Modmods Requests Thread

How about the ability to build food? Just a thought while I am playing.

the new version of AND (Afforess mod) will include the possibility of a caravan-like unit that can 'hurry growth' same way like caravans give :hammers: now. so modifing some xml will allow you to realize that.

i think Dancing Hoskuld mentioned something that he will make the food-caravans be spawned by a building or so.
 
How about the ability to build food? Just a thought while I am playing.

Not the first to suggest it. First off, it can't be done, not without SDK changes.

But, even if I did add it, why, why, why would you want to build food? I can think of 100 problems it would cause.
 
Just a thought I had while playing, I had built everything before I could build science, or money.

had a simular idea: thought about something like 'housing' that would work like 'produce culture' but increase city growth instead (no real converstion from food->hammers and(!) thought to make it independent form the production your city has; though would need another name).

would be a hard choice in many cities: building something or growing. and it would be something you could occupy your cities with that have all buildings.

but in the end it would be something only human players could use to their benefit making the game easier :sad:.
 
@ Dancing: The locust idea rocks! I think if they did spawn off the event that would be perfect. Stats? Can't be too aweful... 3 :strength:, 3 :move:, +100% vs Melee, (maybe make them particularly vulnerable to flamethrower units?), set to raze farms only (if possible).

Another concept, if you're inserting the art and all, would be to make a similar unit in the lategame, accessed by a nanotechnology, that operates much like the bazooka but on a far more powerful level, a nanobot swarm(alternative to the present one) that acts against wheeled and tracked units-perhaps with selective invisibility to other units (can a unit be made invisible and yet still be capable of attacking the units it is invisible to?). A similar unit could also be a nano-medic swarm...

@ Elucidus: Maybe a building should provide access? Like perhaps a housing authority or something to that extent so that it ends up being a late game feature? Not a bad idea really... I can think of problems with building food, sure, but if its used to get a city up to snuff... What I think might balance this out would be to create some unhappiness penalties for every citizen that is lost from starvation, similar to the penalties that would be incurred if they had been sacrificed to slavery builds... temporary, yet drastic, and lasting longer than slavery unhappiness. Citizens tend to get upset if their families are starving to death!

Another good option to go along with such a feature would be to make it so that settler units can add their population value to another city rather than just used to build new ones, reflecting a governmental oversight of insisting that people move to new locations. Or perhaps be capable of building transient units that, when built, actually remove population from the city they're generated in to be transported and placed in another.

I recall the old food caravan lines that were possible in CivIII and I support the concept there as well.

Such features would make population management an intriguing new element in the game.

Also, interesting concept... buildings opening up unit limits... hmmm... Played with unrestricted missionaries and execs option last night and LOVED it! Much easier to manage the spread (I had 9+ missionaries building in one round in some cities and having to go in and set them in the queue up to their limit was getting truly time consuming! (especially since each selection was taking 30 seconds of processing time)).
 
Thank you Afforess for this wonderful modmod. Just installed it today. I have "A New Dawn" 1.53 installed and patched to 1.6.

Anyways after researching Military Tradition I found that I could build two sets of National Warlord units.

The first unit was a warlord that came with his own entourage. I was allowed to build two and built my two warlords with no problems.

The second warlord unit I could build is one that functions much like the classic warlord unit. Attach to a unit, grant exp, discounts, etc. I was allowed to have one of these national warlords. After building this warlord I was not able to build another or so I thought. As soon as I attached this warlord to a unit I was able to build another of these classic warlords. Rinse and repeat.

Now this may be part of your master plan, but looks to be a bug to me.
 
Thank you Afforess for this wonderful modmod. Just installed it today. I have "A New Dawn" 1.53 installed and patched to 1.6.

Anyways after researching Military Tradition I found that I could build two sets of National Warlord units.

The first unit was a warlord that came with his own entourage. I was allowed to build two and built my two warlords with no problems.

The second warlord unit I could build is one that functions much like the classic warlord unit. Attach to a unit, grant exp, discounts, etc. I was allowed to have one of these national warlords. After building this warlord I was not able to build another or so I thought. As soon as I attached this warlord to a unit I was able to build another of these classic warlords. Rinse and repeat.

Now this may be part of your master plan, but looks to be a bug to me.

A.) this is a feature of RoM 2.8, not A New Dawn.

B.) This is standard behavior, it's intentional

C.) I hate warlords too.
 
Is there a way I can remove these warlords? I remember reading something about a "No Warlords" option in your modmod notes.
 
Is there a way I can remove these warlords? I remember reading something about a "No Warlords" option in your modmod notes.

go into your Rise of Mankind/Assets/Modules/Custom Units and delete the folder named "Warlord".

This will break existing saves, you will need to start a new game.
 
I try not to make requests often, since I know you modders have a lot on your hands, but something struck me as missing during the last game I was playing.

How feasible would it be for someone to make a transporter erector launcher, capable of carrying a small number of missiles? It would be a good way to help fill the mid-range role, which I feel is currently lacklustre in the game. As it is, missiles can only be carried by sea units, which in addition to not being very realistic, also lessens the utility of said missiles by making them usable only against targets that are either near the coast or near/in your empire (or other nearby ships, of course). While this is not much of a problem on smaller and/or archipelago maps, I feel that the TEL could help mitigate this on maps with larger landmasses while also providing a common type of real-life military hardware.

Regarding its stats and abilities, I feel that it should be wholly or almost wholly dedicated to its missile-transporting task. I think that this could be accomplished by giving it a relatively low strength compared to other units around the same time, as well as making it unable to launch any direct attacks of its own, much like normal naval transports, instead relying on other units for defence and on its transported missile(s) (or other units, of course) for offence.

As far as its graphics are concerned, sharing an appearance with rocket artillery or mobile SAMs could work well in a pinch, but if there is a graphic floating around similar to the one on the upper-right in the first link (I checked the dedicated unit graphic subforum with a couple different search paramaters but didn't find any, but I may just suck at searching), then I think that would work the best.

Many thanks in advance.
 
I try not to make requests often, since I know you modders have a lot on your hands, but something struck me as missing during the last game I was playing.

How feasible would it be for someone to make a transporter erector launcher, capable of carrying a small number of missiles? It would be a good way to help fill the mid-range role, which I feel is currently lacklustre in the game. As it is, missiles can only be carried by sea units, which in addition to not being very realistic, also lessens the utility of said missiles by making them usable only against targets that are either near the coast or near/in your empire (or other nearby ships, of course). While this is not much of a problem on smaller and/or archipelago maps, I feel that the TEL could help mitigate this on maps with larger landmasses while also providing a common type of real-life military hardware.

Regarding its stats and abilities, I feel that it should be wholly or almost wholly dedicated to its missile-transporting task. I think that this could be accomplished by giving it a relatively low strength compared to other units around the same time, as well as making it unable to launch any direct attacks of its own, much like normal naval transports, instead relying on other units for defence and on its transported missile(s) (or other units, of course) for offence.

As far as its graphics are concerned, sharing an appearance with rocket artillery or mobile SAMs could work well in a pinch, but if there is a graphic floating around similar to the one on the upper-right in the first link (I checked the dedicated unit graphic subforum with a couple different search paramaters but didn't find any, but I may just suck at searching), then I think that would work the best.

Many thanks in advance.

Real Problem Here: The AI.

There is no AI code for the AI to use land transports of any kind. I know this is weird for most players who aren't programmers, but Firaxis's AI for ships and transports is only for the ocean, and can't simply be "turned on" for land transports. It's why there aren't any mods that use land transports of any kind. Writing AI for land transports, even something as basic as missiles would be... monumental.
 
Real Problem Here: The AI.

There is no AI code for the AI to use land transports of any kind. I know this is weird for most players who aren't programmers, but Firaxis's AI for ships and transports is only for the ocean, and can't simply be "turned on" for land transports. It's why there aren't any mods that use land transports of any kind. Writing AI for land transports, even something as basic as missiles would be... monumental.
Does the AI know how to use BTR80s at all? They're basically the same concept, except they carry troops instead. If they do, maybe the trick that got BTRs to work could apply here as well.
 
Does the AI know how to use BTR80s at all? They're basically the same concept, except they carry troops instead. If they do, maybe the trick that got BTRs to work could apply here as well.

Nope. I don't even think they should be in RoM because of that.
 
Real Problem Here: The AI.

There is no AI code for the AI to use land transports of any kind. I know this is weird for most players who aren't programmers, but Firaxis's AI for ships and transports is only for the ocean, and can't simply be "turned on" for land transports. It's why there aren't any mods that use land transports of any kind. Writing AI for land transports, even something as basic as missiles would be... monumental.

What about a transport that can move anywhere? Like the transport helicopter in RoM (and I'm sure other mods have them). Does the AI use them, but only over the sea?

I've never actually had a game progress far enough for the AI to even think about building transport helicopters...
 
What about a transport that can move anywhere? Like the transport helicopter in RoM (and I'm sure other mods have them). Does the AI use them, but only over the sea?

I've never actually had a game progress far enough for the AI to even think about building transport helicopters...

No, I believe the code only works for DOMAIN_SEA. And before you ask, it's not as simple as removing the DOMAIN_SEA checks.
 
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