windmills on hills, maybe with a future tech of 'solar power' one could build solar plants in desert squares, giving 1 or 2 hammers. Or they could replace coal as a power source if resource depletion is used.
 
Another idea for a future era add on - anti gravity as a technology, allowing 'grav tanks' as future upgrades for helicopters. Would need a new unit graphic for space age looking tank with no treads. Presumably it could be made to float by using helicopter animation? Or would that end up giving it rotors?
 
Hello. I launch a call to all the specialists in the programming. It would be possible to make a MOD or one can sell the military units which one created.
Example: If I build a tank, I could sell it or exchange it in the diplomatic menu.
Do not hesitate to answer has my request here so that one can discuss it. :)
I think that its sounds good I mostly end up with more units then I like to move and starts giving them away :mad: so that would be great then I could make money of them. And then have a option that you can order direct from the civ military/ the manufacture if you have that mod on or buy a licenses for x planes, tanks, ships like in real life from the civ :nuke: It would make it more fun and realistic :)
 
In BtS right now, improvements like windmills can add happiness to a nearby city. I was wondering if it's possible to add an iHealth tag? I would like to see this used in the improvement/technology/civics files the same way that civics and technologies can increase yields (ie: windmill and watermill gain +1 health at ecology; +1 health with environmentalism)

Also, would it be possible to add happiness and health tags to specialists or settled great people (ie: priest = +1 happiness, Great Scientists that join cities add +1 health,...) I know TheLopez did it in his Great Doctor mod, but this hasn't been updated to BtS and this type of programming is way beyond what I know how to do.
 
Is it at all possible to add new tile improvements? Perhaps not as I haven't seen anyone do it.

I was just thinking that as in the real world its been suggested that giant solar power plants in the world's deserts might one day be a solution to running out of fossil fuels and/or global warming, and given non-hill desert tiles are useless in the game while we already have windmills on hills, maybe with a future tech of 'solar power' one could build solar plants in desert squares, giving 1 or 2 hammers. Or they could replace coal as a power source if resource depletion is used.
It is possible to add improvements. Me and the Navy Seal did it once but it is the biggest headache. I spent several hours trying to understand the plot L system.
 
Hello, I need a mod for planting forest like in Green Mod. But I´m not able to get the necessary files/fileparts out of this big multimod. Is there someone, who could do this?
 
It would be nice if someone updated JImprovementCultureBorders by jeckel to BTS 3.13 JImprovementCultureBorders uses sdk and xml instead of python which was very slow. After all what is a fort without the ability to base aircraft there?
 
I request a mod in which the unit promotion system is completely different. With the current system, you choose an upgrade, and that's it. With the "new" system, this will be different:
"City Attack I" will be given to a unit who has defeated at least 1 enemy in a city. It will give a + 10% bonus in city attack. When this unit defeats 3 enemies, he will be promoted "City Attack 2", which will give another 10% city attack bonus. Of course easy battles will be valued lower, so a 30% win chance will be promoted as 2 enemies, and a 90% win chance with only 0.5 enemies.
In 1 battle, a unit can achieve multiple promotions: defeating a city guard, destroying a melee unit, etc.

Units would have to fight for their promotions, so an experienced guard will be more powerfull than an unexperienced guard, with the same standard upgrades. Another side effect is that older units can be useful for a long time.
*A warrior upgraded to a Mech Infantry would be extremely powerful, this has to be prevented too. New units will lose power (30%) when they are upgraded (a warrior has to learn how to fight with guns). They have to win 2 battles to get their original strength.

Just an idea...
 
I request a mod in which the unit promotion system is completely different. With the current system, you choose an upgrade, and that's it. With the "new" system, this will be different:
"City Attack I" will be given to a unit who has defeated at least 1 enemy in a city. It will give a + 10% bonus in city attack. When this unit defeats 3 enemies, he will be promoted "City Attack 2", which will give another 10% city attack bonus. Of course easy battles will be valued lower, so a 30% win chance will be promoted as 2 enemies, and a 90% win chance with only 0.5 enemies.
In 1 battle, a unit can achieve multiple promotions: defeating a city guard, destroying a melee unit, etc.

Units would have to fight for their promotions, so an experienced guard will be more powerfull than an unexperienced guard, with the same standard upgrades. Another side effect is that older units can be useful for a long time.
*A warrior upgraded to a Mech Infantry would be extremely powerful, this has to be prevented too. New units will lose power (30%) when they are upgraded (a warrior has to learn how to fight with guns). They have to win 2 battles to get their original strength.

Just an idea...

Use python. There's should be a "canpromote" python you can use to always return, "false", and in the event manager, there's a function that is called once combat is over. You can check the conditions of the combat there and add the promotions as appropriate. Finally, you'll need to pickle the data so the game remembers between loads.
 
Can anyone do a mod that disables trade between cities along roads until the development of railroads, so resources can only be transported by sea and river?

That would be awesome! :crazyeye:
 
I would really like to see a BTS-compatible modcomp that combined TheLopez's Localized Starting Techs Mod and Resource Tech Research Modifier Mod. This I believe could make for a historically realistic, dynamic, and (most importantly) fun and interesting development of civilizations in the early game, when applied correctly.

For example, some civs might not discover Agriculture or The Wheel until relatively late in the game, while landlocked nations might not discover Sailing until later. This is possible with with the Resource Tech Research Modifier Mod alone, but you could still start in the middle of a continent and have Fishing as a starting technology, which kind of defeats the purpose. Anyway, I'd really like a modcomp like this, please and thank you to any who might take on the task.
 
Hi. I would be interested in a mod allowing player to set maximum working hours, or other specific policy values (standard or minimum wages etc.) in a similar way it was in Civilization: Call to Power. Setting working hours would allow you to trade hapiness and/or health for some bonus in production and vice versa, with a slider or option bar (options like 6hrs, 8hrs,12 hrs ,similar to those in Call to Power). I think this would add some new dimension to civics and domestic policy (maybe such sliders could be made to be usable only when certain civics are enabled). I don`t know much about modding except XML, whether this qualifies for Python or SDK.
 
I love "Rhyes and fall's Civilisation" for BTS but I think it could use more. I think more civs and a bigger tech tree would be great! Could someone please make one???
 
I'd enjoy seeing a modification of the interception system. If an aircraft is intercepted, but not destroyed, it will continue on its mission. There would be an additional requirement, though; if the aircraft takes damage in excess of a defined threshold, like 50% of the unit's total health, from the interception, it will turn back. This value would be modifiable either on a per-unit basis (and thus have an XML line in the CIV4UnitInfos.xml that would dictate this value) or have a universal value that would be set in the GlobalDefinesAlt.xml file.
 
Hi all

Couldn't figure how to search this thread, so if this has been requested before, please bear with me.

Anyways, being an avid user of spies, I find myself checking how long the spy/spies has/have been stationary, every round, which tends to get a bit tedious.
I can't imagine I'm the first to have that problem.

I was thinking something along the lines of having a little number on the counter that displayed the "stationary status" of the spy.
Any takers/pointers?

Cheers, PW
 
hello,

i'm not sure if this is possible, but i've sort of wondered about the way the economies work in the game. i see when i play games that there are like 40% - 60% inflation rates, and this doesn't seem right to me.

Here are some things that i think might be good additions:
a building that can reduce inflation
an option for civics to help inflation
an inflation reduction for the financial trait
an unhappiness penalty for high inflation

they would need balancing, but its an idea.
thanks
rr
 
rene, if you are really fed up with the inflation rates and want to change them for your game it is fairly easy to do - actually a no brainer if you study the XML files a bit. In the directory /Assets/XML/GameInfo there is a file named Civ4HandicapInfo.xml

If you open this file in notepad you'll find the entry:
<iInflationPercent>60</iInflationPercent>

The entry above is for level Settler. The amount changes higher for every level of play. You can just change the percent for whatever level you are playing on. Since it is a bad idea to change original files, I would copy the original, make the change in the copy and then change the name of the original to org_Civ4Handicap.xml and the name of the copy to the original. Alternatively, if you are running a mod, you can just put your changed copy into your mods folder. Of course if there is no GameInfo folder there you will have to create it and an XML folder as well as Assets if those do not exist.
 
A mod comp that makes nukes cause nucleur winter instead of warming. And a mod comp for BTS that makes launching a lot of nukes at once at seperate cities easier. Like instead of the launch nuke button, it'll be the preperation button, and once I end my turn, the nukes would launch.:nuke:
Something like that
 
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