Modmods Requests Thread

Ack! Please no! Please please please keep all those animal types. I already "consolidated" them once. There is a reason why I want to have a variety of animal buildings. Pleeeese do not change the number and which animals are made in them. I have worked hard on planning out this one. And i would really like to have it made exactly like i posted it. I am begging you to please make this as its own separate mod from the farm mod with the building stats just as they appear in my post.

Fine. I'll make them. But consider you're "1 free modmod request" used up. Dancing Hoskuld used his up already too, with the Sea Monsters modmod.

And before anyone else demands their 1 free request, you have to be on my credits list to get a free" request".

They had Florists in Ancient Rome. I think it should appear much earlier than Railroad.

Sure. What did you think of my other changes?
 
Fine. I'll make them. But consider you're "1 free modmod request" used up. Dancing Hoskuld used his up already too, with the Sea Monsters modmod.

And before anyone else demands their 1 free request, you have to be on my credits list to get a free" request".

Are they transferable? Cuz' I don't think I'll ever request one, if I want something bad enough I'll make it myself.:D:lol:
 
Are they transferable? Cuz' I don't think I'll ever request one, if I want something bad enough I'll make it myself.:D:lol:

Sure. (I didn't even realize you were on my credits. I had to go back and double check...) Just remember, that's your one free one, for all eternity.

I believe the only other person here on the RoM forums that get's one is Os79. Everyone else works on other mods, and won't ever care.


Oh, for those who care, I just made this all up 15 minutes ago.
 
Sure. (I didn't even realize you were on my credits. I had to go back and double check...) Just remember, that's your one free one, for all eternity.

I believe the only other person here on the RoM forums that get's one is Os79. Everyone else works on other mods, and won't ever care.


Oh, for those who care, I just made this all up 15 minutes ago.

My one free request is that you and I work on Eliminated Tech Islands Mod later when I have time. I agree with you strongly about foolishness of some tech islands since this mod does proclaim realism in historical simulation as its larger goal.

I plan on looking through techs by clicking on the final tech in the tech tree and looking for "un-turned on" techs and carefully consider how I can link in appropriate tech islands to the main tree. It will be clarified later when I sit down and do this.

Anyway, that is my one free request: to help me make a mod. I'm famous for making very minor modmods here (IdleCities and No Chop Without Purpose :D) so it meshes well into my pack :lol:.
 
But I got two - Sea monsters and Vicinity Bonus. Both have huge potential

But Vicinity Bonus is a cool thing that can be even said to be Afforess' personal liking as well. I think he means free requests that he personally doesn't like.
 
Fine. I'll make them. But consider you're "1 free modmod request" used up. Dancing Hoskuld used his up already too, with the Sea Monsters modmod.

And before anyone else demands their 1 free request, you have to be on my credits list to get a free" request".



Sure. What did you think of my other changes?

Thank you so much! :cool: I am not usually too picky on the exact stats of the mods (as you have seen from my request not even having stats) but for this one I really wanted how I planned it. Must be the zoology geek in me.

As for the Florist I would say it would be a Classical or Medieval Tech. So I am thinking Calendar. Its near the end of the Classical Era and would make sense with all the other agricultural resources that are made available with calendar.
 
My one free request is that you and I work on Eliminated Tech Islands Mod later when I have time. I agree with you strongly about foolishness of some tech islands since this mod does proclaim realism in historical simulation as its larger goal.

I plan on looking through techs by clicking on the final tech in the tech tree and looking for "un-turned on" techs and carefully consider how I can link in appropriate tech islands to the main tree. It will be clarified later when I sit down and do this.

Anyway, that is my one free request: to help me make a mod. I'm famous for making very minor modmods here (IdleCities and No Chop Without Purpose :D) so it meshes well into my pack :lol:.

It isn't hard to find and fix those though. Just click on the future tech in a new game, and see what techs don't get selected. Technically speaking, one should have to research all other techs before getting to research "future" techs.

But I got two - Sea monsters and Vicinity Bonus. Both have huge potential

I made Vicinity bonus for myself.

Thank you so much! :cool: I am not usually too picky on the exact stats of the mods (as you have seen from my request not even having stats) but for this one I really wanted how I planned it. Must be the zoology geek in me.

As for the Florist I would say it would be a Classical or Medieval Tech. So I am thinking Calendar. Its near the end of the Classical Era and would make sense with all the other agricultural resources that are made available with calendar.

Okay, I will keep that in mind.
 
I understand Christianity for the Christmas Tree lot but would a pumpkins for Halloween be Christian? Is it Christian? Pagan? Or even no specific religion?

-------

@Black Rose

Sounds like we are in need of a Holiday Mod. ;)

Halloween would be a pagan religion holiday I think... Originally, it was an ancient celtic holiday from the days of druidism... Hmm, I think I want too google that to make it sure... but anyways, that's what I've heard... It was adopted by the catholic church.

A Holiday mod? Yeay!
 
It isn't hard to find and fix those though. Just click on the future tech in a new game, and see what techs don't get selected. Technically speaking, one should have to research all other techs before getting to research "future" techs.
The only problem with this approach is that it chooses the quickest path through the techs not the one a player may choose if for example their aim was to found all the religions. Pherhaps what I am saying is do not forget the OR paths.

Halloween would be a pagan religion holiday I think... Originally, it was an ancient celtic holiday from the days of druidism... Hmm, I think I want too google that to make it sure... but anyways, that's what I've heard... It was adopted by the catholic church.

A Holiday mod? Yeay!

There were four "Celitc" holy days in the year. One even equated to the Olympic Games but was not just limited to sports of war like it was. Chess like games, poetry or bardic skills also made up part of that festival - the Greeks had separate festivals for them.
 
The only problem with this approach is that it chooses the quickest path through the techs not the one a player may choose if for example their aim was to found all the religions. Pherhaps what I am saying is do not forget the OR paths.

Yes, but with Settler level, I can easily hum through to Future Tech by clicking on Future Tech and leave it at that. Settler is supposed to be easy one but not that easy :lol:.

As for OR, I meant to modify some of OR to AND or adapt them a little. Don't worry. I will do the hard work first, thehn after I release it, you will all have an opportunity to debate it. My goal is that all techs are REQUIRED before attaining Future Techs (except for these ones that have to do with religions and culture because they are more of a player's flavor).

After the debate is over ot most people's satisfaction, it iwll be a 1.0 version.
 
After a huge uphill battle, I now have Tech Happiness Changes and Tech Health changes 100% working, with working civilopedia and tech tree text, and most importantly, AI logic, so the AI will pay attention to such things.

I will be returning to mod things again...

HydromancerX, I think I am going to make the NIMBY modmod, since it should be all downhill from here, and then, your Domesticated Animals.
 
Ah Crap. Looks like I'm not done yet. You asked for some Tech Global Health Changes too! Back to the drawing board. At least, I know what I'm doing now.

Oh, well I'm at it, I might as well add these:

Global Health Tech Changes
Global Happiness Tech Changes
Area (Continent-only) Health Tech Changes
Area (Continent-only) Happiness Tech changes

It may come in handy some day.
 
When will you work again on Military Training Mod? I like the concept :).
 
When will you work again on Military Training Mod? I like the concept :).

There are other things a happening, and I just realised that some of the buildings we were suggesting be required for building a unit were civics related eg missile silo requires the M.A.D. civic so cant be the precursor building for missiles.
 
When will you work again on Military Training Mod? I like the concept :).

There are other things a happening, and I just realised that some of the buildings we were suggesting be required for building a unit were civics related eg missile silo requires the M.A.D. civic so cant be the precursor building for missiles.

Whenever you folks want to argue a list out. Why don't you three (DH, Os79, and Hydro) create a thread and debate it out? I have all the SDK and python changes already made, just waiting for a list, and it should be fairly straightforward from there.

If you do make a thread remember, units can require as many buildings as you want, and you can create new buildings, or use existing ones. I don't really care.
 
Whenever you folks want to argue a list out. Why don't you three (DH, Os79, and Hydro) create a thread and debate it out? I have all the SDK and python changes already made, just waiting for a list, and it should be fairly straightforward from there.

If you do make a thread remember, units can require as many buildings as you want, and you can create new buildings, or use existing ones. I don't really care.

Disscussion moved to Millitray Training mod discussion
 
<snip>

And before anyone else demands their 1 free request, you have to be on my credits list to get a free" request".



<snip>

Well there goes "my" chance for 3 modular buildings for RoM1.3. I got no credit. :p

Cause I can get "argumentative" in my advanced age. :(

JosEPh ;)
 
After a huge uphill battle, I now have Tech Happiness Changes and Tech Health changes 100% working, with working civilopedia and tech tree text, and most importantly, AI logic, so the AI will pay attention to such things.

I will be returning to mod things again...

HydromancerX, I think I am going to make the NIMBY modmod, since it should be all downhill from here, and then, your Domesticated Animals.

Yay! BTW what are you going to do about the Landfill? Was that part of the NIMBY mod?

Ah Crap. Looks like I'm not done yet. You asked for some Tech Global Health Changes too! Back to the drawing board. At least, I know what I'm doing now.

Oh, well I'm at it, I might as well add these:

Global Health Tech Changes
Global Happiness Tech Changes
Area (Continent-only) Health Tech Changes
Area (Continent-only) Happiness Tech changes

It may come in handy some day.

Hmm so no NIMBY then? Are you going to start work on the "Domestic Animal Pack" then? Or you going back to solve the global health bugs?
 
Hmm so no NIMBY then? Are you going to start work on the "Domestic Animal Pack" then? Or you going back to solve the global health bugs?

No bugs, I just haven't added those features yet.

Edit:

But, on second thought, adding those global functions seems like a lot of work. I'm hesitant to do so. They are even more complex than the other ones. Perhaps we could make the landfill without those, altering those features?
 
Back
Top Bottom