Modmods Requests Thread

Yes I do and that is mostly how I play RoM.

Just getting Jungle camp, Butchery and Tannery to RoM 1.0 would be great. I want a version of RoM that low end computers can handle. Version 1.0 with these small additions would go a long way towards that end.

True Better AI would be great but......it has it's drawbacks too. I have friends and children who would like to play early RoM. And most of them don't have The kind of Computer like I do. PIV's and even a PIII. RoM 1.0 can be played just fine on those types with a decent/modest video card. As long as regular BtS can be played on them. They all like the expanded techtree and added buildings/units that 1.0 has.

Plus with the Official3.19 patch and the UOP3.19 the game is still a challenge for most of us. (we like to win sometimes you know. ;) )

JosEPh

I think I have them working, but I don't have RoM 1.0 to test them on. Tell me if there are any problems. I included instructions inside.
View attachment 229748
 
Thank you Afforess.

I'm "on call" this weekend so I might not have time to really test it. But you have my gratitude for making this for me. There is still a working link here in the RoM subforum for RoM1.0 but at the moment I don't remember exactly where.

D/L'ed and will install as soon as I can, Thank you so much. :D

JosEPh
 
; Modular XML Loading
ModularLoading = 0

Do I need to add this line? And do I need to change it from =0 to =1?

This is RoM1.0 config file:


[CONFIG]

; Modular XML Loading
ModularLoading = 0

; Skip Main menu
SkipMainMenu = 0

; Custom Art from user folder is not loaded
NoCustomArt = 0

; Custom XML and Python from user folder are not loaded
NoCustomAssets = 0

; No Custom Scenario option in main menu
NoCustomScenario = 0

; No team play allowed
NoTeams = 0

; Always start in the standard era
ForceStandardEra = 0

; Scenario file (Single player)
ForceScenario = 0

; This mod is only for single player games
SinglePlayerOnly = 0

; Allow public maps to be used with this mod
AllowPublicMaps = 1

; Mod Image file
ImageFile = 0

; Name of Mod
Name = Rise of Mankind WIP10

; Description of Mod
Description = Generic Mod

Should this line also be added at the begginning:
; Read Game options from XML, not .ini
ForceGameOptions = 0
?

JosEPh
 
Yeah, you will need to enable modular loading. Those expressions are Boolean, so one is true, and 0 is false.
 
Should this line also be added at the begginning:
; Read Game options from XML, not .ini
ForceGameOptions = 0
?

So this is not needed?

What about this line.
; Custom XML and Python from user folder are not loaded
NoCustomAssets = 0

cute unit made an early ModMod: Custom%20buildings, that adds Villa and River Authority.

To get them to work would I need to change NoCustomAssets to = 1 ?

Thanks for you help. :)

JosEPh
 
So this is not needed?

What about this line.
; Custom XML and Python from user folder are not loaded
NoCustomAssets = 0

cute unit made an early ModMod: Custom%20buildings, that adds Villa and River Authority.

To get them to work would I need to change NoCustomAssets to = 1 ?

Thanks for you help. :)

JosEPh

No idea. Play around with the ini settings. See if you can find a config that works...
 
Okay, Dancing Holskud, I'm play testing the Water Animal's mod, and everything seems to be going well.

However, I noticed a few funny things. First off, some of the water animals have been injured by storms, lol. Also, they are going to make water travel much more dangerous. There are a lot of them. I can easily change the spawn rate in the python, but the default value is spawning 1 monster per 10 tiles or so, which is quite a lot.
 
Does someone want to make a coherent list of what is left that people want modded? I'm up for suggestions, but at this point, I'm too lazy to mod anything if it isn't laid out in front of me plainly. This thread has some sections that are done, some in progress, and some that aren't. It would be nice to see some take charge of this thread.
 
I've often considered that there should be a small penalty for every military unit produced in a city , kind of like what happens when it works on a settler or worker, the food gets transferred from city growth to production but instead of that, for every military unit (land, sea or air) produced in that city there would be -5% food in stores. Just to signify that minor population shrinkage that every military unit produced would cause. Just an idea that sounds logical to me.
 
I've often considered that there should be a small penalty for every military unit produced in a city , kind of like what happens when it works on a settler or worker, the food gets transferred from city growth to production but instead of that, for every military unit (land, sea or air) produced in that city there would be -5% food in stores. Just to signify that minor population shrinkage that every military unit produced would cause. Just an idea that sounds logical to me.

Although you may not realize it, that's a major game changer. The AI would need to be "taught" this, and to take this into consideration.

I believe Dom Pedro attempted to simulate it with making all infantry/melee/archer/horses/(anything not mechanized) use both food and hammers to be produced, in his Mod. I would be in favor of this, but it would be interesting to see if he taught the AI this.

Not that I wouldn't be in favor of it, I like the idea of making units cost some food, but it would be quite a change.
 
Although you may not realize it, that's a major game changer. The AI would need to be "taught" this, and to take this into consideration.

I believe Dom Pedro attempted to simulate it with making all infantry/melee/archer/horses/(anything not mechanized) use both food and hammers to be produced, in his Mod. I would be in favor of this, but it would be interesting to see if he taught the AI this.

Not that I wouldn't be in favor of it, I like the idea of making units cost some food, but it would be quite a change.

I'm sure it's not something complicated the AI needs to count, just have a script subtract 5% from food every time a military unit is produced. :)
 
I'm sure it's not something complicated the AI needs to count, just have a script subtract 5% from food every time a military unit is produced. :)

And here we have an essential question. 5% of food in a size 20 city is different than a size 2 city. Also, what if the city has no food, does it shrink?
 
And here we have an essential question. 5% of food in a size 20 city is different than a size 2 city. Also, what if the city has no food, does it shrink?

Way to try to pull a fast one on me, But not after I've had my coffee you don't! ;) But I wasn't referring to subtracting 5% to the overall city size, Just what is in the stores (that "food store" meter?). And if the stores are under 5% than it would just drop to 0% and no other effect.:king:
 
Way to try to pull a fast one on me, But not after I've had my coffee you don't! ;) But I wasn't referring to subtracting 5% to the overall city size, Just what is in the stores (that "food store" meter?). And if the stores are under 5% than it would just drop to 0% and no other effect.:king:

That's what I mean though. The food stores for a size 10 city is ~200 food. The food store for a size 1 city is ~ 60 food. 5% of each of those are very different. And the losing no food on a no-growth city could be exploitable...

I would prefer all non-mechanized troops being built with food and hammers. This would also make coastal cities more useful and slow down city growth.
 
Does someone want to make a coherent list of what is left that people want modded? I'm up for suggestions, but at this point, I'm too lazy to mod anything if it isn't laid out in front of me plainly. This thread has some sections that are done, some in progress, and some that aren't. It would be nice to see some take charge of this thread.

Yes I have a few ...

plowhorse.gif


I like how the elephant units can be used to build roads, forts and even chop down trees. But what about horses? We really need like a "work horse" unit that can make roads, plow farms and other "worker" like tasks but be able to move faster than a worker. Of course they would not be able to do everything a worker can.

And ...

After seeing the Zoological and Firefighting Building it has inspired me to think of what other buildings are missing. We need some more negative buildings to balance the good. These are based on Sim City 4 "rewards". The stats are not set in stone. Let me know what you guys think.

Federal Prison (National Wonder)
Cost: 520
Unhappiness: +2 :mad:

Requires: Constitution

Special Abilities
  • 100% :espionage:
  • Can turn 3 citizens into a Spy.


Toxic Waste Dump (National Wonder)
Cost: 350
Unhappiness: +1 :mad:
Unhealthiness: +5 :yuck:

Requires: Nuclear Power Plant

Special Abilities
  • 50% :hammers:
  • 20% Maintenance
  • Small Chance of Leaking (like nuclear melt down)

I loved SC4. I played all the SC games, even classic. SC4 and SC2k were the best by far. I wish Will Wright would get around to making SC5, but he's too busy goofing off with other things...

Back to the topic...




Looks fine.



Just wondering, but shouldn't the requirement be the other way around? Shouldn't Nuke Plants require a place to dump their waste before they can set up, not the other way around. Then, just remove the production bonus, and unhealthiness bonus. (Toxic Waste dumps don't actually cause any unhealthiness if their properly maintained. I'll up the leak chance a bit though) Double the unhappiness, Toxic waste dumps are definitely a NIMBY item. Here, let me rewrite it to what I think it should do.

Toxic Waste Dump (National Wonder)
Cost: 350
Unhappiness: +2 :mad:

Nuclear Power Plant require a (only 1 per country) Toxic Waste before they can be built

Special Abilities

  • 25% Maintenance
  • Smallish Chance of Leaking (like nuclear melt down)

And ....


Heh, I forgot about the good stuff.

Landfill
Cost: 550
Healthy: +5 :yuck:
Unhappiness: +2 :mad:
Global Healthiness +2:health:

Requires: Sanitation
Skyscraper, (Any other buildings that should require it?) Requires Landfill

Special Abilities
  • 10% Maintenance

Also, I while back I made a new modifier for civics that affected cities growth rate. I could easily clone that over to buildings too, so you could have buildings that affect cities growth. In the real world, some cities (Tokyo) subsidized housing, and others (Phoenix) encouraged the growth of Suburbs.

So, you could have:

Suburbs:
+30% Maintenance
+15 City Growth Rate

Subsidized Apartments:
+20% Maintenance
+1:yuck:
+15 City Growth Rate

Also, not every nation can afford to do this. In India, the population boomed with the growth of Shanty Towns.

Shanty Town:
+2:yuck:
+10% City Growth Rate

Also, if you have other ideas about the growth rate of cities, tell me. The function can work backwards too, so buildings can slow down city growth.

If you're curious the function doesn't alter the cities food output, but changes the base amount of food a city needs to grow.


Hmm i really liked the other factors so perhaps they could be additional buildings ...


Landfill (Garbage Dump)
Cost: 550
Healthy: +10 :yuck:
Unhappiness: +2 :mad:
Global Healthiness +1:health:

Requires: Sanitation

Special Abilities
  • Only 1 Allowed
  • 10% Maintenance

Landfill (Composting)
Cost: 100
Health: +1 :health:

Requires: Landfill (Garbage Dump) and Agricultural Engineering

Special Abilities
  • Only 1 Allowed (Same City as Garbage Dump)
  • 5% Maintenance

Landfill (Garbage Barge)
Cost: 100
Global Healthiness +1 :health:

Requires: Landfill (Garbage Dump) and Screw Propeller and Coastal City

Special Abilities
  • Only 1 Allowed (Same City as Garbage Dump)
  • 5% Maintenance

Landfill (Waste Management)
Cost: 100
Health: +1 :health:

Requires: Landfill (Garbage Dump) and Civil Engineering

Special Abilities
  • Only 1 Allowed (Same City as Garbage Dump)
  • 5% Maintenance

Landfill (Garbage Processing)
Cost: 100
Health: +1 :health:

Requires: Landfill (Garbage Dump) and Industrialization

Special Abilities
  • Only 1 Allowed (Same City as Garbage Dump)
  • 5% Maintenance

Landfill (Garbage Trucks)
Cost: 100
Global Healthiness +1 :health:

Requires: Landfill (Garbage Dump) and Motorized Transportation

Special Abilities
  • Only 1 Allowed (Same City as Garbage Dump)
  • 5% Maintenance

Landfill (Land Reclamation)
Cost: 100
Health: +1 :health:

Requires: Landfill (Garbage Dump) and Ecology

Special Abilities
  • Only 1 Allowed (Same City as Garbage Dump)
  • 5% Maintenance

Landfill (Methane Capturing)
Cost: 200
Health: +1 :health:

Requires: Landfill (Garbage Dump) and Recycling

Special Abilities
  • Only 1 Allowed (Same City as Garbage Dump)
  • 10% Maintenance
  • Provides Power

Landfill (Garbage Bots)
Cost: 100
Global Healthiness +1 :health:

Requires: Landfill (Garbage Dump) and Androids

Special Abilities
  • Only 1 Allowed (Same City as Garbage Dump)
  • 5% Maintenance

Landfill (Garbage Eating Bacteria)
Cost: 100
Health: +1 :health:

Requires: Landfill (Garbage Dump) and Gene Manipulation

Special Abilities
  • Only 1 Allowed (Same City as Garbage Dump)
  • 5% Maintenance

By then end you 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.

Overview

In short I would like ...

1. A Horse unit that could do some of the tasks workers can do.
2. A Federal Prison National Wonder
3. A Toxic Waste Dump National Wonder
4. A Landfill Building + Additional Buildings (Like how you had the Castle Mod with buildings based around the castle building, but in this case the landfill).
 
1. A Horse unit that could do some of the tasks workers can do.
Not a bad idea, I wonder if there are any graphics for a workhorse. Even if their aren't, I think I can come up with something. I see two possibilites here. The workhorse like you suggested, or branching out workers.

Instead of the worker system that BTS has today, we could split up worker's jobs into multiple units.


  • A road layer (is there a better name?)
  • A Farmer (would also cover plantations and orchards)
  • An engineer (who builds cottages, workshops, windmills)
  • A tactician (for Forts)
  • A Miner (also covers quarries)
It would force players to plan out choices more. The only downside would be that I have no idea how the AI would handle splitting up workers jobs. It would be interesting to see though. I may just make a demo version just to see how well the AI does handle it.


2. A Federal Prison National Wonder
Easy to do, I will make sure to make this soon too.

3. A Toxic Waste Dump National Wonder
I think I said that this should have these stats:
Toxic Waste Dump (National Wonder)
Cost: 350
Unhappiness: +2 :mad:

Nuclear Power Plant require a (only 1 per country) Toxic Waste before they can be built

Special Abilities

  • 25% Maintenance
  • Smallish Chance of Leaking (like nuclear melt down)

4. A Landfill Building + Additional Buildings (Like how you had the Castle Mod with buildings based around the castle building, but in this case the landfill).

The only thing I would tweak with the Landfill is to give it some kind of +:gold:. Not a huge bonus though. I'm not sure the AI will like it, so I may have to give it some kind of Ai Wieght, but we'll see.


Well, all these Idea's look so good, I'm going to start on the NIMBY mod tonight.
 
can you make the later society civics worthwhile? ive been running the whole game as proletariat and it is by far the best civic but it is early on and easy to get. i switched to nationalism just to see the difference and it cut my income down by 50% (i went from making 1200 gold over spending to 500) it didnt provide a health benefit, and the experience bonus is not really an improvement worth losing 700 gold per turn over.
can you make nationalism, marxis, and liberal a bit more useful? and i dont get why nationalist dont have foreign trade routes. america isnt liberal or marxist so i assume we would fall under the nationalism category if we were in civ4 and we trade with all sorts of nations.
 
can you make the later society civics worthwhile? ive been running the whole game as proletariat and it is by far the best civic but it is early on and easy to get. i switched to nationalism just to see the difference and it cut my income down by 50% (i went from making 1200 gold over spending to 500) it didnt provide a health benefit, and the experience bonus is not really an improvement worth losing 700 gold per turn over.
can you make nationalism, marxis, and liberal a bit more useful? and i dont get why nationalist dont have foreign trade routes. america isnt liberal or marxist so i assume we would fall under the nationalism category if we were in civ4 and we trade with all sorts of nations.

Responding backwards:

I don't think Zappara means liberal in the sense of Left-Right. I think he means Classical Liberalism, which is what the US constitution is based on.

I'm not going to mess with the civics, as I feel that most civic changes, should be handled by the Mod maker, Zappara, since it is such a core game change. I don't mind adding new ones, but I think the catagories fit.

That isn't to say I won't rewrite the civics in the future, but...

Yeah. I'm not messing with them. Feel free to alter them yourself though, it's mostly XML. It's save-game compatible too.
 
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 ;)
 
can you make the later society civics worthwhile? ive been running the whole game as proletariat and it is by far the best civic but it is early on and easy to get. i switched to nationalism just to see the difference and it cut my income down by 50% (i went from making 1200 gold over spending to 500) it didnt provide a health benefit, and the experience bonus is not really an improvement worth losing 700 gold per turn over.
can you make nationalism, marxis, and liberal a bit more useful? and i dont get why nationalist dont have foreign trade routes. america isnt liberal or marxist so i assume we would fall under the nationalism category if we were in civ4 and we trade with all sorts of nations.

Did you check out my Modular Civics Buildings? Paramilitary Corps and Dissident Press makes Nationalist and Liberal more interesting late game. The Social Justice Org. with Marxist is also a useful building, though not as impressive as the other two. There is a much, much better version of this module coming out after Rise of Mankind 2.8, which improves stability, has more buildings, and includes units.

Also, Nationalist does not have foreign trade routes since it is used to represent societies engaging in autarky, which is needed if anyone gets around to making a Cold War scenario for Rise of Mankind.
 
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