Mod Component Requests Thread

Hi,

Total forum noob here, but my first request I assume should be a cake walk.
You know the zone of area around a Privateer (or maybe other units have it too) which indicates the Privateer's area of effect for when blockading cities' coasts? I'm having trouble seeing the outline of the zone because of the extremely light grey color of the zone's outline. So, can anyone help me by making me a quick little mod to change the color to the same nice visible color of the outline that the Airship has for defining its range for Recon Mode, which happens to be a nice bright yellow. ...Otherwise, IF its simple enough for a total noob to xtml like me to do on his own, could anyone give me detailed (fool-proof) instructions on how to do this myself, that is, assuming this mod IS a cake walk like I think.

Would appreciate it,

Thanks
 
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

Most of this modifiers are, iirc, in the Civ4LeaderheadInfos.xml.
 
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.

I was thinking of something similar.

But I thought of buying the promotion from "your civ's funds" then your unit would be immobilized (inactive) for like 10 turns then the promo would settle in on the unit concerned.
 
Hello all, I am trying to make a land improvement giving the unit using it a visibility bonus (like the watch tower in FFH2).

Could somebody explain which files have to be modified to get the <ivisibility> command working?

thank you.
 
This is exactly my problem : this command is not in the original game. Can anyone explain how to add it ?
 
Hi,

Does anyone know if it is possible to make a "maximum bombard damage limit" variable for walls and castles? So you can't bombard away all defense bonus. I thought it would already be supported in some way, but I can't find anything in the xml's that indicates that.

Thanks
 
When conquering enemy cities that i am going to give to my allies, it would be nice to "strip" them of their great people, and relocate these people otherwhere. Also, being able to strip them from a city allows one to recall these great people in emergencies.
 
I have an idea. How about a new nuke unit "MIRV." When you hit the launch button you select an area and then a round range thing like air units have shows and you select eight tiles to be nuked and fallout/damage occurs on those 8 tiles.
 
When conquering enemy cities that i am going to give to my allies, it would be nice to "strip" them of their great people, and relocate these people otherwhere. Also, being able to strip them from a city allows one to recall these great people in emergencies.

Can't be done in python, would need SDK changes.

[EC]immortal7;8375081 said:
I have an idea. How about a new nuke unit "MIRV." When you hit the launch button you select an area and then a round range thing like air units have shows and you select eight tiles to be nuked and fallout/damage occurs on those 8 tiles.

Would be quite difficult (for me), and i can't see a good sense in it.
 
Hi folks,
I neeed cooperation with SDK programmer. I have idea on the use of the pallaces in the capture capitols. In the my new concept, should be the pallace on the captured capitol changed to the courthouse and the model of the pallace should keep on the place and game, because I have in my game some unique palaces - unique models and I guess it would be a pity when they disapper after a capture capitol.
SDK masters who want help me, send me a private message, please
thanks
HROCHland
P.S.: sorry for my english :-)
 
I'd like to request two things:

* I sometimes played on maps with large areas without any source of fresh water (e.g. rivers, lakes, oasis'). I'dlike anyone to create a mod where an aqueduct acts as a source of fresh water for all 8 surrounding plots of a city.
* Perhaps an improvement (well) that works the same way.
 
The only way to do this, is to create a new feature, which generates fresh water.
That's no problem for cities (i already to that in my mod), but for an improvement, it would remove the jungle/forest.
If you're fine with that, i could do it.
 
I've got an SDK modcomp request (I doubt it's possible):

in unitinfos.xml:

+X movement with...
- bonus A
- bonus B
- bonus C

or if it's easier: +1 movement with bonus X.
 
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