Mod Component Requests Thread

It would be nice if leaderhead models and skins could be mixed and matched just in XML. So you would have a tag in LeaderArtInfos to identify which model to use and another for which skin and maybe another for the background. Instead of having to edit the nif and create a whole new leaderhead.
 
Anyone know of a mod that will allow me to emphasize military units and buildings? I noticed warlords city Governors seem to do this by default, I would love to see the same in Civ4 or BTS, but as a clickable option.

Automatic unit upgrades or an upgrade manager would be great also!

TIA.
 
Here's a fairly big espionage/diplomatic Modcomp request:

Spark Incident:

My inspiration is from Bismark, one of the greatest leaders of modern times, IMO. You will be able send a spy* into an opponent's land, or even on you're own border to spark a war. It could either be a border, but in case of a non-border situation, you would have to send a spy into an opponent's capital.

*Or a Great Spy because this could be exploited heavily by both AI and the Human. Or even a Great Diplomat if this comp gets put into a mod with a GD.

This could be very beneficial for several reasons:
-You want to declared war on somebody without getting the "You declared war on our friend" penalty.
-You could bring a much needed ally into a war.
-You could weaken to powers (or heavily strengthen 1).
-FUN: After a web of Defensive Packs are set up, you could start a world war. This is one of my favorite aspects of RFC.

----------------------------------------------------------------------------------

In addition, there could be another, semi related feature:
-As an extension to treaties, you (or the AI) could take specific plots of land (they have to be adjacent to one of you're borders.
to do this (this seems difficult) you could click on an option to 'Cede Land' (or something along those lines). A pop-up will display a close up of the two countries involved in war. You will select the tiles you want and then click 'Done'. Depending on the war weariness and the desperateness of the enemy, they will say no or yes.
(This could be like the A-L between Germany and France.

-----------------------------------------------------------------------------------

Similarly, you could buy land during peace, getting harder to buy land after a certain (modern) technology... Nationalism for instance. You could also buy land from you're former war enemies... depending on war weariness (like in the Mexican-American War, or the Spanish-American war) and a drained economy (you could calculate this on several things:
-Percent difference between gold before the war, and gold after the war.
-Percent difference between gold per turn (assuming the culture/espionage bars are at 0).
-Also angry citizens.

This could also be the case with cites. The trade screen with former war enemies wont have the cities redded out because of 'We just don't like you enough." But this will depend again on the same criteria as before... along with if the distance from capital and the turns since founding added in.

----------------------------------------------------------------------------------

So... what do you think of this:
-Possible
-Difficulty in making
-Good or bad idea ------:goodjob:/:nope:
-CCCQ

Thank you for you're time.
 
The first one:
If this would really work, also the AI would use it, and then such a mission against the player would really suck.

The second/third:
Plot control is difficult, because it's directly related to the cities.
No idea, how to do it with python.
But look at RoM, i think there's a modmod for it, which adds a ability to the units to "claim" plots for you.
 
Well for the first one, maybe 'Spark incident' could just add relation negatives (forget what it's called), so it could obsolete "We could not betray our close friends!" when you desperately need an ally. Also, if an AI does use the border method (opposed to capital) against the player, there could be an option to declare war... with a chance for peace as well if used against the AI. It could depend on the relations beforehand, and added [material] from Better AI.
 
I read a bit on modding Civ4 and found out the features I have requested takes more work than I could have imagined. Unfortunately, any mods involving the AI requires recompiling the dll for CIV4 and it seems as the nightmare doesn't end there. I won't go into details, but modding AI behavior would result in days of debugging, we're talking a full blown mod just to add new governor behavior. Anyways I have informed myself, and retract my request.

It's just no worth it...
 
I think it is possible to make a kind of promotion, similar to Tsentsom's Marauder promotion, where a victorious unit steals tech points instead of gold from an enemy player? Heck, would it be possible to make a victorious unit steal spy points or culture points too?

If anyone could give a try at it that'd be great.
 
I was thinking it would be really nice to name your colony instead of it going with the typical random Civ -- either letting you choose which other Civ it was or make a custom name. I was trying to see if any existing mods added this, but I wasn't able to find any, although some let you rename existing Civs.
 
I'm looking for a mod that can change starting positions based on a trait. Specifically, I have a Seafaring trait in my mod and I would like that all leaders who have this trait automatically begin on a coastal square. I have no idea how easy or hard this is to do.

Cheers,
ripple01
 
I think it is possible to make a kind of promotion, similar to Tsentsom's Marauder promotion, where a victorious unit steals tech points instead of gold from an enemy player? Heck, would it be possible to make a victorious unit steal spy points or culture points too?

If anyone could give a try at it that'd be great.

I've taken a short look at it, and it's more complicated with the other commerces.
The problem is, that you don't have a stock for research and espionage like for gold.
Research/spy points are dirctly assigned to a tech/a player.
What should be stolen? Points from a special tech/player, random tech/random player (if points were invested), and what happens during anarchy, etc, etc.
 
I've taken a short look at it, and it's more complicated with the other commerces.
The problem is, that you don't have a stock for research and espionage like for gold.
Research/spy points are dirctly assigned to a tech/a player.
What should be stolen? Points from a special tech/player, random tech/random player (if points were invested), and what happens during anarchy, etc, etc.

Interesting. I remember there were maybe a few modcomps a while back that allowed a player to "steal" an enemy's progress on a technology if you were trading with them or something, and that's where I got the idea. But I think the implementation of that into a promotion probably would be complicated.

Perhaps instead of the promotion allowing a unit to directly steal tech points, would it be possible to make a promotion that simply gives the player some tech points upon unit victory, instead of stealing them from someone? Like if my Warrior wins a battle, I get 10 tech points for whatever I'm researching. This could also apply for espionage points and culture points too. However, I'm not sure whether this would also require some SDK work, and I am certain SDK work isn't going to be as fun as python...

Thanks for replying, anyhow!
 
It finally works.
I've changed the marauder promotion, so that you get 4% of the research of the current technology/4% of the spy points against you, and that the same amount is substracted from the enemy (max. [like in the original] is 20).
Only python and text changed. Python is labeled with "marauder research"/"marauder espionage", still linked to the marauder promotion.
To create a new promotion and link it to it, is up to you ;).
 

Attachments

The_J, I have to thank you for your unrelenting willingness to help modders like me who don't get the python voodoo business. Thanks a lot! Full credit will go to you when I stuff this thing in WoL somewhere. :)
 
The_J, I have to thank you for your unrelenting willingness to help modders like me who don't get the python voodoo business.

I'm glad to help :).

And it's not really altruistic. Somebody will help me, and you'll help somebody, and somewhere in the future the circle will be closed.
That's maybe a bit philosophical :lol:.


Thanks a lot! Full credit will go to you when I stuff this thing in WoL somewhere. :)

:)
 
I would like a modcomp that does the following thing

Goal: replace most buildings with a civ art style generic building,

exception list;
Religious buildings
Wonders(including national)
Unique Buildings
Special buildings such as aqueducts and harbors.

Include, everything else, factories granaries, replace all the other buildings with the generic buildings that do not have a building associated. editing the grid system so they don't stand out would be another major benefit.

If you have any questions about it before proceeding, please feel free to contact me in PM or here.
 
Why do you want something like that :confused:?
And chaning the artdefines_building.xml is not that hard ;).
because I'm tired of the ugly clutter created by cities with large amounts of buildings, I only want to see ones that offer some kind of flavor.
i have no idea how to reference different building types and to make them scale with the ages as well as the civ, if i could do this on my own i would have.
I originally was going to use rise of mankind's no building mod but it leaves gaps and doesn't work for all buildings.
 
Is there a mod component available which allow unit upgrade by city production than spending gold on it? I think this would be more realistic.
 
Hello, does anyone know where I can get a mod that shows the AI's hidden diplomacy modifier's? Ive seen it before but have searched the mod forums and cant find it. It has the AI showing things like ie my civ is bigger than yours, we fear foreigners, etc.

Thanks
 
Back
Top Bottom