Modmods Requests Thread

My two cents;

First: I would like to see Druidism or Wicca added to religions

Second: Anime (either as a national wonder or a anime studio building or world (ala rock and roll))
 
I think this is probably the best place to ask.. One thing I'd like to see in RoM is being able to have a fort give a little culture to advance on forward resources, without needing to devote a whole city. I saw JCultureControl ( http://forums.civfanatics.com/showthread.php?t=283686 ) seems to do this kind of thing, but it doesn't seem to be updated to the most recent patch, and I dunno if the ai can use it, but I'm still not very good, so I wouldn't mind the help ;)

I think RevDCM looked at adding it, but AI couldn't use it, which is a huge negative. It would be a ton of work to teach them, I don't even know where to begin...

Short Answer: I'm not doing it.

My two cents;

First: I would like to see Druidism or Wicca added to religions

Please look at Aaranda's Modmod's. He adds many new religions to the game, probably what you are looking for.
Second: Anime (either as a national wonder or a anime studio building or world (ala rock and roll))

...
 
Okay here's my report on the testing of the new divided workers. (The old workers were all turned off.)

Road Worker Required The Wheel
Farmer Required Agriculture
Engineer Required Pottery (Early, I know, but how else are you going to make cottages?)
LumberJack required Bronze Working
Miner Required Mining

Anyway,

The AI in my game research the wheel pretty fast, and built a road worker almost immediatly. He proceeded to spam cart paths everywhere, pretty much a waste. But, the AI got Agriculture next, and then build a Farmer, who built farms on the resources. After a while, the AI got mining, and built a miner too, and got a few mines going. Several hundred turns pass (On Marathon speed). The AI finally researches Bronze Working. It never makes a LumberJack. (A smart move, I think. Cutting down trees is usually pretty pointless.)

By now, about 40% of the tiles have improvements. 85% of the Improvements are farms (or pastures), the other 15% are mines. My AI built 0 cottages and 0 Engineers. 40% of the tiles still have forests. The remaining tiles are either unusable marshes, or empty.

The AI seemed to be doing pretty well. I thought the No LumberJack was a good decision. I was dissapointed with the lack of an Engineer, but my AI seemed to be the only one to take that path. I guess it wasn't a complete waste, as we were situated in a Marshy area. Farms are generally the only thing that can be built on marshes...

I then put it on AIAutoplay again, for a few hundred more turns, and played BFII...

30 Minutes later, the AI's had 80% of the land improved, but still had a good chunk of forests left. I think these worker changes were generally for the better, and actually allowed for smarter decisions. It also adds some needed diversity, and will force human players to think about what they need before building.

As a side note, I lowered the hammer cost of workers from 60 to 40, and allowed the farmer to be built with food.

So, comments? Questions?

If no one objects, I will add some better icons and prepare this for my 1.4 Modmod pack.
 
1. I LOVE your idea about making specialized worker units. :D Perhaps even have a lumberjack unit that only chops down trees but can do it faster than a normal worker. I think you should still have a general worker but extend the worker tree out into the specialized worker units. Ones that did tasks faster than a normal worker but only 1 or 2 types of tasks.

2. Great! Can't wait to see it.

3. Yeah those stats are fine for the Toxic Waste Dump. Just was reminding you to do it.

4. So do you like all the add-on buildings for the landfill?

Well, all these Idea's look so good, I'm going to start on the NIMBY mod tonight.

Cool! :D
 
Okay here's my report on the testing of the new divided workers. (The old workers were all turned off.)

Road Worker Required The Wheel
Farmer Required Agriculture
Engineer Required Pottery (Early, I know, but how else are you going to make cottages?)
LumberJack required Bronze Working
Miner Required Mining

...

So, comments? Questions?

...
Sounds excellent - for people who like to micromanage, like me :). Although it will mean that I will have to change my default initial build lists for cities.

So who builds lumber mills? I would have thought LumberJacks myself. In fact who builds which later improvements. How does this affect the Indian Fast worker and other UUs? In one mod the engineer was the only one who could build anything in mountains so maybe cottage builder an "early engeneer". Or maybe not since in RoM you don't get to upgrade workers.

On the whole landfill type question. They wont be built by the AI. So is it possible to automatically build them when a number of cities get too big. Eg when the fifth city gets bigger than 15 in the modern era then one landfill is put in one of those cities randomly, then add another for each fifth city. Or something like that. The follow on buildings would then be useful. Otherwise, as far as I can see, the buildings will just be taking up screen space. For the neculear waste dump, then it would be the first city with a n power plant then another for exah 10 cities or something.
 
I think you should still have a general worker but extend the worker tree out into the specialized worker units. Ones that did tasks faster than a normal worker but only 1 or 2 types of tasks.

I was thinking Jooyo's slave mod would be handy here. The Slaves could be used for all kinds of labor, but I would change them to do it slower than everything else. Jooyo's got the foundation already layed, I just need to stea..erm.. use his work.
 
I was thinking Jooyo's slave mod would be handy here. The Slaves could be used for all kinds of labor, but I would change them to do it slower than everything else. Jooyo's got the foundation already layed, I just need to stea..erm.. use his work.

Its called reuse or recycle nowadays. :) If you do slaves could you also do prisoners of war?
 
Its called reuse or recycle nowadays. :) If you do slaves could you also do prisoners of war?

Yeah. I guess I'm going to have to take on support of Jooyo's modmod's for 2.8. I just realized that, as Jooyo's dll will be Out of Date, and cause lots of trouble.

POW's? What I suppose. Like a 5% chance of getting a POW from victorious combat, regardless of civics?
 
Okay here's my report on the testing of the new divided workers. (The old workers were all turned off.)

Road Worker Required The Wheel
Farmer Required Agriculture
Engineer Required Pottery (Early, I know, but how else are you going to make cottages?)
LumberJack required Bronze Working
Miner Required Mining

Anyway,

The AI in my game research the wheel pretty fast, and built a road worker almost immediatly. He proceeded to spam cart paths everywhere, pretty much a waste. But, the AI got Agriculture next, and then build a Farmer, who built farms on the resources. After a while, the AI got mining, and built a miner too, and got a few mines going. Several hundred turns pass (On Marathon speed). The AI finally researches Bronze Working. It never makes a LumberJack. (A smart move, I think. Cutting down trees is usually pretty pointless.)

By now, about 40% of the tiles have improvements. 85% of the Improvements are farms (or pastures), the other 15% are mines. My AI built 0 cottages and 0 Engineers. 40% of the tiles still have forests. The remaining tiles are either unusable marshes, or empty.

The AI seemed to be doing pretty well. I thought the No LumberJack was a good decision. I was dissapointed with the lack of an Engineer, but my AI seemed to be the only one to take that path. I guess it wasn't a complete waste, as we were situated in a Marshy area. Farms are generally the only thing that can be built on marshes...

I then put it on AIAutoplay again, for a few hundred more turns, and played BFII...

30 Minutes later, the AI's had 80% of the land improved, but still had a good chunk of forests left. I think these worker changes were generally for the better, and actually allowed for smarter decisions. It also adds some needed diversity, and will force human players to think about what they need before building.

As a side note, I lowered the hammer cost of workers from 60 to 40, and allowed the farmer to be built with food.

So, comments? Questions?

If no one objects, I will add some better icons and prepare this for my 1.4 Modmod pack.

Some ideas to this ...

Carpenter (Req Pottery) = Cottage, Hamlet, Town, Watermill, Windmill, Workshop

Hazmat (Req Nuclear Power) = Cleans Up Fallout

Hunter (Req Hunting) = Camp, Jungle Camp

Engineer (Req Mathematics) = Bunker, Command Center, Fort, Well

Farmer (Req Agriculture) = Apple Orchard, Farm, Olive Orchard, Plantation, Tree Farm, Vertical Farm, Winery

Industrialist (Assembly Line) = Desert Windmill, Geothermal Factory, Ground Water Well, Industry (Dense), Industry (Heavy), Industry (Light), Industry (Medium), Industry (Sparce), Waste Refinement Facility

Lumberjack (Req Bronze Working) = Chops Trees, Lumber Mill

Miner (Req Mining) = Mine, Modern Mine, Shaft Mine

Quarryman (Req Masonry) = Quarry

Rancher (Req Animal Husbandry) = Pasture, Silk Farm

Road Worker (Req Wheel) = Road (and upgrades)

Scientist (Req Scientific Method) = Archeological Site, Forest Preserve, Hybrid Forest, Safari, Soylent Green Facility
 
Yeah. I guess I'm going to have to take on support of Jooyo's modmod's for 2.8. I just realized that, as Jooyo's dll will be Out of Date, and cause lots of trouble.

POW's? What I suppose. Like a 5% chance of getting a POW from victorious combat, regardless of civics?

The capture/enslavement will be handled by my modcomp, if I ever get it working :) I was more interested in the unit and its actions which my modcomp probably would not do. In my 30 odd years of programming I have mostly done general(ist) stuff, or abstractions, as they are now called. So my dhzEnslavement python modcomp would provide the code to do almost any capture stuff. For example it is possible to make it the engine for "Subdue Animals", "War Prizes", and other mods which involve the potential capture of one unit by another. All the modder needs to do is specify who, what and when :) It is still a bit simplistic in that it does not take into consideration special promotions like the "subdue animal" promotion from the "Subdue Animal" mod. The buildings and units that are related to the capture are also out-of-scope for the modcomp so that modders have something to do ;)
 
Some ideas to this ...

Carpenter (Req Pottery) = Cottage, Hamlet, Town, Watermill, Windmill, Workshop

Hazmat (Req Nuclear Power) = Cleans Up Fallout

Hunter (Req Hunting) = Camp, Jungle Camp

Engineer (Req Mathematics) = Bunker, Command Center, Fort, Well

Farmer (Req Agriculture) = Apple Orchard, Farm, Olive Orchard, Plantation, Tree Farm, Vertical Farm, Winery

Industrialist (Assembly Line) = Desert Windmill, Geothermal Factory, Ground Water Well, Industry (Dense), Industry (Heavy), Industry (Light), Industry (Medium), Industry (Sparce), Waste Refinement Facility

Lumberjack (Req Bronze Working) = Chops Trees, Lumber Mill

Miner (Req Mining) = Mine, Modern Mine, Shaft Mine

Quarryman (Req Masonry) = Quarry

Rancher (Req Animal Husbandry) = Pasture, Silk Farm

Road Worker (Req Wheel) = Road (and upgrades)

Scientist (Req Scientific Method) = Archeological Site, Forest Preserve, Hybrid Forest, Safari, Soylent Green Facility

Some of these become obsolete, Hunter for instance. Others become useless after awhile because everything they can build will be built. Do we really want units sitting around doing nothing but costing maintenance? Should there be an upgrade path for them so that they become more vercitile as time goes by? Don't forget the androids or clones or whatever they are in the transhuman era.
 
Some of these become obsolete, Hunter for instance. Others become useless after awhile because everything they can build will be built. Do we really want units sitting around doing nothing but costing maintenance? Should there be an upgrade path for them so that they become more vercitile as time goes by? Don't forget the androids or clones or whatever they are in the transhuman era.

Well you can either ...

1. Delete the unit.

2a. Upgrade the unit to Android and Clones

2b. Upgrade through a new upgrade path that we make.
 
How about just keeping it simple for the 1st go round. The 5 workers "tested" will need some more gameplay before adding in different abilities, imho.
 
Some ideas to this ...

Carpenter (Req Pottery) = Cottage, Hamlet, Town, Watermill, Windmill, Workshop

Hazmat (Req Nuclear Power) = Cleans Up Fallout

Hunter (Req Hunting) = Camp, Jungle Camp

Engineer (Req Mathematics) = Bunker, Command Center, Fort, Well

Farmer (Req Agriculture) = Apple Orchard, Farm, Olive Orchard, Plantation, Tree Farm, Vertical Farm, Winery

Industrialist (Assembly Line) = Desert Windmill, Geothermal Factory, Ground Water Well, Industry (Dense), Industry (Heavy), Industry (Light), Industry (Medium), Industry (Sparce), Waste Refinement Facility

Lumberjack (Req Bronze Working) = Chops Trees, Lumber Mill

Miner (Req Mining) = Mine, Modern Mine, Shaft Mine

Quarryman (Req Masonry) = Quarry

Rancher (Req Animal Husbandry) = Pasture, Silk Farm

Road Worker (Req Wheel) = Road (and upgrades)

Scientist (Req Scientific Method) = Archeological Site, Forest Preserve, Hybrid Forest, Safari, Soylent Green Facility

Nice list, but I think some are too interchangable (Rancher and Farmer, Quarryman and Miner) and should be merged for the sake of gameplay.

How about this:
Carpenter (Req Pottery) = Cottage, Hamlet, Town, Watermill, Windmill, Workshop

Hazmat (Req Nuclear Power) = Cleans Up Fallout

Hunter (Req Hunting) = Camp, Jungle Camp
Upgrades to Farmer

Engineer (Req Mathematics) = Bunker, Command Center, Fort, Well

Farmer (Req Agriculture) = Apple Orchard, Farm, Olive Orchard, Plantation, Tree Farm, Vertical Farm, Winery, Pasture, Silk Farm

Industrialist (Assembly Line) = Desert Windmill, Geothermal Factory, Ground Water Well, Industry (Dense), Industry (Heavy), Industry (Light), Industry (Medium), Industry (Sparce), Waste Refinement Facility,

Lumberjack (Req Bronze Working) = Chops Trees, Lumber Mill

Miner (Req Mining) = Mine, Modern Mine, Shaft Mine, Quarry

Road Worker (Req Wheel) = Road (and upgrades)

Scientist (Req Scientific Method) = Archeological Site, Forest Preserve, Hybrid Forest, Safari, Soylent Green Facility[/QUOTE]

The capture/enslavement will be handled by my modcomp, if I ever get it working :) I was more interested in the unit and its actions which my modcomp probably would not do. In my 30 odd years of programming I have mostly done general(ist) stuff, or abstractions, as they are now called. So my dhzEnslavement python modcomp would provide the code to do almost any capture stuff. For example it is possible to make it the engine for "Subdue Animals", "War Prizes", and other mods which involve the potential capture of one unit by another. All the modder needs to do is specify who, what and when :) It is still a bit simplistic in that it does not take into consideration special promotions like the "subdue animal" promotion from the "Subdue Animal" mod. The buildings and units that are related to the capture are also out-of-scope for the modcomp so that modders have something to do ;)
30-odd years... Man, way to make me feel young. I've only been alive 18 years...

I hope you get dhzEnslavement working eventually, as I've re-purposed Jooyo's Enslavement for POW's. I believe EmperorFool is working on some BULL code that will expose the python so the game knows when the player changes civics...

Some of these become obsolete, Hunter for instance. Others become useless after awhile because everything they can build will be built. Do we really want units sitting around doing nothing but costing maintenance? Should there be an upgrade path for them so that they become more vercitile as time goes by? Don't forget the androids or clones or whatever they are in the transhuman era.

Andriods can be multipurpose units, since they can be porgrammed to do anything. They will continue to be as they are now. All of my units will upgrade to Andriods.


How about just keeping it simple for the 1st go round. The 5 workers "tested" will need some more gameplay before adding in different abilities, imho.

Yeah. I'll make a note on that modmod that it is "experimental."

On a related note, Hydromancerx, you need to create a list of buildings that will require your country to have a Landfill. Otherwise, there is no point to building it.
 
What of other nations/civilizations that could use some representation? I was somewhat surprised Vietnam has not been put in. Then again, I imagine it may be hard to deliberate on nations worth involving, but then again, it was only just a thought.
 
Nice list, but I think some are too interchangable (Rancher and Farmer, Quarryman and Miner) and should be merged for the sake of gameplay.

How about this:
Carpenter (Req Pottery) = Cottage, Hamlet, Town, Watermill, Windmill, Workshop

Hazmat (Req Nuclear Power) = Cleans Up Fallout

Hunter (Req Hunting) = Camp, Jungle Camp
Upgrades to Farmer

Engineer (Req Mathematics) = Bunker, Command Center, Fort, Well

Farmer (Req Agriculture) = Apple Orchard, Farm, Olive Orchard, Plantation, Tree Farm, Vertical Farm, Winery, Pasture, Silk Farm

Industrialist (Assembly Line) = Desert Windmill, Geothermal Factory, Ground Water Well, Industry (Dense), Industry (Heavy), Industry (Light), Industry (Medium), Industry (Sparce), Waste Refinement Facility,

Lumberjack (Req Bronze Working) = Chops Trees, Lumber Mill

Miner (Req Mining) = Mine, Modern Mine, Shaft Mine, Quarry

Road Worker (Req Wheel) = Road (and upgrades)

Scientist (Req Scientific Method) = Archeological Site, Forest Preserve, Hybrid Forest, Safari, Soylent Green Facility

Looks good. Your probably right about the miner and farmer.

On a related note, Hydromancerx, you need to create a list of buildings that will require your country to have a Landfill. Otherwise, there is no point to building it.

Oh. Well i thought that the point of building a Landfill was to get the global "Global Healthiness". If you built all the buildings then you would end up with the city with the landfill to 0 unhealthy (if a coastal city) but still +2 unhappy. While the global health increases by +4. In other words all that effort is to increase your nations healthiness

But if you want a list of buildings here is a list. Note that "Landfill (Garbage Dump)" requires "Sanitation" which is a classical tech so i am choosing building from Medieval on. Note I am not listing any wonder buildings. I know it looks like i just listed every building but i didn't there are some such as say the artesian well that i did not list because it would not produce any garbage.

Medieval Buildings
- Alchemist's Lab
- Archery Range
- Bank
- Castle
- Clock Tower
- Commercial Port
- Doctor's Office
- Fire Brigade
- Grocer
- Guild Hall
- Jail
- Manor
- University

Renaissance Buildings
- Artists Guild
- Cannon Forge
- Customs House
- Foundry
- Garrison
- Hotel
- Museum
- Naval Academy
- Observatory
- Opera House
- Pharmacy
- Press Agency

Industrialism Buildings
- Airport
- Aluminum Co. Research and Development
- Aluminum Factory
- Amusement Park
- Aquarium
- Broadcast Tower
- Cereal Mills Factory
- Coal Plant
- Cement Mill
- Chemical Plant
- Civilized Jewelry Story
- Creative Constructions Contractor
- Drydock
- Factory
- Fertilizer Plant
- Filling Factory
- Fire Station
- Hospital
- Hydro Plant
- Industrial Park
- Intelligence Agency
- International Port
- Laboratory
- Military Airbase
- Mining Inc. Survey
- Modern Granary
- Movie Theater
- Oil Power Plant
- Oil Refinery
- Police Station
- Public Transportation
- Rubber Factory
- School
- Security Bereau
- Sid's Sushi Restaurant
- Skyscraper
- Standard Ethanol Distillery
- Steel Mill
- Super Market
- Water Treatment Plant
- Weather Station
- Zoo

As you can see so far its just about every building and I don't feell like listing anymore. Either we should not require ANY building and just give it the benefit that its making cities healthier. Or have some way of giving more unhealthiness the larger the city is without a landfill. Similar to your guys idea of unhappiness without power for the power mod idea.
 
Oh. Well i thought that the point of building a Landfill was to get the global "Global Healthiness". If you built all the buildings then you would end up with the city with the landfill to 0 unhealthy (if a coastal city) but still +2 unhappy. While the global health increases by +4. In other words all that effort is to increase your nations healthiness

As you can see so far its just about every building and I don't feell like listing anymore. Either we should not require ANY building and just give it the benefit that its making cities healthier. Or have some way of giving more unhealthiness the larger the city is without a landfill. Similar to your guys idea of unhappiness without power for the power mod idea.

Ohh. Now I get it. Forget that I asked for a list of buildings. Carry on then.
 
The idea of specialize workers pleases me a lot, but I have a request: code it in a way that makes possible all kind of workers build all kinds of improvements, although in a really really slower pace.
 
The idea of specialize workers pleases me a lot, but I have a request: code it in a way that makes possible all kind of workers build all kinds of improvements, although in a really really slower pace.

I was planning on adding POW's, which have a low chance (5%) of being captured with successful land combat, and that can do almost all the worker actions, just much slower than these specialized units.
 
I'm rethinking the whole Landfill upgrading path, because of 2 main issues.

1.) Each building requires the landfill, and can only be built once. Therefore, the game reads them as National Wonders. However, there buildings would use up all (and more) of the National Wonder spots for a city.

2.) If I were to just make them regular buildings that needed the Landfill, which would still be a National Wonder, it would seriously clutter the building screen, as many cities would show them, but only one city would be relevant.

I'm working on adding those Tech Changes abilities you originally wanted. (If you research XYZ, it adds healthiness, happiness, gold... etc... to building YXZ). I'm using the method which improvements can be upgraded by techs as my base, but the going is slow, as it seems to be different than anything else I've ever had to do before. My slow progress is evidenced by the fact that I already need help from the SDK forum (for the umpteenth time), but I hope to get that to work.

However, in a worst case scenario, where I abandon that, I will just go with option 2, and live with the consequences.
 
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