Mod Component Requests Thread

I think Afforess is your only hope, I'd suggest trying to throw this request out there in his Advanced Diplomacy modcomp forum and see what he says.

he's already coded a capitulate option that lets you become a vassal, if anyone can do it it would be him.

IIRC, that was already in the code; Firaxis just disabled it because it was easy to exploit.
 
I've a couple of modcomp request in mind.

1- first off, the tax/investment slider, is bit more than a slice... see the thread in my signature for more information.

2- When conquering a big city, the conqueror would retain the city influence radius, while the city still retains it's nationality.
I really don't know exactly how culture/nationality mechanics works, to me it seems that nationality only depends on the amount of culture the controller of the city has in it.
Options that would make sense:
* The city workable radius would depend on city size instead
* The city radius would depend on overall culture in that city
* Something related with the culture decay modcomp, perhaps adding a new feature to it

2.1- Large cities, ye i know it already exists, i just can't find it, :D

3- When Nations are destroyed cities still retain their lost nation nationality/culture.
Supposed to go with Revolutions of course.
"We want independence, we wish to form again the lost nation of India!"
instead of
"Yeah, our city would rebel against you, but since India no longer exists we will 100% yours."

4- This is a bit more complicated, the Occupation modcomp.
When conquering a city you have the option to simply occupy( is this right) or to annex( yes civ5 related idea), meaning occupation option brings benefits in the short period, such as reduced maintenance but may retain more of the original civ culture/nationality and is more susceptible to revolution, while annexation is better on the long term.

This last idea still needs to be better elaborated, and I'm really willing to do those myself.
However this is my first at trying to mod civ4, and any help is appreciated, both on the modding and on formulating the ideas.

Thx
 
Two requests, not sure how possible they are but I think a lot of people would find them useful.

1) Could somebody please make a modcomp that changes the future-era flag to the flag from final frontier? Even with the hologram effect?

3) I am not exactly sure how to explain this, but I'd like to give the barbarians unbuildable unique units that can spawn in certain terrains or at certain times. One of my playtesters suggested a bedouin unit that would appear on desert tiles for example. This should probably be expounded upon a bit more, but the idea is to have unique barbarian units in order to make barbarian combat a bit more interesting.
 
What if you make the Beduin a special barbarian unit with own xml entries, and add bterrainimpassables tags to all terrain types except desert?
 
Is there a mod for Civ IV to handle strategic resources analogous to CiV?
That every resource on the map has a value for an amount (e.g., 4 iron/iron you connect to your tradenetwork) and that these resources are consumed by building a unit/building?
 
Is there a mod for Civ IV to handle strategic resources analogous to CiV?
That every resource on the map has a value for an amount (e.g., 4 iron/iron you connect to your tradenetwork) and that these resources are consumed by building a unit/building?
Hm, I am not sure whether The Lopez Stock Piling Mod is what you are looking for, but you may want to have a look at it (it's still in development, but seems to be much more complex than the CiV system).
 
I'm after a UI mod to help with placing cities. When I'm choosing where to send the settler, where you get that outline showing the tiles in the new city's range, I'd like to be able to see at a glance what the city's max population, production and trade numbers are (a la Master of Magic). That'd make choosing a new city location much easier.
 
Is there a mod that simulates the cultural border expands like Civ 5 ? That's one of the few great improvements from Civ 4 imo, it would be great to have the same thing for the more polished Civ4 mods.
 
I would like to create some new rules for borders.

One, I would like borders never to extend beyond the fat cross over water tiles.

Two, I want borders to behave in a more fixed way when they come in contact with another civ's borders. For example, if there are 4 tiles between Thebes and Athens, Thebes would always get all the tiles in its fat cross (provided it had the minimum culture necessary to work them all) no matter how much culture Athens has. Athens' borders can still expand in other directions, where there are no foreign cities (as long as it doesn't violate the first rule about water tiles).

If 3 tiles separate Legendary Athens from Fledgling Thebes, then Athens gets its full fat cross, but no more, and Thebes gets the remainder. If there are two tiles between them, Athens borders push all the way to Thebes itself, but they don't surround Thebes. Athens only gets enough for its fat cross.
 
Another idea: to tie unique units/buildings to a leaderhead rather than a civ. Henry V's unique unit could be the Welsh Longbow whereas George III's could remain the Redcoat, for example, so you could pick a leader based on which era you want to dominate.
 
Another idea: to tie unique units/buildings to a leaderhead rather than a civ. Henry V's unique unit could be the Welsh Longbow whereas George III's could remain the Redcoat, for example, so you could pick a leader based on which era you want to dominate.

This would be incredibly useful for me too.
 
Another: Instead of founding a religion, techs give a chance to found a religion. For example, if you discover monotheism first, you don't immediately found Judaism; instead, you get, say, a 10% chance per turn of founding it. If someone else discovers monotheism before Judaism has been founded, then they get a 10% chance per turn as well. So if you discover the tech first you merely have the best chance of founding a religion, rather than a guarantee.

If only I had any programming talent whatsoever.... :(
 
Another: Instead of founding a religion, techs give a chance to found a religion. For example, if you discover monotheism first, you don't immediately found Judaism; instead, you get, say, a 10% chance per turn of founding it. If someone else discovers monotheism before Judaism has been founded, then they get a 10% chance per turn as well. So if you discover the tech first you merely have the best chance of founding a religion, rather than a guarantee.

If only I had any programming talent whatsoever.... :(

Hey there. I know its (a) not exactly what you're asking for & (b) shameless self-promotion on my part ;), but have you considered using my Mod? Though not exactly what you're after, I reckon it will help lift the religious component of the game, by making it less down to chance & more down to strategy!

Aussie.
 
Hey there. I know its (a) not exactly what you're asking for & (b) shameless self-promotion on my part ;), but have you considered using my Mod? Though not exactly what you're after, I reckon it will help lift the religious component of the game, by making it less down to chance & more down to strategy!

Aussie.

Very interesting, thanks. Also CivicInfosPlus looks really nice. :thumbsup: Now I guess I have to learn to compile a dll? :crazyeye:
 
Unless you plan to merge it with another mod, why would you need to compile the dll? ;)
 
I know this is very basic, but i cannot work out how to add new resources. Can someone please help?
 
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