Possible Modcomponents to Add

Prestidigitator said:
Let's bump this thread up, it's been a month and a half since I last visited it ;).

Anyway, what do you guys think about this mod component?
Eusebius Live Animals

It truely is, a piece of art.
It's easy to see why you like this modcomp so much, but I have to say I think it really really shouldn't be included. There are a few layers to my reasoning:
1. This modcomp is mainly important in the very early game
2. The addition of any modcomp slows the game down
3. The mod has few turns in the era this modcomp would be important in
4. The scale of the timeline in the relevant era is far larger than the scale of what the modcomp represents - it would be appropriate in a mod where the turns in that era are one year each, but as they represent much more than that, it's completely nonsensical for food to come and go (this doesn't happen once a decade, it happens every year or two)
I hope my reasoning is clear.
 
their economy is strong enough, really not that difficult to be number one in 1500 with japan, and englands hv is one of the easyest (you dont even have to win the american independence war)

also: stronger economies lead to more units lead to slower gameplay
 
Look at Japan :
There are many cities close to each other. With 3-square radius these cities would get extra food and gold in the late game. This makes it just right for civs with cities close to each other
 
Yeah, Rhye's def. correct on city placement - having a 3 square radius will result in larger, but fewer cities - but for this game we def. want certain cities up (that would otherwise not exist with this mod component)
 
That sounds like an improvement, ESPECIALLY when you lose cities to ressurections and take them back only to have them envelopped by nearby civs culture. That happened to me with Rome playing as France and I just quit. There was no point in taking the cities back, even though they were some of my best and had several wonders in them because the German culture was too strong and they would have been worthless and would've just flipped anyways.
 
I have requested it before, but I don't think anyone noticed or gave it some interest:

Dale's Combat Mod, such a great mod that I really miss it while playing RFC, I would certainly like to see it in 'RFC: Warlords' if not in the vanilla version.
It improves gameplay in the modern age aswell as in teh ancient age.
Any ideas?
 
I agree with Prestidigitator. Dale's Combat Mod significantly helps the realism of the (in this old war gamer's opinion) terrible combat engine of Civ4. Adding Dale's Combat mod would make me feel like the great historical/geographical accuracy Rhye has created is no longer compromised by Civ's unrealistic combat engine. (Hoping, Hoping, Hoping)
 
Not a mod but a nice unit to add : Kogge
http://forums.civfanatics.com/downloads.php?do=file&id=2878

Now we go from the brons age galley to the renacance galleon. It could be a midieval transport, not able to enter ocean.

strenght 2, move 4, transport 2, cost 60 upgrade to galleon.

Venice and Genua had galleys during the untill teh 1400's but they could only be used on the Mediterranian sea, not the North Sea. Portugal used the kogge for there first explorations.
 
Since Rhye's mod tries in many ways to capture historical accuracy, might I recommend TheLopez's Favorite Religions modcomp? Most world leaders are given a favorite faith, so you don't wind up with a Buddhist America and an Jewish China. Something to look into.

http://forums.civfanatics.com/showthread.php?t=187622

And a question: Rhye's mod is incompatible with the JDog5000's Revolution modcomp; does Rhye have any mechanism for rebellions and revolutions in his mod? Does he plan on ever pursuing one?
 
Most world leaders are given a favorite faith, so you don't wind up with a Buddhist America and an Jewish China.

Rhye's mod is more than a big world map. Religions tend to be accurate (though Alexander and Hatshepsut will inevitably go for Judaism) and revolution is already in place.
 
explorer2 said:
I agree with Prestidigitator. Dale's Combat Mod significantly helps the realism of the (in this old war gamer's opinion) terrible combat engine of Civ4. Adding Dale's Combat mod would make me feel like the great historical/geographical accuracy Rhye has created is no longer compromised by Civ's unrealistic combat engine. (Hoping, Hoping, Hoping)


I vote for Dale's Combat Mod being added too.
 
Well, its time to come out and say stuff.

I have been looking over the code and have started merging mod components into RFC. In a few days I should have the first version (Which I have been affectionately calling RFC++) ready for testing. I've started with TheLopez's MAD nukes mod because its something I've always wanted to try, and TheLopez's mods are so impressively well documented its almost a cake walk, plus it uses all of hte types of assets, SDK, Python, and XML, so should be a good 'tutorial'. After this I'm mostly going to work on python and XML mod Comps so I can take a look at Dale's Code, and see if it can be merged because i too wish to see Dale's Combat mod in the mod. I will tell you now however, I only intend to merge the Combined Arms Stack Attack in right now, because I never use cruise missiles, and I'm getting the MAD nukes mod from TheLopez. If a ton of people want the Cruise missile mod, I doubt its very big compared to either of the other ones.

One side note of Dale’s combat mod, I’ve heard rumors of it being both buggy and no longer supported, but have not had the time to test it out myself. I want YOU (Uncle Sam Poster) to go, and test the Combat mod, by itself, for bugs. I won’t start merging it until I’m sure its bug free, because I have neither the technical know how to fix those bugs, nor the desire to half merge what is likely the largest single SDK mod component ever, only to have to stop and DE-merge it.

Also, when I release RFC++ I'll start a new thread so I can reserve the first 4 posts or so, but until that time please keep suggesting mod components, however I have a few requests for your.

The mod component must be (here 'must be' means i would really like it to be but might be able to work with Python and XML mods that aren't)

1:Stable
2:Complete
3:Well Documented (TheLopez is king in this arena, no need to even check him. :) )
4: Both a Warlords and Vanilla version should exist.

Like I said, Python files ae generally small and few enough that if it doesn't have documentation I can generally cross reference between two files to find what I'm looking for, but SDK files are out of the question, as they are can be 10000 lines+.

Currently I’ve downloaded and intend to merge the following mod comps:

Air Forces Mod
Cultural Influences
Dead civ Scoreboard
Enhanced Tech Conquest
Enhanced Foreign Advisor
Ice Breaker (Sounds nifty, and should make a few Russian cities not so useless in the late game)
Influence Driven War *been waiting for this for a while, search for it, its cool.
Inquisition mod (No One Expects the Spanish Inquisition!!)
MAD Nukes Mod (After playing the game Defcon, I have to try it in cIV)
Pirates Mod (But why is the Rum gone?)
Plot List Enhancement (In a separate file because I know a fair number of people don’t like it.)
Route Pillage Mod
Snaitf’s Show attitude mod
Specialist Stacker

And possibly;
Dales Combat mod
Unit Allegiance
 
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