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Mod Idea thread

Can something be done about the tooltips for unit deaths? When a unit dies it says what type of unit it was and you can ping the location. But you can't see if you was a renamed unit, or if it was what the rename was. It is just standard name of the unit type not the actual unit name if you will. It's sort of important or interesting, for me, since I rename important units such as medic units gets renamed to medic etc. It would be kind of neat if I could know if they had died instead of trying to look around for them and wonder which unit it was that actually died.
Never had that problem with animations on :p
 
Can something be done about the tooltips for unit deaths? When a unit dies it says what type of unit it was and you can ping the location. But you can't see if you was a renamed unit, or if it was what the rename was. It is just standard name of the unit type not the actual unit name if you will. It's sort of important or interesting, for me, since I rename important units such as medic units gets renamed to medic etc. It would be kind of neat if I could know if they had died instead of trying to look around for them and wonder which unit it was that actually died.

You can make a feature request on Github if you like. :)
 
VP speeds up air animations, is there a way of speeding up land animations?
 
VP speeds up air animations, is there a way of speeding up land animations?

You can speed up movement animations and also the refacing animation before combat with only database changes (my modmod can provide an example), but I couldn't find any way to make actual combat animations faster. I'm guessing that requires editing of the animation files themselves.
 
The animations are another chapter I guess, but I do indeed run with the animations off or is it set to quick I don't recall now. The most annoying part I guess are the workboats that sort of hold up the entire system when they are deployed (I guess they redraw the entire map or something?), followed by the missionaries that have to do their whole "light" animation cycle (similar issues to the workboat) -- which can be skipped completely if you just put the missionary in water before activating the ability (very useful when you are spamming them out to convert heretics in other cities).
 
Concept for a Nri / Igbo civilisation

Spoiler Nri Kingdom / Igbo Civilization :

Leader – Eri

UA – Omenala

Gain :c5faith: Faith and :c5greatperson: GDiplomat points per turn in your Capital from adopting Policies. Other civilizations with your Majority Religion suffer increased :c5unhappy: Needs and War Weariness. Converting a Foreign City to your religion for the first time grants +1 :c5faith: Faith and :c5production: Production it all Cities. Cannot declare war.

UGP – Mburichi (replaces the Great Diplomat)

4 :c5moves: MP
3 :c5rangedstrength: Vision

Into the Fold – When expended in a City-State’s territory, convert the City-State to your Religion, heals it and grant it Defensive Buildings (depending on those unlocked).
When expended, gain 1 Paper.

UB – Ogige (replaces Armory)
Unlocked at Theology (instead of Steel)

300 :c5production: Production cost
2 :c5gold: GPT maintenance cost
+3 :c5science: Science & :c5faith: Faith

+20 XP for all Units produced in the City.
Increases the Military Supply Cap by 1.

Military Land Units produced in the City gain the Sunlit promotion

-1 :c5unhappy: Unhappiness from Distress and Poverty.
Spoiler Promotions :

Sunlit - Receive -5 damages from all sources ; +1 Movement ; When killing, lose this promotion and gain Desecrator instead.

Desecrator – No Supply cost ; -10 healing and -15 % CS in friendly territory ; +5 hp and +15 % CS in foreign territory.


UGP – Eze (replaces Great General)
Can be bought with :c5faith: Faith from the start of the game.

2 :c5moves: MP
2 :c5rangedstrength: Vision

Gozie - +25 % :c5strength: Defense to owned Units within 2 tiles.
Blessings and Taboos - When expended, provides GAge points scaling with the number of Followers of your Religion.
Can be expended to construct an Obodo

UGPTI (replaces Citadel)
Must be built within your territory.
When constructed, claim adjacent tiles and removes features.
+25 % :c5strength: CS when defending

2 :c5food: Food / :c5production: Production / :c5gold: Gold
+1 :c5food: Food / :c5gold: Gold from Trade Routes, Roads and Railroads


Tech bonuses :
- +1 :c5food: Food and :c5gold: Gold from Engineering
- +1 :c5food: Food and :c5gold: Gold from Civil Service
- +1 :c5food: Food and :c5gold: Gold from Economics
- +1 :c5food: Food and :c5gold: Gold from Fertilizer


Gain the same policy bonuses as the Citadel.

UB – Ola Imuta (replaces Forge)
Unlocked at Calendar (instead of Iron Working)
120 :c5production: Production cost (-30)
1 :c5gold: GPT maintenance cost

+1 :c5science: Science

Mines worked by this City gain +1 :c5production: Production and :c5gold: Gold
+1 :c5greatperson: GEngineer and GMerchant points per GWork in the City

Nearby Iron : +1 :c5production: Production, +1 :c5gold: Gold
Nearby Copper : +2 :c5gold: Gold

1 :c5greatperson: Artist specialist
1 :greatwork: Great Work of Art / Artifact slot

 
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Hi guys, i have 3 good ideas to implement in vox populi but have no modding experience so i appeal to your skills to see if this is possible;
1; Add energy as a important gameplay feature in late game. Here is the mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2183354280&searchtext=energy
2;Add specialist upgrades through guilds but with increased gold and happiness maintenance. The superpowers mod provides a good example of this mechanics.
3;Implement civ 6 corporations and monopolies features such as creation of specialized products and add some mechanics to allow selling and buying the products of other civs.
 
Hi guys, i have 3 good ideas to implement in vox populi but have no modding experience so i appeal to your skills to see if this is possible;
1; Add energy as a important gameplay feature in late game. Here is the mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2183354280&searchtext=energy
2;Add specialist upgrades through guilds but with increased gold and happiness maintenance. The superpowers mod provides a good example of this mechanics.
3;Implement civ 6 corporations and monopolies features such as creation of specialized products and add some mechanics to allow selling and buying the products of other civs.

Regarding 1, I have made the following mod. You can use the code there to make your own mod. :)
 
I would love if someone updated JFDs cities in development and made it compatible with current vox populi.
 
Anybody knows a mod that is like a survival mod against barbarians? Anybody remembers the white walkers mod?
 
We should have a Manchu civ for VP. That would be a great way to break up the China monolith, and a lot of the assets can be gathered up from the Samurai Invasion of Korea scenario. The Jurchens/Manchus formed 2 dynasties that rules northern China, including the Great Qing, the last imperial dynasty which largely set the borders of modern China. There's also tons of material for them from mods to pull something together that is unique and fun, including a fully voiced and animated 3D leader scene.

 
We should have a Manchu civ for VP. That would be a great way to break up the China monolith, and a lot of the assets can be gathered up from the Samurai Invasion of Korea scenario. The Jurchens/Manchus formed 2 dynasties that rules northern China, including the Great Qing, the last imperial dynasty which largely set the borders of modern China. There's also tons of material for them from mods to pull something together that is unique and fun, including a fully voiced and animated 3D leader scene.


I can do that. I'll work on this as my next sql civ. If you want, we can also design and work on it together.
 
Okay so here is what I have so far for a Manchu civ:
Spoiler Manchus :

Manchuria.png

Manchus

Leader: Kangxi
UA: Eight Banners
Non-Siege Land Military Units Gain the Eight Banners promotion. Whenever you gain a land tile, enemy units on that tile join your side.

Unique Promotion: Eight Banners
A random banner is assigned after the unit’s first combat. Gain 1 Movement and heal 10HP when starting a turn adjacent to a unit with the same banner.
JurchenHorseArcher.png

UU1: Niru (Heavy Skirmisher)
available at Physics
175 :c5production: Production cost

15 :c5strength: CS, 20 :c5rangedstrength: RCS
4 :c5moves: Movement
"Rough Terrain Penalty"
"Can Move after Attacking"
No penalty vs cities
"Niyamniyan" (On attack, deals 10 damage to the enemy unit behind the target)
ManchuAtlas_256.png

UC1: Yuanming Garden(Summer Palace)
Replaces Hermitage
Requires Garden

+3 :c5production:Production, +5 :c5gold:Gold, +6 :c5science:Science, +2 :c5culture:Culture
(same yields as a Palace)
+1 :c5science:Science and :c5culture:Culture for every 3 :c5citizen:Citizens
+10% :c5culture: Culture
3 Slots for :greatwork:Great Works of Art (4:c5culture::c5gold: if Themed)
-10% :c5unhappy:Boredom on Empire
+10 :c5culture:Culture and :c5gold:Gold to Gardens on Empire
33% of :c5greatperson:Great People Points generated by specialists in other cities are transferred to this city
Gain 25 :c5food:Food in all cities when you Expend a Great Person

Spoiler 4UC :

GreenStandard.png

UU2: Green Standard (Musketman)
available at Metallurgy
325 :c5production: Production Cost
Full XP and can move after purchase
Unit purchase Requires a Courthouse in the city

25 :c5strength: CS, 30 :c5rangedstrength: RCS
2 Range
2 :c5moves: Movement
"Defection" (Deal 1 additional flat damage on Attack for each Foreign City you control)
ManjuHoton.png

UC2: Manju Hoton
Unlocked at Banking
500:c5production:
4:c5gold:maintenance

+3:c5strength:City Defense
+50 City HP

Improves City Security Level by 25%
-1 Unhappiness from :c5unhappy: Distress
Reduces Empire :c5unhappy: Needs Modifier by 5% in this City
All building effects doubled if city is Garrisoned with a Bannered military Unit
(ie. non-siege unit with post-combat promotion assigned)

 
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Any mod or quick code to add in order to lower the power of diplomatic units relatively to their health?
 
New Cree proposal:
Proposal for a Cree civ:
Spoiler The Cree :

CreeIcon.png

The Cree - led by Poundmaker
Poundmaker.png

UA - Iron Confederacy
+3 :c5culture: Culture and :c5gold: Gold for each unique Luxury Resource you import or export from/to other Civilizations and :c5citystate: City-States, scaling with Era. Can import duplicate Luxuries from Civilizations which count toward Monopolies.

New Dutch UA - Wisselbanken
Generates :c5gold:Gold each turn equal to 2% of total :c5gold:Gold reserves, and can enter into Debt at a 2% :c5gold:interest rate. 10% of the :c5gold:Gold spent to purchase Units or invest in Buildings is converted into :c5culture: Culture
  • In other words, the Dutch UA allows them to have negative gold.
  • negative income still hurts :c5science:science generation, but doesn't increase Debt. Only purchases do that
  • the 1%:c5gold:interest rate is a form of maintenance, like Unit and building maintenance
Mekewap.png

UI - Mekewap
Available at Calendar
Must be adjacent to a Bonus Resource, and not Adjacent to another Mekewap
Does not remove features
1:c5food:1:c5gold:1:c5culture:
1 :cringe:Border Growth for each adjacent Forest, Jungle, or Marsh​
1:c5gold:1:c5science: at Currency​
1:c5food:1:c5culture:1:c5production: at Economics​
1:c5science:1:c5production: at Alternative Energy​

Okitchitaw.png

UU - Okihtcitaw (Longswordsman)
unlocked at Steel
160:c5production:
Does not require Iron
21:c5strength:CS (1 less than base longswordsman)​
2 moves​
Okihcitaw - Gains +1:c5strength:CS whenever it gains a level​

Spoiler 4UC :

1695581769177.png

Pahkekinohkewikamik (Smokehouse)
Available at Currency
200 :c5production:
No maintenance
+2 :cringe:Border Growth​
10% of :c5food: Food in this City is converted to :c5gold:Gold each turn
+3:c5food: to Internal Trade Routes
+1:c5production: Production and :c5gold: Gold from Camps.​
Gain 5 :c5food:Food in the City when its borders expand, scaling with Era.​
Nearby Deer: +1:c5food: Food​
Nearby Bison: +1:c5food: Food.​
Strongheart.png

UU - Kιhtockinikiw (Lancer)
Unlocked at Metallurgy
39:c5strength: (+2)​
4:c5moves:
Can move after attacking​
No defensive Terrain bonuses​
Lightning Warfare - +1 Movement, Ignores ZOC​
Counting Coup - Gains 2 XP if starting its turn next to an enemy unit​



What do you think? I really like the trade aspect of the current Dutch UA, but I think it makes even better thematic sense here on the Cree. The idea of a civ that can just buy things without limit, and pay them off later is a really powerful and flexible ability that I think matches the Dutch really well. It would push them a little more warmonger, so they will get to use their sea beggars more.
 
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Can something be done about the tooltips for unit deaths? When a unit dies it says what type of unit it was and you can ping the location. But you can't see if you was a renamed unit, or if it was what the rename was. It is just standard name of the unit type not the actual unit name if you will. It's sort of important or interesting, for me, since I rename important units such as medic units gets renamed to medic etc. It would be kind of neat if I could know if they had died instead of trying to look around for them and wonder which unit it was that actually died.
Added to next VP version. Example text looks like if you havent renamed them
Your Pathfinder has taken 25 damage
to if you have renamed them
Your Scouterino (Pathfinder) has taken 25 damage.

This will change the text of when you captured Great People as you will see You have destroyed William Howard (Great Diplomat) instead of you have destroyed a Great Diplomat as well.
 
Added to next VP version. Example text looks like if you havent renamed them
Your Pathfinder has taken 25 damage
to if you have renamed them
Your Scouterino (Pathfinder) has taken 25 damage.

This will change the text of when you captured Great People as you will see You have destroyed William Howard (Great Diplomat) instead of you have destroyed a Great Diplomat as well.
But is it also on the notification (with the overdramatic sound)?

And why would you ever destroy whoward?
 
Some ideas for a Nepal civ for VP heavily focused on military.


Kingdom of Nepal
Leader: Prithvi Narayan Shah (1723-1775)
Start bias: Mountains (like the Inca)

UA: Ghorka Rajya
Mountains are claimed upon founding Cities, deal 15 damage to adjacent enemies and boost XP and :c5production: Production of Land Units.
Land Units can cross Mountains and Melee Units have 5% chance to instantly kill enemies below 2/3 health gaining double GG points when it happens.
Spoiler UA details :
+2 XP and +5% Production per Mountain nearby (no need to work the plot).


UGP: Rana (Great General)
It can be expended to construct a Durbar Unique Improvement that combines the benefits of Citadel and Manufactory.
Daudaha system promotion: When garrisoned in a City, it prevents Resistance and every turn passively adds City's :c5unhappy: Unhappiness toward the production of defensive
Buildings and Courthouse if occupied (one building at a time).


Leadership promotion.

UB: Dhunge Dhara (Aqueduct)
180 :c5production: Production (-10%)
+1 :c5food:Food, +1
bX1mDHg.png
Border growth point for every Mountain nearby.
+1 :c5food:Food from Shrine, Temple and defensive Buildings in City.


15% of :c5food: Food is carried over after a new :c5citizen: Citizen is born and 25% of the City's :c5production:Production is added to the current Production.
-1 :c5unhappy:Unhappiness from Poverty.

More Unique Components:

UU: Chhetri Regiment (Rifleman)
625 :c5production:Production (=)
41 :c5strength:CS (+3 CS)
Base Rifleman promotions.
Ignores Terrain Costs.
Earns experience toward promotions 50% faster.


UB2: Mandap (Garden)
300 :c5production: Production (=)
Does not have building requirements.
Specialists in City generate +1 GG point.


+25% generation of :c5greatperson:Great People.
+1 :c5food:Food and :c5gold:Gold from Citrus and Cocoa.
-1 :c5unhappy:Unhappiness from Urbanization.


Opinions? :)
 
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