What mods would you like me to make?

Road to War would be nice.

A mod based on the the cold war going hot, something along the lines of Tom Clancy's "Red Storm Rising" would be good as well. Naval and air reinforcement of Europe and all that that entails. Can you catch the signs of the impending Soviet invasion in time? Can you assemble and then defend Atlantic convoys? Can you hold back the Soviet hordes long enough to establish an air bridgehead so your troops can link up with pre-positioned equipment? Prescript the release of tactical nukes and some other events especially pre-war things. Spetznaz attacks comes to mind.

I also would like to see a near future war mod featuring some sort conflict between China and Taiwan going hot and then dragging in the rest of the Pacific powers and forcing the US to decide weather to help Taiwan. There's a lot of potential for diplomacy in this one.

Another good one would be the end of the Korean war truce and the following dust up between the US, South Korea and North Korea and ??????. The time frame would again be near future. Make the human player in control of South Korea or North Korea and NOT the US. I say near future because the South Koreans have taken over most aspects of running there own defense. They also have a world class defense industry that is producing some really good weapons/weapons systems.

Australia could play a big role in the last two.;);):D
 
Finally some ideas coming out, and some people playing to my favourite eras too. ;)

- Age of Colonization: did you try my Age of Discovery for Civ4Col? But I have a better idea (see below) ;)
- Cold War / WW2: I just want to point out that after Desert War & Road to War I'm pretty burnt out on modern era wars. But there is one I'd look at (see below) ;)
- Religions: Depending on the ease I'll probably leave this to someone else. If you know my previous modcomp ideas you'll know I head towards the more complex ones.
- Alpha Centauri: ABSOLUTELY NOT! I hated that game. Sorry dude.

MY ideas so far:
- CivImpII: Bringing Imperialism II to Civ5.
- CivPG: I'm surprised no one asked for Panzer General.
- Achievements: Port my achievements modcomp from Civ4Col to Civ5.
- DCM: Depending on the depth of combat, port parts of DCM over to Civ5.
 
Can you make a mod that adds dozens of sub-technologies?

Players can then research sub-technologies to improve existing units (that belong to the current era).

Such sub-technologies can be very specific.

Here are some general ideas for Sub-Technologies for army units:
- Better armor (for knights).
- Better bows (for archers).
- Better cavalry units (more HP or Damage).
- Faster movement for cavalry units.
- Improved Tanks (better armor and/or more damage).
- Longer aircraft range.
- More lethal bombs for bombers.

I am sure you get the idea.
 
Cold War / WW2: I just want to point out that after Desert War & Road to War I'm pretty burnt out on modern era wars.
:cry::cry::cry::cry::cry::cry::cry:

How about the Borg invade Earth then.:borg:

The knights of the round table and the search for the holy grail.:king:
 
Can you make a mod that adds dozens of sub-technologies?

Players can then research sub-technologies to improve existing units (that belong to the current era).

Such sub-technologies can be very specific.

Here are some general ideas for Sub-Technologies for army units:
- Better armor (for knights).
- Better bows (for archers).
- Better cavalry units (more HP or Damage).
- Faster movement for cavalry units.
- Improved Tanks (better armor and/or more damage).
- Longer aircraft range.
- More lethal bombs for bombers.

I am sure you get the idea.

Could tie in nicely as a new feature of DCM. Hmmm...... I like!

And if we tie in the availability of these sub-techs with unit usage, we can simulate certain civ's specialisation with those weapons. A UU is only available to one civ to highlight that civ's historical specialty, but this could be game-related and given to the civ who specialises in that unit. So build a lot of archers, and better bows opens up for you.
 
- CivPG: I'm surprised no one asked for Panzer General.
There was no reason to ask you specifically after having a thread just for that :D

On your mod on CivCol: yes I tried it and kudos to you for making the game minimally playable :D But i always had the feeling that CivCol ( besides not having the Portuguese as a stock civ :mad: ) was too land centered for a game despicting that age. Most of the times the land settlements were more naval bases with some land loosely controled by it... and naval military power was far more important than the pure land counterpart ( even because boats had far more cannons than any land fortress and that the crews were normally as good in land fight as the garrisons, thus making viable a fleet to take or to defend a fortress without use of a land army ). OFC modding this could prove hard on top of Civ IV engine, but who knows about Civ V? :please:
 
There was no reason to ask you specifically after having a thread just for that :D

On your mod on CivCol: yes I tried it and kudos to you for making the game minimally playable :D But i always had the feeling that CivCol ( besides not having the Portuguese as a stock civ :mad: ) was too land centered for a game despicting that age. Most of the times the land settlements were more naval bases with some land loosely controled by it... and naval military power was far more important than the pure land counterpart ( even because boats had far more cannons than any land fortress and that the crews were normally as good in land fight as the garrisons, thus making viable a fleet to take or to defend a fortress without use of a land army ). OFC modding this could prove hard on top of Civ IV engine, but who knows about Civ V? :please:

Totally agreed! I actually thought my Age of Discovery for vanilla Civ4 provided a better balance between land and naval action. Col does force the land hand due to the King's primary goal of landing troops and trying to take your cities. I tried to balance it more with better naval action, but in the end the game was too land-centric to move it too much. The introduction of King's Galleons to transport the troops, leaving the MoW's just to do naval interdiction was a big plus, but the player still didn't need to build a navy. I just couldn't change that successfully. Pirates was how I hope to change that, but they were way too unbalanced to be enjoyable.
 
Can you make a mod that adds dozens of sub-technologies?

Players can then research sub-technologies to improve existing units (that belong to the current era).

Such sub-technologies can be very specific.

Here are some general ideas for Sub-Technologies for army units:
- Better armor (for knights).
- Better bows (for archers).
- Better cavalry units (more HP or Damage).
- Faster movement for cavalry units.
- Improved Tanks (better armor and/or more damage).
- Longer aircraft range.
- More lethal bombs for bombers.

I am sure you get the idea.

Advances in ship armor/anti-air defenses/radar

Upgrade of the weapon early gunpowder units carried.
For example many times old smooth bore muskets were rifled. Some smoothbores were even manufactured with extra thick barrels in anticipation of rifling.

Matchlocks converted to flintlocks converted to percussion caps. Same basic weapon, just better ignition system. The upgraded "old weapon" was kept in service until a clearly better weapon was developed. The sub techs could be flintlock and percussion cap. The master tech could be gunpowder or firearms or something rather broad.
 
It's ludicrous to talk about mods until we see what's in the actual game.

lu·di·crous
   /ˈludɪkrəs/ [loo-di-kruhs]
–adjective
causing laughter because of absurdity; provoking or deserving derision; ridiculous; laughable: a ludicrous lack of efficiency.
Maybe so. But fun and interesting none the less.
 
It's ludicrous to talk about mods until we see what's in the actual game.

Not really. A full conversion mod it's irrelevant what's in the game on release, because with a total conversion it'll..... "totally convert" the game.

Plus, the more planning the better. ;)
 
Can you make a mod that adds dozens of sub-technologies?

Players can then research sub-technologies to improve existing units (that belong to the current era).

Such sub-technologies can be very specific.

Here are some general ideas for Sub-Technologies for army units:
- Better armor (for knights).
- Better bows (for archers).
- Better cavalry units (more HP or Damage).
- Faster movement for cavalry units.
- Improved Tanks (better armor and/or more damage).
- Longer aircraft range.
- More lethal bombs for bombers.

I am sure you get the idea.

I had a very similar thought early on in Civ4. The only difference with my idea was the source of the research. I figured winning combats would give "applied research" similar to the way you gain great generals now. The applied research would be spent on subtechs similar to what you mention. I definitely second some variation of your idea.
 
Not really. A full conversion mod it's irrelevant what's in the game on release, because with a total conversion it'll..... "totally convert" the game.

Plus, the more planning the better. ;)
Here here. Tell it like it is Dale.:lol:
 
Can you make a mod that adds dozens of sub-technologies?

Players can then research sub-technologies to improve existing units (that belong to the current era).

Such sub-technologies can be very specific.

Here are some general ideas for Sub-Technologies for army units:
- Better armor (for knights).
- Better bows (for archers).
- Better cavalry units (more HP or Damage).
- Faster movement for cavalry units.
- Improved Tanks (better armor and/or more damage).
- Longer aircraft range.
- More lethal bombs for bombers.

I am sure you get the idea.

+1

don't forget stuff like canister shot, grape shot, ect. for the cannons and frigates and other units like that. Maybe all kinds of cool specialty promotions.

Even better would be promotions that come and go depending on resources. So for example you could make something like Fuel, and it requires oil, and would give the movement to mechanized units, and if they loose fuel then they can't move. Something like that could have many other uses as well. I guess we don't know if something like that is already included, but if not it would be nice.
 
Well, apart from a couple of posts, that was a pure display of patheticness.

Mods close this thread! Seems like someone intelligent (like me :D) needs to come up with some ideas. ;)

I'd love for you to make a mod taylored to balance the game for competitive MP competitions....but until I know alot more about the games mechanics I'll have no idea what I want :p

CS
 
Could tie in nicely as a new feature of DCM. Hmmm...... I like!

And if we tie in the availability of these sub-techs with unit usage, we can simulate certain civ's specialisation with those weapons. A UU is only available to one civ to highlight that civ's historical specialty, but this could be game-related and given to the civ who specialises in that unit. So build a lot of archers, and better bows opens up for you.

Sounds good to me.

Thank you. :)
 
Well, right now, it is hard to say given the little information available. One thing that I would like to see (which I have thought about with Civ IV, but don't have the expertise to do at this point) would be an American Westward Expansion Scenario. It would take place after the American Revolution and last until about 1900 (possibly timed with seasons or months as opposed to years) and would include America (duh), England, France, Spain, Mexico, Republic of Texas and several (many?) native tribes. The map should be a fairly large scale map of America from coast to coast, including (at least) southern Canada, Mexico and Central America, the Caribbean and possibly the northern part of South America.

Technologies would focus on that time (railroads, repeating rifles, Cotton Gin, etc). Depending on what is possible, the states could possible split (for the civil war) if the player doesn't hold things together well.
 
Suggest what mods you would like me to make for Civ5. This is your chance now to get in before the list becomes too long. Because then you'll have to wait a year for me to catch up. :)

I'm willing to consider one total conversion mod (like the scale of Road to War for BtS) and numerous smaller mod comps (like the Achievements mod for Civ4Col).

It's ludicrous to talk about mods until we see what's in the actual game.

I see what you mean, Zulu. It's hard to say what mods to make if we don't know what will be included in Civ 5. However a few modcomps come to mind:

Civ Specific Great People
Influence Driven War
Religions & Corporations (if they are not already included)
Inquisitions
Mutually Assured Destruction (ala TheLopez)
Civil Wars (ala the original Civilization... capture the city of a large empire, and it can split)
Assimiliation Mod
Culturally Linked Starting Locations
Atomic Bomb Mod


Not really. A full conversion mod it's irrelevant what's in the game on release, because with a total conversion it'll..... "totally convert" the game.

Plus, the more planning the better. ;)

In that case, Dale... I wouldn't mind seeing a "History in the Making 2" for Civ 5. ;)
 
Dale,

I know you are probably sick of WW2, but that's what I'd like to see. Pacific theatre as well as Europe and N. Africa. Hopefully the new Civ will have the modding tools to make it a bit more nuanced and therefore realistic.
 
From what little info we have been given, it seems as though there will be separate victory conditions again.
If it's not in the game, I would dearly love a mod that assimilated various achievements into a points system so that scientific achievement, cultural achievement and military achievement all scored points towards a final victory.
The points system in previous Civs has been a secondary concern, with victory decided by almost any other method.
I hate the way that Civ is a number of games, and that if I want a good score I must choose to play [e.g military] Civ right from the start.
A good starting cultural achievement should score points, as with scientific achievement, in a continuous fashion, so that the civ I build is judged on all its merits, not just the one that I've focussed on.
A points value for everything you can do in the game would be complex, requiring a few mathematical distributions and scaling to get right, but would improve the game dramatically.
 
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