Requested Mods

there used to be a militia mod, but I can no longer find it. i thought that it was great for BNW since the AIs do no build sufficient defensive units. any one know what happened to it?

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
 
can someone make a BNW mod that allows the Singapore resources to appear anywhere or is there one available?
 
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
Can anyone else test this mod in conjunction with Ingame Editor? it seems to be disabling ingame editor when i have both enabled.
 
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.

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.
 
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.

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.
 
Almost nothing "disables" IGE.... it's very stable.

Unless you make a dumb bug in your code, and IGE cant start and then use IGE to find the bug.
Anyway IGE rules...
 
I would like to see a mod for automize the missionary unit, and even I have some ideas how should behave
 
I would a mod which combine the DLLs of 'Civ IV Diplomacy Features Mod' and 'DLL - Various Mod Components' :cry:
 
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
 
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

Community Call to Power (workshop version no longer maintained, new version in progress) meets your first desideratum. We have no post-apocalyptic scenario yet.
 
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
 
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
 
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

We use Great Generals as war units in CCTP V4. So that they earn promotions and are now called Heros.
 
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!
 
I was hoping that there is a mod that changes the calender to a more common era thing.. so no BC and AD since in Civ there certainly doesn't need to be a christian religion plus it would make me stop comparing the age to the the years in our real history..

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.
 
Back
Top Bottom