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Requested Mods

Discussion in 'Civ5 - Creation & Customization' started by Alex_K, Sep 23, 2010.

  1. Doomwyte

    Doomwyte History Freak

    Joined:
    May 20, 2010
    Messages:
    239
    Location:
    Manitoba
    A mod about Napoleon:please::please:.
     
  2. IgnatiusTBarfat

    IgnatiusTBarfat Puppet Master

    Joined:
    Oct 8, 2010
    Messages:
    155
    Location:
    Just out of reach
    This.
     
  3. welpe

    welpe Chieftain

    Joined:
    Nov 1, 2008
    Messages:
    11
    FFH3!

    this would be so great :)
     
  4. The Mad Russian

    The Mad Russian Armchair Dictator

    Joined:
    Dec 15, 2009
    Messages:
    204
    Location:
    Wherever I May Roam
    Please, just a mod where all the Tech is already researched, including the Future Era
     
  5. mo123567

    mo123567 Worst modder ever!

    Joined:
    Sep 4, 2005
    Messages:
    275
    I would like a mod where future tech gives you more than just points. I have always hated reaching future tech and just watching helplessly as my technology advantage just melts away. Also, my empire continues to grow and I have no new ways to deal with the expenses and happiness.

    I would like to see each time future tech is researched give you a choice from the following list:
    - add 1 gold to each city
    - add 1 production to each city
    - add 1 culture to each city
    - add 1 food to each city
    - add 1 science to each city
    - add 1 happiness to each city
    - (x) promotion automatically given to all units that have access to it including units built in the future. This would be best if it could use the promotion tree so the promos have to be selected in order. This would allow your advanced technology to make your units more powerful than another civ who has not researched any future tech but has the same units as you.

    If I could do this by just using XML I would, but I think this would require LUA and someone with programming knowledge if it is even possible at all.
     
  6. SilverFly

    SilverFly Chieftain

    Joined:
    Oct 7, 2010
    Messages:
    4
    i would like to see some more political option, and aa mod to do something about the ugly road connection, knwo when you want to create a t-split or inner section. the look wierd now.

    ow and city graphic's are horrible

    as suggest above:

    i want religion back and please please come with more tile improvements, and border expansion is a good idea but aleast grow with 2 tile at a time instead of 1 tile.
     
  7. kgoodrid

    kgoodrid Warlord

    Joined:
    Sep 1, 2004
    Messages:
    105
    I would like to see a mod that helps balance gamespeed with AI and tech progress. The AI is weak, and sadly the higher difficulty levels don't really make it any tougher, they just give insane bonuses, which isn't fun to me and doesn't provide a fair challenge.

    I just started a Marathon game, using the Economy and Pace mods to slow down tech progression. Starting techs would take me over 50 turns...great! Less than 20 turns in, and I got a 'Most Literate People' pop-up...I am on the bottom since I haven't gotten a tech yet. The top civs have 5 techs. 5! Everyone else has 3-4.

    Really kills the fun of a Marathon game. What is the point in having more time with my cool UUs if the enemy has units that are an era ahead already?

    Really tragic that Firaxis created such a pitiful AI and had to rely on bonuses so much. You would think that the 5th version (in the main series) of the game would be about refining and improving.

    So yes, I would vote for a mod that allows for longer, slower gameplay without making the AI have insane tech bonuses...as much as I hate any AI bonus beyond smarts, I can handle production and development bonuses...but tech just kills the entire point of a slower game.
     
  8. Alyosha

    Alyosha Chieftain

    Joined:
    Oct 4, 2010
    Messages:
    28
    How about someone just makes Civ 4, but with the lovely new graphics, city states, 1 UPT and hexes? I'm sure it would be quite popular, heh. :)
     
  9. Fastjack

    Fastjack Chieftain

    Joined:
    Nov 9, 2008
    Messages:
    56
    Location:
    Louisville, KY
    A mod that allows players and AI to pick their civilization after game start. With the addition of such specialized abilities, you inevitably run into situations where a civ is put in a very unlikely spot. E.g. Iroquois starting in the desert, England beginning landlocked, etc. Maybe integrated into a prehistoric mod so extremely early UUs won't be missed.
     
  10. R0GERSHRUBBER

    R0GERSHRUBBER Shrubber

    Joined:
    Oct 31, 2005
    Messages:
    213
    Location:
    Ann Arbor, MI
    How about an update to the uranium resource graphics to make uranium brownish-yellow and not glowing. The glowing green rocks really kill me and perpetuates a myth about uranium/radioactivity.
     
  11. Dlorn

    Dlorn Chieftain

    Joined:
    Oct 12, 2010
    Messages:
    2
    I'd love a mod to make planes far more useful.


    - Bombers and especially stealth bombers should do far more damage to cities, at least as much as artillery and rocket artillery. Bombers should also do far more damage to non armored units.

    - Planes should be able to heal while based in a city, rather than only on carriers.

    - Non anti aircraft units shouldn't be able to damage planes during attack runs, the fact that my crossbow men can safely attack a squadron of riflemen but my jet plane cannot is insane.

    - Anti aircraft units should do far more damage to planes, AA guns should basically one shot fighters and bombers, mobile SAMs should basically one shot jet fighters and stealth bombers.

    - Sweep actions shouldn't take damage for sweeping, they're already using their entire action to negate a single AA unit, that's a harsh enough penalty.

    - Planes that do enough damage to kill a city should be given the option to raze it (not capture it)

    - Plane sight range should = their attack range

    - AI needs encouragement to build air units. I've never seen the AI build any air unit other than guided missiles.
     
  12. pauluslupus

    pauluslupus Chieftain

    Joined:
    Nov 29, 2004
    Messages:
    21
    Location:
    Prešov, Slovensko
    I wish if there was mod covering 18th century.
     
  13. spoooq

    spoooq Warlord

    Joined:
    Sep 14, 2006
    Messages:
    221
    Is it possible to have units have different stats or bonuses based on their formation. So for example, musketmen in a square would fight better against horses and worse against musketmen in a line formation.
     
  14. azzedar

    azzedar Warlord

    Joined:
    Sep 26, 2008
    Messages:
    289
    Location:
    A planet called 'nonsense', germany
    dunno if anyone capable is ever going to read this, but id really like to see a maintenance/economy/building based civ added. like a civ trait with -x maintenance for buildings/roads and some hammer or financial bonus giving ub.
    searching through the available mods i havent found something that really goes that way yet.
     
  15. CheeseWalrus

    CheeseWalrus Warlord

    Joined:
    Oct 6, 2009
    Messages:
    155
    Location:
    Virgo supercluster
    Rfc??
     
  16. azzedar

    azzedar Warlord

    Joined:
    Sep 26, 2008
    Messages:
    289
    Location:
    A planet called 'nonsense', germany
  17. ZanderC

    ZanderC Chieftain

    Joined:
    Oct 12, 2010
    Messages:
    23
    You might want to take a look at my mod thread, I'm working on something similar to what you're talking about..

    http://forums.civfanatics.com/showthread.php?t=391036
     
  18. guczy

    guczy Warlord

    Joined:
    Sep 23, 2008
    Messages:
    268
    I do not know too much about modding so im not sure if this is possible, but it would be really awesome to have a colony mod. By that i mean that you can build colonies, which dont count as actual cities, don't add to teh culture threshold, cant grow too big can can only build no / only a couple buildings, but would be perfect to snatch resources, like that 2 uranium, near which you really do not wanna build a city just for that. I'm pretty sure a lot of people would like this, some civ had it already (was it Call to Power?).
     
  19. Supercheese

    Supercheese Zeppelin Commander

    Joined:
    Aug 2, 2009
    Messages:
    378
    Location:
    Idaho
    Don't think it was CtP; methinks CtP was more known for its underwater and space cities. :scan:
     
  20. The Rusty Gamer

    The Rusty Gamer Prince

    Joined:
    Dec 31, 2001
    Messages:
    497
    Location:
    Christchurch, New Zealand

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