Modmods Requests Thread

Also, it would be cool to add relics to the game (spawned with a great prophet when you have a state religion). Relics are a unit that can only defend, and can be attached to a unit like a great general. When in a city, it gives a small bonus in gold and culture, and when attached to a unit it gives the unit (or units in a stack) a moral bonus such as +10 to attack, +10% strength, or something... And in addition it can be added to a city like a gp specialist, in which it gives a bonus to commerce or gold and culture, and a significant bonus if added to that religion's holy city. Just a thought.

A Morale II promotion for relics being attached sounds nice :D
 
So I was watching the history channel and they were talking about lost technology and it got me thinking of some cool wonders we could have for a RoM modmod.

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Callinicus' Workshop (Great Wonder)
Cost: 2400
Culture: +2
Great People: +1

Requires: Iron Working

Obsolete: Gunpowder

Special Abilities

  • +50% Science
  • Can turn 3 Citizens into Scientist.
  • City More likely to generate Great Scientist.
  • Ranged, Siege Weapons and Wood Ships get "Greek Fire" Promotion

Greek Fire (Promotion)
+10% City Attack
+25% Forest Attack
+25% Jungle Attack
+100% vs. Wood Ships
+100% vs. Siege Weapons
+100% vs. Melee
+100% vs. Animals
+20% vs. Early Tanks

200px-Hand-siphon_for_Greek_fire%2C_medieval_illumination_%28detail%29.jpg


Reason: This is to simulate "Greek Fire" cheirosiphōns that were made during ancient times. They were very much like modern flamethrower units. However this technology was lost until the modern era.

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Archimede's Workshop (Great Wonder)
Cost: 1200
Culture: +2
Great People: +1

Requires: Ship Building, Glassware

Obsolete: Optics

Special Abilities

  • +50% Science
  • Can turn 3 Citizens into Scientist.
  • City More likely to generate Great Scientist.
  • +25% Defense
  • Siege Weapons and Wood Ships get "Heat Ray" Promotion

Heat Ray (Promotion)
+25% City Attack
+100% vs. Wood Ships
+100% vs. Siege Weapons

180px-Archimedes_Heat_Ray_conceptual_diagram.svg.png


Reason: This is to simulate Archimede's "Heat Ray" which supposedly used mirrors. It both helps protect the city from ships but then can upgrade wooden ships and siege weapon with mirrors.

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Zhang Heng's Workshop (Great Wonder)
Cost: 1000
Culture: +2
Great People: +1

Requires: Canal Systems, River City

Obsolete: Steam Power

Special Abilities

  • +50% Science
  • Can turn 3 Citizens into Scientist.
  • City More likely to generate Great Scientist.
  • +25% Production (Water Power Machines)

200px-Clock_Tower_from_Su_Song%27s_Book.JPG


Reason: This is to simulate Zhang Heng's water machines that were made long before the industrial revolution.

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[Someone's] Workshop (Great Wonder)
Cost: 1200
Culture: +2
Great People: +1

Requires: Machinery

Obsolete: Thermodynamics

Special Abilities

  • +50% Science
  • Can turn 3 Citizens into Scientist.
  • City More likely to generate Great Scientist.
  • Siege Weapons and Wood Ships get "Kite Bomb" Promotion

Kite Bomb (Promotion)
+10% City Bombing Damage
+15% City Attack

FA96MHJG1QWB42P.MEDIUM.jpg


Reason: This is to simulate medieval kite bombs that were used to drop over city walls. However I have no idea who invented the Kite Bomb. So I have no name yet for the wonder.

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I am sure there are plenty more "lost technology" that we could incorporate into wonders. However this is all i have for now. Let me know if you think some stats should be changed icne its more for the concept rather than the stats.
 
Also, it would be cool to add relics to the game (spawned with a great prophet when you have a state religion). Relics are a unit that can only defend, and can be attached to a unit like a great general. When in a city, it gives a small bonus in gold and culture, and when attached to a unit it gives the unit (or units in a stack) a moral bonus such as +10 to attack, +10% strength, or something... And in addition it can be added to a city like a gp specialist, in which it gives a bonus to commerce or gold and culture, and a significant bonus if added to that religion's holy city. Just a thought.
I like this idea.:)

@Hydromancerx I like the Greek fire Promotion. I think the 50% :science: is used to much.
 
The Greek Fire promotion is already in the game as an event.

Some one requested that the Warriors of God be included. I am looking into it now. AAranda's Religions mod which I am converting to modular and RoM 2.8, already has some religion based special units; for example "Fist of Ra" for the Egyptian myth religion and "Fist of Loki" for the Scandinavian myth religion.

I am up to the difficult ones in the Religion pack ie the ones that already exist in RoM 2.8. I need to make a decission on how I should implement it. I need to change the RoM base XML files for buildings. So I could just get a back up made and put the new one in but then if the player goes back to the old one and does not remove the AAranda modules then the base religions will be combined ie RoM and AAranda which will produce unbalanced and "interesting" results. The othe option is to remove all religious buildings from RoM and put them in another mod.... I don't know, I have not had my coffee yet :)
 
@Hydromancerx I like the Greek fire Promotion. I think the 50% :science: is used to much.

I was basing them off "Plato's Academy". The amount is not really important.

The Greek Fire promotion is already in the game as an event.

I know but it was only for ships and I could see "Greek Fire" being used with arrows or siege weapons too.
 
Greek Fire is already in the game through an event. The event gives Blitz to all Triremes to the player who is lucky enough to experience the event. I do think the event should involve a special promotion rather than adding Blitz though.

Yeah I know there is a game event but Blitz seemed nothing like how "Greek Fire" really is. In addition "Greek Fire" has been reinvented many times. First with the Greeks and Romans, then again and improved by the Byzantines and even again with the modern flame thrower and napalm. I think it was even independently discovered in China too.

In short I think the "Callinicus' Workshop" wonder would be a better representation of "Greek Fire" than giving Blitz as a random event.
 
I have been having trouble with promotions receintly, I am not totally convinced but it is possible we may have hit a limit in the number of promotions that can be in a game. I am still investigating this.
 
I have been having trouble with promotions receintly, I am not totally convinced but it is possible we may have hit a limit in the number of promotions that can be in a game. I am still investigating this.

There shouldn't be any limit to promotions, they aren't in the gamefonts...

What trouble exactly?
 
Ok so I am going to try to make a rough outline of a music / art / dance mod.

Language (Req None)

Tribal Music (Req Language, Ritualism)
- Performer's Hut
- Drum Maker's Hut
- Flute Maker's Hut

Petroglyphs (Req Stone Tools, Ritualism)
- Cave Paintings
- Lascaux Cave [World Wonder]

Natya (Req Polytheism, Tribal Music)
- Hindu Dance Theater [Req Hinduism]

Written Music [aka Music] (Req Mathematics and Literature or Drama)
- Music School [Req Theater]
- Harp Marker's Workshop

Drama (Req Literature, Combat Sports, Tribal Music)
- Drama School [Req Theater]

Kabuki (Req Drama, Written Music)
- Kabuki Theater [Req Buddhism]

Court Dancing (Req Written Music, Chivalry)
- Royal Court [Req Castle]

Ballet (Req Drama, Court Dancing)
- Ballet School [Req Theater]

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Oy there is a lot of dance, arts and music. I am going to stop for the moment. But here are sources to get ideas ...

http://en.wikipedia.org/wiki/History_of_dance
http://en.wikipedia.org/wiki/History_of_classical_music_traditions
http://en.wikipedia.org/wiki/History_of_art

All 3 of these are so closely related that they should be all in one mod. Note I am not sure how detailed we want to take this all. But one thing is for sure is Civ4 has hardly anything involving music and the rest of the fine arts. Music tech is really more when written muci was invented and music has been around for much much longer.
 
Not sure what you mean by written music. I have worked with stuff before the current standard stave stuff. It is totally different for example there is a "note" which means "fill in the rest yourself while playing" ie improvise. I think this is the type of music or music theory that the Music technology refers but I am often wrong :) I was working with said music when trying to interpret some English dances from about 1500. One hobby of mine is European dance from about 1400 to about 1650. Don't forget the pyrric dances or what the army now calls drill which are very important to war :)
 
Not sure what you mean by written music. I have worked with stuff before the current standard stave stuff. It is totally different for example there is a "note" which means "fill in the rest yourself while playing" ie improvise. I think this is the type of music or music theory that the Music technology refers but I am often wrong :) I was working with said music when trying to interpret some English dances from about 1500. One hobby of mine is European dance from about 1400 to about 1650. Don't forget the pyrric dances or what the army now calls drill which are very important to war :)

I mean like sheet music. Where people wrote down musical notes, time signatures, etc. Where you were not just learning from hearing or showing. The equivalent of listening to lyrics vs reading lyrics.
 
Before sheet music there was what is called "lute tablature" which is also written music. Most of the stuff I was dealing with with dance was on the transition from the one form to the other. Both are means of writing music so you did not have to hear it first. Not that it was necessary if you were singing the dance anyway, but that is another story altogether. By the way the idea that the musicians would all be playing in the same time signature is modern :)
 
Is it possible for a building to count up the number of other buildings in a city and then if the number is about the building's number then it wll make unhappiness?

The reason I ask is becuase I wondered if power plants could work like this ...

Power Plant A = 10 Buildings
Power Plant B = 20 Buildings
Power Plant C = 30 Buildings

If a City has say 15 Buildings and power plant B then people are happy. But if they had power plant A then they would become unhappy. Likewise if you had a larger city with say 40 buildings then if a city had both power plant B and C then they would be happy. In other words.

If "Power Plant" > # of Buildings = Happy
If "Power Plant" < # of Buildings = Unhappy
 
Is it possible for a building to count up the number of other buildings in a city and then if the number is about the building's number then it wll make unhappiness?

The reason I ask is becuase I wondered if power plants could work like this ...

Power Plant A = 10 Buildings
Power Plant B = 20 Buildings
Power Plant C = 30 Buildings

If a City has say 15 Buildings and power plant B then people are happy. But if they had power plant A then they would become unhappy. Likewise if you had a larger city with say 40 buildings then if a city had both power plant B and C then they would be happy. In other words.

If "Power Plant" > # of Buildings = Happy
If "Power Plant" < # of Buildings = Unhappy

Yes. I would have to add some new functions, but I can do that. It would be more interesting to add a MW consumed and MW produced though.
 
Yes. I would have to add some new functions, but I can do that. It would be more interesting to add a MW consumed and MW produced though.

Yeah that's what I was thinking too. I was starting out basic to see if it could be done.

What if we made "building cost" = "MW" produced?

The reason I use "building cost" is because it usually increases as you get more advanced buildings. And I would expect more advanced buildings needing a lot of power.

Also is it also possible to calculate in the city population? Such as x number of people in the city used X number of "MWs"?
 
Don't forget the "Three Gorges Dam". I usually have that and hydro plants in cities will that cause problems? I have the hydro plants so that the "unclean" power plants get off the build list.
 
Yeah that's what I was thinking too. I was starting out basic to see if it could be done.

What if we made "building cost" = "MW" produced?

The reason I use "building cost" is because it usually increases as you get more advanced buildings. And I would expect more advanced buildings needing a lot of power.

Also is it also possible to calculate in the city population? Such as x number of people in the city used X number of "MWs"?

Yes, I can calculate in city population, the game does keep track of it.
 
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