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Requested Mods

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

  1. Treehawk

    Treehawk Chieftain

    Joined:
    Jul 27, 2013
    Messages:
    34
    Location:
    Florida
    It was one of FramedArchitect's mods if you are talking about this one:

    Militia Defense v.4 Militia automatically rise up to defend against invasions. Mod Mechanics When an enemy unit first enters their civilization's territory, one Militia is raised near each city with a population of at least three.

    Found here:

    http://forums.civfanatics.com/downloads.php?do=file&id=21155
     
  2. bladex

    bladex Emperor

    Joined:
    Oct 29, 2010
    Messages:
    1,358
    can someone make a BNW mod that allows the Singapore resources to appear anywhere or is there one available?
     
  3. ilshur

    ilshur Warlord

    Joined:
    Feb 25, 2008
    Messages:
    250
    Can anyone else test this mod in conjunction with Ingame Editor? it seems to be disabling ingame editor when i have both enabled.
     
  4. FramedArchitect

    FramedArchitect Reluctant Modder

    Joined:
    Mar 25, 2012
    Messages:
    798
    Location:
    Missouri
    Militia Defense works just fine with IGE, and is the main method I used to test the mod when it was under development. Almost nothing "disables" IGE.... it's very stable.
     
  5. ilshur

    ilshur Warlord

    Joined:
    Feb 25, 2008
    Messages:
    250
    What about non-normal tech tree? I havent changed the shape or structure, just the values of each techs (increasing them), but the militia mod negates that.
     
  6. FramedArchitect

    FramedArchitect Reluctant Modder

    Joined:
    Mar 25, 2012
    Messages:
    798
    Location:
    Missouri
    We've gone way off the thread topic, so I've responded in the Militia Defense Mod discussion thread here. You could also seek help with IGE in it's discussion thread.
     
  7. Gilgamesch

    Gilgamesch Ancient Alien

    Joined:
    Dec 15, 2010
    Messages:
    2,228
    Location:
    good old germany
    Unless you make a dumb bug in your code, and IGE cant start and then use IGE to find the bug.
    Anyway IGE rules...
     
  8. Alan H

    Alan H Chieftain

    Joined:
    Jul 26, 2013
    Messages:
    36
    I would like to see a mod for automize the missionary unit, and even I have some ideas how should behave
     
  9. FramedArchitect

    FramedArchitect Reluctant Modder

    Joined:
    Mar 25, 2012
    Messages:
    798
    Location:
    Missouri
    This sounds like something Hambil may already have worked on, as he has spent time modding unit automation.
     
  10. Alan H

    Alan H Chieftain

    Joined:
    Jul 26, 2013
    Messages:
    36
    Thanks, I'm gonna check it out
     
  11. Strec

    Strec Prince

    Joined:
    Sep 5, 2013
    Messages:
    410
    Location:
    France
    I would a mod which combine the DLLs of 'Civ IV Diplomacy Features Mod' and 'DLL - Various Mod Components' :cry:
     
  12. Alan H

    Alan H Chieftain

    Joined:
    Jul 26, 2013
    Messages:
    36
    Actually after this I sent a message to Hambil and he is not making this, if anyone wants to do this mod I definitely going to use it :)
     
  13. Kageryu

    Kageryu Chieftain

    Joined:
    Sep 10, 2013
    Messages:
    10
    Is there a mod that allows for stealth bombers to rebase onto carriers?
     
  14. starsky24

    starsky24 Chieftain

    Joined:
    Apr 12, 2008
    Messages:
    5
    Location:
    Canada
    I don't think there is one (correct me if there is), but a mod like the civ4 "Next war" mod would be cool.
    For those that don't know of it, its an mod that includes:
    -an expanded futur tech tree, including buildings and units (like clones)
    - and a optional post-apocalypse scenerio
     
  15. 3335d

    3335d CCtP Player

    Joined:
    Jun 15, 2012
    Messages:
    642
    Community Call to Power (workshop version no longer maintained, new version in progress) meets your first desideratum. We have no post-apocalyptic scenario yet.
     
  16. Gwydion62

    Gwydion62 Warlord

    Joined:
    Apr 25, 2004
    Messages:
    191
    Location:
    Austria
    Hi,

    is there a way to create usefull generals?
    I remember one MOD where the Generals got EP's when they were close to Units, they developed skills and promotions and you where able to attache Units to a General - was it Civ 4?

    Any ideas?
    regards
     
  17. meowschwitz

    meowschwitz Warlord

    Joined:
    Apr 7, 2013
    Messages:
    156
    Location:
    NY
    I'd like a mod that gives bonuses to all city-states like religious ones have.

    free pop and half pop for maritime
    free promotion, 8 xp for military
    culture ruin, half of that for cultural
    30 extra gold, 15 for Mercantile
     
  18. Gilgamesch

    Gilgamesch Ancient Alien

    Joined:
    Dec 15, 2010
    Messages:
    2,228
    Location:
    good old germany
    We use Great Generals as war units in CCTP V4. So that they earn promotions and are now called Heros.
     
  19. bladex

    bladex Emperor

    Joined:
    Oct 29, 2010
    Messages:
    1,358
    is there a mod that disables the damn revolutionaries appearing when your city is really unhappy? i'm tired of conquering cities and than have the happiness plummet afterwards than have to deal with units popping up wrecking my cities while i'm still in the middle of a war!
     
  20. Elana01

    Elana01 Chieftain

    Joined:
    Oct 17, 2008
    Messages:
    21
    Location:
    Inc free range Surfs of America
    Actually, modding to change "BC" to "BCE" and "AD" to "CE" would be a suitable fix.

    Commentary: I was very surprised that Civ V uses the archaic "BC" and "AD." In university circles, typically, "BCE" and "CE" are used. efore the [C]ommon [E]ra, and Common Era. The actual years number doesn't change, but the reference becomes focused on naming the years based on a calendar that is commonly used worldwide. It shifts the focus away from [AD = anno domini, the year of our lord] religious focus.
     

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