Requested Mods

hope this has not been asked for before

I recall in civ 4 there was a mod that would auto rename units as they were built based on simple rules.
For example the Nth warriors of Thebes
I would love to see that again
 
Welll... true... for me it was just a sense of history of the unit really...
Pure aesthetics... never had much of a point beyond me thinking it was really cool. :D
 
oh sure.... but I am also too lazy too do so and automatic renaming would be sweet...
 
Didn't see the request a mod thread before, so cross posting this from the discussion forum.

There's several areas that I could touch on, but one specific change that I'd like to see is a more strategic resource driven game.

Raidable / Tradable / Physical resources
I would love to see the resources as physical quantities in the game that actually have to mined/developed/collected in one place and moved to another for storage and processing (building of units/buildings). This would allow for mining colonies and huge industrial cities and create a far more strategic element to the game than what there is now, and would create a more balanced system for cities -- cities that have a strong industrial base would be larger and more important than ones that are further away or are just developing.

CUMULATIVE
Resources would be cumulative by turn. So, an iron mine of 3 would give three iron per turn, which would have to be shipped to a city for storage and process (unit and building creation). (A limited amount (say 10) could be stored at the point of origin).

COLLECTION/MINING/HUNTING etc.
Resources would be physically collected at mines/camps/wells (which would have a limited storage capacity)

USE
Strategic resources would be still used to create new units, but also used to repair (heal) damaged units and buildings.

Luxury Resources would be consumed based on population. 1 luxury per population. Consumption of LR would be at closest city. The more resources, the happier the empire. Cities with no resources could have them shipped in.

STORAGE
Cities would store excess resources in specialized buildings (granaries, smithies, etc.).

TRANSPORT
Specialized transport units could be automated (like workers) so as to avoid the micromanagement nightmare that so many people complain about, or could be given specific Trade Routes.

TRADE
Resources between nations could be physically traded and shipped - so for example when Babylon pays you a 100 gold for your wheat for 30 turns, there would be physical transport of wheat from your granaries to Babylon.

RAIDS
Low on resources? No problem! Raid your neighbors supply lines and capture their transports! Cripple their economy by disrupting their strategic resource industry and create discontent in their cities by blockading their luxury imports!

BARBARIANS
Barbarians can actually collect booty now. They'd raid mines and take the resources supplied there, and capture transports full of supplies. When you capture a barbarian camp, you collect the extra resources!

CAPTURE CITIES
When at war, along with disrupting enemy supply lines, when you capture one of their cities, since resources are stored there, you get the spoils of war. It could be just few barrels of oil, or it could be hundreds.

ADJUSTMENTS
Resource production would obviously have to adjusted so as to avoid insane amounts. Each resource could reasonably provide 1 resource per turn. Resources no longer needed (such as iron in late game) could be shut down, or used in conjunction with other resources (say oil) for the construction of modern units and buildings.

LIMITED SUPPLY
Resources run out. Especially resources like iron or oil. Each resource would immediately start depleting from a random number (10 to 1000). When it runs out, a new supply would need to be found. This would apply to both strategic and luxury resources.

Conservation Tech
New Tech for the Modern Era - Conservation - this would extend the life of resources for another 10 to 1000 turns.

RESOURCE DRIVEN TECHS
Technology is resource driven. If you have access to Wood (Forests), you can research archery. If you have access to Fish/Whale, you can research Sailing. If you have access to Stone, you can research masonry, and so on. Once a new tech is developed, the resources for the next tech advancements become available, so the tech development arch is not disrupted. But you have to have the resources to advance down the tech path. This will allow for different civilizations to advance at different rates based on what they have available to them. Some will outright stagnate.

EDUCATED UPKEEP
Tech knowledge can erode leading to a dark age. Just because you know how to do something doesn't mean that you will always know how to do it. The larger the population, the larger the amount empires will need to spend in the upkeep of knowledge. Certain Culture branches, like Tradition & Reason, would get an advantage in this area.

Ok, that's it. Feel free to shred it ;)
~S
 
when i was browsing the mod list ingame
i remember seing, i think 2 mods, that dealt with archer promotions and ranged xp
offcourse now after playing a few games, and wanting those mods i cant find them!!

what im looking for is a mod that boosts ranged xp, i find that 2xp for ranged compared to 5 for normal attacks is to big a difference, so a mod that made ranged attacks give 3-4 xp would be nice

also a mod that fixxes ranged promotions on upgrading to melee units
either by freeing up promotions when you upgrade, perhaps even for all units, so that if your unit is lvl 10 when it is upgraded you get to chose 9 promotions
or one that transforms ranged promotions into non ranged ones
atm im playing with the sniper mod, wich makes crosbowmen upgrade into snipers, and then modern snipers, wich help alot with the problem
but i would rather have the promotions fixxed and lose the sniper mod, since i find theres enough ranged units in the modern era
anyway the sniper mod does not fix ranged horseunits, when they eventually promote to knights etc

im fairly sure i saw both types of mods, i just cant remember what list i found them under in the ingame mod browser, there might also have been elements in them i didnt like im not sure
 
I have an idea for a scenario mod. It's a post apoc civ game that focuses on survival more than domination.

Basics
You would start with a settler, which would be the same as usual, but with 2 new units, the Scavenger (a scout unit that uses a weak gun, pretty much equal to a scout), and a Militia, a weak gunpowder unit. Cities would grow and expand very slowly, but hammers would be normal. Settlers would be very difficult to make.

Tech Tree/Units/Buildings
The tech tree would start off with Rebuilding, which you start with. It allows you to create Builders, which act as workers. Instead of domes, airtight tunnels that take a bit longer to make are built. Rebuilding also allows you to build Walls to protect your city and domes around land plots. Land produces nothing unless there is a dome around it, making builders crucial. The tech tree would split off into a few distinct paths each focused on one thing.
The first tree starts with Farming, which allows you to build Biodomes on fertile land, providing you with food, much like farms. A Greenhouse could also be built in a city that would provide and store some food. Second in the rebuilding tree would be Protection, which allows building of Defense Systems, increasing the city's defense, and allowing you to build Sniper units that could only defend. The second tree would be war, and would start with Mercenaries. This would allow you to build a Tavern in your city that would allow you to build Mercenaries, a national unit that only 10 can be built. They have no markings and are strong soldiers, so they can be used for attacking without declaring war. The second item on the tree would be Tactics, allowing you to build Gurrilias which gain an attack bonus on rough terrain and can move 2 squares per turn. The third tree would be tech, the first being Computers. You could build a Computer System in your city, adding to gold, tech, and production. The second item would be Factories, allowing you to build Factories in your city. They would give a bit extra production and allow building of Soldiers, who have more strength when fighting next to another Soldier, and dealing more damage than Militia. Each tree would have a crossover tech with another tree for the 3rd one, War and Rebuilding would be the Ranger, which is a military unit with very fast movement speed, like a cross between a scavenger and a militia. The crossover from Tech and War is Tank, which is slow but powerful. The crossover between Tech and Rebuilding is Shielding, and the Shield building which makes barbarians especially weaker against the city, other civs would get a smaller debuff. I haven't come up with the rest of the tree.

Barbarians
Barbarians would play a large part in the mod. There would be a few distinct types, the first and most common being Raiders who pillage your improvements and capture your cities, desperate for supplies. The 2 raider units would be the Raider, like a Militia, and a Raider Mercenary, the raider version of a Mercenary. The other types of barbarians would be Mutants, mutated crazy humans that would be powerful but roam alone, and Robots, which are malfunctioned evil robots that work together.
 
Greetings civfanatics! I have a conundrum; I find that when I play with my friends, even though we all know how little the "scoreboard" on the right actually means, everyone can't help but focus on it heavily. There have been plenty of games where people have based attack plans and alliances on civ scores alone. To this end I'm wondering if anyone knows of a mod, or would be able to make (assuming it's not too involved) one that simply removes any reference to the "score" of a civilization until the end of the game. I also find it odd that you can tell exactly how much gold someone has, and exactly what resources they do or don't have, just by having met them. This is perhaps a separate issue, but who knows maybe there is such a mod out there that I have been unable to find :). These little problems, for me at least, kind of take a lot of the role-playability out of the game, and I'm fairly sure I can't be the only one who thinks so.

Cheers,
NoScreen.
 
How about a Revolution mod like in Rhyes and Fall of civilzation but where the cities that break off become city states...

Unfortunately cannot be done yet, not without DLL access. You can't add NEW players via Lua; You could resurrect dead city states, but that's it. Not enough slots for a mechanic like this.
 
Is there a way to combine multiple mods which may be incompatible while separate into one? If so, would some experienced modder be able to blend a few together for me?
 
I would love to see following mods (1 remake of civ4 BTS mods):
- Final Frontier <- this I just LOVE, missing it a lot

Below 2 old games made as mods for Civ5 would be awesome :)
- Master of Orion
- Master of Magic

Spent considerable amount of time playing both and including both 1st and 2nd version of MoO, haven't played the 3rd one.
 
be it asking for open borders, research agreement, interest in declaring war on 3rd party, bla bla bla- its damn annoying i have to keep clicking on that 'refuse' button. maybe it can be modded such that they stop contacting you for the same reason after you rejected them for the 1st time?

really appreciate it if somebody could make 1 cos i cant find any mod that has this function.
 
be it asking for open borders, research agreement, interest in declaring war on 3rd party, bla bla bla- its damn annoying i have to keep clicking on that 'refuse' button. maybe it can be modded such that they stop contacting you for the same reason after you rejected them for the 1st time?

really appreciate it if somebody could make 1 cos i cant find any mod that has this function.

I think this would be a pretty simple mod to make...not the functionality you're looking for, however.

Try adjusting the "Chattiness" value of all AI leaders to 1. That way they'll contact you less overall.
 
I think this would be a pretty simple mod to make...not the functionality you're looking for, however.

Try adjusting the "Chattiness" value of all AI leaders to 1. That way they'll contact you less overall.

ty but erhhh....how do i do that? i'm no modding expert

and btw, how do i make the AI reduce massing aircraft carriers without even stationing a single fighter on any of them
 
ty but erhhh....how do i do that? i'm no modding expert

and btw, how do i make the AI reduce massing aircraft carriers without even stationing a single fighter on any of them

You can't change core AI behavior. We can only adjust their separate flavor values.

You can edit leader's chattiness values by making a new XML file in modbuddy:

Code:
<Leaders>
 <Update>
  <Where Type="LEADER_ASKIA"/>
  <Set>
   <Chattiness>1</Chattiness>
  </Set>
 </Update>
 <Update>
  <Where Type="LEADER_ALEXANDER"/>
  <Set>
   <Chattiness>1</Chattiness>
  </Set>
 </Update>
</Leaders>

Rinse and repeat for every leader in the game, and you're all set! You'll have to understand the basics of XML modding for this to work. I'd recommend starting up a new thread for help on that if you're stuck.

Until then, we shouldn't continue to post in this thread as it'll be hijacking the original purpose of the thread.

Hope this helps.
 
You can't change core AI behavior. We can only adjust their separate flavor values.

You can edit leader's chattiness values by making a new XML file in modbuddy:

Code:
<Leaders>
 <Update>
  <Where Type="LEADER_ASKIA"/>
  <Set>
   <Chattiness>1</Chattiness>
  </Set>
 </Update>
 <Update>
  <Where Type="LEADER_ALEXANDER"/>
  <Set>
   <Chattiness>1</Chattiness>
  </Set>
 </Update>
</Leaders>

Rinse and repeat for every leader in the game, and you're all set! You'll have to understand the basics of XML modding for this to work. I'd recommend starting up a new thread for help on that if you're stuck.

Until then, we shouldn't continue to post in this thread as it'll be hijacking the original purpose of the thread.

Hope this helps.

erm ok, i have no clue on how to do all these.

btw, aint the purpose of this thread for posting mod requests? which is what im trying to do anyway.but thx for the help. appreciate it.
 
erm ok, i have no clue on how to do all these.

btw, aint the purpose of this thread for posting mod requests? which is what im trying to do anyway.but thx for the help. appreciate it.

I meant me posting tips on how to actually create the mods. =D
 
I'm not sure if this is the correct place to ask for this, as its not a mod, but:

I want to capture the rest of the leader screen game art (from the game loading screens) that is not finished yet in our Civ 5 Game Art Gallery: http://www.civfanatics.com/gallery/browseimages.php?c=38&userid=

I know nothing about how to investigate the game files. Is there anyone willing to create the rest of these + dlc leaders? Or maybe show me how so I can (and I would also make them for the expansion as well). Thanks.
 
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