Requested Mods

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

  1. 2000AD

    2000AD Chieftain

    Joined:
    Jul 30, 2010
    Messages:
    51
    Sounds like the 'Rhye's and Fall' mod for Civ 4. I think Rhye was working on somethign simular for Civ5 but didn't actually finish it. Civ 4 version can be found in the CIv 4 section here and IIRC it was also included in Beyond the Sword expansion as one of the scenarios.
     
  2. PropSpair93

    PropSpair93 Chieftain

    Joined:
    Nov 2, 2014
    Messages:
    1
    Here is a mod I'd like to see, more like few fixes really:

    .Stealth Bomber: Icon should be a B2 instead of F117. Stealth bomber should be given option to launch nuclear strikes (since the B2 was originally designed for nuclear missions).

    .Nuclear Submarine: Upgrade that hides nuclear subs from destroyers and missile cruisers.

    .Missile cruiser: Upgrade to allow sight nuclear subs. allow indirect fire. Increased range.

    .Paratrooper: Upgrade paradrop from 9 to 40 like XCOM squad range.
     
  3. Belzhorash

    Belzhorash Warlord

    Joined:
    Oct 24, 2008
    Messages:
    222
    Location:
    Germany
    I'd love to see the virtues from BE instead of social policies in CiV. Unfortunately, I am not the right coder for this much Lua. :(
     
  4. TofuSojo

    TofuSojo Chieftain

    Joined:
    Sep 28, 2014
    Messages:
    41
    Location:
    Orlando, FL
    This is more a custom model request than a full mod request, as I can make the mod for it:

    I would very much love the Grenadier model (Renaissance-era ranged infantry in Civ 4) in Civ 5. Either as a port from Civ 4 or a fresh model. In G&K they added ranged infantry to all the post gunpowder era except the Renaissance...

    Right now in my mod I'm having to use the Musketman's model--muskets that fire grenades... Pretending they're Renaissance-era grenade launchers is asking a bit much, lol.
     
  5. 59saintdane

    59saintdane Warlord

    Joined:
    Jul 14, 2014
    Messages:
    230
    I'd like to see a mod that separates the counters on scientists, merchants and engineers. That way, merchant and engineer points actually become useful, and GEs and GMs will see more play.
     
  6. Sarin

    Sarin King

    Joined:
    Aug 18, 2013
    Messages:
    837
    Check the Steam Workshop and downloads here in Civfanatics, both have this mod.
    http://forums.civfanatics.com/downloads.php?do=file&id=23149
     
  7. Teproc

    Teproc King

    Joined:
    Sep 13, 2013
    Messages:
    835
    Location:
    Lyon, France
    I was wondering if there was a mod that allowed you to have more religions, which would obviously require adding founder, follower and enhancer beliefs to work. I'm sure that exists as it seems like a pretty obvious idea, but I haven't found it, so... does it exist ?
     
  8. Gwydion62

    Gwydion62 Warlord

    Joined:
    Apr 25, 2004
    Messages:
    192
    Location:
    Austria
    sorry, wrong game ;-)
     
  9. Pioneer Boyscou

    Pioneer Boyscou Chieftain

    Joined:
    Nov 16, 2014
    Messages:
    57
    Location:
    Finland
    I wonder if it originally should have been placed under this thread after all..
    http://forums.civfanatics.com/showthread.php?t=539092

    DISASTER mod. That is what I would like to have for BNW.
    And not to ruin the game, but to spice it up a little. Something that you can also be prepared for, just like in real game.
    What I have planned already, is natural disasters, diseases and acts of gods. I have some additional ideas, but it would be wonderful if someone could fulfill these first.

    I have created an excel file to explain in more detail what pros and cons and 'rules' every disaster could have.

    Just to be clear: I can give ideas and lot of support, but I am completely incapable of creating a mod on my own. Not to even start one...
     
  10. Gort

    Gort Emperor

    Joined:
    Nov 7, 2010
    Messages:
    1,518
    In Civ 4, when you discovered a technology, you could glance at the tech popup window, see what the tech did, close the window, and the voice clip would continue.

    In Civ 5 and BE, if you want to hear the whole voice clip, you have to leave the tech popup (or affinity popup) open until the voice clip ends.

    So now you have to pick between getting only half a voice clip or having to sit there for ten seconds staring at nothing while the clip ends.

    Is there a way to fix this?
     
  11. Salamandre

    Salamandre King

    Joined:
    Aug 4, 2003
    Messages:
    612
    Location:
    France
    Here are my wishes, for what they worth:)

    1) when using multiple stacking mod, be able to select all stack to move, not one by one.
    2) Remove the shaking camera when unit autoselect, and make it instant. Headache now.
    3) Make great musicians and merchants able to trigger golden age. I often dismiss them, because no empty artworks or always war etc.
    4) Somehow, in war times, make that we have some key trigger, so autoselect feature loops war units, and only then enable with a key for domestic units. With the stress from battles, having idiotic camera shaking through one worker, then on unit in first war line then back to some worker is annoying.

    Thanks for reading.
     
  12. qadams

    qadams Bohemian

    Joined:
    Jan 2, 2014
    Messages:
    707
    Location:
    Ruritania
    A fairly simple mod (I think): The English Ship of the Line should be able to move after attacking. That was the whole point of the ships historically, and thus their name -- they would move in a line past a target, each ship blasting away in its turn.
     
  13. ilshur

    ilshur Warlord

    Joined:
    Feb 25, 2008
    Messages:
    250
    i'd like to see a minor change to Venice's leader trait - the ability to build cities that are puppets with settlers. Without the ability to create their own expansion and having to relay upon others, it makes 1v1 games or other types very very very difficult to fairly balance. It wouldn't change that much in terms of its powering. In most games, venice lags behind badly in science and expansion anyway
     
  14. Shalvan

    Shalvan Warlord

    Joined:
    Feb 24, 2013
    Messages:
    133
    It has probably been requested and I have no idea whether it is possible or not.

    A mod which would make it so when you quit a modded game and return to the menu, the game won't unload the mods. On older machines like mine it takes ages to unload the mods and then load them again, extremely annoying.
     
  15. Warden123

    Warden123 Warlord

    Joined:
    Sep 7, 2014
    Messages:
    137
    Celt mod for BNW that doesn't require GK.:)
     
  16. Warden123

    Warden123 Warlord

    Joined:
    Sep 7, 2014
    Messages:
    137
    sorry for duble post.. allowing boats and trade routs to go down rivers...
     
  17. Baleur

    Baleur Prince

    Joined:
    Jul 9, 2010
    Messages:
    526
    Location:
    Qingdao, China
    Unique religion sounds when a religion spreads or is founded/enhanced, like in civ4.
     
  18. d0minus

    d0minus Chieftain

    Joined:
    Oct 3, 2013
    Messages:
    50
    Mod for more attack unit point & actions specially for melee units can attack again. Im thinking a way about adding each unit promotions like blitz but takes too long for me...
     
  19. janboruta

    janboruta Artistriarch

    Joined:
    Feb 23, 2011
    Messages:
    2,140
    Location:
    Tarnów, Poland
  20. Natan35

    Natan35 Mayor of St. Natansburg

    Joined:
    Jul 2, 2014
    Messages:
    5,139
    Location:
    Ashdod,israel
    A revised happiness system and buildings would be nice(sure, Firaxis(spelling mistake?), horses and elephants are crucial for circus, but what does animals have to do with a zoo?).
    I have some ideas, but i don't know how to mod :p :(
     

Share This Page